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I am working on an archetype with gimmicks based around the turn counter with a few linking cards (dice, LP gain, and level 2 beast)

 

Time sorcerer kari:

level 3

Dark

Spellcaster

Tuner

500/800

Quick effect: if the turn counter is greater than the number of cards in your deck, special summon this card. If this card is successfully special summoned by it’s own effect send 2 cards on your opponents field to the top of the deck(they choose the order) and draw 2 cards.

 

Lucky time:

Field spell

Once per standby phase, you can roll a die and add the result to the turn counter for the remainder of the turn. If this card is sent to the GY increase the turn counter by one. Once per a turn, except the turn this card was sent to the GY, you can banish this card to increase the turn counter by one and add a time card from your deck to your hand.

 

Time sorcerer kanja:

Level 2

Dark

Spellcaster

?/?

Once during each standby phase add 1 time counter to this card. This card's attack is equal to the number of counters on this card times the turn counter times 100

 

Father time:

Level 7

light

Spellcaster

2500/2000

This card is always treated as a time sorcerer. Apply the following effects based on the turn counter: 4 or less: you can special summon this card from your hand, if you do add one time sorcerer from your deck to your hand. 5 or more: (quick effect) you can synchro summon using cards you control. 10 or more: this card is unaffected by your opponent’s card effects and this card can be treated as level six for the synchro summon of a time sorcerer.

 

Time limit:

Continuous spell

Each player can only activate a number of effects equal to the highest value of the turn counter on that turn. Players that controlled a time sorcerer at any part of the turn ignore this effect

 

Time sorcerer barrage:

Spell

Excavate cards from the top of the deck equal to the turn counter apply these affects according to the number of revealed time sorcerer monsters 0: shuffle the deck and end the turn 1 or more: replace the excavated cards on top of the deck in any order 2 or more: add one revealed time card to your hand 7 or more: special summon 1 time sorcerer from your deck and hand “Time sorcerer barrage” can only be activated once per a turn.

 

Chance time reload:

Counter trap

activate when your opponent activates an effect roll a die if the turn counter is a multiple of the result draw a number of cards equal to the result, if you do, negate the effect activated and destroy the source (Can be activated from the hand when the turn counter is 1-6).

 

Level 4 time sorcerer shii:

Light

Spellcaster

1400/1800

Both players can only summon and control monsters whose combined total level is equal to the the turn counter. If a player controls monsters whose total level exceeds the turn counter. They must return the exceeding amount to the hand

 

 

Time sorcerer SOH:

Level 2

Spellcaster

When the turn counter is less than 4, neither player can activate effects from the hand More than 5 both players play with their hands revealed More than 7 once during each players standby phase they add one card from another players hand to their own.

 

Time strike

spell

Deal 100 damage x turn counter If the turn counter changes by card effect shuffle this card into the deck and draw a card. “Time strike” can only be activated once per a turn

 

Time sorcerer tsundere:

Level 2

Spellcaster

800/800

Quick effect: once per a turn when a monster is summoned; increase the turn counter by 1, increase this cards attack and defense by 800, increase one monsters level by 2

 

 

 

Chronos creator of time:

level 10

Spellcaster

Synchro

Light

3000/3500

1 tuner and 1+non tuner

This card is treated as father time while on the field or in the GY. If summoned with at least one spellcaster cannot be targeted by card effects If summoned with at least 2 time sorcerers control cannot change and this card cannot be tributed. If summoned with father time once per a turn increase the turn counter by one and if you do a one time card in your GY to your hand.

 

Time sorcerer han kusari:

level 4

Light

2000/2000

Quick effect as a chain 2 or higher special summon this card from your hand, if you do, negate all effects in the chain increase the turn counter by one(edited)

 

Time sorcerer pacetinne:

Level 5

synchro

tuner

Light

sorcerer

level 3 tuner & level 2 monster

On the third turn after this card’s summon destroy this card. Neither player can add cards to the field or to the hand outside the draw phase.(quick effect) the turn this card leaves the field no matter where it is synchro summon using this card as material and send this card to the GY.

 

Time sorcerer cat tacticry:

Level 5

dark

beast

synchro

When this card is summoned all monsters gain a beast counter. Monsters with a beast that were originally not spellcasters become level 2 beasts and can’t change their battle positions. If a player that controls a level 2 beast activates a card effect, they must tribute one level 2 beast and the effect is negated.(edited)

 

Time sorcerer ennoble ceve:

level 7

4000/4000

Light

sorcerer

1 tuner & 1+ non tuner

If you went first, this card can only be summoned on an even turn. If you went second, this card can only be summoned on an odd turn. Unaffected by opponent’s card effects. Whenever battle damage would be dealt the opponent gains life equal to the damage instead. When LP is gained or the turn counter changes. this card games a life time counter. When this card leaves the field you can either add one monster from your deck or GY to your hand whose level is less than or equal to the number of life counters on this card or add special summon a time sorcerer from your deck whose level is less than or equal to half the counters on this card (rounded down)(edited)

 

Time sorcerer ungaii:

Spellcaster

light

1 tuner & 1+ non tuner

?/500

Can only be summoned on a turn a die was rolled or the turn counter changed by card effect. This card is treated as dark on even turns on the field and GY. On even turns the controller of this card can modify all dice rolls by+- 1. This cards attack is equal to the result of the last die rolled on the turn x the turn counter x 100.(quick effect) you can negate a card effect and if you do banish this card and summon up to 3 monsters from your GY whose total attack doesn’t exceed a die roll + the turn counter x 100. If this card is sent to the GY by an opponent’s card, add one trap from your deck to your hand(edited)

(sorry for inconsistent format)

Edited by ITSUKOSOADO
fixing format
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Hello, @ITSUKOSOADO, how's it going? Just a friendly piece of advise. The Card Game Workshop (section we're in right now) is home, as the name implies, of games in which, within certain rules, people places prompts that other members follow to create new cards. The content of this thread belongs to Casual Card Design. I felt like letting you know. So, let's ask for the help of @The Nyx Avatar, maybe he can move this thread to the appropriate sub-forum so people can reply to it n.n

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On 3/22/2021 at 1:37 PM, Rayfield Lumina said:

Hello, @ITSUKOSOADO, how's it going? Just a friendly piece of advise. The Card Game Workshop (section we're in right now) is home, as the name implies, of games in which, within certain rules, people places prompts that other members follow to create new cards. The content of this thread belongs to Casual Card Design. I felt like letting you know. So, let's ask for the help of @The Nyx Avatar, maybe he can move this thread to the appropriate sub-forum so people can reply to it n.n

Please!

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  • 2 weeks later...

I decided to take all the cards here and fix up their text.  I ended up reformatting the cards and organizing them into an order of monsters, extra deck, and backrow, but if you have a preference with your order, it should be pretty straightforward to undo.

Fixed card texts:

Quote


Time Sorcerer Kari
DARK ***
Spellcaster/Tuner/Effect
(Quick Effect): If the turn count is greater than the number of cards in your Deck, Special Summon this card [FROM WHERE]. If this card is Special Summoned by this effect: Return [up to?] 2 cards on your opponents field to the top of the Deck (they choose the order) and draw 2 cards.
500/800
 

Time Sorcerer Kanja
DARK **
Spellcaster/Effect
During the Standby Phase, place 1 Time Counter on this card. This card's ATK/DEF is equal to the number of Counters on this card x the turn count x 100.
?/?


Father Time
LIGHT 7*
Spellcaster/Effect
This card is always treated as a "Time Sorcerer" monster.
This card gains effects based on the current turn count.
● 4 or less: You can Special Summon this card (from your hand), then, you can add 1 "Time Sorcerer" monster from your Deck to your hand.
● 5+: (Quick Effect): You can Synchro Summon using monsters you control as Material.
● 10+: This card is unaffected by your opponent's card effects, also, this card can be treated as Level 6 for the Synchro Summon of a "Time Sorcerer" Synchro monster.
2500/2000
 

Time Sorcerer Shii
LIGHT ****
Spellcaster/Effect
Both players can only control monsters whose combined total Levels are [less than or] equal to the current turn count. If a player controls monsters whose total Levels exceeds the turn count, that player must return monsters they control to the hand (their choice), so that the combined Level total becomes less than or equal to the current turn count.
1400/1800

(used some wording of "Ferret Flames")


Time Sorcerer SOH
... **
Spellcaster/Effect
This card gains effects based on the current turn count.
● 4 or less: Neither player can activate effects from the hand
● 5+: Both players play with their hands revealed
● 7+: During the Standby Phase, the turn player can add one card from their opponent's hand to their own.
...


Time Sorcerer Tsundere
... **
Spellcaster/Effect
Once per turn, when a monster is summoned: Increase the turn count by 1, increase this card's ATK/DEF by 800, and increase the Level of 1 monster by 2.
800/800


Time Sorcerer Han Kusari
LIGHT ****
.../Effect
Activate only as Chain Link 2 or higher (Quick effect): You can Special Summon this card from your hand, and if you do, negate the effects of all other cards in the same Chain, then, increase the turn count by 1.
2000/2000

 

Synchros:

Chronos Creator of Time
LIGHT 10*
Spellcaster/Synchro/Effect
1 Tuner + 1+ non-Tuner monsters
This card is treated as "Father Time" while on the field or in the GY. If this card was Synchro Summoned using at least 1 Spellcaster monster as Material, it cannot be targeted by card effects.  If this card was Synchro Summoned using at least 2 "Time Sorcerer" monsters as Material, control of this card cannot change and this card cannot be Tributed. If this card was Synchro Summoned using "Father Time" as Material, it gains this effect.
● Once per turn: Increase the turn count by 1 and if you do, [you can] return 1 "Time" card from your GY to your hand.
3000/3500


Time Sorcerer Pacetinne
LIGHT 5*
Spellcaster/Synchro/Tuner/Effect
1 Level 3 Tuner + 1 Level 2 monster
Destroy this card during the third End Phase after this card is Summoned.  Neither player may add cards to the field or to their hand outside of the Draw Phase. When this card leaves the field: Send it to the GY, then, Synchro Summon 1 Synchro monster using this card in the GY and a monster(s) you control as Material.
.../...


Time Sorcerer Cat Tacticry
DARK 5*
Beast/Synchro/Effect
... + ...
When this card is Summoned: Place 1 Beast Counter on all monsters on the field. Monsters with a Beast Counter(s) that are not originally Spellcaster monsters become Level 2 Beast monsters and they cannot change their battle positions. If a player activates a card effect while they control a Level 2 Beast monster, they must tribute 1 Level 2 Beast monster, also, that effect is negated.
.../...


Time Sorcerer Ennoble Ceve
LIGHT 7*
Spellcaster/Synchro/Effect
1 Tuner + 1+ non-Tuner monsters
If you went first, this card can only be Special Summoned on an even turn. If you went second, this card can only be Special Summoned on an odd turn. Unaffected by your opponent’s card effects. Whenever battle damage would be dealt, the opponent gains LP equal to the damage instead. When a player gains LP or the turn count changes, place 1 Life Time Counter on this card.  When this card leaves the field you can either: Add 1 monster from your Deck or GY to your hand whose Level is less than or equal to the number of Life Time Counters that were on this card, OR: Special Summon 1 "Time Sorcerer" monster from your Deck whose Level is less than or equal to half the number of Counters that were on this card (rounded down).
4000/4000


Time Sorcerer Ungaii
LIGHT ...
Spellcaster/Synchro?/Effect
1 Tuner + 1+ non-Tuner monsters
Must be Special Summoned on a turn a six-sided die was rolled or the turn count was changed by a card effect. On even turns, this card becomes DARK on the field and GY and gains this effect.
● You can modify all dice rolls by +- 1. [min. 1, max. 6]
This cards ATK is equal to the result of the last die rolled this turn x the turn count x 100. [If a card effect is activated] (Quick Effect): You can negate that effect, and if you do, banish this card, and if you do that, Special Summon up to 3 monsters from your GY whose total ATK doesn’t exceed a die roll + the turn count x 100. If this card is sent to the GY by an opponent’s card: Add one Trap from your Deck to your hand.
?/500

 

Spells/Traps:

Lucky Time
Field Spell
During the Standby Phase, you can roll 1 six-sided die and add the result to the turn count for the remainder of the turn.  If this card is sent to the GY: Increase the turn count by 1.  During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; increase the turn count by 1 and add 1 "Time" card from your Deck to your hand.


Time Limit
Continuous Spell
Players can only activate a number of card effects up to the turn count. During your turn, if you control a "Time Sorcerer" monster,  negate the rest of this card's effects until the End Phase.


Time Sorcerer Barrage
Spell
Excavate cards from the top of your Deck equal to the turn count and apply the following effect(s) based on the number of revealed "Time Sorcerer" monsters.
● 0: Shuffle the excavated cards into the Deck and end your turn.
● 1+: Place the excavated cards on top of your Deck in any order.
● 2+: Add 1 revealed "Time" card to your hand.
● 7+: Special Summon 1 "Time Sorcerer" monster from your Deck and 1 "Time Sorcerer" monster from your hand.
You can only activate 1 “Time Sorcerer Barrage” per turn.
 

Chance Time Reload
Counter Trap
When a Spell/Trap Card, or monster effect, is activated: Roll 1 six-sided die.  If the turn count is a multiple of the result: Negate the activation, and if you do, destroy that card, then, draw cards equal to the die result.  If the turn count is less than 7, you can activate this card from your hand.


Time Strike
Spell
Inflict damage to your opponent equal to 100 x the turn count.  If the turn count changes by a card effect: Shuffle this card [from your GY] into the Deck, and if you do, draw 1 card. You can only activate 1 “Time Strike” per turn.
 

Important notes:

  • I took liberty with a number of things, but I put some aspects in brackets that you will need to address (usually stuff that determines card locations).
  • If a card has ellipses somewhere (in the Attribute/Level/ATK/DEF/etc.), that means the original card was missing that item.  Just make sure you go back and fill 'em in when you get the chance!

 

I also have thoughts on the designs of the cards as a whole, but... rewriting these took quite a bit longer than I expected and I'm just kinda tired.  In general, I can break down certain cards as being Overpowered and Underpowered.

  • OP: Pacetinne, Han Kusari, Time Limit (really powerful first-turn floodgate), Ennoble Ceve, Tacticry
  • UP: Kanja, Kari (because I don't see a scenario where the duel goes on long enough to trigger Kari's effect), Chronos

If you want a better understanding of this breakdown, PM me later and I'll get back to you!

You also might need to change up the searching capabilities of some of the cards.  Searching "Time" cards lets you also search Timelords, Time Thieves, Time Wizard, Mischief of the Time Goddess, etc.  There's quite a few "Time" cards in the game.

Cheers!

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