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MickeyDee

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Everything posted by MickeyDee

  1. Thank you for the help; cards have now been errata'd. I wasn't sure about AssailANT's secondary ability either but it was actually a toned down version of "Destroy 1 card each time it inflicts battle damage" as I didn't think 3 monsters attacking was enough cost for a board wipe when I knew there would be support to make summoning 3 of them easier. Shuffling probably will help deck so thank you. The only thing I had to say no to was one change you made to ConflagrANTS: you are supposed to summon 3 monsters that share a name but are different from the tributed one. And I originally just had these guys as having ANT at the end which is why so many didn't have "G.I.ANT" in their effects.
  2. Very impressive card and more impressive for making the image itself. You somehow managed to balance all the effects I think as unless you play a banish heavy deck you will need to use it twice for it to protect itself.
  3. This is a series of Level 1 FIRE Insect monsters who are weak individually but their effects stack so 3 of the same card on the field can be devastating. I know I want Link monsters based on Army Ranks (Sergeant, Lieutenant, and Commandant) but I haven't decided their effects yet. G.I.ANT CombatANT - FIRE Insect * 400/400 Gains 800 ATK for each "G.I.ANT CombatANT" you control. G.I.ANT BombardmANT - FIRE Insect * 400/400 During the End Phase, if this card didn't attack this turn: Inflict 400 damage to your opponent for each "G.I.ANT BombardmANT" you control. G.I.ANT AssailANT - FIRE Insect * 400/400 This card can attack directly. This card can make an attack during each Battle Phase for each "G.I.ANT AssailANT" you control. When this card inflicts battle damage: You can shuffle 1 Insect monster from your GY into your deck. G.I.ANT PostulANT - FIRE Insect * 400/400 If this card is sent to the GY by a card effect: Special Summon 1 Level 1 Insect monster from your Deck, and if you do, Special Summon as many copies as possible of that card from your hand and/or GY. You cannot Special Summon monsters for the rest of this turn, except Insect monsters. G.I.ANT InfiltrANT - FIRE Insect * 400/400 If this card is Summoned: Send 1 Level 1 Insect monster from your Deck to the GY, and if you do, replace this card's name and effect with the original name and effect of that monster. G.I.ANT ReinforcemANTS - Continuous Spell Each time you Normal Summon a Level 1 Insect monster, you can activate 1 of the following effects. ● Add 1 card with the same name as the Normal Summoned monster from your Deck to your hand. ● Special Summon as many copies of that Normal Summoned card as possible from your hand. G.I.ANT ResistANTS - Continuous Spell Level 1 Insect monsters cannot be destroyed by battle. While you control 2 or more Level 1 Insect monsters with the same name, you take no battle damage from battles involving those monsters. While you control 3 Level 1 Insect monsters with the same name, those monsters cannot be targeted by card effects. G.I.ANT ConflagrANTS - Normal Spell Tribute 1 Level 1 Insect monster; Special Summon up to 3 Level 1 Insect monsters from your Deck with the same name but a different name from that target. You cannot Special Summon monsters for the rest of this turn, except Insect monsters. During your next Standby Phase: Destroy all Special Summoned monsters you control.
  4. The larger Archetype is called Bloomech. The Bloomech Power Plants are Plant type Link monsters that power up the Main Deck Machines while their arrows or the arrows of a Power Plant they point to are pointing to them. I also based them somewhat on the Sunavalon Archetype as the tree link monsters have 0 attack but can't be declared for attack if you control the machines. Bloomech Power Plant Solar Sunflower- LIGHT Link Plant 0/Link Rating-1 This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 200. If a monster's ATK is increased by this effect: it does piercing damage and if it inflicts damage to your opponent: draw 1 card. Bloomech Power Plant Thermal Thistle- FIRE Link Plant 0/Link Rating-2 This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 500. If a monster's ATK is increased by this effect: It can attack two monsters each turn; also, inflict 500 damage to your opponent when it destroys a monster in battle. Bloomech Power Plant Turbine Tulip - WIND Link Plant 0/Link Rating-3 This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 800. If a monster's ATK is increased by this effect: your opponent can't activate any card effects until the end of the Damage Step when it attacks; also, return 1 spell /trap to the hand when it inflicts battle damage. Bloomech Power Plant Hydro Hyacinth - WATER Link Plant 0/Link Rating-4 This card cannot be declared an attack target while you control a Machine type monster. Increase the ATK of all Machine monsters linked to this card or a "Power Plant" monster this card is linked to by 1000. If a monster's ATK is increased by this effect: your opponent can't target it with card effects. Bloomech Power Plant Atomic Amaryllis - DARK Link Plant 0/Link Rating-5 This card cannot be declared an attack target while you control a Machine type monster. Once per turn: target 1 Machine monster linked to this card or a "Power Plant" monster this card is linked to: double its ATK but destroy it on your next End Phase. If a monster's ATK is increased by this effect: banish any card it battles at the end of the damage step then inflict damage to both players equal to that monster's original ATK. Bloomech Battery - Earth Machine * 500/500 If this card is sent to the GY to Link Summon a "Power Plant" monster: Special Summon it during your next Standby Phase. You can only activate this effect of "Bloomech Battery" once per turn. Bloomech Capacitor - Earth Machine **** 2000/0 This card cannot attack unless you control a "Power Plant" monster. If a "Power Plant" monster would be destroyed: you can destroy this card instead. Next Archetype: Entertwain or D-Train.
  5. Thanks for the catch. It was very sloppily written but I think I got it so it will work how I want it to now. It is a poorly statted Level 7 monster while on the field which is why it wants to be in the backrow. Then if the zombies it powers up are destroyed, it has noone to hide behind thus the special summoning clause.
  6. I haven't seen your Tinkers yet. I'll admit to having seen your GastroYomis before. I'm making 7 Deadly Duelists Archetypes/Series and the idea of little goblins in chef's hats or waiter uniforms definitely inspired my Gluttony archetype above.
  7. Meister of Lone Beretta - EARTH Warrior **** 1600/1100 Neither player can summon monsters while they control at least 1 monster. When this card battles: flip a coin. If the result is heads, destroy the other monster and inflict damage to your opponent equal to half it's ATK. Elvish Impersonator
  8. For the basic Charmers, I just made their effect work when they are summoned in any way and gave them some protection afterwards. Hopefully speeds them up and is also thematic - their familiars protect them. Edit: I'm sorry. I tried to put the Charmers, Familiar Possesed and reworked Spiritual arts in separate boxes because I figured people wouldn't want to scroll through all of them once they got the basic formula but instead it nested them all together. I'd appreciate if someone could help me fix this.
  9. Would redesigned versions of old archetypes be appreciated in the Casual card section (like the 'Recreate a Card' game but without prompts) or should I stick to posting original cards?

    I like taking things apart and putting them back together and am wondering if I should post some of my ideas like reworked Elemental Heroes and Charmers.

    1. Dokutah Jolly

      Dokutah Jolly

      Sure! Retrains and remakes of old cards also welcomed to casual or if you confident about how it will interact with meta, advance 

  10. Hamstar - Hamsters operating Mecha and high tech vehicles exactly how you expect hamsters to - wheel power! I'm kind of thinking Gadgetish with trap monsters that then equip the Main Deck monsters onto them. Megapede - Light Level 1 Insects that build longer and longer Centipedes as well as larger and larger Links which float their weaker versions when destroyed. How big can a Link monster get before it's reasonable for its effect to be "You Win"? Hattrick- based on magicians and Magical Hats. They are warriors instead of spellcasters to symbolize that they don't do real magic. Focus on putting Spell and Trap cards in the monster zone then gaining advantage when the magician reveals they weren't attacked. (Representing a successful trick). Dominome- Mad Tinker Gnomes and their Rube Goldberg devices. Focus on building chains with their spells/ traps and after the chain resolves, the gnome's effects activate which are powered by how large the chain was. Devilicious- Level 1 Dark Fiends which depict gremlins offering fine cuisine. They all gain level equal to the number of Devilicious monsters you control and add effects when used as material for their XYZ monsters. Their XYZ monsters (Rank 3,4, and 5 based on restaurant ratings) meanwhile have continuous effects while they have materials but digest 1 material each End Phase. Danse - Zombie versions of the Cyber Ladies but with a consistent strategy of allowing monsters in their column to attack directly then gaining advantage with their own effects. Field Spell is named Danse Danse Maccabre. Stitchcraft - Dark monsters of various types representing Frankenstein like creations. They all allow contact fusion and grant potent effects to monsters fused summoning them. The fusion monsters aren't anything special without granted effects, the boss is a material 5000 ATK non effect monster.
  11. Ok. I tend to think about effects in a kind of cinematic way and thought the Light Tree's destruction was what created the first Dark Tree.
  12. I find the monsters and some of the spell/trap effects interesting but I don't think you'd appreciate a more in depth review as you came out as very in support of Power Creep whereas virtually all my suggestions for improvements would be to tone down the cards in some way. At the least, I think this one would be helpful to you - your Dark Cosmic Trees should specify they must be fusion summoned or be Special Summoned by the effect of a Plant monster then have "You can special summon this card from your Extra Deck (without Polymerization) by returning the above materials from your field, GY or that were banished face up to your deck" as another clause. That way it is clear that Mystical Tree of the Cosmos can summon them with its 2nd effect which I assumed was the intent.
  13. Since the theme of the 1st 2 cards is both characters getting to share resources, I think "Everything is Ours" should be rewritten to clearly be able to benefit the opponent as well something like "Target any number of cards you control up to the number of cards your opponent controls; your opponent targets an equal number of cards they control: control of the targeted cards is switched." That way at least you can't switch your 2 useless cards for your opponent's entire field but you can still be strategic while you control a similar amount of cards or more than your opponent. If it still isn't enough, you could add the clause: " Your opponent can banish this card from your GY: they can activate this card's effect as though they had played it from your hand. Only one effect of "Everything is Ours" can be activated per turn and only once per turn." Regardless, these are very flavorful fun cards and I want to give props to @ITSUKOSOADO for them.
  14. Bumpdated. I've decided that I'm done with these guys for now. Too many projects I want to start to keep adding more and more cards to a single set. Eventually, I'll probably make some kind of booster that will include extra cards for several of my archetypes.
  15. If you don't mind, I came up with the name Nilfinity that still operates on what you suggested. Nil means zero, especially in game scores. Nilfinity Archetype of Level and Rank 1 (because there isn't a Level or Rank 0) Dark Fiend monsters with 0 ATK and DEF. Each of them has an effect that increases their ATK and DEF based on how many of some type/ place of card there is making their stats theoretically infinite. Other effects in the Archetype typically have a cost of reducing the stats of one Nilfinity monster to 0 to activate. They get to big numbers for beatdowns, but little effects in the way of helping them reach those big numbers. Nilfinity Quasar - Dark Fiend * 0/0 This cards ATK is always equal to the combined Level of all monsters on the field x 1000. Decrease this monster's ATK to 0 until the End Phase of this turn: Special Summon 1 "Nilfinity" monster from your deck; except "Nilfinity Quasar". Nilfinity Dark Star - Dark Fiend Rank 1 0/0 3 Level 1 Dark monsters This monsters ATK is equal to the combined ATK of the materials that were used to summon it. Detach 1 material: negate all other card effects during this turn's Battle Phase. The ATK of this card with no materials is 0. Nilfinity Singularity - Trap Lower the ATK of all "Nilfinity" monster to 0 until the End Phase: destroy all face up monsters on the field except "Nilfinity" monsters. You cannot special summon monsters until your next Standby Phase; except "Nilfinity" monsters. Nilfinity Void - Counter Trap When your opponent activates a card effect: lower the ATK of one "Nilfinity" monster to 0 until your next Standby Phase; negate and destroy that card effect. Heart Burn OR Power Plant
  16. I added the two Pendulum monsters and made them all beasts so now 2/3's of revealed Wolfmoon cards are Level 2. Geass also works on Beast-Warrior monsters which all Wolfmoon rituals will be and Lycanthrope. That said, I get your point. This card probably isn't so powerful it needs exact level like Advanced Ritual Art. Changes made.
  17. II-III-OIO-OOO-O A Series of 5 Light Cyberse Monsters that spell out M-O-R-S-E and the XYZ monsters that come about by spelling things out with them. The Main Deck monsters are pretty simple - tricks to get them out fast and level modulation to allow them to be the same level for their XYZ summons. Bonus: if a dot is one star and a dash is two stars, all main deck monsters have a Level equal to the number of stars represented in the Morse Code for their letters. II-III-OIO-OOO-O Coder O-Class - Light Cyberse ****** 2200/1600 While you control a Level 4 or lower Light Cyberse monster: you can Special Summon this card from your hand. II-III-OIO-OOO-O Coder S-Class - Light Cyberse *** 800/400 This card's level is equal to the total original level of all "II-III-OIO-OOO-O Coder S-Class" on the field. II-III-OIO-OOO-O Emergency Coder SOS - Light Cyberse Rank 6 2400/1900 3 Level 6 Cyberse monsters When a card effect activates that would remove 1 Light Cyberse monster from the field: you can remove 1 material from this card; banish the targeted Cyberse monster until the End Phase and negate and destroy that card. Isekaiser (Do as thou whilst, but I came up with the name as Isekai + Kaiser)
  18. Forgot HOPT for Oathbound and said deck instead of field for Geass Sorry. And I was definitely thinking of the Awakened as well as Lycanthrope while making Lycanthropic Geass.
  19. Cards also fit thematically with my Wolfmoon Archetype. Taboo Ritual Art - Ritual Spell This card is used to Ritual Summon any 1 Ritual Monster. You must also banish Normal Monsters from your GY whose total Levels equal the Level of that Ritual Monster. Sacred Ritual Art - Ritual Spell This card is used to Ritual Summon any 1 Ritual Monster. You must also return banished Normal Monsters to your Deck whose total Levels equal the Level of that Ritual Monster. Lycanthropic Geass - Ritual Spell This card is used to Ritual Summon any 1 Beast-Warrior or "Cu Chulainn " Ritual Monster, ignoring its summoning conditions. You must also tribute monsters from your field or hand whose total levels equal or exceed the Level of that Ritual monster; and if all tributed monsters were Normal monsters, that Ritual monster is unaffected by your opponent's card effects. Cu Chulainn the Warped - Dark Warrior **** 2000/ 500 This card can be Ritual Summoned with the Ritual Spell Card, "Lycanthropic Geass". Once per turn, you can Banish 1 Normal Monster in your Graveyard. Destroy all monsters on the field whose DEF is less than that monster's ATK, except for "Cu Chulainn the Warped ". Cu Chulainn the Oathbound - EARTH Warrior Pendulum **** 500/1000 7 < You can only Pendulum summon Normal Monsters. This effect cannot be negated. Once per turn during your Main Phase 1, while you only control Normal Monsters (min: 1): You can add 1 Ritual Spell or 1 Ritual Monster from your Deck or GY to your hand.>7 A young warrior who is destined for great glory, but also great tragedy.
  20. Just wanted to turn the rest of the animals in Melffy of the Forest into cards. Melffy Cubby - EARTH Beast ** 200/200 If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, You can return this card to the hand, then you can add 1 "Melffy " card from your deck to your hand, except "Melffy Cubby". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Cubby " once per turn. Melffy Alppy - EARTH Beast ** 0/400 If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can add 1 "Melffy " card from your GY to your hand. During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Alppy" once per turn. Melffy Nuki - EARTH Beast ** 0/0 If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then return 1 monster your opponent controls to their hand. During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Nuki" once per turn. Two searchers that can pull their spell trap cards and a tricky raccoon to actually get rid of opponent monsters.
  21. Pumperor, Lord of Ghosts - DARK Zombie ******* 2200/2400 Once per turn while you control at least 1 Zombie monster: you can place this card (from your hand or field) face up in your Spell/Trap zone as a Continuous Spell card with the following effect: Increase the ATK of all Zombie monsters you control by 400 and continue increasing the ATK of all Zombie monsters you control by 400 each Standby Phase. Zombie monsters you control cannot be destroyed in battle. If you control no Zombie monsters: special summon this monster from your Spell/Trap Zone. Turn of the Living Dead - Spell card Special summon from your GY as many Zombie monsters with 0 DEF as possible, but banish them during the End Phase.
  22. Badlander An Archetype that is basically the opposite of F.A. They're both Machine monsters based on cars and level manipulation but that is where the similarities end. Badlanders are universally Earth attributes thematically taking place in a post peak oil wasteland like Mad Max. Levels are fuel so they all must lower their level to activate their effects. Basic field control and beatdown with their effects. Badlanders’ Tanker Tank – EARTH Machine ***** 0/2000 While you control at least 2 monsters Level 5 or higher: you can special summon this card from your hand. This card's ATK is equal to its Level x 400. This card is immune to the effects of monsters except for monsters of a higher Level than it. Once per turn: lower this monster's Level by 1 and increase the Level of 1 machine monster you control by 1. Badlanders’ Doom Wheel – EARTH Machine ******* 0/2500 While your opponent controls at least 1 monster and none that are level 7 or higher: you can special summon this card from your hand. This card's ATK is equal to its Level x 400. This card is immune to the effects of monsters except for monsters of a higher Level than it. Once per turn: lower this monsters Level by 3; place 1 monster on the field on top of its owners deck. Next Archetype: Cold Comfort
  23. Thanks everyone. The "only on opponent's turn" makes phrasing their effects very awkward but the errata'd cards should be here tomorrow along with some new ones. Right now, I want to confirm that Ranger was supposed to be "once per turn" but I some how forgot to mention it. Edit: New cards. Also simplified card effects and dropped pseudo spirit aspect. It was supposed to represent them disappearing at daybreak with the Pendulums allowing them to maintain field presence but decided I liked it better with shorter effects and them just transforming on your Standby Phase. Ritual Bosses and support next time then I might end it or add a Link boss eventually.
  24. Thank you for the OCG fix. The total Levels of all Djinn is 16 and although you can go over, you can't add more monsters than you need. Once you're past the monsters level, you can't tribute another. So without the optional level lowering, one level 4 monster would be left out.
  25. Update: My previously mentioned Pelagic monsters will be split into 3 subseries - Bathyal Pelagic main deck monsters, Abyssal Pelagic synchro monsters and Hadal Pelagic XYZ monsters. They will be a reverse tuning archetype like Ursartic so the idea is that going lower in level is going deeper into the ocean and actually getting stronger cards. The Hadal Pelagic monsters require multiple Level 1 Synchro monsters as materials.
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