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TheWanderingMist

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Everything posted by TheWanderingMist

  1. You've got a typo for one of them. While "Coarse of Friendships" could be a pun, the lack of them in other cards suggests you meant to write "Course of Friendships".
  2. Great job. Can you also put the names of the cards below their images before their effects? Otherwise someone who can't see the pictures is going to be very confused.
  3. Effect: You can only activate this card if your LP are 1500 or less. Target 1 "Neutron Force" Fusion, Synchro, Xyz or Link Monster you control: Return that target to the Extra Deck and gain LP equal to that monster's original ATK. Then, if all the Materials that were used for its Special Summon are in your GY, you can Special Summon all of them. ----------------------------------------------------------------------------------------------------------------------------------- ???: You cannot perform that Special Summon after this card resolves. <-- What was the point of this line? The Special Summon can't happen after it resolves by mechanics since it is the resolution condition, providing it can actually be fulfilled. Once the Special Summon has happened (or been rendered unable to happen), then the card is resolved. They are clearly going to do that but they wanted help cleaning a specific card up first. It's rather pointless to edit in a card one wants cleaned up before the cleanup, since there's no guarantee anyone will notice it.
  4. Oh, you're new here. Neat archetype. However, when you post cards this way, please post the effects/flavor text below the images. Not only does this make them far easier to read, it also renders them possible to critique if the images do not load.
  5. OK, I'll try. Effect: If a face-up monster(s) your opponent controls leaves the field while you control this card, gain 600 LP. You can only use 2 of the following effects of "Tenu P.U.N.K Rocking Racoon" per turn and only once that turn: (1) You can Special Summon this card from your hand by banishing 2 level 8 or higher Psychic monsters from your GY, then gain LP equal to the banished monsters' combined ATK. (2) Tribute this card, then send 1 "P.U.N.K" card from your hand or field to the GY and pay 600 LP (Quick Effect): Special Summon either 1 Psychic Fusion monster (this summon is treated as a Fusion Summon) or 1 Psychic Synchro monster (this summon is treated as a Synchro Summon) from your GY. (3) If you have paid more than 2400 LP during this turn: During the End Phase, you can add this card to your hand. ---------------------------------------------------------- I'm sure there's a way to cut it down more, but this should work the way you intend it to.
  6. Based on this card's Pendulum Scale and its Pendulum Effect, I'd hazard a guess at them having 1 Level 8 monster and multiple lower level monsters for some sort of Rank 8 Xyz plays. Unless of course, the other side of the Pendulum turns out to have an effect to turn things into Tuners, which would make for a powerful Synchro engine.
  7. ...is there something I'm missing here? If ZEUS isn't being negated, how does this card avoid it, since ZEUS isn't a destruction effect?
  8. Is there any particular reason the Fairy Life Tree isn't a Field Spell? It feels more like a Field Spell than a Continuous one, at least.
  9. Wait, I've got an idea now that'll make it work better as the punishment it's intended to be: Glitzy Casino SPELL Field Effect: This card cannot be in your Deck unless your Deck also contains "Gambling Den". During your turn, whenever you flip a coin or roll a die, you may re-flip that coin or re-roll that die, then immediately pay 500 LP and banish the top card of your Deck face-down. If you cannot, or if you activate this effect more than 3 times in a turn, send this card to the GY and activate 1 "Gambling Den" from your hand, Deck, GY, or banished pile (even if face-down).
  10. Yeah, there really aren't supposed to be any positive effects on this card besides being allowed to re-do things without limit. It's a gambling den, not a glitzy casino. I suppose I could reduce the cost a bit. The reason there isn't a positive effect for heads or tails is that re-doing the coin toss means you don't want the same result in the first place. This just gives you more chances than "Second Coin Toss" does...to a point, while punishing you for failing that coin toss. On the bright side, this will literally never come into play if you're not playing coin-flip cards. 2 is supposed to be twice in a row, so I'll fix that. 4: Well, there's nothing saying you can't use Gambling Den's effect on its own rolls now, is there? Just gotta keep payin' the price until it's not a 4. Hope you haven't increased the cost too much... Why would 5 and 6 have to switch? They've got the exact same chances of happening no matter what (1/6).
  11. Oh, I didn't read the rules of the game properly. I just wanted to write a poem with that first line.

    1. Rayfield Lumina

      Rayfield Lumina

      It's quite fine, it kept me wondering for a while what I should post. As I said over there, your poem is pretty subjective to interpretation, so I just tried to come up with something that would work. We normally try to use verses that can be linked with ease to certain official card effects, but it doesn't hurt to use the imagination once in a while. I actually posted one with similar format to yours, give it a try if you'd like n.n

  12. Gambling Den SPELL Field Effect: Any time you flip a coin or roll a die, you may pay 500 LP to re-toss or re-roll it. If it lands on the same result, apply one of the following effects, depending on the result: Coin: The cost to activate this card again doubles. This effect lasts until this card leaves the field. Die: 1: Destroy this card. 2: Re-roll the die until you roll the same number twice in a row, then apply that result. 3: Send all your monsters on your side of the field to the GY. 4: Re-roll the die: If you roll 4, you lose the Duel. 5: Banish your Extra Deck face-down. 6: Shuffle your hand back into your Deck, then draw 2 cards. Open. Definitely not meant to be a good card.
  13. Flundereeze Inferngull WATER Winged Beast Level 10 ATK 3200/DEF 500 Effect: If this card is Tribute Summoned: Add 1 "Flundereeze" monster from your GY to your hand, then immediately after this effect resolves, you can Normal Summon 1 monster. If there is a WIND monster on the field, once per turn, you can send one monster your opponent controls to the GY, also, non-Special Summoned monsters your opponent controls cannot declare an attack or activate their effects. ----------------------------------------------------------------------------------------- Gamble away your royalty In the tombs of the long-dead kings Dressed up in all their finery Gilding peace with poisoned rings
  14. Hmmm, if you included 10, I can see how to get to that with Utopia Prime...hmmm...I mean, if they use enough halving cards on their turn
  15. Why stop at REDMD or DAD? Why not go for "Vennominaga" since it hits every area, including the GY? And oh look, now it's immune to being turned off from "Vennominaga" since it's unaffected by other card effects. Or basically, any card that's really good but has a terrible summoning requirement. Although you did leave Type out in your list of what monsters are treated as which would lower Vennominaga's ability to do damage unless they were running Reptiles normally...was that intentional or did you just forget it?
  16. @Rayfield Lumina I think the second one works fine. You don't need that part about "after the attack" etc., since that card would already state you're limited to 1 attack. Your Battle Phase still has to end for it to revert to the opponent's Battle Phase, and, despite being your opponent's turn, you'd still choose when to end it, so that's when "Time Goddess" would be able to activate. Also, yes, Mist is fine. Everyone tends to shorten it to that anyway.
  17. If you changed the effect slightly so that it literally made it your Battle Phase during that attack, you could get up to some shenanigans using "Mischief of the Time Goddess" to steal the remainder of your opponent's turn.
  18. Turtle of the Forbidden WATER Rock Level 9 ATK 2200/DEF 3500 Materials: "Jar Turtle" + "Pot of the Forbidden" Effect: This card must be Fusion Summoned. When this card is Fusion Summoned, draw 2 cards. Once per turn, and only once that turn, you can place one card from your opponent's hand face-up on their Extra Deck. When this card is destroyed, Special Summon 1 "Jar" monster from your hand or Deck. "Endless Decay" + "Mammoth Graveyard" + "Archlord Kristya"
  19. A Rock And A Hard Place SPELL Quick-Play Effect: When an opponent's monster targets a monster you control for an attack, you can switch the target to one of the following (opponent's choice): A Rock monster you control, in which case any Battle Damage your opponent would take is doubled. The monster your opponent controls with the highest ATK or DEF, whichever is higher. If the monster with the highest ATK or DEF is the attacking monster, it can select itself as an attack target. Open. This seems like it'd be fun to spring on an unsuspecting opponent.
  20. Just combine Mecha Phantom Beasts with DNA Surgery, then it can hit the field with a ridiculous amount of ATK since they don't stop at 12.
  21. Total Nullity SPELL Normal Effect: If the total ATK and DEF of all monsters you control and in your GY and banished zone equals 0, and the number of cards in your GY (min. 10), banished zones (min. 0) and Extra Deck (min. 0) respectively ends in a zero, you win the Duel. You must control a monster in each of your Main Monster Zones and 1 Extra Monster Zone to activate and to resolve this card. Open. Anyway, good luck winning with this card. I have a whole thing planned around it now, but this is the original that started what will come soon (in a different section, obviously).
  22. I would've thought that too, except the Tokens were spelled properly, so I figured it was an error.
  23. About "Amorphage Anarchy", do you mean you can only use each effect once per turn? Because otherwise it kind of seems like it could trigger a Special Summon loop as long as you have monsters and the means to destroy them.
  24. I don't know if you can fix it, but it's "Dragapult", not "Dragapualt".
  25. First, let's clean up the grammar a bit: Unaffected by the effects of Dragon monsters. When battling a Dragon monster, this card gains ATK equal to half its DEF until the end of the Battle Phase. Once per turn, you can detach 1 Xyz Material from this card to target 1 Dragon monster on the field: banish it. The TCG no longer puts "Type" after card types in text in order to save space. A couple of things: That statline is too high for a Rank 4 monster. 2500 is the usually accepted limit for Rank 4s in terms of ATK, with Gem Knight Pearl being a notable exception, but that monster doesn't have an effect. When battling a Dragon monster, does the card gain ATK equal to half of its own DEF, or half of that Dragon monster's DEF?
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