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The Fires of Hell [TFOH] - Booster Set (19/?)


Ethaniel

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All artwork comes from Google Images, save the art of "Ethaniel, Lord of the East", which was done for me by N4ut.

 

This is a set I first started working on back in 2010, but I've updated the text, so it should fit fairly well with modern OCG. I will be adding more to the set as my health permits.

 

[spoiler=Show More]

 

 

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This card is treated as all Types at all times. Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of 'Gathering of Dracheheim', and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. When this card is Special Summoned: Banish all other cards on the Field, and inflict 100 damage to each player for each card Banished this way. This card cannot attack until the second turn after it was Summoned.

 

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Cannot be targeted or destroyed by Spell Cards. Once per turn: You can pay half of your Life Points; Special Summon 1 'Lord of the East', 'Lord of the West', 'Lord of the North', 'Lord of the South', or 'Chancellor of the Center' card from your hand or Deck.

 

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During your Standby Phase: You can Tribute this card; Special Summon 1 'Redfire Knight' from your hand, Deck, or Graveyard.

 

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If this card was Summoned by the effect of 'Redfire Footsoldier': place 2 Redfire counters on this card. Each time this card destroys an opponent's monster by battle, place 1 Redfire counter on this card. Once per turn, you can remove 4 Redfire counters from the field: Special Summon 1 'Redfire Archmage' from your hand, Deck, or Graveyard.

 

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Cannnot be Normal Summoned or Set. Must first be Special Summoned by the effect of 'Redfire Knight'. Once per turn: You can remove any number of Redfire counters from the field; until the End Phase, this card gains ATK equal to the number of Redfire counters removed x100

 

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1 'Redfire' Tuner + 1 or more non-Tuner monsters
As long as this card remains face-up on the field, 'Redfire' monsters you control cannot be destroyed by battle. Once per turn, when your opponent selects a 'Redfire' monster on your side of the field as an attack target: You can change the target to this card instead.

 

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If you control 2 or more 'Redfire' monsters : You can Special Summon this card (from your hand).

 

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You can Ritual Summon this card with 'Redfire Soul Fusion'. Cannot be Special Summoned by other ways. The ATK and DEF of this card are equal to the combined original ATK of the monster(s) Tributed to Ritual Summon this card.

 

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This card is used to Ritual Summon 'Redfire Dragon Rider'. You must also Tribute monster(s) whose level(s) equal 10 or more, and remove 5 Redfire counters from the Field.

 

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Special Summon this card in Defense Position as an Effect Monster (Warrior-Type/FIRE/Level 4/ATK 0/DEF 3000). (This card is NOT treated as a Trap Card.) This card cannot be used as Xyz Material for an Xyz Summon. Once per turn, you can remove 2 Redfire counters from the field: Negate the activation of a Spell, Trap, or Effect Monster's effect, and if you do, destroy it.

 

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This card is treated as all Types at all times. Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of 'Gathering of Dracheheim', and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. When this card is Summoned: Negate the effects of all other cards on the Field, also players cannot activate cards or effects until your opponent's next Main Phase. This card cannot attack until the second turn after it was Summoned.

 

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During your End Phase: You can Tribute this card; Special Summon 1 'Permafrost Mammoth' from your hand, Deck or Graveyard.

 

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If this card was Summoned by the effect of 'Permafrost Youngling': place 2 Permafrost counters on this card. Whenever a Spell or Trap Card is activated, place 1 Permafrost counter on this card. Once per turn, you can remove 4 Permafrost counters from the field: Special Summon 1 'Permafrost Necromancer' from your hand, Deck, or Graveyard.

 

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Cannnot be Normal Summoned or Set. Must first be Special Summoned by the effect of 'Permafrost Mammoth'. You can remove 2 Permafrost counters from the field: Banish 1 Spell or Trap Card on the Field.

 

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1 'Permafrost' Tuner + 1 or more non-Tuner monsters
As long as this card remains face-up on the field, 'Permafrost' monsters you control cannot be targeted by the effects of Spell or Trap Cards. Once per turn, when your opponent selects a 'Permafrost' monster on your side of the field as an attack target: You can change the target to this card instead.

 

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If you control 2 or more "Permafrost' monsters: You can Special Summon this card (from your hand).

 

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You can Ritual Summon this card with 'Permafrost First Strike'. Cannot be Special Summoned by other ways. The ATK and DEF of this card are equal to the combined original DEF of the monster(s) Tributed to Ritual Summon this card.

 

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This card is used to Ritual Summon 'Permafrost Wyvern Striker'. You must also Tribute monster(s) whose level(s) equal 10 or more, and remove 5 Permafrost counters from the Field.

 

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Special Summon this card in Defense Position as an Effect Monster (Beast-Type/WATER/Level 4/ATK 0/DEF 3000). (This card is NOT treated as a Trap Card.) This card cannot be used as Xyz Material for an Xyz Summon. Once per turn, you can remove 2 Permafrost counters from the field: Switch ATK and DEF of this card; this card cannot declare a direct attack during the turn this effect is activated

 

 

 

 

PREVIEW

 

Doctored Books

Normal Spell

Activate only if you control a face-up 'Redfire', 'Permafrost', 'Doomguard' or 'Windlance' Monster. Pay 500 LP: for each counter on a face-up card, place an additional counter of the same type on that card.

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Your redfire series seems to have some synergy with summoning larger monsters, and your synchro, Redfire Overlord, gives them some battle protection. 3500 ATK for a level 10 synchro falls right in the middle of the  ATK range of level 10 monsters. Right now this set of cards only has a few specific ways to summon 1 synchro monster, so I think like any post on this site, making more cards would help diversify your series or archetype. However, there are a few things to address before you add more cards. Your Ethaniel and its corresponding summoning card don't seem to synergize with the redfire series. Half your life points could be a pretty high cost, and the monster nukes yours and your opponent's fields, as well as damaging both players. Then it can't attack until your next turn, when your opponent might have had a chance to get rid of it. And it doesn't seem to have a level, so it couldn't be used for synchro summoning, even if it didn't blow up your cards on the field. Maybe you could summon it when you have no other cards, but that would either be on your first turn, when you would start the duel with half the LP of your opponent, or later in the game, where having no cards but this monster might not be enough to get back into the game. Finally, its effect to count as all monster types doesn't seem to help it if you try to use it with the redfire monsters. 

 

Archmage, Knight and Defender focus on removing counters, but only Knight lets you place counters. It's good that you can remove them from the field and not from specific cards, but the one monster that lets you place them is a level 4 with 1800 ATK that seems like it's better used for making synchro monsters. Maybe you could give Overlord an effect to place counters as well, like when it battles a monster? Lastly, I have a question about your trap monster. It's effect lets you remove 2 counters to negate a card effect, could you also use those removed counters for the effects of, say, Archmage, letting it gain 2000 ATK, or is that against the rules of counters? Finally, you ritual spell. Personally, I would name it "Redfire Soul Ritual", since having the word "fusion" makes it sound like it's a fusion card; but that's not what I want to focus on. It seems the cost of summoning Dragon Rider is to tribute monsters and remove 5 counters. If the removal of counters lets you activate card effects, like on Knight, then this gives you a lot of versatility, but once again, there aren't a lot of ways to add counters on your cards. You could edit the text so that it says "you can remove 5 counters from the field" that way it's not part of the cost for summoning. Maybe you've thought more than I have about how these cards work together, but to me it seems like they wouldn't be able to use their effects very often.  

 

Next, your permafrost series. I like Aarigon, Lord of the North a lot more than Ethaniel. Mass effect negation until your opponent's next turn seems more useful than nuking both your fields. You could summon it during your main phase 2 after getting all your own effects, provided that you battled. I think you could also summon it at the end of your main phase 1 as well, and it would protect you during the battle phase. These cards seem to be more defensive, compared to the more offensive redfire. I'm not sure why Youngling has to be tributed during the End Phase, that makes it harder to get Mammoth out, plus at level 3, it can't work with your other monsters to make Titan as well as Mammoth. I would suggest making it level 4 and removing the End Phase clause. Mammoth is a much better counter effect than redfire Knight. 2 counters once it's summoned with Youngling then another counter for each spell/trap? You'll have Necromancer out in no time, then you can make Titan. It gives some more protection to your monsters, and has a similar effect to Overlord, so as long as you keep it in defense mode, it works as a pretty good wall type monster. Did you mean to give Heart Wyvern 5500 ATK? Seems like it should have 2500 instead. It shouldn't be too hard to summon with its effect, and since it and Necromancer are level 6, that makes them a bit easier to summon if you really needed to tribute summon them. Wyvern Striker is pretty good, but like the previous ritual card, I would change Permafrost First Strike so that it says "you can remove five counters". Mammoth has a good effect in theory, but like your redfire cards, it's the only card that can place counters, so it might help to add more cards that can place counters on the field. Viper seems a bit slow since you need to set it one turn, activate it on the next, then assuming you can remove 2 counters right away, it still needs to wait a turn to attack. 

 

Finally, are these 2 sets meant to be used together? Because they both have separate types of counters and different summoning requirements. If not, then I think the Permafrost series would work better than the Redfire series. For the former, Summon high defense monsters to make your opponent hurt themselves while unable to get around them by spells and traps, but remember that there's no shortage of monster with effects to prevent special summons or remove cards on the field. This series still might have trouble winning games because most of the monsters focus on their defense. For the latter series, consider changing Ethaniel's effects. Both series could benefit from more cards which place their respective counters on the field, and additional monsters, spells or traps would give both series more power or versatility. 

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I didn't actually expect anyone to review these TBH. I probably should've waited to finish the set before posting, since a lot of the apparent issues are ones I plan to resolve, but ah well. Let's get right into it.

 

WRT to the Lords not being synergistic with the other series, they're not really meant to be. It's more of a lore thing, tying into a whole story I've got going on. I wasn't sure that it was appropriate to add it to my post, so I decided not to. Same goes for Ethaniel being ostensibly less useful than Aarigon, and the choice of name for some of the cards.

 

WRT the lack of levels and omnityping: Again, this is a lore thing. Also, the lack of level is definitely made to prevent them from being used as Synchro or Xyz material. The omnityping is also meant for much the same purpose as the same mechanic in Battle Pack 3: Monster League, in that you can splash cards into the deck that have effects based off of a card's Type, or even splash the cards themselves into other Type-specific decks.

 

WRT the lack of counter placement: the next part of the set that I'm working on is all based on counters, I'm still tweaking them a bit to make sure they're not incredibly overpowered. Also, the same counters cannot be removed for two separate effects, as removing counters is a cost to activate the effect. While adding counters is a fairly slow mechanic, even with the upgrades I intend to add, keep in mind that these were designed for playing during a much slower era of Yu-Gi-Oh. I fully expect that this whole set would be power creeped to death by the modern game, save one or two cards.

 

WRT the cost of the Ritual Summons: these are meant to be costs, yes. At the time they were designed, dropping a Monster like this was absolutely game-changing, so they're meant to be hard to Summon. But again, I am adding cards to support counters, they're just not going to be Archetype-specific, so I saw no need to have them up while I was posting the Archetype cards, which also gave me time to both rewrite them for OCG, and re-balance them.

 

WRT Viper: It's designed after Metal Reflect Slime, but much as Defender has a defensive effect in an offensive Archetype, I decided to give it an offensive effect in a defensive Archetype. It is also able to attack, given that you can pay the cost, just not directly. You can still use it as a beatstick to attack over an opponent's monster.

 

WRT Heart Wyvern's DEF being 5500: That is absolutely a typo, it was in fact meant to have 2500 DEF. I'll fix that shortly.

 

WRT the Archetypes being used together: yes and no. They're not meant to be used in a deck with one another, but rather side-by-side in a Tag Duel. I plan on releasing more cards in this set which work with either Archetype, as well as several which work when used with both. For instance, there will be a card that uses Redfire counters to switch the ATK and DEF of Permafrost monsters, and one that uses Permafrost counters to negate Effect damage.

 

To sum it up: All the points you've made are good ones, and will be addressed in future card design. If I've left anything out, feel free to highlight what I've missed and I'll get back to you ASAP. Your reviews are much appreciated. I'll also be adding a preview of the next part of the set to the original post after I write this, so stay tuned!

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I just noticed your "Doctored Books" spell card, which could be used to place more counters. Now that you've explained more about this set, I can understand better what you were doing with the cards. I've been learning about the meta and since the game has become so fast and the decks so powerful, that's how I've been reading posts on this forum. 

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