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Guardians of the World Unite!


shogunboy

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Alright, the cards you see in this post are called recoil effect monster. Basically, every card as an effect. When you use the effect, there is always recoil in order make players think when to use the effects. Situational, but something had to balance the power. The deck involving these Guardians would need enough monsters to remove from play, and that is one hard task with these cards. My second idea with the effect card is involving the tributed monster's attribute being a factor into the monster card. Basically, if I sacrifice three dark cards and two lights for summoning a level 12 monster card, I would get x effect based on how many dark monsters were tributed, I get y effect based on light monster I tributed. Basically, Attributes give the summoned monster more flexibility by choosing which monsters to tribute.

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74428qt6.jpg I am sorry if I made a divine monster, but I tried to limit its power by needing at least one attribute in order to have one effect, and forcing players to sacrifice monsters with different attribute in order to make it balanced. Also, the effects are limited by either you gain 1200 atk/def per dark monster, and you can negate one attack per light monster tributed to the grave (limit 2). If you still have an issue about it, I am sorry, but I tried my best in order to make a destroyable divine monster.

 

*Second card's name came from a mispronunciation of the Protoss Scout when he say Lucas acknowledged or something like that.

 

OCG help is by Honest [umbra] since most people do not tell me what to fix within the OCG. Pictures come from the digitalart.org and I do have the names if you want the link (its in a folder with my bookmarks.) One question, is there other ways you can learn the method of perfect OCG besides Dj Osiris's guide?

 

Edit: I forgot to put the text for the first since its small.

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing 2 DARK monsters in your Graveyard from play. Once per turn, you can Special Summon 1 monster from your Graveyard in face-up Attack Position to your side of the field. If you choose to activate this effect, this card can not declare an attack until the end of your turn. If this card is destroyed, destroy all monsters that was Special Summoned by this card's effect.

 

For the third card: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing 2 EARTH monsters in your Graveyard from play. Once per turn, you can sacrifice one magic card to end the battle phase. If you choose to activate this effect, you can not activate a trap card for this turn.

 

4th card: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing 3 Fiend monsters in your Graveyard from play. Once per turn, you can roll a six sided die. On 1, this card is destroyed. On 2, nothing happens. On 3 and 4, this card inflicts 1000 damage and gain 1000 lifepoints. On 5, you may negate one trap, effect, or spell card per result. On 6, this card can destroy all opponent's cards on the field. IF you choose to activate this effect, this card goes into Defense for this turn.

 

5th card: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing 2 LIGHT monsters in your Graveyard from play. Once per turn, you can activate an effect. This card gains 300 atk for every Guardian card on the field. If you choose to activate this effect, you lose an additional 100 atk for every guardian on the field.

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