Zeppeli Gyro Supreme Posted December 8, 2008 Report Share Posted December 8, 2008 Based on the concept of Deckout versus inflicting damage, since I love Deckout decks oh so much, yet they see such crappy support. And for those who don't know, 1150 damage is roughly the same as sending the top 5 cards of your opponent's deck to the Graveyard (or roughly 230 damage per card), though slightly different because they draw each turn, and each player might have a different amount of cards in their Deck. Anywho, expanding upon an already created Deckout theme:[spoiler=Worms]Starting with the cards they already had, but revised to my specifications... Shield WormEarth/Insect/4/200/2000When this card is flipped face-up or Summoned, send the top 2 cards of your opponent's Deck to the Graveyard. Any Battle Damage the controller of this card takes during a battle involving this card becomes 0. Flame WormFire/Insect/3/800/1400When this card is destroyed and sent to the Graveyard, send the top 4 cards of your opponent's Deck to the Graveyard. Worm BaitNormal Spell CardSelect and activate 1 of the following effects:● Activate only while you control 1 or more "Worm" monsters. Special Summon 2 "Worm Token"s (Earth/Insect/1/0/0) in Defense Position. You cannot Normal Summon or Set a Level 4 or lower monster this turn.● Destroy 1 Insect-Type monster on your side of the field. Special Summon 1 Level 4 or lower "Worm" monster from your Deck. And now for my own original cards. Ice WormWater/Insect/4/1400/800When this card is Summoned, send the top 4 cards of your opponent's Deck to the Graveyard. Ground WormEarth/Insect/3/1800/400Once per turn, you may send the top 3 cards of your opponent's Deck to the Graveyard. During this turn, this monster may not declare an attack. RagnawormFire/Insect/7/2600/2600You can Normal Summon this card without Tribute. If you do. destroy 2 other "Worm" monsters on your side of the field. When your opponent would take Battle Damage or pay Life Points, instead send a number of cards from the top of their Deck to the Graveyard equal to the amount of 200 Life Points increments. If this card declares an attack, your opponent cannot activate any Trap Cards until after Battle Damage. Worm's BurrowQuick-Play SpellActivate only while there are 10 or more cards in either player's Graveyard. Special Summon 1 Insect-Type monster in your Graveyard. Insectoid RecycleContinuous Spell CardOnce per turn, during your Main Phase, you may select 1 card in either player's Graveyard and place it on the bottom of the owner's Deck. When this card is destroyed and sent to the Graveyard, you may remove from play 2 Insect-Type monsters from your Graveyard to add this card to your hand. [spoiler=”Iron Chain”]Iron Chain ConverterEarth/Machine/4/1500/1600When an “Iron Chain” monster destroy’s an opponent’s monster as a result of battle, send the top card of your opponent’s Deck to the Graveyard. When this card attacks your opponent’s Life Points directly, you may look at the top card of your opponent’s Deck and place that card on the top or bottom of your opponent’s Deck. Iron Chain CollectorEarth/Warrior/4/1700/1300Once per turn, you may add 1 Level 3 or lower “Iron Chain” monster from your Deck to your hand. When damage is inflicted to your opponent’s Life Points by a card effect, send the top card of their Deck to the Graveyard.. Iron Chain BombEarth/Machine/3/900/2000Each time a card(s) is sent from the top of a player’s Deck to the Graveyard, place 1 Counter on this card. When this card is sent to the Graveyard by a card effect, send a number of cards randomly from your opponent’s Deck to the Graveyard equal to the number of Counters on this card. When this card is destroyed as a result of battle, inflict damage to your opponent’s Life Points equal to the number of Counters on this card x200. Iron Chain EnforcerEarth/Warrior/2/Tuner/800/500When you take Battle Damage to your Life Points, you may Special Summon this card in face-up Attack Position. While this card is face-up on the field, other “Iron Chain” monsters are not destroyed as a result of battle. Iron Chain BerserkerEarth/Warrior/Synchro/5/2600/18001 “Iron Chain” Tuner monster + 1 or more Non-Tuner monstersOnce per turn, you may send 1 “Iron Chain” monster from your hand to the Graveyard. This card is unaffected by Spell cards and Effect Monster effects until the End Phase of this turn. When this card inflicts Battle Damage to your opponent’s Life Points, remove from play the bottom 2 cards of your opponent’s Deck face-down. Iron Chain WolfEarth/Machine/Synchro/7/2800/19001 Machine-Type Tuner monster + 1 or more Non-Tuner monstersWhen this card is Synchro Summoned, send the top 4 cards of both player’s Decks to the Graveyard. Once per turn, you may send the top card of your Deck to the Graveyard. If that card was a Monster Card, inflict damage to your opponent’s Life Points equal to the Level of that monster x100. If not, send the top card of your opponent’s Deck to the Graveyard. Chain BondingContinuous Spell CardWhen an Effect Monster effect inflicts damage to a player’s Life Points, you may increase the ATK of that monster by 300. In addition, once per turn when a card on your side of the field would be destroyed by a card effect you may destroy 1 Level 4 or lower Iron Chain monster on your side of the field instead. Now, finally for my own idea! Sea Serpents get new monsters and new support as I finally give them a real theme! Its basis is that sea serpents are supposed to me massive creatures that terrorize and destroy villages. To quell the angers of these destroyers, they give sacrifice and offerings. Also, they're capable of pretty much swallowing anything whole. Kairyu-ShinjiWater/Sea Serpent/4/1900/1100This card cannot declare an attack while your opponent controls 1 or less monsters. During the End Phase of a turn this card does not declare an attack, your opponent must send the top 4 cards of their Deck to the Graveyard. Kaiser LochenWater/Sea Serpent/4/1850/800When this card declares an attack, your opponent may negate that attack by sending from their Deck to the Graveyard 3 random cards. When this card battles a monster, decrease the ATK of that monster by 200 during the Damage Step only. Kaiser ChamplainWater/Sea Serpent/4/800/2000Once per turn, while this card is in face-up Defense Position, you may remove from play the top 2 cards of your opponent's Deck face-down. Enraged AbominationFire/Sea Serpent/4/2000/450During the End Phase of a turn this card inflicts Battle Damage to your opponent's Life Points, Tribute 1 monster on your side of the field. When this card is Tributed for the Tribute Summon or the effect of a Sea Serpent-Type monster, send the top 3 cards of your opponent's Deck to the Graveyard. Starving SerpentEarth/Sea Serpent/4/1500/1800During your End Phase, your opponent must Tribute 1 monster on their side of the field or send the top 3 cards of their Deck to the Graveyard. Rampaging TidalWater/Sea Serpent/4/1600/1600Each time your opponent activates a Trap Card, they must remove from play 1 Monster Card in their Deck face-down before that effect resolves. When this card inflicts Battle Damage to your opponent's Life Points, send 1 card from the top of your opponent's Deck to the Graveyard for each Sea Serpent-Type monster on your side of the field. Tidal SpawnWater/Sea Serpent/1/450/1000When this card is destroyed as a result of battle, your opponent sends the top 2 cards of their Deck to the Graveyard. Then, Special Summon up to 2 "Tidal Spawn"s from your hand or Deck to your side of the field in face-up Defense Position. Tidal ChildWater/Sea Serpent/3/1400/800Once per turn, you may send the top card of your opponent's Deck to the Graveyard. When this card destroys an opponent's monster as a result of battle, you may Tribute this card to Special Summon 1 Level 4 or lower Sea Serpent-Type monster from your Deck in face-up Attack Position. Deity of the Sea - OwataWater/Sea Serpent/8/3100/2200This card cannot be Normal Summoned or Set without 2 Tributes. You may Special Summon this card from your hand by returning 5 Sea Serpent-Type monsters in your Graveyard to your Deck. You may Special Summon this card from your Graveyard by Tributing 1 "Rampaging Tidal" and 1 other Sea Serpent-Type monster on your side of the field. This card is unaffected by Spell Cards controlled by your opponent. Your opponent must send the top 3 cards of their Deck to the Graveyard to activate a Spell, Trap, or Effect Monster effect that would target or remove from the field a WATER monster on your side of the field. World Serpent - JormungandrWater/Sea Serpent/8/2900/2600Once, during either player’s turn while this card is face-up on the field, you may send the top 5 cards of your opponent’s Deck to the Graveyard. While this card is face-up on your side of the field, monsters in your opponent’s Graveyard cannot be removed from play by the effect of a card your opponent controls. Sea RaidNormal Spell CardYour opponent sends 1 card from the top of their Deck for each Level 6 or lower Sea Serpent-Type monsters on the field, and 2 for every Level 7 or higher Sea Serpent-Type monsters on the field. Ocean's SacrificeNormal Spell CardYour opponent selects 1 Sea Serpent-Type monster on your side of the field. Depending on the Level of that monster, select and activate 1 of the following effects:●1-4: Return that monster to your hand. Your opponent sends 2 monster cards in their Deck to the Graveyard. Then, if they control more than 1 monster, they must return 1 of them to their hand.●5-6: Destroy that monster. Your opponent sends 3 monster cards in their Deck to the Graveyard. Then send the monster with the highest ATK on their side of the field to the Graveyard.●7+: Destroy that monster. Your opponent sends 4 monster cards in their Deck to the Graveyard. Then, destroy 1 card on their side of the field. Whirlpool SacrificeQuick-Play SpellActivate only while there are 15 or more cards in your opponent’s Graveyard and there is 1 or more Sea Serpent-Type monster on your side of the field. Your opponent reveals their hand and sends all Level 4 or lower monsters among those cards to their Graveyard, then an equal number of cards from the top of their Deck are sent to the Graveyard. Sea Serpent-Type monsters on your side of the field cannot declare an attack this turn. Serpent's ReturnQuick-Play SpellSelect 1 Sea Serpent-Type monster in your Graveyard. Tribute monsters on your side of the field or discard monsters from your hand until the the number of cards sent to the Graveyard by this effect would equal the number of Tributes required to Normal Summon that monster. Special Summon that monster. Terror From the DepthsNormal Trap CardTribute 1 Sea Serpent-Type monster on your side of the field. Destroy 1 card on the field and send the top 3 cards of a player’s Deck to the Graveyard. Link to comment
Tabris Posted December 8, 2008 Report Share Posted December 8, 2008 Deckout again? + facepalms + We've too many archetypes tacklin' this mechanic already, but I'll review just the same: Kairyu-Shinji: A decent card as is. Lochen: Same as above. Champlain: Oh, that - the last time I encountered such an effect on a real card... Different Dimension Capsule, without the shaky assurance of its return. Abomination: The most powerful 2000 ATK beatstick I've seen thus far. Starving: Weird name, but fine effect, on the long run. Tidal: Owww... very GREAT card, this is. Spawn: Hero Kid's more preferable. Child: Too feeble an effect, too late a snowball into Rampaging Tidal. Owata: Remove the first sentence, decrease the number of Sea Serpents returned to the Deck to Special Summon Owata from the hand, and you're through. Jormugandr: Fine card. Now, how do you summon it easily? Sea Raid: Powerful, very powerful, this one. Link to comment
Zeppeli Gyro Supreme Posted December 9, 2008 Author Report Share Posted December 9, 2008 Altered Abomination, Spawn, and Child. Link to comment
Umbra Posted December 9, 2008 Report Share Posted December 9, 2008 Shinji: I have a feeling this card won't be attacking that much. Milling 10% of a standard deck per turn could be overpowered. Lochen: Selecting three random cards from your Deck? Isn't that just unnecessarily complicated? Champlain: Mills 5% each turn. Not as potentially overpowered as Shinji. (Although, 3x Shinji + 2x Champlain: Mills 40% each turn. Evil.) Abomination: Sorta like a Panther Warrior that's bound to tribute a bit more often. It's also bound to Tribute itself sooner or later. Starving: A -1 or 7,5% mill? I'll take the latter any day. Rampaging: Same as Lochen. Also, 3x Rampaging, 2x Shinji: 57,5% mill per turn. Even eviler. Spawn: One of the better field-fillers. (i.e. Momonga, Germ). Child: Searches out most of the better cards in this set. I'd use this with Shinji or Rampaging. Also, since it's ATK is 1400, it's usable with IRS. Owata: Explain the first sentence. I like the double Special Summoning conditions, and I think the last sentence could be worded differently. Jormungandr: I had a feeling this card would come up. It can mill 12,5% with no restrictions, and the last sentence looks strange. Change the last words to "your opponent controls". Otherwise, the wording targets the cards that the monsters control. :D Sea Raid: Can mill up to 25% on itself, although it would require quite a large field. Rather balanced. Sacrifice: Good. Whirlpool: Balanced. Serpent's Return: Essentially a Quick-Play Monster Reborn for Sea Serpents, or a quick way to bring out Owata if it's in your Graveyard and you have a Rampaging in the Grave. Terror from the Depths: I like it. Link to comment
Toffee. Posted December 9, 2008 Report Share Posted December 9, 2008 <3 Kairyu-Shinji - Its so cheap Now if Konami only did cards like this, And Sea Serpents actually had a chance. Link to comment
Zeppeli Gyro Supreme Posted December 9, 2008 Author Report Share Posted December 9, 2008 Shinji: I have a feeling this card won't be attacking that much. Milling 10% of a standard deck per turn could be overpowered.Thinking about making it 3. Lochen: Selecting three random cards from your Deck? Isn't that just unnecessarily complicated?Just sort of wanted it to be a mysterious card, and work a bit differently than we're used to. It's modeled after the Loch Ness Monster. Champlain: Mills 5% each turn. Not as potentially overpowered as Shinji. (Although, 3x Shinji + 2x Champlain: Mills 40% each turn. Evil.)It'll also have to be on the field for a turn beforehand so it can somehow get into Defense, or be supported by a second card. Its effect technically is like inflicting 500 damage to your opponent. Abomination: Sorta like a Panther Warrior that's bound to tribute a bit more often. It's also bound to Tribute itself sooner or later.Basically its only use. Just to be a quick beatstick, die and provide mill. Starving: A -1 or 7,5% mill? I'll take the latter any day.Yes, you would unless you are extremely low on cards. Basically it just gives a counter, and helps to assist the theme. Kinda like a giant monster saying "give me your goods or your villagers will die!" Rampaging: Same as Lochen. Also, 3x Rampaging, 2x Shinji: 57,5% mill per turn. Even eviler.I was actually considering making its effect do the same for Monster Card Effects, or Spells instead. Spawn: One of the better field-fillers. (i.e. Momonga, Germ).Its effect is technically weaker, because it has low support, makes them face-up, and will technically be doing only like 460 damage. Owata: Explain the first sentence. I like the double Special Summoning conditions, and I think the last sentence could be worded differently.Changed it a little bit, but not sure how to make it any better. And the first sentence is just saying you can't Summon it without tributes, like some cards might allow. Though maybe I should change it somewhat. Jormungandr: I had a feeling this card would come up. It can mill 12,5% with no restrictions, and the last sentence looks strange. Change the last words to "your opponent controls". Otherwise, the wording targets the cards that the monsters control. :DEdited it slightly. And I had made it so you can only use its effect once while on the field, because otherwise it would be extremely overpowered. Basically does 1150 damage to your opponent with its effect. Perhaps tone it down just a bit, or make it so it must be on your turn, or with some special condition? Serpent's Return: Essentially a Quick-Play Monster Reborn for Sea Serpents, or a quick way to bring out Owata if it's in your Graveyard and you have a Rampaging in the Grave.Not many Sea Serpents, and many of them would require you to discard/Tribute for this card's effect, so I would say it's pretty okay.---------------------------------------------------------------Any comments on my other cards? Link to comment
Zeppeli Gyro Supreme Posted December 13, 2008 Author Report Share Posted December 13, 2008 Nobody cares about my Chain and Worm monsters? =[ Link to comment
Megaworm Posted December 17, 2008 Report Share Posted December 17, 2008 i'd buy this deck. What about a Sea-Serpent that negates Synchro Summons AND eats the deck? Goyo Guardian will ruin the game for you with many of your own cards if you don't defend yourself against synchros. Link to comment
Zeppeli Gyro Supreme Posted December 18, 2008 Author Report Share Posted December 18, 2008 That's a good idea. Maybe I'll add an extension to this set later. Link to comment
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