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Heaven's Blight


AKC

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Basically, the concept of this theme is the fine line between Angels & Demons (Fairy & Fiends in the TCG). I spinned the idea of corrupting Angels and purifying Demons thus I came up with the idea of Angels & Demons copying the opposite Type's effects. The name of the Theme became "Heaven's Blight". Yeah, I know DARK and LIGHT Attribute monsters are overdone in the TCG and in the realistic card section but it was my spin on a "Twilight" themed deck.

 

Please provide relevant feedback to the cards. If you spot an OCG error than provide a correction to it instead of just posting "OCG errors." If something is overpowered or broken provide feedback or card combination's to support your stance. Give me something to work with instead of the typical one word posts and a grade. That sort of response doesn't help at all.

 

Heaven's Blight - Kopia Angel

Light/Fairy

ATK/DEF: 1200/1300

When this card is Summoned, you can remove from play 1 DARK monster in your Graveyard. This card gains that monster's effect(s).

 

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I'm sure I'll have to tweak the effect of this card because this new rendition is asking for abuse.

 

Heaven's Blight - Archfiend Hound

DARK/Fiend

ATK/DEF: 1600/1300

When this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step.

 

202599yz4.jpg

Artwork Credit: http://www.magicdeckvortex.com/art_new_art.htm

 

Heaven's Blight - Angelus Messenger

LIGHT/Fairy

ATK/DEF: 1800/900

When you draw this card during your Draw Phase, if you control no DARK monsters on the field; you can Special Summon this card from your hand. When this card is Normal Summoned, you can select and add 1 "Heaven's Blight" LIGHT monster from your Deck to your hand. When this card is Special Summoned, you can select and add 1 "Heaven's Blight" DARK monster from your Deck to your hand.

 

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Heaven's Blight - Utopian Protector

LIGHT/Fairy/Tuner

ATK/DEF: 400/1700

While face-up on the field, this card's Attribute and Type is also treated as DARK and Fiend-Type. If you control an equal amount of LIGHT and DARK monsters, LIGHT Fairy-Type monsters and DARK Fiend-Type monsters you control cannot be destroyed by battle.

 

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Heaven's Blight - Infernal Scourge Fiend

DARK/Fiend

ATK/DEF: 1700/1200

You can remove from play 1 LIGHT Fairy-Type monster in your Graveyard to negate the activation and effect of a Spell Card and destroy it or remove from play 1 DARK Fiend-Type monster in your Graveyard to negate the activation and effect of a Trap Card and destroy it. This effect can be used during either player’s turn.

 

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Heaven's Blight - Infernal Refuser

DARK/Fiend

ATK/DEF: 2500/1600

This card can be Special Summoned by removing from play 1 LIGHT Fairy -Type monster and 2 DARK Fiend-Type monsters in your Graveyard. When the effect of this card is changed to the effect(s) of a LIGHT monster, pay 1000 Life Points. The effect of this card becomes "Destroy up to 2 cards on the field."

 

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Heaven's Blight - Utopia Bringer

LIGHT/Fairy

ATK/DEF: 1800/2000

This card can be Special Summoned by removing from play 1 DARK Fiend-Type monster and 2 LIGHT Fairy-Type monsters in your Graveyard. When the effect of this card is changed to the effect(s) of a DARK monster, pay 1000 Life Points. The effect of this card becomes "Draw 2 cards."

 

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Heaven's Blight - Infernal Archfiend

DARK/Fiend

ATK/DEF: 2700/2500

You can Special Summoned this card by removing from play 3 DARK Fiend-Type monsters and 1 LIGHT Fairy-Type monster in your Graveyard. Once per turn, you can have this card gain the effect(s) of 1 of your removed from play Light Fairy-Type monsters. When this card is destroyed by battle return all of your removed from play monsters into your Graveyard.

 

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Heaven's Blight - Angelus Redeemer

LIGHT/Fairy

ATK/DEF: 2900/2300

You can Special Summoned this card by removing from play 1 DARK Fiend-Type monster and 3 LIGHT Fairy-Type monsters in your Graveyard. Once per turn, you can Special Summon 1 of your removed from play LIGHT Fairy-Type monsters. Once per turn, you can remove from play 1 DARK Fiend-Type monster in your Graveyard to have 1 LIGHT Fairy-Type monster you control (except for Heaven’s Blight – Angelus Redeemer) gain its effect(s) until the end of this turn. When this card is destroyed by a card effect remove from play all monsters in your Graveyard.

 

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Heaven's Blight - Holy Archfiend

LIGHT/Fiend

ATK/DEF: 3500/3000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when you have a combination of 8 or more removed from play LIGHT Fairy-Type monsters or DARK Fiend-Type monsters. While face-up on the field, this cards Attribute and Type is also treated as DARK and Fairy-Type. If a card you control is targetted by a card effect, you can return 1 of your removed from play LIGHT Fairy-Type monsters or DARK Fiend-Type monsters to your hand, to negate the activation and effect of the card and destroy it. You can reveal 1 LIGHT or DARK monster to select 1 LIGHT Fairy-Type monster or 1 DARK Fiend-Type monster you control. The selected card gains the effect(s) of the revealed monster as long as the revealed monster remains in your hand.

 

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Heaven's Blight

Light/Fairy

ATK/DEF: 3000/3000

1 LIGHT tuner + 1 or more DARK Fiend-Type non-Tuner monsters While this card is face-up on the field, its Attribute and Type is also treated as DARK and Fiend-Type. The effect(s) of this card becomes the effect(s) of the non-Tuner monsters used to Synchro Summon this card.

 

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Forged Soul

Equip Spell Card

Equip only to a face-up LIGHT monster you control. Special Summon 1 Level 4 or lower DARK monster from your hand. The equipped monster gains 500 ATK. The Special Summoned monster cannot declare an attack this turn. While you control this face-up card, the equipped monster gets the effect(s) of the Special Summoned monster. When this card is removed from the field, return the Special Summoned monster to its owner's hand.

 

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I think I'll need to remove the ATK boost to help balance this card. This card is borderline broken, in my opinion but I'll need some suggestion for balancing.

 

The End of the Beginning

Normal Spell Card

Activate only when you have 7 or more removed from play DARK or LIGHT monsters. Return 5 DARK or LIGHT monsters to your Graveyard to draw 3 cards.

 

202599ht0.jpg

 

Sort of a reverse version of "The Beginning of the End."

 

Found the image from the card contest forum but the creator did not provide credit to the artist so I have no idea who owns the above image.

 

Heaven's Wrath

Normal Spell Card

Destroy 1 card on the field for every 2 of your removed from play LIGHT monsters. Then return 1 LIGHT monster that is removed from play to your Graveyard for each card destroyed by this effect.

 

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Art Credit: http://www.magicdeckvortex.com/art_new_art.htm

 

Again, I'm concerned about the feasibility of this card. I think it has potential for abuse but the balancing aspect was to return the RFG'd LIGHT monsters to the Graveyard to prevent using the card multiple times in a single turn.

 

Darkness Beckons

Normal Trap Card

Activate only when a LIGHT monster was successfully Special Summoned. Special Summon 1 Level 4 or lower DARK monster from your hand or Deck. During the turn that this card was activated the LIGHT monster gets the effect(s) of the Special Summoned monster.

 

202599tj9.jpg

Art Credit: http://www.magicdeckvortex.com/art_new_art.htm

 

Seal of Radiance

Continuous Trap Card

Activate only when you control a face-up DARK monster(s). Once per turn, you can select 1 LIGHT monster on the field or in your hand. Until the end of this turn, all DARK monsters you control gains the selected monster's effect(s).

 

202599wh5.jpg

Art Credit: http://www.magicdeckvortex.com/art_new_art.htm

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Here's promise - the title goes well with The Will. Lessee if the hype dies:

 

Kopia: So we have here a weakened Attribute-specific version of both Neo-Spacian Dark Panther AND Phantom of Chaos? No fun, as this actually requires that monsters of a specific Attribute be on the field (not ya, PoC), and that you main them (which pretty much restricts this to mirror matches). So, no.

 

Archfiend Hound: Phenomenal art; reminds me of Blake. And decent effect with decent stats (which still makes me holler round, as I had hoped for someone to upend Ancient Gear Soldier for eons now).

 

Angelus: No reason why the recruitin' has to be limited to the Special Summon; make it that it could fetch such monster when it is Summoned in any way, thus.

 

Utopian Protector: I insist on this name. Otherwise, good and balanced card, worthy to be emulated upon.

 

Invicil: Sucky name; you should go for some originality, here. Otherwise a good and balanced card, one that I should've thought of a long while ago.

 

Invicil Refuser, Utopia Bringer: No, I don't understand these. Enlighten me.

 

Infernal Archfiend, Angelus Redeemer, Holy Archfiend: Makin' them nomis is an inherently bad idea; make them that their effects could be activated when it is Special Summoned according to certain specifications, so as not to restrict the card pool. Otherwise, decent cards.

 

Heaven's Blight: Rather odious summonin' requirements, there; I'd recommend a lossenin' of those requirements, if a little.

 

Forged Soul: I insist on this name. And, no, it isn't broken. Dare I say that it's oddly situational, but decent nonetheless.

 

The End of the Beginning: Methought someone would eventually think of such a name; but still, quite slow.

 

Heaven's Wrath: A late-game card, which isn't a problem for me.

 

Darkness Beckons: I insist on the name for obvious reasons. Otherwise, a better version of Forged Soul.

 

Seal of Radiance: I insist on the name, and a pretty radical makeover: make it a Continuous Trap.

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I think this is the first time I've gotten some actual useful feedback on these forums. I have changed some of the cards as per your suggestions though I'm having issues uploading to Photobucket so no update in the images.

 

Kopia: So we have here a weakened Attribute-specific version of both Neo-Spacian Dark Panther AND Phantom of Chaos? No fun' date=' as this actually requires that monsters of a specific Attribute be on the field (not ya, PoC), and that you main them (which pretty much restricts this to mirror matches). So, no.

[/quote']

 

Hmm...you do have a point with this. What would you consider a better alternative? I'm contemplating on RFGing a DARK monster in your Graveyard and then having it copy the effects permanently though that is asking for abuse. It would be a permanent PoC but without the stats copying. The other alternative I have is just having it copy the effect permanently making it a more potent Dark Panther minus the name copying.

 

Angelus: No reason why the recruitin' has to be limited to the Special Summon; make it that it could fetch such monster when it is Summoned in any way, thus.

 

I'm looking for original ways to trigger a tutor feature. We have far too many people creating themes with a search feature that triggers the same way as Stratos. The lack of creativity in that aspect is uninspiring, in my opinion, hence why I was aiming for a more creative yet restrictive version of a themed monster tutor.

 

Utopian Protector: I insist on this name. Otherwise, good and balanced card, worthy to be emulated upon.

 

Name changed since I do like that suggestion better.

 

Invicil Refuser, Utopia Bringer: No, I don't understand these. Enlighten me.

 

You don't understand how the trigger works or you don't understand the effect works? Basically, if I had 1 of those monsters on the field and activated a card effect that would change the effect of that card to the corresponding Attribute I can pay 1000 Life Points to have the effect become what's written on that card instead of having it copy the other card. So in the case of Infernal Refuser if I played a card to change it's effect to a Light attribute monster I can pay 1000 Life Points to have it's effect become "destroy up to 2 cards on the field" rather than have it copy of the effect of the Light monster.

 

Take a look at the TCG card "Dark Deal" to get a better idea of what I'm trying to accomplish with those effects.

 

Infernal Archfiend, Angelus Redeemer, Holy Archfiend: Makin' them nomis is an inherently bad idea; make them that their effects could be activated when it is Special Summoned according to certain specifications, so as not to restrict the card pool. Otherwise, decent cards.

 

The effects of those cards are quite powerful so I wanted to make the summoning conditions to be more difficult but if they are too difficult to pull off in an actual match then we do have an issue with forming the Deck. I'll retweak the effects later on and see what I come up with.

 

Heaven's Blight: Rather odious summonin' requirements, there; I'd recommend a lossenin' of those requirements, if a little.

 

Reduce the non-tuner combination to 1 DARK Fiend-Type non-tuner instead of 2 but I'll have to think about the card combination's some more to get an idea of what effects combination's could be achieved and how broken could that become.

 

Forged Soul: I insist on this name. And, no, it isn't broken. Dare I say that it's oddly situational, but decent nonetheless.

 

Name changed though I don't know if it would be that situational.

 

Darkness Beckons: I insist on the name for obvious reasons. Otherwise, a better version of Forged Soul.

 

Name changed.

 

Seal of Radiance: I insist on the name, and a pretty radical makeover: make it a Continuous Trap.

 

Name changed as it was too similar to the name of one of my other cards. I did change it to a Continuous Trap as well to make it more feasible to use in a match rather than being a one time thing.

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Hmm...you do have a point with this. What would you consider a better alternative? I'm contemplating on RFGing a DARK monster in your Graveyard and then having it copy the effects permanently though that is asking for abuse. It would be a permanent PoC but without the stats copying. The other alternative I have is just having it copy the effect permanently making it a more potent Dark Panther minus the name copying.

 

Go with the first (anythin' that you'd see bein' paired with this frequently would be probably banworthy on itself).

 

I'm looking for original ways to trigger a tutor feature. We have far too many people creating themes with a search feature that triggers the same way as Stratos. The lack of creativity in that aspect is uninspiring, in my opinion, hence why I was aiming for a more creative yet restrictive version of a themed monster tutor.

 

Understandable, indeed. Still, I hanker for a change; one that fits your lines prettily, without unduly compromisin' potential playability.

 

You don't understand how the trigger works or you don't understand the effect works? Basically, if I had 1 of those monsters on the field and activated a card effect that would change the effect of that card to the corresponding Attribute I can pay 1000 Life Points to have the effect become what's written on that card instead of having it copy the other card. So in the case of Infernal Refuser if I played a card to change it's effect to a Light attribute monster I can pay 1000 Life Points to have it's effect become "destroy up to 2 cards on the field" rather than have it copy of the effect of the Light monster.

 

Thanks for explainin', then.

 

And many thanks to you. A decent set that we have here - not too many slip-ups, a few jewels here and there. Mine thanks abound.

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Okay, I've edited a bunch of the cards effects to help make them worth using in the first place.

 

Angelus Messenger can tutor a "Heaven's Blight" Light monster when normal summoned and a "Heaven's Blight" Dark monster when special summoned.

 

Holy Archfiend carries a pretty potent protection effect to it but can still be taken care of with non-targetting cards.

 

Kopia Angel keeps the effect now but I may have to rethink it's effect to prevent abuse. I think it's saving grace is that it triggers upon summon and doesn't gain the stats or name of the RFG'd monster.

 

I think I'll need to add a few more low level monsters and a few more spells and traps to make this theme remotely usuable. Right now it's a decent concept but the huge influx of high level monsters makes the higher level monsters not worth using although they seem to be key to meeting the summoning requirements for Holy Archfiend.

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