bcwhynot Posted January 27, 2017 Report Share Posted January 27, 2017 EDIT: SUNDAY JAN 29th 2017Thanks so much for the feedback guys. Appreciating all that you're sending my way! I was private messaged by a pretty cool dude named SiqueiraS and he and I collaborated on the card "Elysium Genesis". Feedback is much appreciated! [spoiler=Written Cards]Elysium GenesisSpell - ContinuousWhen this card is activated: Target 1 card you control, destroy it.Every time a Field Spell Card is destroyed, place 1 Biome Counter on this card.When this card is destroyed, Special Summon 1 "Elysium" Monster whose total level is equal to the amount of Biome Counters on this card. Elysium Battle ColosseumSpell - FieldIf this card was activated by the effect of a Spell Card, you can discard 1 "Elysium" card to randomly select and discard 1 card from your opponents hand.While this card is face up on the field, no other Field Spell Cards can be activated. "Elysium" monsters you control are unaffected by your opponent's Monster Effects.If this card is destroyed by a card effect, activate 1 "Elysium" Field Spell Card from your hand or deck. Elysium Terra FloraSpell - FieldIf this card was activated by the effect of a Spell Card, destroy 1 card on the field. While this card is face up on the field, no other Field Spell Cards can be activated. If this card is destroyed by a card effect, activate 1 Field Spell Card from your hand or deck. Elysium DreamlandSpell - FieldIf this card was activated by the effect of a Spell Card, draw 1 card.While this card is face up on the field, no other Field Spell Cards can be activated.Once per turn, you can banish 1 "Elysium" card from your graveyard; Special Summon 1 "Elysium" monster from your hand or deck.This effect of "Elysium Dreamland" can only be used once per turn.If this card is destroyed by a card effect, activate 1 Field Spell Card from your hand or deck. Forgotten Forest of ElysiumSpell - FieldIf this card was activated by the effect of a Spell Card, banish 1 card in your opponent's graveyard.While this card is face up on the field, no other Field Spell Cards can be activated.Once per turn, you can add 1 banished "Elysium" card to your hand.If this card is destroyed by a card effect, activate 1 banished Field Spell Card. Proctor of ElysiumLIGHT | Level 4Fairy - Effect1500 ATK / 1500 DEFOnce per turn, you can pay 500 Life Points; destroy 1 card you control. Elysium SpoutEARTH | Level 2Fairy - Tuner600 ATK / 1300 DEFWhen this card is sent from the field to the Graveyard, you can destroy 1 card you control, then add 1 banished "Elysium" card to the bottom of your deck. Elysium Repressed MarginSpell - FieldIf this card was activated by the effect of a Spell Card, gain 1000 Life Points.While this card is face up on the field, no other Field Spell Cards can be activated.Once per turn, you can target 1 "Elysium" Monster in your Graveyard, then banish 1 Field Spell Card in your Graveyard; Special Summon that monster from your Graveyard. If a monster summoned by this effect is removed from the field, destroy this card.If this card is destroyed by a card effect, activate 1 Field Spell Card from your hand or deck. Artificial Elysium GuardianWIND | Level 6Fairy - Synchro - Effect2000 ATK / 2000 DEF1 "Elysium" tuner monster + 1 or more non-tuner monster(s)Destroy this card if there is no face-up Field Spell Card. This card gains 500 ATK and DEF for every Field Spell Card in your Graveyard.When this card battles a monster, negate the effect of the monster this card battles with, including effects that activate in the Graveyard. Elysium Crystal KingdomSpell - FieldIf this card was activated by the effect of a Spell Card, negate the effect of 1 card on the field until the End Phase. While this card is face up on the field, no other Field Spell Cards can be activated. "Elysium" monsters you control are unaffected by Spell or Trap Cards. If this card is destroyed by a card effect, activate 1 "Elysium" Field Spell Card from your hand or deck. [spoiler=Visual Cards] Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 27, 2017 Report Share Posted January 27, 2017 Interesting little trio of fields here. Reading the first one reminded me of one of the 5D's twins from the manga having a field spell swapping gimmick. Now onto the cards. Terra and Dreamland seem to have the best effects, with Forgotten Forest trailing behind and only having use after you have been using Dreamland for a while. If they have something in the graveyard that is coming back, then it might be more valuable, but that isn't a guarantee. For the monsters, I would have them have effects to destroy the field spells outright in support of the effects you have on them Link to comment Share on other sites More sharing options...
bcwhynot Posted January 28, 2017 Author Report Share Posted January 28, 2017 For the monsters, I would have them have effects to destroy the field spells outright in support of the effects you have on them Thanks. I was thinking that they would aid in destroying the field spells as well, but I also want the monsters to have a specific goal as well. And I need an engine to base this off of. Should I go syncro, fusion, xyz, ritual, or tribute? Maybe even Quite frankly, I'm not really keen on rituals because I feel like field and ritual spell cards will make this entire concept too murky. There's quite a few directions i can take this set and idk how i feel about it. I really want to focus on a synchro + xyz kind of set, but that also might be because I don't truly understand game mechanics to bring more advance concepts into consideration. I'll release a few more cards later, get some feedback, and adjust from there. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 28, 2017 Report Share Posted January 28, 2017 Yeah, as you already are focusing this on one type of spell card, I wouldn't go with rituals. I'll be back when you have more to look at to see how things have changed Link to comment Share on other sites More sharing options...
bcwhynot Posted January 28, 2017 Author Report Share Posted January 28, 2017 Yeah, as you already are focusing this on one type of spell card, I wouldn't go with rituals. I'll be back when you have more to look at to see how things have changed Just updated. I'm going in the direction of Snyc + xyz. Monsters are set to speed up Field Spell usage and swarm for extra deck monsters. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 28, 2017 Report Share Posted January 28, 2017 Proctor: while it may seem like a suicidal effect in any other circumstance, here it works as depending on which field you switch to, you have paid life to destroy something, draw a card, or banish a card from your opponent's grave. Spout: like the previous one, it gets one of the field effects, but also can recycle, which I'm liking. Though, the wording could use some work. cards in the graveyard are not banished, the banished zone is a separate place altogether. either one would work, but you need to pick one or the other. Link to comment Share on other sites More sharing options...
MUDKIPISAWESOME!!! Posted January 28, 2017 Report Share Posted January 28, 2017 My comp isn't loading the pictures, will you please add written info on what each card is/does? Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 28, 2017 Report Share Posted January 28, 2017 (Underlined is a universal thing for the Field Spells, so I won't repeat them for the other two.) Elysium Terra FloraField SpellIf this card was activated by the effect of a Spell Card: Destroy 1 card on the field. Field Spell Cards cannot be activated. If this card is destroyed by a card effect: Activate 1 Field Spell Card from your hand or Deck. Elysium DreamlandField SpellIf this card was activated by the effect of a Spell Card: Draw 1 card. Once per turn: You can banish 1 "Elysium" card from your Graveyard; Special Summon 1 "Elysium" monster from your hand or Deck. Forgotten Forest of ElysiumField SpellIf this card was activated by the effect of a Spell Card: Banish 1 card from your opponent's Graveyard. Once per turn: You can add 1 banished "Elysium" card to your hand. Proctor of ElysiumLevel 4 WATER Fairy-Type / Effect1500/1500Once per turn: You can pay 500 LP; destroy 1 card you control. Elysium SpoutLevel 2 EARTH Fairy-Type / Tuner / Effect600/1300When this card is sent from the field to the Graveyard: You can destroy 1 card you control, then add 1 of your banished "Elysium" cards to the bottom of the Deck. ====Make sure you give this a proper review, now that you have the thing written out (well, by my hand anyway). Again, while it is not a requirement [for now] that you have the effects written beneath the card, you should do it as a courtesy for members who cannot see the pictures because of image restrictions or whatever. Link to comment Share on other sites More sharing options...
bcwhynot Posted January 28, 2017 Author Report Share Posted January 28, 2017 My comp isn't loading the pictures, will you please add written info on what each card is/does? Make sure you give this a proper review, now that you have the thing written out (well, by my hand anyway). Again, while it is not a requirement [for now] that you have the effects written beneath the card, you should do it as a courtesy for members who cannot see the pictures because of image restrictions or whatever. Updated with card effects first, pictures later. Thanks for the feedback. Also, new field spell added to increase grave power. It's a quick cycle card too, so it hits the field for synchro set up, then leaves to bring out a defensive field spell (which will be coming out soon) as to adjust for the battle phase. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 28, 2017 Report Share Posted January 28, 2017 (Underlined is a universal thing for the Field Spells, so I won't repeat them for the other two.) Elysium Terra FloraField SpellIf this card was activated by the effect of a Spell Card: Destroy 1 card on the field. Field Spell Cards cannot be activated. If this card is destroyed by a card effect: Activate 1 Field Spell Card from your hand or Deck. Elysium DreamlandField SpellIf this card was activated by the effect of a Spell Card: Draw 1 card. Once per turn: You can banish 1 "Elysium" card from your Graveyard; Special Summon 1 "Elysium" monster from your hand or Deck. Forgotten Forest of ElysiumField SpellIf this card was activated by the effect of a Spell Card: Banish 1 card from your opponent's Graveyard. Once per turn: You can add 1 banished "Elysium" card to your hand. Proctor of ElysiumLevel 4 WATER Fairy-Type / Effect1500/1500Once per turn: You can pay 500 LP; destroy 1 card you control. Elysium SpoutLevel 2 EARTH Fairy-Type / Tuner / Effect600/1300When this card is sent from the field to the Graveyard: You can destroy 1 card you control, then add 1 of your banished "Elysium" cards to the bottom of the Deck. ====Make sure you give this a proper review, now that you have the thing written out (well, by my hand anyway). Again, while it is not a requirement [for now] that you have the effects written beneath the card, you should do it as a courtesy for members who cannot see the pictures because of image restrictions or whatever. Forgotten Forest has a different effect than the other field spells here. I'm not sure why, maybe just to go with all the banishing effects, but it grabs its replacement from the banished zone when it gets destroyed The newest card feels like the Dreamland card, but it has just enough difference, and the fact it can self destruct by its own effect instead of relying on something else, that it seems to be a good addition to your group Link to comment Share on other sites More sharing options...
MUDKIPISAWESOME!!! Posted January 28, 2017 Report Share Posted January 28, 2017 Couple clarification questions:First off, does the Field Spell restriction only apply to Field Spells being played from the hand, or will it prevent effects of Field Spells already on the Field that need to be activated, like Dragon Ravine? You should also know that it won't cover continuous effects of Field Spells already on the Field, like Sanctuary in the Sky.Secondly, when it says "Activate one Field Spell" do you mean use the effect of the Field Spell, leaving it where it is, or do you mean place the selected card into your Field Spell Zone? I believe I know the answer there, but I'm checking to be sure.Finally, does Elysium Repressed Margin's effect of destroying itself trigger its Activate effect, or did you mean "By a card effect, except the effect of "Elysium Repressed Margin""? The answer will change the usefulness of the card.As for what I think, it's a good Archetype that has decent power despite being so small and should be pursued with more members/Fields. However, I think Dreamland will need to be toned back a bit should you continue, as it has a free Summon from Deck with absolutely no restriction other than it needing to be Archetype-specific, which may become troublesome should you continue to make more Monsters for the Archetype. It can also activate itself from the Deck, meaning I can turn any Metalfoes Scale into a minus 3 to my Deck as I can destroy my own Dreamland to set a Metalfoes Spell/Trap, then use Dreamland to activate another Dreamland from the Deck, then draw a card with Dreamland's effect, then use it to Summon a Monster, then I could use my other Metalfoes Scale to repeat this, then follow up with cards that shuffle from Grave to Deck, then repeat again. As you may see, this could be somewhat crazy. The others seem like they don't need any balancing at all - Terra Flora could probably stand to do something besides sit there and shut down opposing Fields. Link to comment Share on other sites More sharing options...
bcwhynot Posted January 29, 2017 Author Report Share Posted January 29, 2017 Couple clarification questions:First off, does the Field Spell restriction only apply to Field Spells being played from the hand, or will it prevent effects of Field Spells already on the Field that need to be activated, like Dragon Ravine? You should also know that it won't cover continuous effects of Field Spells already on the Field, like Sanctuary in the Sky It prevents field spells from being activated. Card effects already on the field are unaffected. Secondly, when it says "Activate one Field Spell" do you mean use the effect of the Field Spell, leaving it where it is, or do you mean place the selected card into your Field Spell Zone? I believe I know the answer there, but I'm checking to be sure. Place it in the field spell card zone. Finally, does Elysium Repressed Margin's effect of destroying itself trigger its Activate effect, or did you mean "By a card effect, except the effect of "Elysium Repressed Margin""? The answer will change the usefulness of the card. It's meant to trigger its own destruction As for what I think, it's a good Archetype that has decent power despite being so small and should be pursued with more members/Fields. However, I think Dreamland will need to be toned back a bit should you continue, as it has a free Summon from Deck with absolutely no restriction other than it needing to be Archetype-specific, which may become troublesome should you continue to make more Monsters for the Archetype. It can also activate itself from the Deck... The others seem like they don't need any balancing at all - Terra Flora could probably stand to do something besides sit there and shut down opposing Fields. Good call out on Dreamland. Will tone down to where its effect can only be used once per turn.Also wanted Terra Flora to be super basic and help with deck thinning. Bring itself out, pop itself x 3 -> Bring out something with a viable effect, and now you have grave set up to actually do something w/ Dreamland, or any other effect that relies on banishing a field spell or "Elysium" card. Forgotten Forest has a different effect than the other field spells here. I'm not sure why, maybe just to go with all the banishing effects, but it grabs its replacement from the banished zone when it gets destroyed The newest card feels like the Dreamland card, but it has just enough difference, and the fact it can self destruct by its own effect instead of relying on something else, that it seems to be a good addition to your group I wanted to make forgotten forest differ to play along with its banishing revival effect. Also, Repressed Margin's great for deck thinning. Link to comment Share on other sites More sharing options...
NeoRWBY65 Posted January 29, 2017 Report Share Posted January 29, 2017 Alright, where did you find the art for the synchro monster? That is just a little bizarre. Anyway, onto the new cards. The synchro monster with your recent field that can blow itself up goes up to 3500 just with three copies of that alone, and negating effects when battling is useful for a boss like that, but maybe tone it down? Dreamland and Margin grab materials from everywhere, so getting to line up to 6 is not hard, and if it stays like this it would make either higher level cards look weak in comparison or they would become OP trying to match their level 6 brother's power The new field seems very defensive, negating effects and protecting from effects to keep your elysium monsters alive seems to be a pretty good effect here. Link to comment Share on other sites More sharing options...
bcwhynot Posted January 30, 2017 Author Report Share Posted January 30, 2017 Alright, where did you find the art for the synchro monster? That is just a little bizarre. Beeple! He's this really cool artist! Super dope stuff on instagram. The synchro monster with your recent field that can blow itself up goes up to 3500 just with three copies of that alone, and negating effects when battling is useful for a boss like that, but maybe tone it down? Dreamland and Margin grab materials from everywhere, so getting to line up to 6 is not hard, and if it stays like this it would make either higher level cards look weak in comparison or they would become OP trying to match their level 6 brother's power What i was sorta going for. Gearing this to be a lockdown beat stick focus deck where it's difficult for your opponent to counter because of the versatility and speed of the field spells. I can see how he needs to be toned down a bit. Maybe decrease his ATK/DEF to 1000? Might make that more manageable. The new field seems very defensive, negating effects and protecting from effects to keep your elysium monsters alive seems to be a pretty good effect here. That's the goal! Crystal City is S/T focused where as Battle Colosseum is be monster effect focused. So it's all about bringing the right card out for the right situation! Link to comment Share on other sites More sharing options...
Dokutah Posted January 31, 2017 Report Share Posted January 31, 2017 finally i get time to review these nice looking works: in General: ok just as you intended this archetype relies and mostly compose of Field spells, that design alone already restrict so much shenanigan seemingly but also offering a niche utility of legally put powerful effect on them. of course from the cards so far you going for another solution..which achieved by constantly juggling different field to generate advantage for your plays. i get it that you want these field spell to juggle in accordance to their destroy//forced activation effect but the current wording of "no other field spell card can be activated" is implying that once 1 of these field are out your opponent cannot active their own field spell card. is this intentional? Genesis: seems slow. most scenario it will only place 1 counter per turn with Proctor, which you rather used for Synchro. also you need to specify from where the monster would be summoned Colosseum: nice yet a bit gimmicky hand disruption, since it require additional discard for its cost although it arguably needed since the premise that juggling fields is suppose to be easy. protection for monster effects is quite good. but not as needed as Kingdom S/T protection Flora: non-targeting omni-destruction is nice. go on Dreamland: this card is really good. draw on top of summon assist is nice, especially from your Deck. Forest: the premise of this card is nice but i can't help to thinking that this card relied a bit to much on either Dreamland or Margin. but its nice to retrieve things you banish for those cards to secure your further planning Margin: it has the weakest bonus effect for 1000 LP gain. but its has complementary effect along side Dreamland for helping your field presence. the drawback of this card is not exactly a draw, since it facilitate the deck gimmick. the only issue here that is selection risky to have while your Guardian is out Kingdom: second best field spell after dreamland. its really powerful that its stop most off plays single-handed. a must have while guardian is out Guardian: for a mere LV6 this thing can get really huge real fast. the negation effect is kinda better to be there that nothing since it not as deadly as its used to be . but is fun that this thing can steamroll over UTL lol Proctor: the only thing this card is good at is its name, yes i said that. sure it facilitate deck gimmick by destroy your own thing but there quite number of cards out there that outclass this card for its cost and lack of bonus effect .i can see this card to be ditch out in favor like something as simple as Twin Twister or its cost-less sister Double Cyclone or you tech in Fire kings feat Neptys etc Spout: this card also kinda meh. with its additional effect has the same case as Forest. but its still better that Proctor on top of being as Level 2 Tuner which is good range for Tuner level Link to comment Share on other sites More sharing options...
bcwhynot Posted January 31, 2017 Author Report Share Posted January 31, 2017 1) i get it that you want these field spell to juggle in accordance to their destroy//forced activation effect but the current wording of "no other field spell card can be activated" is implying that once 1 of these field are out your opponent cannot active their own field spell card. is this intentional? 2) Genesis: seems slow. most scenario it will only place 1 counter per turn with Proctor, which you rather used for Synchro. also you need to specify from where the monster would be summoned Colosseum: nice yet a bit gimmicky hand disruption, since it require additional discard for its cost although it arguably needed since the premise that juggling fields is suppose to be easy. protection for monster effects is quite good. but not as needed as Kingdom S/T protection 3) Flora: non-targeting omni-destruction is nice. go on Dreamland: this card is really good. draw on top of summon assist is nice, especially from your Deck. 4) Forest: the premise of this card is nice but i can't help to thinking that this card relied a bit to much on either Dreamland or Margin. but its nice to retrieve things you banish for those cards to secure your further planning Margin: it has the weakest bonus effect for 1000 LP gain. but its has complementary effect along side Dreamland for helping your field presence. the drawback of this card is not exactly a draw, since it facilitate the deck gimmick. the only issue here that is selection risky to have while your Guardian is out Kingdom: second best field spell after dreamland. its really powerful that its stop most off plays single-handed. a must have while guardian is out Guardian: for a mere LV6 this thing can get really huge real fast. the negation effect is kinda better to be there that nothing since it not as deadly as its used to be . but is fun that this thing can steamroll over UTL lol 5) Proctor: the only thing this card is good at is its name, yes i said that. sure it facilitate deck gimmick by destroy your own thing but there quite number of cards out there that outclass this card for its cost and lack of bonus effect .i can see this card to be ditch out in favor like something as simple as Twin Twister or its cost-less sister Double Cyclone or you tech in Fire kings feat Neptys etc 6) Spout: this card also kinda meh. with its additional effect has the same case as Forest. but its still better that Proctor on top of being as Level 2 Tuner which is good range for Tuner level 1) Yes, I am purposefully limiting the activation of the opponents field spell card as well. The premise is that the field concept should innately be the Elysium advantage. It's an homage to heaven, and how in heaven, there exists different gates, personal paradises, and secret gardens. Once you've entered heaven or "elysium", all earthly field constructs have passed. 2) I meant for Genesis to target a Synchro "Elysium" from the extra deck. Going to release some lower and higher level Elysium synchro's and xyz monsters soon for versatility. Also, pair genesis with Terra Flora, Dreamland, Proctor and Margin all in one turn to easily acquire 5 if not 6 counters 3) Flora's main purpose for non targeting omni destruction was to destroy itself to increase deck thinning, fill up graveyard, and give fodder to other cards. The pop effect is super versatile if played right. 4) More banish oriented cards will be released so Forest should hopefully end up becoming more integrated into this set. So far, it's nice at 1 but I want it to be utilitarian enough to be run at 2 at least. 5) Added benefit of proctor is that it is an "elysium" monster, adding more search and versatility to this deck. I will take your advice though, and def add more "Elysium" monsters that will utilize proctor's existence more. I want proctor to be a staple in the "Elysium" concept. 6) I wanted spout to be a recovery focused card activated when it was synchroed. That's why i said sent to grave and didn't specify it's destruction. I will add more tuners into the set to see how things play out. THANK YOU THANK YOU THANK YOU SO MUCH FOR THE FEEDBACK. I am def taking these things into consideration when creating new cards. Link to comment Share on other sites More sharing options...
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