◇ Void ◇ Posted May 31, 2016 Report Share Posted May 31, 2016 This pack was original conceived as a series of custom cards for a RP I was planning, known as Codex of Shadows. However the idea fell through mid-way, when many of these cards had been designed some fake promotional material made as part of a college assignment, and even some custom artwork made by me in Photoshop. So I’ve decided to finish them off and release them so they do not go to waste.Because of the long time in development, the OCG on these cards may be incorrect or out-of-date, so feel free to correct me on any issues you find. Additional cards omitted from the original 36-card pack may be added in the near future. [spoiler=Part 1: Yami Tomoya’s Gravespires][spoiler=Monsters][spoiler=DPTY-EN001 – Necro Thaumaturge](This card is always treated as a “Gravespire” card.)This card cannot be destroyed by battle. Once per turn, you can pay 1000 LP: Add 1 Spell/Trap card that lists a “Gravespire” card as a target in its text, from your Deck to your hand. Any cards added to you hand by this effect cannot be used until this card leaves the field. When this card leaves the field: Banish it.[spoiler=DPTY-EN002 – Gravespire Andrealphus]This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 300. While you control this card: You can tribute this card and 1 “Gravespire” monster you control; Add one level 4 or lower "Gravespire" monster from the Deck to your Hand. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN003 – Gravespire Azrael]This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 400. This card is unaffected by the effects of monsters that do not include “Gravespire” in their name. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN004 – Gravespire Mephistopheles]This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 600. While you control this card: “Gravespire” monsters cannot be banished from any Graveyards, and you can only Special Summon 1 “Gravespire” monster from your Hand or Deck per turn. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN005 – Gravespire Lucifer]This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 400. Once per turn, you can banish this card from the field; “Gravespire” monsters you control cannot leave the field until the End Phase. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN006 – Gravespire Malpas]This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 100. When this card is destroyed or sent to the Graveyard: You can pay 500 LP; Special Summon this card from the Graveyard during your next Standby Phase, and if you do, it gains 1 Level. Any levels gained by this card’s effect are not removed when this card leaves the field. If you do not activate this effect: Place this card in your Opponent’s Graveyard instead.[spoiler=DPTY-EN007 – Gravespire Ornias]Cannot be Normal Summoned or Set. Must be first Special Summoned by Tributing all “Gravespire” monsters you control (min.1). This cards ATK and DEF are both equal to the number of "Gravespire" monsters in your opponent's Graveyard x 500. Once per turn: Both plays can send any number of Monster Cards to their opponent’s Graveyard, up to the number of monsters tributed to Special Summon this card, and if so, each player loses 200 LP for each card sent. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN008 – Gravespire Elathan]Cannot be Normal Summoned or Set. You can Special Summon this card from your Hand, by banishing 1 “Gravespire” monster when it leaves the field, instead of sending it to the Graveyard. This card’s ATK and DEF are both equal to the number of “Gravespire” monsters in your opponent’s Graveyard x 400. If the number of “Gravespire” monsters in your opponent’s Graveyard changes: Banish this card. While you control this card, your opponent cannot activate card effects that target cards in any Graveyards. When this card is destroyed or sent to the Graveyard, send it to your opponent's Graveyard instead.[spoiler=DPTY-EN009 – Gravespire Uzza]1 DARK Tuner monster + 2 or more "Gravespire” non-tuner monsters Must be Synchro Summoned and cannot be Special Summoned by other ways. When Special Summoned: Send all Banished “Gravespire” monsters to their original owner’s Graveyards. This card’s ATK and DEF are both equal to the number of “Gravespire” monsters x 1000. Any Battle Damage that would be inflicted to your opponent involving this card is inflicted to you instead. While you control this card, your opponent can conduct 2 Normal Summons/Sets per turn, and if they do, this card can conduct an additional attack during your next Battle Phase. If this card is destroyed by battle or card effect, send it to your opponent’s Graveyard instead. While this card is in your opponent’s Graveyard: “Gravespire” monsters can conduct a second attack each Battle Phase, but their ATK is halved during the Damage Step only for the second attack.[spoiler=DPTY-EN010 – Gravespire Kokabiel]3 Level 4 “Gravespire” monstersThis cards ATK is equal to the number of “Gravespire” monsters in your opponent’s Graveyard x 450. Once per turn, you can detach 1 Xyz Material from this card; This turn, all monsters in any Graveyards are treated as “Gravespire” cards. If this card is destroyed or send to the Graveyard, send it and any attached XYZ materials to your opponent’s Graveyard instead.[spoiler=DPTY-EN011 – Gravespire Lix Tetrax]2 Level 7 “Gravespire” monstersMust be Xyz Summoned using the above materials, and cannot be Special Summoned by other ways. This card’s ATK and DEF are both equal to the number of “Gravespire” monsters in both player’s Graveyards x 500. Once per turn, you can detach 2 Xyz materials from this card: Special Summon 1 “Gravespire” monster from any Graveyards in Attack Position. It gains ATK equal to this card’s ATK while on the field. This card cannot declare an attack or change battle position while a monster summoned by this card’s effect is on the field.[spoiler=Spells][spoiler=DPTY-EN012 – Gravespire Pulse]This card cannot be activated from your hand. Activate only when a face-up “Gravespire” monster you control is targeted by an opponent’s card effect that would remove it from the field. Roll a die: Draw a number of cards equal the number rolled, then discard 2 “Gravespire” monster to your opponent’s Graveyard. If you cannot: Banish all cards in your hand.[spoiler=DPTY-EN013 – Painful Gravespire Extraction]Pay 1000 LP: Target up to 3 “Gravespire” monsters that you are the original owner of from your opponent’s Graveyard and return them to your deck face-up. When you draw a card returned to your Deck by this card’s effect: You cannot Normal or Special Summon any “Gravespire” monsters that turn.[spoiler=DPTY-EN014 – Gravespire Necropolis]Activate this card by paying 2000 LP. When a “Gravespire” monster you control has its ATK change: You gain or lose LP equal to the change. If this card’s effect would reduce your LP to 0: Destroy this card instead. Once per turn: You can discard 1 “Gravespire” monster to your opponent’s Graveyard; Add 1 “Gravespire” monster from any Graveyard to your Hand that has an equal level to the monster discarded. It cannot be Normal or Special Summoned the same turn you activate this effect.[spoiler=DPTY-EN015 – Gravespire Sanctity]Equip this card only to a “Gravespire” monster. This card cannot be equipped to Synchro or Xyz monsters. The equipped monster cannot be destroyed by battle or card effect, except this card. If this card is destroyed: Destroy the equipped monster. During each Standby Phase: You can pay 1000 LP. If you do not: Negate the card effects of all “Gravespire” monsters you control until the End Phase.[spoiler=DPTY-EN016 – Gravespire’s Death Grasp]Banish 1 “Gravespire” monster that you are the original owner of from any Graveyards: Destroy 1 card on the field.[spoiler=Traps][spoiler=DPTY-EN017 – Gravespire Counterattack]When your opponent declares an attack against a “Gravespire” monster you control: Pay 500 LP, then target 1 “Gravespire” monster you are the original owner of in any Graveyard; Special Summon it in Attack Position. Change the attack target to the monster summoned by this card’s effect, then destroy it after the Damage step.[spoiler=DPTY-EN018 – Gravespire Jar of Essence]When a “Gravespire” monster is destroyed: Place 1 Counter on this card. You can send this card to the Graveyard: Add 1 “Gravespire” monster from any Graveyard to your hand for each 2 Counters on this card. Cards added to your hand by this effect cannot be Normal or Special Summoned during the same turn this effect is activated.[spoiler=DPTY-EN019 – Defence of the Necropolis Gates]You can only activate this card while you control “Gravespire Necropolis”. When you activate this card: Target 1 “Gravespire” monster you control; Switch it to Defence Position and it cannot change battle position while you control this card. If the targeted monster leaves the field: Destroy this card. While this card is on the field, “Gravespire Necropolis” is unaffected by other card effects. This card is unaffected by other card effects.[spoiler=DPTY-EN020 – Gravespire Rift]Pay 1000 LP and target 1 Level 4 or lower “Gravespire” monster you control: Destroy all cards on the Field, except the targeted monster, then give control of the targeted monster to your opponent.[spoiler=Part 2: Tomoya’s Magnus Spellcasters & Support][spoiler=Monsters][spoiler=DPTY-EN021 – Chrome Witch]FLIP: Banish this card, and 1 Spellcaster-type monster in your hand: Draw 3 cards.[spoiler=DPTY-EN022 – Classical Magician Girl]Once per turn: You can reveal 1 card from your Extra Deck that lists a Spellcaster-Type monster as a Material Monster: Send 1 of the Spellcaster-Type Materials listed on that card to the Graveyard. When this card leaves the field: Add all cards sent to the Graveyard by this card’s effect to your Hand.[spoiler=DPTY-EN023 – Dame of Arcane Arts]This card gains 300 ATK for each Level 5 and above Spellcaster-Type monster in any Graveyards.[spoiler=DPTY-EN024 – Prince of A Shadow Realm]If this card is in the Graveyard: The field is treated as “Yami” (Increase the ATK and DEF of all Fiend and Spellcaster-Type monsters by 200 points. Decrease the ATK and DEF of all Fairy-Type monsters by 200 points.) This effect is still applied when a Field Spell card is on the field. If a Field Spell card leaves the field: Banish this card.[spoiler=DPTY-EN025 – Magnus Dusk Illusionist]You can Ritual Summon this card with “Conjuring of the Ancient Magnus”. This card's name becomes "Dark Magician" while it is on the field. When this card is Ritual Summoned; Target 2 monsters your opponent controls; Special Summon 2 “Illusionist Phantom Tokens” each with the same original Type, Attribute, Level, ATK, DEF and Effect as one of the targets (You cannot apply the same target to more than one token). These tokens cannot be tributed for a Tribute Summon, or used as a Synchro or Xyz Material Monster. If you control an “Illusionist Phantom Token”, your opponent cannot select this card as an attack target. When this card leaves the field: Destroy all “Illusionist Phantom Tokens” on the field, then Special Summon 1 “Dark Magician” from your Hand, Deck or Graveyard.[spoiler=DPTY-EN026 – Magnus Witch of Dawn]You can only Ritual Summon this card with "Conjuring of the Ancient Magnus". While you control this card: This card’s name is treated as 1 of the listed monsters on “Conjuring of the Ancient Magnus” tributed to Ritual Summon this card. This card gains 100 ATK for each Spell Card in any Graveyards and on the field. When this card is Ritual Summoned: Select 3 Spell Cards from your Deck: Your opponent randomly selects 1 card; Reveal it and add to your hand, then discard the remaining cards to the Graveyard. The selected Spell Card is treated as a Quick-Play Spell Card (in addition to its normal Spell Type) until it’s effect is resolved. When this card is removed from the field, Special Summon from your Graveyard 1 of the listed monsters on “Conjuring of the Ancient Magnus” tributed to Ritual Summon this card, in Attack Position.[spoiler=DPTY-EN027 – Magnus Twilight Sorcerer]You can Ritual Summon this card with "Conjuring of the Ancient Magnus". While you control this card: This card’s name is treated as 1 of the listed monsters on “Conjuring of the Ancient Magnus” tributed to Ritual Summon this card. If this card is Ritual Summoned, banish up to 3 Trap Cards in your Graveyard face-down; Once per turn; You can skip your Draw Phase, and if you do, set 1 of the cards banished by this effect on your field. It can be activated during the turn it was set. If a monster leaves the field because of a Trap Card set by this card’s effect: Banish it. When this card is removed from the field: Special Summon 1 of the monsters tributed to Ritual Summon this card from the Graveyard in Attack Position.[spoiler=DPTY-EN028 – Magnus, Origin of the Spellcasters]“Magnus Twilight Sorcerer” + “Magnus Witch of Dawn” + “Magnus Dusk Illusionist”Can only be Special Summoned by banishing the above Fusion Materials you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) When Special Summoned, cards and effects cannot be activated. When Special Summoned: Banish 1 Effect Monster, 1 Spell Card and 1 Trap Card from your Hand, Deck or Graveyard face-down (You may look at these cards at any time). Once per turn, or when your opponent either declares an attack or activates a card: Target one card banished by this card’s effect (You can only target each card once) and replace this effect with its original effects. After this effect has resolved: Sent the target to the graveyard. When all cards Banished by this effect are sent to the Graveyard: Destroy this card.[spoiler=Spells][spoiler=DPTY-EN029 – Conjuring of the Ancient Magnus]While this card is in your Graveyard, you can skip your normal Draw Phase; Add this card to your Hand. You cannot activate this card the turn you use this effect. When you activate this card from your Hand: Apply one of the following effects.• This card can Ritual Summon "Magnus Dusk Illusionist". You must also Tribute monsters from your hand or field, including 1 “Dark Magician” on your field, whose Levels equal 11 or more.• This card can Ritual Summon "Magnus Witch of Dawn". You must also Tribute monsters from your hand or field, including 1 “Dark Magician Girl” or “Dame of Arcane Arts” on your field, whose Levels equal 11 or more.• This card can Ritual Summon "Magnus Twilight Sorcerer". You must also Tribute monsters from your hand or field, including 1 “Dark Magician of Chaos” or “Magician of Black Chaos” on your field, whose Levels equal 11 or more.[spoiler=DPTY-EN030 – Cursed Vyne Ring]Equip only to an opponent’s monster. If the equipped monster attacks a Spellcaster-Type monster you control: It gains 500 ATK. If a monster you control is destroyed by battle by the equipped monster: Send 1 monster from your Deck to your Graveyard. If this card leaves the field: Draw 1 Card.[spoiler=DPTY-EN031 – True Soul Eruption]Reduce your LP by 90 percent and Tribute 1 Level 6 or higher monster you control: During your Standby Phase, you can banish up to 3 monsters in your Graveyard and if you do, until the End Phase you can Special Summon monsters (From your Hand) that would require Tributes equal or less to the number of cards banished to Tribute Summon that card, Ignoring any and all Summoning Conditions. Your opponent cannot activate cards or effects in response to a monster Special Summoned by this card’s effect. Destroy this card during the End Phase. If you do not activate this card’s effect during the Standby Phase: Destroy it. You can only activate “True Soul Eruption” once per Duel.[spoiler=DPTY-EN032 – Soul Entrusted Cards]This card cannot be activated from your Hand. If a card effect would discard any number of cards from your hand: You can discard this card instead, and if so, you draw 1 card in addition to your normal draw during the Draw Phase. While this card is in the Graveyard, pay 500 LP for each card you draw. If this card leaves your Graveyard: Your opponent wins the Duel.[spoiler=DPTY-EN033 – Tribute within the Ice Tomb]Target 1 card in either player’s Graveyards. While this card remains on the field, that card cannot leave the Graveyard. Your opponent gains 500 LP during each Standby Phase while this card is on the field.[spoiler=Traps][spoiler=DPTY-EN034 – Voltanis’ Verdict]Activate this card when a Counter Trap Card you control is chained by another Counter Trap Card your opponent controls. Negate the activation of each card in the chain, and if so, destroy them. Your opponent cannot activate any card effects until the End Phase.[spoiler=DPTY-EN035 – Cursed Warlock Sceptre]Activate when an opponent’s monster declares an attack: Half your LP, then reduce the attacking monster’s ATK by the same amount.[spoiler=DPTY-EN036 – Ruins of Glory Past]You can only activate this card during the End Phase, when your opponent destroyed all monsters you controlled on the field during the Battle Phase: Add a number of Counters (min. 1) to this card, equal to the combined levels of all monsters sent to the Graveyard this turn. If no Counters are on this card: Destroy it. During your Main Phase 1, you can activate each effect once per turn:• Remove any number of Counters on this card: Each counter removed can be used as a substitute for any number of Tribute Summonings or card effects until the End Phase.• Remove all Counters on this card: You gain 150 LP for each counter removed. [spoiler=Credits]Card Template: Zextra Series 9 by ZextraImages (Various sources, so I decided to credit each gallery I searched):• JazinKay's Albums• Kyng's Card Art Dump• Toyo's Art Vault• Aix's Collection• Sword-Summoner's Albums• Kingdom Hearts Keeper's Card Images• M M• hunduel's Deviantart• J-Max's YCM ArchivesArtworks for the “Magnus” cards where created by myself by splicing official artworks with Photoshop. Credit goes to the original artists for their original works. These custom artworks are NOT to be used without my written permission at this time. Link to comment Share on other sites More sharing options...
vla1ne Posted June 1, 2016 Report Share Posted June 1, 2016 alright, this is a massive amount of things to review, and the layout does not quite help. I will review the cards, because i understand the effort put into them, and it is due a respectful review at the very least. but can i ask that you slightly decrease the amount spoiler based separation. i understand you wish to keep things tidy, but it makes it rather taxing to go over each card.(yes i know, it's just a small amount of clicking, but it does add up due to my lazy nature.) I'll try to have a review up for you tomorrow, i'll use tonight to go over the cards. if for some reason i cannot get the review up tomorrow, i'll have to hold off for a while because i'll be at work, but i give you my word that i shall grant you a proper review of all the cards, even if i have to cut my responses into daily posts. Link to comment Share on other sites More sharing options...
◇ Void ◇ Posted June 5, 2016 Author Report Share Posted June 5, 2016 Bump. Still waiting for Vla1ne's review. Link to comment Share on other sites More sharing options...
vla1ne Posted June 8, 2016 Report Share Posted June 8, 2016 alright, my apologies, due to RL issues. i've been unable to get online for a while. but i'm a man of my word, so while i've got the chance, i'll give a few of these a review. not sure when i'll be online next, but i guess i'll have to review the cards in increments. please don't mind any spelling errors in this post past this, i was trying to go through it as swiftly as possible while making sure to cover them fairly. this was typed up in wordpad, so some errors are to be expected. alright, first and foremost, i don't quite have the time to go over the archetype as a whole, so i'll be rating the cards on their own merits, not on the archetype as a whole. when i'm done doing it this way, and if you edit the cards accordingly, then i'll likely put that review up as a nice closer, but for now, i'll be going one by one. THE MONSTERS OF THE GRAVESPIRE SERIES thaumaturgethe (always treated as) clause is (always nice to see) i like seeing people implement it into their cards, so that's a plus from me, the battle immunity is what it is, it gives you a meatshield from brute force decks and forces effects when played right, the 1000/add effect needs a hard opt. if not, then you could just special this guy using other means (spellcasters have enough support to do it) and drop 3k to search 3 power cards. doing so would mean that you could remove the [any cards added to your hand by this effect] effect and still have a balanced card. THE FOLLOWING MONSTERS:as for the following monsters, using your opponent's graveyard? so cemetery bomb ftw? i like it, but i'm not sure how well that would transpire to the way the game is right now. it's definitely an interesting mechanic, but i wonder how effective it would be. i'll be withholding my comments on htat until i'm done with the set i suppose, it's the kind of thing that takes time to break down. i like the idea, but i'm gonna have to go through everything to give it a fair assessment on the other hand, keep in mind that monster effects that activate in grave would benefit your opponent in the instances of these monsters. so giving them negative on-grave effects would be better or any of them that may have in-grave effects. ANDREALPHUSi'd say make the [this cards' ATK and DEF effect] generic, it would still give your opponent control over what the total ATK and DEF would become, but it would brick less hard at the beginning of the game, and in the lategame it would be a more viable threat. there's no need for the [while you control this card] text, tributing it from anywhere but the field has to be specified according to the rules of the game anyways. i like it though, and the mechanics are shaping up to be very interesting. AZRAELagain, the ATK would be insanely low if it's used in this manner, and the opponent gets too much control over what you have for it to be powerful in the early game. the unaffected effect may as well be non-gravespire monsters, i believe it works better that way under the current (PSCT). MEPHISTOPHELESalright, graveyard control, and it's pretty good there. on the other hand, the second effect, are you going for the winda effect, or trying to allow it to special summon onem onster per turn? because if it's the former, then you may want to change it to [ each player can only Special Summon] instead, and if it'sthe latter, then you might want to make it [Once per turn, you can] instead. but i might be misreading here. LUCIFERthis guy's effect is odd, i think you might want to add [by a card effect] on him to make it work better. saying cards can't leave the field point blank would prevent you from making plays like synchro summons and tribute summons. MALPASthe level effect doesn't quite work, i'd say let the person choose how many levels the monster grows instead so instead of [and if you do, it gains 1 Level] you could make it [and if you do you can have it gain up to -x- amount of levels] that way you don't have to go through all the funny wording, and it still works under the current games' runes. ORNIASthe semi-nomi monster, ok. the effect to send monsters is too light though, you should make it compulsory, otherwise your opponent's just going to laugh at it, and considering gravespire monsters don't really have in-graveyard effects, they can't exactly take advantage of this except for the boosting effect. the burn is decent, and it gets around targeting otherwise, so it's good aside from that one hiccup. also, it would b best to add [except this card] to the sending effect. because it'd suck to have to send him off of his own effect when it takes so much to summon him. ELATHANThe next nomi monster, and it has an amazing effect. it's essentially a necrovalley, but i advise that you remove the [if the number of “Gravespire” monsters in your opponent’s Graveyard changes: Banish this card.] effect. since it already lacks protection, this effect just makes it counterproductive for you to play him. all he's got aside from the lockdown effect is his ATK, so it's permissible to let him stay on the field for free. alright, the rest i'll get to when things on my end start to look up, so give it about one or two days. but like i said, even if it has to be done slowly, i'll get it done.\ overall thoughts though, try to grant some of the bigger ones a bit more protection, their effects make the vulnerable in the early game, and unless the stuff i haven't gotten to fixes that, i'll be a glaring issue in any opening hands. good stuff though, i like the idea, and it seems to be thought out pretty well, so i give it 8/10 for the sheer balls to play with your opponents' grave. 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vla1ne Posted June 16, 2016 Report Share Posted June 16, 2016 well, it's been a week, and while i wanted to wait until later to post something, i decided to finish up the monsters before i moved onto the spell and traps, so: UZZAi don't think it needs the summoning condition, just make the "return banished monsters" clause activate only upon synchro summon it saves room, and allows it to still become a play on it's own from grave. i also think you might want to fix the wording a bit, since it could get confusing, from "his card’s ATK and DEF are both equal to the number of “Gravespire” monsters x 1000." to "his card’s ATK and DEF are both equal to the number of “Gravespire” monsters returned x 1000." keeps the meaning, but clarifies it just enough. the damage effect, dear gods, the sack wins that could come from that and creature swap are insane and i love it. you can do away with giving your opponent a second normal summon. it makes this card too much for your opponent. a permanent double attack is tame enough, especially considering you take the damage instead of your opponent. the effect from the opponent's grave is pretty nice though. KOKABIEL2 materials is good enough, make the detach effect a quick effect and it'd be amazing. LIX TETRAXwell i've noticed something, there aren't really enough similar levels to actually make these ED Xyz monsters live. i mean, you can pull it off, but you might want to change some of the levels around to make it flow a bit better. but as for the effects of this one, again, the summon restriction's not really needed. the detach effect can just say either player's graveyard if you want it to be coherent. the attack restriction is interesting, but not really needed considering how hard it would be to summon more than one monster with the effect, but if you choose to keep it, you can drop the required detach to 1 and make it once per turn. there's no need to prevent it from changing it's battle position as well though. alright, i have tomorrow off of work, so i can take some time to review the spells and traps of this set in one swoop. i still like what i see, but the ED monsters are a bit lackluster, the buffs i suggested wold be a nice start, where i'd advise you to go from there is up to what i see from the next things i review. Link to comment Share on other sites More sharing options...
vla1ne Posted June 18, 2016 Report Share Posted June 18, 2016 took me 24 hours longer than i expected. we're finally halfway there with the reviews. so to top off this particular set: PULSEpulse is OP. the mere existence of a card like this will turn gravespires into a draw engine due to it being searchable and hilariously easy to trigger. yes, it's reactive, and yes it can't be used from hand, and even the existence of TT helps the case, but it simply can do too much if it does resolve properly. teching gravespire into any deck would be justified with the existence of this one card for the hope of rolling a 5 or 6. i suggest just having you draw two, discard two. that way it simply becomes a gravespire specific draw card that doesn't come with sudden sack potential. it'd essentially be a card that works like pantheism. EXTRACTIONunlike pulse, this card is terrible, instead of making you unable to summon "gravespires", it'd be better to immediately Special Summon them while taking away your Normal. that way you could recycle the high levels, and not risk dead drawing them. NECROPOLIScost is too high, 2k activation in the format of TT and all other manner of ST hate (especially on a spell speed 1) is insane. instead of gaining or losing,lifepoints, it'd be better to go for straight gain, that way you can get some kind of advantage going early game. as for the LP effect why not make it [ If you would take any damage that would reduce your life points to 0, you can Destroy this card instead of taking that damage] that way it insures against yourself and your opponent. the final effect is nice, and i've already marked the level consistency issue f your monsters. SANCTITYsanctity doesn't do enough to justify using it in a duel, allow it to be equipped to any "gravespire" monster, including synchro and Xyz first of all, the second effect is good enough as a defense. the third effect isn't needed. it's nice for flavor, but it would do too much harm to you to justify remaining, you should lower the cost to 500 if you wish to keep it. DEATH GRASPit's good. the effect is simple, and while targeting isn't as good as it used to be, it's always good to have some in theme removal. as for the traps: COUNTERATTACKremove the destruction and it'll be pretty good. if you want to make it a key card, add some battle immunity. considering it's meant to deflect attacks, that much is to be expected. ESSENCEthe effect is insane if built up, but the issue here, is building it up. as such, i suggest removing the inability to use the monsters you add. it only adds from grave so it's not like it'd be breaking in the early game. GATESnot sure how i feel about this one. on one hand, it's not hard to kill the gravespires, but on the other hand, the protection for the field spell is amazing. i guess leave it as is. RIFTagainst kozmo, you die upon playing this. it's not bad against everything else, but the existence of kozmo means you now have to factor them into any mass destruction effects. the 1000 makes it worth it, but its the kind of effect that in most other decks would be insane. i guess it works out though, considering gravespires aren't really OP enough to OTK off of something like this. alright, now that i've finished up these guys, i can give a full assessment to them. the mechanics are an amazing idea, i'd love to see them implemented in the actual game, but, the consistency is terrible. in the late game, these guy's would be a nightmare, but the issue is getting past the first 3-10 turns. they're a slow burn deck but until the deck explodes, it's literally a sitting duck. the spells and traps are on opposite ends of the spectrum, from top tier sheet to not top tier sheet. i've gven the suggestions that i think would help the spells and traps, but to fix the monsters, all you really need is something that operates in the manner of the skull servant's wightprince. the deck relies on graveyards to build it's power, but it can't spiral the power fast enough with the monsters it has right now. i give it a 6/10 give it one or two more consistency boosters and it's move up to an 8 or 9. it's a rather new idea, and i love it, but it definitely needs work. next up is the magnus series, i'll get to that on my next day off. Link to comment Share on other sites More sharing options...
vla1ne Posted June 23, 2016 Report Share Posted June 23, 2016 this time i'll be doing the traps first. VERDICTincredibly powerful but also incredibly conditional. maybe add a LP cost to it though, because while conditional, it's still incredibly powerful, so some kind of cost is needed, maybe 2k, considering the effect essentially gives you a free turn, 2k is a petty reasonable cost. the wording is off though, i suggest saying [Activate only when your a counter trap card your opponent controls is activated in response to a counter trap card you have activated] or something along those lines, it's janky either way, but.. eh, really it's not all that important, just a minor suggestion. SCEPTREincredibly weak, at least end the battle phase if you're going to sack half your LP, and you may as well hit every monster your opponent has considering half your life points aren't exactly cheap in most circumstances. GLORY PASTweird condition. i suggest saying [You can only activate this card during your opponent's end phase, if 1 or more of your monsters was destroyed during your opponent's battle phase this turn] also, might as well say levels/ranks, otherwise it loses significance while you control Xyz monsters. the first bullet effect might be better worded as [during this turn, each time you would tribute summon a monster, you can remove counters from this card equal to the number of monsters required for that summon instead of tributing monsters.] and for the 2nd one, why not make it 200 LP instead, it'd still remain far considering if you lose enough monsters to gain anything significant, then you'll likely need the extra LP. not too bad, just a couple minor fixes and they'd be pretty good cards. i'll be finishing up friday morning i guess since that's my only day off this week. Link to comment Share on other sites More sharing options...
vla1ne Posted June 25, 2016 Report Share Posted June 25, 2016 GOOGLE CHROME Well, it’s not terrible. In fact, it’s really amazing, the only downside is that it’s a flip effect monster, but even that is easy to overlook in favor of (what amounts to) a free +1. Give it a hard OPT, and maybe it won’t be broken. CLASSICAL MUSICSend from where? From the hand? From the deck? From the extra deck? Not enough info. Also you might want to say fusion or Synchr, because to the best of my knowledge, no Xyz monster has a specific monster listed on it, and a specific monster is what you need when wording the effect the way you have. Also, another hard OPT is in order here. ARCANE DAME300 boost, pretty standard as far as boosts go. It easily outclasses dark magician girl, I guess. PRINCE OF A SHADOW REALMWell ,the first effect is actually pretty interesting in implementation. I’ve never seen a field effect imitator that activated from graveyard. Definitely interesting. The second effect, I suggest specifying where again. Would you banish him from the field or from your graveyard? ILLUSIONISTWell, I’ve gotta read the ritual, but it looks fair from here. Dark magician support eh? The imitation effect is nice, but you might want to add [rank] to that imitation, otherwise Xyz monsters will be immune to it. Also, just for the future, tokens, no matter where they come from, already cannot be used as Xyz materials, there’s no need for that restriction. DAWNMore name imitation? Interesting, but you may as well just say choose one of the monsters tribute to summon it, and have its’ name become that. just say return the remaining cards to the grave though, there’s no need to say send or discard since the place they’re coming from already is the graveyard. Also, you might want to add a hard OPT to that particular effect, ritual or no, getting spells back immediately, even if random, gives way too much power to the deck overall. As for the last effect, again, just say [special summon one monster that you used to summon this card] or something along those lines. TWILIGHT SORCERERAgain, it’s be better to just say what I said above, but why are you changing the names for these three? It seems like that effect serves no purpose. I could be wrong about that, since I haven’t seen all the spells, but as it stands, it even makes them incompatible with your fusion, who I’ll be reviewing tomorrow along with your spells. The banish due to trap effect is unneeded, and can really get messy due to word salad games. The special summon is essentially the better form of the above version, so I suggest implementing it there as well. Other than that, it’s a relatively solid card. Link to comment Share on other sites More sharing options...
vla1ne Posted July 1, 2016 Report Share Posted July 1, 2016 well, it's been a week, and i'm hyped on new anime and a potential Saturday off work, so before i go nuts. i'll post this, and try to get a final look posted by the 4th of july. MAGNUS RITUALwell, aside from self recycling, it's a standard ritual card. but if you're skipping your draw phase to get it back, i'd say it's fine to let it be used on the same turn. VYNE RINGwell, this is something i haven't seen before. you get to mill when your monsters are killed, and your opponent is the one that gets to make you do it. interesting. not to mention it makes an excellent bait card for TT and the like. i like it. TRUE SOUL ERUPTIONeeh? 90%? that's a bit weird. if you want to go that route, i'd just say pay life points until you only have 1000 left, but even then banishing a level 6 or higher monster already makes this card have a high cost. the way it's worded would make it better as a trap though. that way it has to survive at least 2 turns before being usable, balancing out the insane advantage, and making the effect actually require planning and prior protection. SOUL ENTRUSTED CARDSno need to have the first line, this card doesn't do too much with that effect, considering you usually only ever really have to discard one card anyways, but that plus off of the discard makes it a wonderful card in and of itself. TT, discard this, and draw 2 during your next draw phase. the last effect is just nuts though, i'd say burn you for significant damage, instead of making an auto-loss. make it burn for 2-3K instead of making you lose and it's be a decent addition with a respectable drawback. TRIBUTE WITHIN THE ICE TOMBinteresting, really interesting. but the effect is really too weak to justify being continuous. i'd suggest making it target 1 card per turn, that way it slowly locks out graveyard plays. you can still chain cards to the effect, so i'd say it's rather balanced in light of that, but really, having it slowly freeze over the graveyard would suit the name and artwork far more. 3 of this out would be a nightmare against things like PK fire, blue eyes, monarchs, anything else that needs to make graveyard plays, and to an extent, kozmo. there's more i want to say, but that's the gist of it, so i can hold that back until the final look later. Link to comment Share on other sites More sharing options...
◇ Void ◇ Posted July 1, 2016 Author Report Share Posted July 1, 2016 It is great to see you continuing to review the entire set after so long Vla1ne! Don’t think I’ve not been paying attention. I’ll take much of this on-board, though don’t expect be to remake all 36 cards again soon: I’d have to either transcribe all of them into written format, or convert them from Zextra to my custom Grezar DX template set using a very complicated macro I would have to program from scratch. I’ll take on your ideas to give the Gravespires some juicy graveyard taint the most. What would you recommend in that field though: Burning, Lockdown or Discards? In any respect, you just remember to cash in your review for those points at the end. Link to comment Share on other sites More sharing options...
vla1ne Posted July 1, 2016 Report Share Posted July 1, 2016 It is great to see you continuing to review the entire set after so long Vla1ne! Don’t think I’ve not been paying attention. I’ll take much of this on-board, though don’t expect be to remake all 36 cards again soon: I’d have to either transcribe all of them into written format, or convert them from Zextra to my custom Grezar DX template set using a very complicated macro I would have to program from scratch. I’ll take on your ideas to give the Gravespires some juicy graveyard taint the most. What would you recommend in that field though: Burning, Lockdown or Discards? In any respect, you just remember to cash in your review for those points at the end.no worries, i occasionally get distracted, but i did promise that i would. i have a bit more to say, and if i get saturday off i'll detail everything in the afternoon. i suggest using TCGEditor if you want to make them a bit faster, zextra makes a good template, in fact, it might be better than TCGEditor, but as far as speed and convenience, it's better on all counts. as for the field spell, I have to ask that you elaborate, do you mean what path should it take if you want to upgrade it? if that's the case, then i'd suggest that you make it remain a burning effect. also, you can get points for reviews? i actually never knew that, i guess it really is the fastest way to increase account funds. Link to comment Share on other sites More sharing options...
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