Cody Frost Posted December 9, 2008 Report Share Posted December 9, 2008 The changes are better. Theme good, and I claim my cookies!New rating: 8.3/10 Link to comment
CH!BIpixel Posted December 9, 2008 Report Share Posted December 9, 2008 Nice, you just need to work on some card grammar.(Infernity Pyre) - Once per turn, inflict 800 Damage to your opponent. This card cannot declare an attack this turn if you do. >> Make it "Once per turn you can inflict 800 Damage to your opponent. This card cannot declare an attack this turn if you do." Link to comment
Zeppeli Gyro Supreme Posted December 9, 2008 Report Share Posted December 9, 2008 Care to take a look at my new Deckout set? Actually, I believe it would just be "...This card cannot declare an attack this turn."Infernal Loop- Just plain reckless to use this card. Only usable when you have the very best of the monsters out, and even then it makes it difficult to stay on top. Infernity Charger- I guess it's okay, though it could use a bit of a limit. It's not hard to have 0 cards in your hand, especially in a DARK deck where you run lots of spells. You could keep Summoning these guys from the Graveyard, swarm the field, and then Synchro into something big. Infinite Lockdown- Broken in my opinion. I know you probably meant this to assist you with your archetype, but it actually makes hand destuction decks extremely overpowered. Once your opponent hits 0 cards in hand, they cannot draw anymore and will likely end up losing. Infernity Hammer- Eh. Kinda weak, especially since your theme is to not have a lot of cards in your hand. Infernity Warlord- Maybe a bit too powerful with the combo I listed above for its Tuner, but I guess it could be balanced depending. Infernity Unity- Makes no sense really, but okay... Could be abused with the stronger ATK ones to give them the effects of the weak, better effect ones. And it never says the effect stops, so... Great Infernity- Balanced in my book, but with some it's overpowered. Infernal Stone- A bit weak. Infernity Golem- Could be overpowered, and I don't know how its OCG should go. Infernity Death- Maybe say "for all card effects". Otherwise you also no longer apply to the hand card limit, and it makes things less confusing to me. Infernity Pyre- Like I posted, it should probably say at the end "This card cannot declare an attack this turn." It's kinda weak in my opinion. Infernity Dragon- Overpowered with the Infernity searching card. Under An Infernal Sky- No guarantee that you will have the right amount of cards in your hand. What then? Pretty overpowered in my opinion. Infernity Devil Wind- Might or might not be overpowered. It's two free Summons, which you can do whatever you want with, depending on the situation. Infernity Reaper- Overpowered in effect and ATK based on its supporting cards. Infernal Sacrifice- Overpowered. Can be too useful to you, giving both monster abilities and negating abilities. Infernity Junk- ATK is too high for its Level, and its effect just makes it even more overpowered. Link to comment
Umbra Posted December 9, 2008 Author Report Share Posted December 9, 2008 Some fixes made. Link to comment
Carbon V3 Posted December 11, 2008 Report Share Posted December 11, 2008 The cards are good.I like it.7.8/10 Link to comment
Cody Frost Posted December 16, 2008 Report Share Posted December 16, 2008 [spoiler=My second comment]Infernal LoopContinuous SpellDuring your Draw Phase' date=' instead of drawing, you can send 1 card in your hand to the Graveyard. [b']Good[/b] Infernity ChargerDARKFiend / Tuner3 / 1300 / 1000While you have exactly 0 cards in your hand, this card gains the following effect:• When this card inflicts Battle Damage to the opponent, you can Special Summon 1 Level 4 or lower “Infernity” monster from your Graveyard, except "Infernity Charger". Good Infernal LockdownContinuous TrapIf either player has 0 cards in their hand at the start of the turn, they can skip their Draw Phase. When this card is destroyed, both players draw 1 card. You really mean "Lockdown". Good Infernity HammerEquip Spell CardSend any number of cards in your hand to the Graveyard. The equipped monster gains 300 ATK x the number of cards sent. Good Infernity WarlordDARKFiend / Synchro8 / 3000 / 0“Infernity Charger” + 1 or more non-Tuner monstersWhile you have 0 cards in your hand, this card gains the following effects:• At the start of your Battle Phase, select any number of “Infernity” monsters you control, except “Infernity Warlord”. This card can attack once more for each monster selected. The selected monster(s) cannot declare an attack this turn. Similar to "Ultimate Tyranno. Good Infernity UnitySpell CardSelect 2 “Infernity” monsters you control. The selected monsters gain the effects of the other selected monster. If either of the selected monsters are destroyed, destroy the other selected monster. A double effect. Good Great InfernityField SpellDuring your Draw Phase, if you have 0 cards in your hand, instead of drawing you can add 1 “Infernity” monster in your Deck to your hand. The card added by this effect is treated as if it was drawn by a card effect. Simple. Infernal StoneTrap CardDiscard 1 card and inflict 800 damage to the opponent. Simple. Infernity GolemDARKFiend8 / 3000 / 0When you draw this card, if you had exactly 0 cards in your hand, it gains the following effect:• You can Tribute 2 monsters on your opponent's side of the field during their Main Phase to Special Summon this card. Your opponent cannot Normal Summon or Set this turn. This card cannot declare an attack unless its controller discards 3 cards. Good edit. Much clearer. Would be broken against a Dark World Theme :P Infernity DeathDARKFiend / Synchro8 / 3000 / 01 “Infernity” Tuner monster + 1 or more non-Tuner “Infernity ” monstersWhile this card is face-up on the field, for all card effects you are treated as having 0 cards in your hand. Good. Infernity PyreDARKFiend / Tuner4 / 1000 / 1600While you have exactly 0 cards in your hand, this card gains the following effects:• Once per turn, inflict 800 damage to the opponent. This card cannot declare an attack this turn. Level 4 Tuner...I guess it's okay. Infernity DragonDARKFiend6 / 2700 / 2500This card cannot be Normal Summoned or Set. If this card is in your hand during your Standby Phase, send it to the Graveyard. While you have exactly 0 cards in your hand, this card gains the following effect:• You can Special Summon this card from your graveyard by Tributing 1 “Infernity” monster you control. When this card inflicts Battle Damage to your opponent, randomly select 2 cards in your opponent's hand and send them to the Graveyard. better? Under An Infernal SkySpell CardSpecial Summon 1 “Infernity” monster from your hand. When the summoned monster is destroyed, send all cards in your hand to the Graveyard. Okay Infernity Devil WindDARKFiend / Dark Tuner10 / 0 / 0If you had 0 cards in your hand when you drew this card, you can Special Summon it. It gains this effect: • Once while you control this face-up card, you can Special Summon 1 Level 4 or lower “Infernity” monster from your hand. Good Infernity ReaperDARKFiend / Dark Synchro-6 / 3000 / 18001 non-Dark Tuner monster - 1 Dark Tuner monsterWhile you have 0 cards in your hand, this card gains the following effects:• While you control a face-up “Infernity Death”, this card can attack your opponent directly. If this card destroys an opponent's monster by battle, it can attack once more during the same Battle Phase. Good Infernal SacrificeContinuous Trap CardYou can send 1 card in your hand to the Graveyard to negate the activation and effect of a Spell, Trap or Effect Monster Card's effect, and destroy the Spell / Trap / Effect Monster. If you have 0 cards in your hand, destroy this card and send the top 3 cards in your deck to the Graveyard. Good, but broken when Infernity Death is on the field. Infernity JunkDARKFiend8 / 2800 / 1800While you have 0 cards in your hand, this card gains the following effect:• When this card declares an attack, remove 1 "Infernity" monster in your Graveyard from play. Until the end of the Battle Phase, increase this card's ATK equal to the removed monster's ATK.Good for taking out big creatures. Gives some power to this theme. Rating: 8.7/10, .4 points better than last time. Link to comment
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