Jump to content

[Written][CnC pls] More Performages Cause Why Not


~Faytl~

Recommended Posts

In their current incarnation, Performages are very Xyz-centric, more so than what I think are the much cooler aspects of their possible design, Fusion and Pendulum (those ones being the more interesting ones to me, at least). So these cards are designed with that in mind.

ONE of these cards isn't a custom, it's Shadow Maker from the anime, buffed a bit in an attempt to make it anything other than trash. CnC is appreciated.

Performage Ring Jumper
Level 4 Spellcaster, FIRE, Scale 2
Once per turn, you can target 1 Performage monster you control: Until the End Phase, it gains 300 ATK, and your opponent cannot activate cards or effects when it attacks, until the end of the damage step.
- - - - - - -
When this card is Special Summoned: Your opponent cannot activate cards or effects. If you would take effect damage, you can return this card from your Graveyard to your hand, and if you do: Reduce that damage to 0. You can only use this effect of "Performage Rign Jumper" once per turn.
1300/500


Performage Star Vaulter
Level 5 Spellcaster, LIGHT, Scale 6
Once per turn, when 1 or more "Performage" monsters are Special Summoned, you can increase or decrease their Levels by 1, then take 1000 damage.
- - - - - - -
You can Tribute this card to target 1 "Performage" Xyz Monster you control: Your opponent takes damage equal to the Rank of that monster x300, and it cannot be destroyed by card effects, until the End Phase.
1900/1100

Performage Cannonball Kid
Level 4 Spellcaster, FIRE, Scale 6
Once per turn, you can destroy 1 "Performage" monster you control, and if you do: Your opponent takes 500 damage during your End Phase.
- - - - - - -
When a "Performage" monster you control attacks, you can Tribute this card: Monsters your opponent controls lose 500 ATK, until the End Phase.
1000/1000


Performage Fuse Cyclist
Level 5 Spellcaster, EARTH, Scale 2
Once per turn, you can Fusion Summon 1 "Performage" monster from your Extra Deck using monsters you control as Fusion Materials. You cannot Special Summon other monsters this turn, except "Performage" monsters.
- - - - - - -
When this card you control is destroyed: Add 1 "Polymerization" from your Deck or Graveyard to your hand.
1700/2000


Performage Extra Diver
Level 4 Spellcaster, WATER
You can Special Summon 1 "Performage" Pendulum Monster from your Extra Deck, and if you do: Destroy this card. You can only use this effect of "Performage Extra Diver" once per turn.
1200/1500


Performage Tornado Tamer
Level 5 Spellcaster, WIND, Scale 6
Once per turn, during either player's Battle Phase, you can target 1 face-up monster your opponent controls: Reduce all Battle Damage you take from battles involving that monster this turn to 0.
- - - - - - -
When you would take damage, you can Special Summon this card (from your hand) instead, and if you do: This card gains DEF equal to the damage you would have taken.
1800/1000

 

 

Performage Acrobouncer

Level 4 Spellcaster, LIGHT, Scale 2

Once per turn, you can target 1 "Perfromage" monster you control: Negate the effects of any monster that battles with that monster.

- - - - - - - 

When this card is Special Summoned (from the hand), return 1 card your opponent controls to the hand.

1700/1400

 

Performage Ropewalker
Level 4 Spellcaster, EARTH
When this card is Normal or Special Summoned, you can target up to 3 "Performage" monsters in your Graveyard: Return them to the Deck, then draw 1 card.
1500/300

 

Performage Wind Sucker

Level 5 Spellcaster, WIND, Scale 4

Once during either player's turn, you can target 1 face-up monster that has a Level; Reduce it's Level by 1, until the End Phase.

- - - - - - -
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned: You can reduce its Level by 1.

2100/0

 

 

Performage Ball Rider

Level 4 Spellcaster, EARTH, Scale 3

Once per turn, you can send 1 Pendulum Monster from your Extra Deck to the Graveyard; Inflict 500 damage to both players.

- - - - - - -

When an opponent's Special Summoned monster declares a direct attack: You can Special Summon this card from your Graveyard. You can only use this effect of "Performage Ball Rider" once per turn.

1000/1800

 

 

Performage Bonus Dealer

Level 2 Spellcaster, EARTH, Scale 3

 

If you Pendulum Summon 3 or more "Performage" monsters from your hand; you can draw 2 cards, and if you do: Destroy this card. You cannot Special Summon other monsters the turn you activate this effect, except "Performage" monsters. 

- - - - - - -

Once per turn, you can target 1 "Performage" monster you control; It gains 1000 ATK, until the End Phase, and if it does: Destroy this card, then take 1000 damage.

1000/100

 

 

Performage Bubble Gardna

Level 4 Spellcaster, WATER, Scale 2

Once per turn, if you control a "Performage" card in your other Pendulum Zone, during damage calculation (in either player's turn): You can activate this effect; halve any battle damage from this battle.

- - - - - - - 

Once per turn, during either player's turn, if a "Performage" monster(s) you control would be destroyed by battle or card effect: You can activate this effect; that monster(s) is not destroyed by that battle or effect.

800/2000

 

 

Performage Candy Craftsman

Level 2 Spellcaster, WATER, Scale 5

At the end of your opponent's Battle Phase, if you control a "Performage" monster, gain 1000 Life Points.

- - - - - - -

Discard this card from your hand and target 1 face-up "Performage" card you control. THe first time that card would be destroyed this turn: 

1100/1000

 

 

Perfromage Cup Tricker

Level 5 Spellcaster, LIGHT, Scale 1

You can only Pendulum Summon "Performage" monsters (this effect cannot be negated). You can target 1 "Performage" Xyz Monster you control; attach this card to that monster as Xyz Material. You can only use this effect of "Performage Cup Tricker" once per turn.

- - - - - - - 

You can detach an Xyz Material from a face-up Xyz Monster; Special Summon this card, and that Xyz Monster loses 600 ATK. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 Xyz Material attached to an Xyz Monster you control; attach it to another Xyz Monster you control as an Xyz Material.

1200/1400

 

 

Performage Fire Dancer

Level 4 Spellcaster, FIRE, Scale 6

Once per turn: You can target 1 monster you control; if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.

- - - - - - - 

When this card you control is destroyed by an opponent's card, by battle or effect; Target monster your opponent controls loses 500 ATK.

1400/1200

 

 

Performage Magic Tactician

Level 1 Spellcaster, DARK, Scale 5

If a Spell or Trap card you control would be destroyed while you control this card in your Pendulum Zone, you can destroy this card, instead.

- - - - - - - 

If a "Performage" monster you control is targeted by an opponent's card effect, you can discard this card, then target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.

0/0

 

 

Performage Overlay Juggler

Level 3 Spellcaster, EARTH, Scale 6

Once per turn, during either player's turn: You can target 1 Xyz Monster you control; attach it to another Xyz Monster you control as an Xyz Material. 

- - - - - - -
You can target 1 Xyz Monster you control; attach this card to it as an Xyz Material.

1200/600

 

 

Performage String Figure

Level 1 Spellcaster, DARK

Cannot be destroyed by battle. Once per turn, you take no battle damage from a battle involving this card. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card. You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.

0/0

 

 

Performage Water Dancer

Level 4 Spellcaster, WATER, Scale 2

Once per turn: You can target 1 Attack Position monster your opponent controls; change that target to Defense Position. 

- - - - - - - 
If this card is destroyed by battle or by the effect of a monster: You can target the monster that destroyed it; change that target to Defense Position.

1200/1400

 

 

Performage Wing Sandwichman

Level 5 Spellcaster, EARTH, Scale 1

You can only Pendulum Summon "Performage" monsters (this effect cannot be negated). One per turn, you can target 1 face-up "Performage" Pendulum Monster you control; This card's Pendulum Scale becomes that monster's Pendulum Scale, until the End Phase.

- - - - - - - 

If you control another "Performage Wing Sandwichman" with the same Level as this card: You can target all the monsters between this card and that monster; their Levels become this card's.

 

----------------------------

 

Performage Ring Magician
Level 8 Spellcaster Fusion, DARK
1 "Performage" monster + 1 Pendulum monster
You can target 1 "Performage" monster you control: It can attack your opponent directly during this turn's Battle Phase. When this card is destroyed and sent to the Graveyard: You can return it to your Extra Deck, and if you do, Special Summon 1 "Performage" monster from your Graveyard. You can only use each effect of "Performage Ring Magician" once per turn.
2800/2100

 

 

Performage Trapeze Force Witch

Level 7 Spellcaster, DARK

2 "Performage" monsters

Other "Performage" cards you control cannot be destroyed by card effects. While you control another "Performage" monster, monsters your opponent controls cannot target this card for attacks. If a "Performage" monster you control attacks an opponent's monster: That monster loses 600 ATK, until the End Phase.

2400/1800

 

 

Performage Shadow Maker
Rank 5 Spellcaster, DARK
3 Level 5 monsters
During either player's turn, if this card is targeted by a card effect: You can Special Summon 1 "Performage Shadow Maker" from your Extra Deck, and if you do: Attach 1 of this card's Xyz Materials to it. If this card is targeted by a card effect: Immediately after that effect resolves, apply the same effect to all other monsters named "Performage Shadow Maker" (even if the current Chain has not fully resolved), even if they were not face-up on the field at the time the effect resolved. When this card you control is destroyed: Draw 1 card.
2600/1000

 

--------------

 

Magical Pendulum Box

Normal Spell

If you control no "Performage" cards in your Pendulum Zones, draw 2 cards and reveal them. If both cards aren't "Performage" Pendulum Monsters: Banish them.

Link to comment
Share on other sites

  Ring Jumper: The pend effect is nice to give your stronger Performages an Armades effect and to synergize with the Rank 5. I assume both the attack boost and the Armades effect last until the end phase, so it should be written like:

Until the End Phase, it gains 300 ATK ...

The Superstar-esque monster effect is nice as well. Both of the effects are a little situational, so it would be a 1-2 of.

  Star Vaulter: This one has a really good pend effect. Performages would be able to go into rank 5s and potentially rank 6s, vastly expanding the toolbox aspect of the deck. The monster effect is a bit weird; the 3000 burn when combined with the rank 5 is nice, but is should probably be a quick effect instead to make the destruction immunity part of it better.

  Cannonball Kid: Pretty meh overall. The pend effect would be good if Plushfire was unbanned, but it's pretty mediocre without it and the monster effect is rather weak as well. Maybe a 1 of at most (unless you need more low scales).

OCG fix: Once per turn: You can destroy 1 "Performage" monster you control, and if you do,

  Fuse Cyclist: Since there would be only 1 fusion to use, the effects aren't that amazing, but the fusion is worth running since you only need 1 and Fuse can be good as a level 5. I still wouldn't even want to run Poly in the deck though with only 1 target when you can just use the pend effect. The choice to have both of the level 5 pendulums be high scales bothers me; one of them should be a low scale instead.

  Extra Diver: You can trade it (a level 4) for one of the level 5s, but overall meh.

  Tornado Tamer: Both of the effects are nice, with the pend effect being in a similar vein to Ring Jumper and the monster effect being non-targeting, non-destroying removal (pretty much a necessity these days). Since you don't really have a use for having both Tempest and Jumper's effects at the same time, perhaps Tempest could also banish monsters the targeted card destroys as well.

  Ropewalker: The deck already has access to Emeral, but this card is still pretty nice if you don't want to run Emeral or want to use his effect more.

  Ring Magician: Pretty decent beatstick that can finish off weakened opponents with the direct attack effect, and what makes the card good is that is returns itself and gives you a free monster when it dies.

OCG fix: When this card is destroyed and sent to the Graveyard: You can return it to your Extra Deck, and if you do,

  Shadow Maker: The effect is very interesting when you can trigger it on your turn; you can use it to attack for 5200+ and/or Xyz into F0. The effect is still a little situational in its usage though, so it could use a recovery effect like the one that Trapeze Magician has.


It's not that big of a deal, but he main underlying themes of most of the Performage monsters released in the TCG/OCG involved either inflicting damage to yourself (Trick Clown, Flame Eater, Mirror Conducter, Plushfire) or negating damage you would take (Damage Juggler, Flame Eater, Hat Tricker, Trapeze Magician). With that being said, none of these cards have either of those effects. This could be fixed by changing Star Vaulter from "pay 1000" to "Then take 1000 damage." Other than that, I like how most of the cards synergize well with other cards in the set (like all the targeting effects with Shadow Maker.)

Link to comment
Share on other sites

Edited with some minor fixes across most of them as you suggested for effect wording. Also completely transfered Tornado Tamer's effects to a new monster (Acrobouncer) and revamped Tamer with a different effect. Also edited Cannonball Kid, Ring Jumper, Fuse Cyclist, and Shadow Maker.

 

Considering making another Fusion Monster. Would love to hear your thoughts on that. Thanks much for the feedback :)

Link to comment
Share on other sites

  • 2 weeks later...

Ring Jumper's pendulum effect is neat, and provides use for beatdown with Trapeze. What fun. However, with the monster effects (both of them) I think you got activating effects mixed up with continuous effects. For example, the "your opponent cannot activate cards or effects" one activates, meaning your opponent can respond to it activating. How does it activate? Why, a colon of course. Colon/semicolon = activation. What you are looking for is a comma. The last effect, since it is activating as an effect is resolving (when you are taking effect damage, not when the card that deals effect damage is activated) needs to be continuous so as not to miss timing.

 

Star Vaulter makes me want to see a Rank 3 Performage, but I guess the it makes it a tiny bit more versatile even if there isn't one? Second effect looks like it was born to work with the Xyzs, which it probably was, but I wish more made use of this mechanic.

 

Cannonball kid provides destruction. Nuff said on that, but as for the second effect...not only is 500 ATK a small amount, and it only applies until the end phase, but applying it your opponent? I mean, protection from that sort of stuff is higher today than ever, and its not hard to dodge. Why not "all monsters you control gain 500 ATK until the End Phase". Notice the lack of "currently".

 

Fuse Cyclist searches Poly and fuses itself. Basically trump witch for 'mages. It works, I guess.

 

Due to the colon placement on Diver, it somehow Summons a monster as a condition. Again, you want a comma there. There is a lot of info on this on Zaziuma's OCG guide. Provides some more speed, and it does that well.

 

Tamer not only provides an okay means of surviving attacks from multi attacking monsters, but helps you slam your own monsters into your opponents with little to no risk. Last effect has an OCG problem, but otherwise fine.

 

Acrobouncer really helps with the beatdown aspect of the archetype, but the monster effect leaves a lot be desired. I mean, its cool and all, but its so restrictive that you wouldn't be able to use it that often. Perhaps some searching as well somewhere, as the archetype's main method was killed?"

 

Ropewalker is basically yours standard Daigusto effect. Allows for recycling the Xyzs/Fusions and the main deck monsters. Not much else to say, really. Unsure about its lack of OPT, as in the current gamestate its more than fine, but with all this support it provide too much draw power.

 

Wind sucker allows you to mess up your opponent's plays, and change your Level 5s in R4 material. Now, if only there was more a reason to do so. You don't really have the Extra Deck for this kind of level modulation, so maybe not too helpful. SS effect is fine.

 

Ball Rider provides some small burn and a means of more battle protection. Perhaps up the damage from the mill, as it is a bit small, but otherwise fine.

 

Bonus Dealer I guess is fine? Draw 2 is probably worth the risk of Strike. Second effect is confusing as hell, no idea how it works. Perhaps an "and if you do" instead of the colon?

 

Bubble gardna is a good gardna. Moving on.

 

Craftsman is unfinished. First effect is a bit weak, not worth leaving it out. I hope the second effect is worth it.

 

Cup Tricker spam nicely with the first effect, and the last effect works for moving materials to an otherwise useless monster. The second effect doesn't specify where it Summons from, however. I hope its from the hand, because otherwise it would be a bit OP.

 

Fire Dancer is seriously weak. I mean, you had a card that lowered the ATK of all monsters your opponent controls by 500, and this only does it to one, and only when your opponent destroys it? Meh, seriously, change that 0 ATK or something. Piercing is great, nuff said.

 

Tactitian is a reverse eccentrick, and I like it. It's a shame many destroy and few activate when being destroyed, but it's something, I guess. Last effect should probably specify that it only works one an effect that only targets one card.

 

Overlay Juggler is the life to the dying Castel, and to Xyz Monsters in general! Whether it be to power them up, or use them as fuel for something greater, it's a fun card to have.

 

String Figure is another replacement for Poly. Adds protection, and is basically a wall. Not much else to say.

 

Water Dancer might be a bit slow to be useful, but could probably be fixed by just "change battle position" and removing targeting on the last effect. Great idea though. I feel you're spreading out the effects too much, as this could become several sub decks on its own, with it nearly being impossible to have 1 of every monster in a deck, unless you want more than 25 monsters.

 

Sandwhichman is weird, but works. Last effect should probably specify a bit more what it means by between, but I get what you meant.
 

Ugh, only 1 Fusion? Cri, I want more. Can't believe I'm asking for more cards when this already has gone overboard, but whatever. So, Ring Magician basically is a floater for any other Performage you want, i.e. a better (in some regards) Trick clown. I mean, you can repeatedly Fusion Summon this card, as it recycles, but we want variety. Attacking directly combos well with the Rank 4.

 

How are you summoning Witch? Did I miss something? In any case, preventing you from destroying your own cards? A big no go, slowing down the archetype to a crawl, and the replacement attacking along with the ATK change is totally not worth it.

 

Shadow Maker is also weird. Like, really weird. I mean, it spams, has an interesting effect, and provides draw power for the archetype, but it is still weird. I don't like the destruction effect as you can easily Summon it back with a card like Trick clown to destroy it again after you pop all 3 with some other effect like dark hole. If you pop 1, you go +2 automatically. So yeah, probably a no go.

 

Pendulum Box is so restrictive it hurts. I mean, what are the chance that of all the cards in my deck, of all the performages which arent all Pendulum, they will both be Pendulum? You're going to be banishing a lot, with little to no means of recovery. Just limit it to Performages in general and it'll be fine (probably).

 

 

 

Cause why not? Well, these cards work (on the whole), but making a ton of cards for an archetype makes sure others aren't used, even if it does add variety. Nice work generally, I must say.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...