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Arcana Force V2.0


Mirena66

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I remade all of Arcana Force, as well as filling in the rest of the Major Arcana and adding a couple extra cards.

Any advice would be very welcome as this is my first batch of cards.

This is a fairly long read, since it was the full Major Arcana and more.

 

Arcana Force - 0 The Fool

I like the original idea, a main card of the deck

Immune to battle

Cannot be changed to Defense Position, except by card effects.

When this card is Summoned, Flip a coin.

Heads Effect: Negate the effects of cards on the field targeting this card, and destroy them

Tails Effect: Negate all effects on the field

Atk: 0

Def: 0

Lvl: 2

Type: Spellcaster

Attribute: Dark


Arcana Force - 1 The Magician

Original had a good idea, bad execution

Immune to Spell effects

If targeted by a Trap card, destroy this card after resolution

When this card is Summoned, Flip a coin.

Heads Effect: Add an “Arcana Force” Spell card to your Hand.

Tails Effect: If a spell card is activated, this monster gains 500 atk Permenantly

Atk: 1500

Def: 1200

Lvl: 2

Type: Spellcaster

Attribute: Dark


Arcana Force - 2 The High Priestess

No Original

Tuner

Immune to Trap Effects

If targeted by a Spell effect, Destroy this card after resolution.

When this card is Summoned, Flip a coin.

Heads Effect: Add an “Arcana Force” Trap card to your Hand.

Tails Effect: If a trap card is activated, negate and destroy it

Atk: 1200

Def: 1500

Lvl: 2

Type: Spellcaster

Attribute: Light
 

Arcana Force - 3 The Empress

Interesting original, swarming capabilities are cool

If this card is Normal Summoned, you can summon 1 additional “Arcana Force” monster this turn.

When this card is Summoned, Flip a coin.

Heads: Whenever your opponent summons a monster, you can Special Summon an “Arcana Force” monster from your deck in Defense Position.

Tails: When you Special Summon an “Arcana Force” monster, draw a card.

Atk: 1000

Def: 1400

Lvl: 2

Type: Spellcaster

Attribute: Dark


Arcana Force - 4 The Emperor

Bad original, Buffs are meaningless at this point. All new.

When this card is Summoned, Flip a coin.

Heads: “Arcana Force” monsters cannot be targeted with Effects.

Tails: “Arcana Force” monsters cannot be destroyed by battle

Atk: 1900

Def: 1000

Lvl: 4

Type: Spellcaster

Attribute: Dark


Arcana Force - 5 The Hierophant

No Original

XYZ Monster

When this card is Summoned, Flip a coin.

Heads: Detatch 1 Material, Send 1 card from the Field to the Hand.

Tails: Detatch 2 Materials, Send All cards from the Field to the Hand

Atk: 1000

Def: 100

Lvl: 2

2 Level 2 “Arcana Force” Monsters

Type: Spellcaster

Attribute: Light
 

Arcana Force - 6 The Lovers

Original was Slow, but a good idea

When this card is Summoned, Flip a coin.

This monster is treated as 2 Tributes for the summoning of an “Arcana Force” monster

Heads: You can Tribute Summon 1 “Arcana Force” monster from your Deck using this card as a tribute the turn this card is Normal Summoned.

Tails: You can Tribute Summon using 1 “Arcana Force” monster in your hand as a sacrifice.

Atk: 1200

Def: 200

Lvl: 2

Type: Spellcaster

Attribute: Light


Arcana Force - 7 The Chariot

Cool original, let’s beef it up

Synchro

When this card is Summoned, Flip a coin.

Heads: If this monster destroys a monster in battle, Special Summon it on your side of the field in Defense Position during your End Phase.

Tails: If this monster attacks a monster that was Special Summoned, change the Defending monster to Face Down Defense position (damage calc does not apply).

Atk: 2300

Def: 0

Lvl: 4

Requires 1 “Arcana Force” Tuner and 1 or more Non-Tuner  “Arcana Force” Monsters

Type: Machine

Attribute: Dark


Arcana Force - 8 Justice

No Original, Use this as recovery

Trap Card

If an “Arcana Force” monster is removed from the field, Special Summon an “Arcana Force” monster with an equal or lower Level from your Deck.


Arcana Force - 9 The Hermit

No Original

When this card is Summoned, Flip a coin.

Heads: If this is the only monster you control, gain 1000 Atk/Def, also this card cannot attack the turn it is summoned.

Tails: If this monster would be targeted for battle, you can change both monsters to defense position before combat once per turn.

Atk: 1200

Def: 1000

Lvl: 2

Type: Warrior

Attribute: Dark


Arcana Force - 10 Wheel of Fortune

Main Deck Engine, No Original

Field Spell

During each of your End Phases, roll a 6-sided Die

If you control a non-”Arcana Force” card, banish this card

1, 2: Target and destroy a card on the field

3, 4: Draw a card

5, 6: Special Summon an “Arcana Force” monster from the Graveyard

 

Arcana Force - 11 Strength

No Original, big attack/defense monster depending on flip

Synchro

When this card is Summoned, Flip a coin.

Heads: This card gains 1000 atk during the Battle Phase

Tails: This card gains 1000 def during the opponent’s Battle Phase

Atk: 1900

Def: 2000

Lvl: 6

Requires 1 “Arcana Force” Tuner and 1 or more Non-Tuner Monsters

Type: Warrior

Attribute: Dark


Arcana Force - 12 The Hanged Man

No Original

XYZ Monster

When this card is Summoned, Flip a coin.

Detatch 1 Material during the End Phase. If this monster has no materials, Banish it

Heads: This card can attack Twice per turn.

Tails: This card cannot be destroyed except by it’s own effect

Atk: 2200

Def: 100

Lvl: 2

2 Lvl 2 “Arcana Force” Monsters

Type: Zombie

Attribute: Dark


Arcana Force - 13 Death

Board Clear, way to get out of big monsters/Boss monsters. THIS CARD IS BROKEN

Quick Play Spell Card

Reveal as many “Arcana Force” monsters in your hand, banish that many cards from the field. This card cannot be negated, and card effects cannot be activated in response to this card’s activation.

 

Arcana Force - 14 Temperance

Good original, Defensive card

Discard this card, all battle damage you take is changed to 0 until the End Phase.

When this card is Summoned, Flip a coin.

Heads: Halve all damage you take.

Tails: Once per turn, Negate the activation of a card that targets this card, destroy that card.

Atk: 0

Def: 1500

Lvl: 2

Type: Spellcaster

Attribute: Light


Arcana Force - 15 The Devil

No Original

When this card is Summoned, Flip a coin.

Heads: If this card was destroyed while having this effect active, pay 1000 LP to Special Summon this card.

Tails: Destroy all monsters on the field after each player’s Battle Phase, except this card.

Atk: 2500

Def: 2500

Lvl: 7

Type: Spellcaster

Attribute: Dark


Arcana Force - 16 The Tower

No Original

Defensive Card, Wall against everything

Synchro

This card cannot be destroyed by battle against a monster with 1900 or more Atk

When this card is Summoned, Flip a coin.

Heads: If this card attack a monster this turn, you can destroy both monsters, and deal damage to the opponent equal to the monster’s combined level x100

Tails: This card gains 1000 defense

Atk: 1000

Def: 1000

Lvl: 4

Requires 1 “Arcana Force” Tuner and 1 or more Non-Tuner Monsters

Type: Machine

Attribute: Dark
 

Arcana Force - 17 The Star

No Original

Spell Card

Heads: Discard 1 card, add 2 “Arcana Force” monsters from your Deck to your Hand.

Tails: add 1 “Arcana Force” monster from your Deck to your Hand

 

Arcana Force - 18 The Moon

Cool original, not very practical

Sun/Moon Duality

Control of this card cannot be changed.

When this card is Normal Summoned, Special Summon 1 “Arcana Force - The Sun” to your opponent’s side of the field from your deck.

If this card is Special Summoned by the effect of “Arcana Force- The Sun”, Destroy all Spell and Trap Cards you control, and do not flip a coin to activate this card’s effect.

When this card is Summoned, Flip a coin.

Heads: Negate the effects of enemy monsters while this card is face-up on the field.

Tails: Negate the effects of the “Arcana Force - The Sun” Special Summoed by this card’s effect, Gain control of “Arcana Force - The Sun” until the End Phase

Atk: 2900

Def: 2900

Lvl: 8

Type: Spellcaster

Attribute: Dark


Arcana Force - 19 The Sun

No Original

Sun/Moon Duality

Control of this card cannot be changed.

When this card is Normal Summoned, Special Summon 1 “Arcana Force - The Moon” to your opponent’s side of the field from your deck.

If this card is Special Summoned by the effect of “Arcana Force- The Moon”, Destroy all other Monster Cards you control, and do not flip a coin to activate this card’s effect.

When this card is Summoned, Flip a coin.

Heads: Negate the effects of enemy monsters while this card is face-up on the field.

Tails: Negate the effects of “Arcana Force - The Moon”, Gain control of “Arcana Force - The Sun” until the End Phase

Atk: 2900

Def: 2900

Lvl: 8

Type: Spellcaster

Attribute: Light
 

Arcana Force - 20 Judgement

No Original

Counter Trap Card

If an effect targets an “Arcana Force” monster you control, Negate and destroy the card.


Arcana Force - 21 The World

Big Burly Boss Monster

Amazingly cool Original, Can Be COOLER

Cannot be Normal Summoned or Set, Must be Special Summoned by banishing 3 “Arcana Force” Monsters with different names on your side of the field, and cannot be Special Summoned by other ways.

Cannot be targeted by Card Effects

When this card is Summoned, Flip a coin.

Heads: Oncer per turn,banish 2 “Arcana Force” Monsters you control, Skip your Opponent’s next turn.

Tails: Oncer per turn, during either player’s turn, destroy 1 “Arcana Force” Monster you control, Skip your opponent’s Battle Phase

Atk: 3100

Def: 3000

Lvl: 10

Type:  Spellcaster

Attribute: Dark


OUTSIDE OF THE MAJOR ARCANA


Arcana Pentacles

Recovery/Swarming

Spell Card

Special Summon 2 “Arcana Force” monsters from your graveyard, but negate their effects.


Rule of Destiny

Field Spell

Choice of Field based on Playstyle

Choose the effect of “Arcana Force” monsters summoned to the field.


Arcana Force - King of Pentacles

When this monster is Summoned, You can Normal Summon one more  “Arcana Force” monster this turn.

Atk: 0

Def: 1500

Lvl: 2

Type: Warrior

Attribute: Dark


Queen of Pentacles

Tuner

When this card is Summoned, Flip a coin.

Heads: If this monster is used in the Syncro Summon of an “Arcana Force” monster, Special Summon this card during the End Phase in Defense Position.

Tails: If this monster is used in the Synchro Summon of an “Arcana Force” monster, that monster gains this effect, “This monster cannot be destroyed by battle”.

Atk: 500

Def: 1000

Lvl: 2

Type: Warrior

Attribute: Dark


Jack of Pentacles

When this card is Summoned, Flip a coin.

Heads: When an “Arcana Force” monster is Summoned from the Extra Deck, Gain 1000 LP

Tails: When an “Arcana Force” monster is Tribute Summoned, Gain 1000 LP

Atk: 1800

Def: 1300

Lvl: 4

Type: Warrior

Attribute: Dark
 

Pauper of Pentacles

When this card is Summoned, Flip a coin.

Heads: When an “Arcana Force” monster is XYZ summoned, you can attatch this card to it as material.

Tails: When an “Arcana Force” monster is XYZ summoned using this monster as material, it gains 500 Atk and Def.

Atk: 750

Def: 1000

Lvl: 2

Type:Warrior

Attribute: Dark


Arcana Force -Peasent of Pentacles

When this card is Summoned, Flip a coin.

Heads: When an “Arcana Force” monster is Summoned using this card as tribute or material, Special Summon this card during the End Phase, or Draw a Card.

Tails: When an “Arcana Force” monster is Summoned using this card as tribute or material, Special Summon another card used in the Summon during the End Phase

Atk: 0

Def: 900

Lvl: 2

Type: Warrior

Attribute: Dark


Arcana Force EX - The Light Ruler

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 “Arcana Force” monsters with different names you control to the Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: Toss a coin and gain the appropriate effect.

Heads: When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 card in your Graveyard; add that target to your hand.

Tails: Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, that targets this card is activated: negate the activation, and if you do, destroy it.

Atk: 3500

Def: 3500

Lvl: 10

Type: Spellcaster

Attribute: Light
 

Arcana Force EX - The Dark Ruler

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 “Arcana Force” monsters with different names you control to the Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: Toss a coin and gain the appropriate effect.

Heads: This card can attack twice per turn, but if you do this, this monster is changed to defense position until the end phase of your next turn.

Tails: If this card is removed from the field, banish all cards on the field.

Atk: 3500

Def: 3500

Lvl: 10

Type: Spellcaster

Attribute: Dark


Arcana Force EX - The Divine Ruler

Cannot be Normal Summoned or Set, Must be Special Summoned by banishing  “Arcana Force EX - The Light Ruler” and “Arcana Force EX- The Dark Ruler” on your side of the field, and cannot be Special Summoned by other ways.

This card is unaffected by card effects.

Heads: Once per turn, during either player’s turn, Send 1 “Arcana Force” monster from your deck to the graveyard and negate the activation of a card effect, and destroy it.

Tails: Once per turn, during either player’s turn, target and destroy one card on your opponent’s side of the field

Atk: 5000

Def: 5000

Lvl: 12

Type: Spellcaster

Attribute: Light

 

 

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Yeah, the Death card is bad design, because it is not only non-targeting banishing removal, but the fact that you put a Super Polymerization clause on it. You even stated yourself that it's broken, and that alone is terrible design intent. It is your responsibility to balance the cards out properly so they aren't broken. 

 

(Just be lucky that my colleague isn't reviewing these)

 

I'm also going to mention that you messed up the theme Arcana Force had with their stat values (which I assume you know by now), and why did you make them DARK and Level 2? 

 

Anyway...

  • Fool: To be fair, this card was already fine on its own, even for stall purposes. As it stands now, Tails effect is the one that's most concerning as it's a blanket negation on everything while it exists. (Oh wait, it would override its own protection/negation effect the way it is worded)
  • Magician: OK, it's fine for the most part, bar grabbing Death (which either needs to be removed or dramatically nerfed). But yeah, stats need to be toned down.
  • Priestess: Arcana Force were designed in the GX era, so why are you making this entire set into a 5Ds/ZEXAL style thing? You need to put an OPT on the Tails effect, because as-is, it's basically a semi-floodgate saying "nope, you can't activate Traps"
  • Empress: Needs OPT on its Heads effect.
  • Emperor: Meh, it's fine. 
  • Hierophant: Heads effect is okay (albeit situational); Tails is basically a massive field wipe. Remember Morphing Jar #2, which is currently BANNED? Not really this, but effect borders on something similar. 
  • Lovers: Suppose it's okay. 
  • Chariot: Reliant on Priestess to even do this; Heads is basically Goyo on a Level 4 body and Tails basically puts stuff in Defense Position. It's fine, I guess.
  • Justice: I guess AFs needed some extra help in maintaining field presence...
  • Hermit: K, it either becomes a 22/0 monster with delayed attacking or can "stop" attacks once per turn. Tails effect is fine; Heads is iffy considering its stats in relation to Level.
  • Wheel of Fortune: It's fine for the most part. 
  • Strength: Not really amazing, and very little reason to run this over other generic 6s that actually do stuff. Though I suppose you do need a 6 for them that won't cause Wheel to blow self up. 
  • Hanged Man: I'd normally say its stats are too high for Rank 2, but we already got stuff like Number 45 and Centaurea, so fine. Double attacker and destruction immunity work fine here, though I'd tone the latter to either battle or card effects; you choose which one is more important. 
  • Death: Either you nerf this one or remove it completely; Super Polymerization clause with non-targeting removal is terrible design, and reeks of a member who did something like this in Advanced some time back.
  • Temperance: So discard version of Winged Kuriboh for the most part...meh, alright. 
  • Devil: Heads effect is fine (albeit I need to check if the effect applies when it's removed); Tails one is literally a walking Dark Hole on legs, which is something that I'm not keen on. (Yeah, Pendulums can recur themselves, but it basically renders the player unable to keep any field presence)
  • Tower: I guess it's fine considering what it does; blow up monsters (though Xyz don't care about burn) or walls attacks. Still vulnerable to effect removal, but otherwise, that's it. 
  • Star: Oh yay, an actual searcher for them. Why Konami didn't give them one, idk. 
  • Sun/Moon: So if you don't flip a coin for these two if SS'd by each other, then how do you determine which effect is activated. The Heads effect is basically one-sided Skill Drain (and mind you, that card is currently Limited).
  • Judgment: Suppose it blocks Castel/101/targeting attempts; alright. 
  • World: Original version was fine as-is; really don't see why this needed a remake
  • Pentacles: Put a hard OPT on its activation, but I suppose the revival won't hurt them and does give you Tribute fodder for later. 
  • Rule of Destiny: They already have Light Barrier to help them get rid of the uncertainly; this straight up outclasses it without any cost. 
  • King of Pentacles: Added NS shouldn't hurt; only thing to consider is multiple copies (you may need to give it a limiter, such as "You can only gain this effect once per turn.")
  • Queen of Pentacles: Scratch what I said about relying on Priestess to do Synchro plays; suppose you have this for regenerative plays or granting battle protection. Though, with other forms of removal, battle immunity has its limits. 
  • Jack of Pentacles: Just LP gain, which is fine, I guess. Stats are decent enough. 
  • Pauper: I guess this gives them more ways to use their effects (and keep Hanged Man from banishing itself). Stat boost isn't really great, but it helps for a while. 
  • Peasant: Either revival or card drawing; alright. 

I won't deal with the EX cards, but yeah, you need to put some restrictions on a few of these cards. As I've said before, you either need to remove Death or rework it completely so it is not broken. As a cardmaker, you are responsible for checking that your cards aren't going to make it unfair for the opponent to play. 

 

You also should rework Rule of Destiny, so it doesn't outright beat Light Barrier (you can keep it as an added Field Spell, but have it do something else). With this one, you literally removed the luck factor. 

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Thank you very much for your detailed criticism,

I remade the entire archetype from the ground up simply because I really liked the concept. This was 100% for fun, but I do agree they could definately be more balanced.

 

I realized how strong Devil was while dueling on Duel Portal, since once i got it out he couldn't do anything about it, even using Predatorplants(?)

I am thinking that changing it from clear, to one card would tone it down a lot. Most likely targeted.

 

Death, Death, Death.

This card, i do agree, is completely and absolutely poor design. I really don't like all the bouncing and graveyard crap that the game has evolved into, and I wanted to get rid of it all. This is simply me being mad at that bullshit, I will probably completely rework the card soon.

 

I will take your comments into consideration, and may repost them this weekend.

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