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11-18-2006, 03:41 PM
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#1
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Seaweed!
New stuff in green! More Dark Seaweed to come!
--------------Dark Seaweed------------------
Abyssal seaweed knight
dark/plant/l8
2500/2500
This monster cannot be normal summoned or set. This monster must be special summoned by sending three cards with "Seaweed" in their names from your side of the field to the graveyard. This monster may attack up to three times in the same battle phase. While this monster has the highest attack on the field it is unaffected by your opponent's card effects.
Parasitic Seaweed
L2/600/700
Dark/Plant
If this monster is attacked while face-down, it is immediately flipped face-up. When flipped face up by it's own effect, this card is equipped to the attacking monster. A monster equipped with this card cannot attack. During the third end phase after this effect is activated take control of the equipped monster.
Mutating Seaweed
L3/1200/1500
Dark/plant
When this monster is destroyed as a result of battle, special summon a Seaweed monster with a defense of 1500 or lessfrom your deck.
Seaweed curse
Continuous spell
At the end of each turn that any of your opponent's Spell/Trap Cards remain face-down in their Spell/Trap Card Zones, place a "Corruption Counter" on those cards. Whenever an opponent's card has 3 or more Corruption counters on it you may choose to take control of it. This card's effect cannot be used unless you control a monster with seaweed in it's name.
Different Dimension Tidal Drift
Quickplay spell
you may only activate this card while you have a "Seaweed" monster removed from play. All players swap their removed from play pile with their graveyard.
Dendritic Seaweed Growth
Continuous spell
During each standby phase the turn player must put a "Seaweed Root" marker in one of his/her empty card zones. These markers are not treated as monsters and the zone occupied by the marker cannot be used. When this card leaves the field, destroy all "Seaweed Root" markers.
Seaweed virus
continuous trap
All monsters on the field are water/plants, and are treated as though they have seaweed in their name.
--------------Seaweed!----------------------
Sargasso Seaweed
Level4/1900/1500
water/plant/effect
Whenever this monster battles an earth type monster, destroy the earth type monster following the damage step.
Ship of the Lost
quickplay magic
sacrifice one "Sargasso Seaweed" on your side of the field to special summon a "Ship trapped in Overgrown Seaweed" from your hand, graveyard, or deck.
Ship trapped in Overgrown Seaweed
Level8/2900/2700
water/plant/effect
When this monster attacks a monster in defense mode do damage to your opponent equal to the difference between this monster's attack and the defending monster's defense. When this card is destroyed choose one of the following two effects to activate:
-Special summon a Seaweed Token (water/plant/level4/1850/1500) on your side of the field.
-Special summon a "Sargasso Seaweed" from the Graveyard to the field.
Sea of lost Ships
Field Magic
Increase the attack and defense of all monsters with Seaweed in their name by 200. Once per turn, during your main phase, you may pay life points equal to half the attack of a monster in your graveyard with Seaweed in it's name to special summon it from your graveyard.
Burning Red Seaweed
level3/1500/0
fire/plant/effect
You may sacrifice this face-up creature to do 800 damage to your opponent.
Sea of Tangled Seaweed
continuous magic
All earth and machine-type monsters cannot attack as long as this card is on the field.
Seaweed Dragon Bait
level3/600/1700
earth/warrior/effect
When this card is destroyed by your opponent, you may special summon a "Seaweed Dragon" from you hand deck or graveyard.
Seaweed Dragon
level7/2700/2500
water/sea serpent/effect
You cannot normal summonor set this monster. This monster must be special summoned by the effect of "Seaweed Dragon Bait". Negate and destroy Monster effects, Spell or Trap cards that specifically designate this card as a target.
Ensnaring Seaweed of Doom
Countertrap
You can only activate this card by removing 1 "Seaweed" monster in your graveyard from play, and when your opponent Normal Summons, Flip Summons or Special Summons a monster or declares an attack. Negate that summon/attack, then remove that monster from play. This card remains face-up on the field until your third Standby Phase after activation. If this card is still face-up on the field after three turns, you may discard 1 seaweed card from your hand to add that monster to your hand.
Melusine of the Seaweed Sea
2300/1500/6
Water/Dragon/effect
Once per turn, you may pay 1000 Life Points to Special Summon 1 "Water Dragon Token" (WATER/Dragon/?/?/?) onto either player's side of the field. That monster's ATK and DEF are equal to the number of WATER monsters on the field x500, and its Level is equal to the number of WATER monsters on the field. That "Water Dragon Token" cannot be tributed.
Melusine the Spellcaster of the Seaweed Sea
2300/1500/6
Water/Spellcaster/effect
You may pay 1000 LP to destroy a card on your opponent's side of the field. If the designated card is a monster with a def greater than 1000 it is not destroyed. If the target is face down Flip it face-up, flip effects are not activated by this effect. At any time in your turn or your opponent's you may special summon this card from your hand, deck or Graveyard by tributing a Melusine of the Seaweed Sea on your side of the Field. You may only use this effect once per turn and cannot use this effect on the turn that Melusine of the Seaweed Sea is summoned(normal, flip or special summon) Also at any time in your turn or your opponent's you may special summon Melusine of the Seaweed Sea from your hand, deck or Graveyard by tributing this face-up card on your side of the Field. You may only use this effect once per turn and cannot use this effect on the turn this monster is summoned(normal, flip or special summon)
Luminescent blue Seaweed
Level 3/1300/1300
water/plant/effect
This card's defense is increased by 500 as long as this card is being affected by a field spell card. Your opponent must show you each card before he/she sets it on the field.
Seedling Kelp Seaweed
level2/1200/1200
water/plant
Flavor text: A young growth of seaweed that hasn't matured yet.
Young Kelp Seaweed
level4/1800/1500
water/plant
flavor text: A young growth of seaweed that has recently matured.
Kelp Seaweed
level6/2400/1800
water/plant
flavor text: A strong growth of seaweed that has weathered several storms.
Ancient Kelp Seaweed
level8/2950/2100
water/plant
flavor text: A massive growth of seaweed so thick that divers cannot enter.
Seaweed Urchin
Level4/1500/1500
water/insect
While this card is face up on the field, your opponent must pay 500 lifepoints to attack. If this card is destroyed by a creature card that creature's attack and Defense are reduced by 500. If this would reduce either to 0 or less that card is destroyed.
Seaweed Urchin of DOOM!!
800/1500/L4
Water/Insect/effect
When this monster is destroyed as a result of battle, it is removed from play following the damage step. During the third end phase after this effect is activated special summon this monster back to the field with 2200 attack.
Bioluminescent Seaweed
L4/100/2200
Light/plant/effect
This monster cannot be Set or flipped face-down. You may Normal Summon this monster in DEF position. While this monster is in defense mode your opponent must show you each card they draw. Increase the defense of this monster by 300 if a field spell card is affecting it.
Inferno seaweed
Fire/plant/L5
2100/1700
During each player's standby phase, that player takes 500 damage for each card in their hand.
Seaweed Scourge
WATER/Plant/Effect
4/2400/0
This card cannot attack if your opponent has no cards in their hand. When this card attacks, your opponent can discard 1 card to negate the attack. (made by Dkates)
--------------plants------------------------
Eternal Forest
Field Spell
Increase the attack and defense of all plants you control by 200 for each plant in your graveyard. Opposing card effects cannot target plants you own.
The Eating of the Green
normal spell
Remove from play up to 2 plant monsters in your GY to special summon a plant monster with the same number of level stars as the total level of the removed monsters from your deck.
Tyrant Swamp King
L6
2450/2100
earth/plant/effect
effect: flip: destroys all fire and pyro monsters on the field.
Killer Weed
L4
1850/1300
earth/plant
flavor text: A monster born of the deepest depths of the forest. Few can escape its need for destruction.
Flame Extinguishing Lord of the Grass
L6
earth/plant/effect
2000/1500
effect: this monster gains 1000 attack and def when in battle with a fire or pyro monster.
Poison Spore Jar
450/310/L3
Wind/Plant/effect
Flip: Place a "Poison spore counter" on each face up monster on the field. The attack and defense defense of a monster is reduced by 500 for each "Poison spore counter". During the end phase of each turn destroy all monster with a "Poison Spore counter" and either an attack or defense of 0.
Last edited by marhawkman : 08-02-2008 at 12:01 AM.
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11-18-2006, 04:11 PM
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#2
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Stand User
Join Date: Jul 2006
Location: Close to the Edge, Down by a River
Age: 21
Posts: 5,381
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I didn't read everything, but I like the Urchins and new cards. I think you could make the Parasitic Seaweed more restrictive, by having it prevent the equipped card from being treibuted (or something of the like).
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11-18-2006, 04:38 PM
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#3
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Carpe Diem
Join Date: Jul 2006
Location: Elemental Chaos
Age: 21
Posts: 1,190
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Ouchy boba I wouldnt want to face these wicked cards their just to great 
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11-18-2006, 07:37 PM
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#4
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Registered User
Join Date: Aug 2006
Age: 22
Posts: 410
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Quote:
Seaweed Urchin
Level4/1500/1500
water/insect
While this card is face up on the field, your opponent must pay 500 lifepoints to attack. If this card is destroyed by a creature card that creature's attack and Defense are reduced by 500. If this would reduce either to 0 or less that card is destroyed.
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I could see this monster being an actual card in the game. Nice job.
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11-19-2006, 09:54 AM
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#5
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Semi-gone
Join Date: Feb 2006
Posts: 10,447
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Read all the way to Seaweed Dragon and the cards are great.
Seaweed, this reminds me of the killer seaweed that is destroying vast areas of coral reefs. Some scientist are suggesting genocide of the seaweed. (everything has a right to live...Except mosquitoes LOL)
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11-19-2006, 08:21 PM
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#6
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Quote:
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Originally Posted by Tempestliquid
Read all the way to Seaweed Dragon and the cards are great.
Seaweed, this reminds me of the killer seaweed that is destroying vast areas of coral reefs. Some scientist are suggesting genocide of the seaweed. (everything has a right to live...Except mosquitoes LOL)
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hehe... It's like how they have to shoot bears to keep the population in control.
Thanks for the comments everybody.
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11-19-2006, 08:42 PM
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#7
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Registered User
Join Date: Nov 2006
Location: Puerto Rico
Age: 22
Posts: 220
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Quote:
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Originally Posted by marhawkman
--------------plants------------------------
Eternal Forest
Increase the attack and defense of all plants you control by 200 for each plant in your graveyard. Opposing card effects cannot target plants you own.
The Eating of the Green
normal spell
Remove from play 2 plant monsters in your GY to special summon a plant monster from your deck.
Tyrant Swamp King
L6
2450/2100
earth/plant/effect
effect: flip: destroys all fire and pyro monsters on the field.
Killer Weed
L4
1850/1300
earth/plant
flavor text: A monster born of the deepest depths of the forest. Few can escape its need for destruction.
Flame Extinguishing Lord of the Grass
L6
earth/plant/effect
2000/1500
effect: this monster gains 1000 attack and def when in battle with a fire or pyro monster.
Poison Spore Jar
450/310/L3
Wind/Plant/effect
Flip: Place a "Poison spore counter" on each face up monster on the field. The attack and defense of a monster is reduced by 500 for each "Poison spore counter". During the end phase of each turn destroy all monster with a "Poison Spore counter" and either an attack or defense of 0.
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I only read the "plants" section.Why did the atk and def of poison spore jar is to low.I reccomend at least:atk/ 500 - 1000 def/ 800 - 1400.Give it 3/5
Onto the next cards.Killer weed.Why dont you make it a monster with 1900 atk?If dont at least add an effect.Give it 4/5
Thats about it.the other cards give ' em a 4.5/5.for the whole plant section a 9.3/10.Can you comment on my C-a-C thread named .:Sky Hero:.
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11-22-2006, 04:17 PM
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#8
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Poison spore jar is intended to be just an effect monster. If it actually had more than crap for stats it'd be a bit too good I think. Although it does affect your monsters too. The fact that it only gives one counter does mean it won't kill much though... Hmm... but whatever it DOESN'T kill gets significantly weakened. The main thing is that I don't want it to survive it's own effect, and having attack/defense points enough to survive battle isn't so good either.
Killer Weed? I don't remember why. I think I'll just leave it for now.
New Stuff! Not categorized yet.
Seaweed curse
Continuous spell
At the end of each turn that an opposing M/T card remains face-down, place a "Corruption Counter" on it. Whenever an opposing card has 3 or more Corruption counters on it you may choose to take control of it.
Inferno seaweed
Fire/plant/L5
2100/1700
During each player's standby phase, that player takes 500 damage for each card in their hand.
Different Dimension Tidal Drift
Quickplay spell
All players swap their removed from play pile with their graveyard.
Mutating Seaweed
L3/1200/1500
Dark/plant
When this monster is destroyed as a result of battle, special summon a Seaweed monster with a defense of 1500 or less.
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11-22-2006, 04:29 PM
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#9
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YGOIRL - SRS BSNS
Join Date: Oct 2004
Location: Seattle
Age: 20
Posts: 3,252
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Urchins should either be Aqua or Fish, not plants.
Pretty good on the whole. Mind looking at my Sirčne cards?
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11-22-2006, 04:49 PM
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#10
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Semi-gone
Join Date: Feb 2006
Posts: 10,447
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Nice plant support, Bioluminescent Seaweed makes a decent wall.
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11-26-2006, 09:42 AM
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#11
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Quote:
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Originally Posted by MagicianOfDarkness
Urchins should either be Aqua or Fish, not plants.
Pretty good on the whole. Mind looking at my Sirčne cards?
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Yes I know Urchins aren't plants..... that's why I made them INSECTS. Thanks for your comments.
Tempestliquid: thanks.
Additional Comment:
Only one new card this time:
Dendritic Seaweed Growth
Continuous spell
During each standby phase the turn player must put a "Seaweed Root" marker in one of his/her empty zones. These Token are not treated as monsters and the Zone occupied by the token cannot be used. when this card is destroyed destroy all "Seaweed Root" markers.
Last edited by marhawkman : 11-26-2006 at 09:42 AM.
Reason: Automerged Doublepost
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11-26-2006, 09:58 AM
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#12
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Semi-gone
Join Date: Feb 2006
Posts: 10,447
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Dendritic Seaweed Growth
-I dont' think the card will be on the field long enough to hinder your opponent.
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11-28-2006, 04:25 PM
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#13
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Really? hmm.... It's one of those long-term screw-over cards that needs some serious play strategy to use. If the effect gave you instant advantage it'd be broken I think.
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11-28-2006, 04:38 PM
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#14
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Semi-gone
Join Date: Feb 2006
Posts: 10,447
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It nice that your card can block S/T Zones but if I wanted to cut my opponent's Monster Zones I would play Ojama Trio or Ground Collapse. Maybe if the card had an effect like increase water or plant monsters by 100 points for each marker on the field.
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01-01-2007, 05:13 PM
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#15
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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well... the markers aren't monsters so you can attack through them. i made it this slow becaouse of the fact that it can't be gotten rid of except by destroying the card itself.
Additional Comment:
Abyssal seaweed knight
dark/plant/l8
2500/2500
This monster cannot be normal summoned or set. This monster must be special summoned by sending three cards with "Seaweed" in their names from your side of the field to the graveyard. This monster may attack up to three times in the same battle phase. While this monster has the highest attack on the field it is unaffected by opposing card effects.
Last edited by marhawkman : 01-01-2007 at 05:13 PM.
Reason: Automerged Doublepost
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01-01-2007, 07:51 PM
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#16
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YGO CaC Guru...sorta
Join Date: Aug 2004
Location: Wait, where am I?!
Age: 28
Posts: 5,648
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Argh! I had a nice, long post almost completely written, then accidentally hit back and lost it. I'll comment on the ones I feel are most worthy of comment, then come back and hit some of the others at another time when I'm less frustrated.
Parasitic Seaweed: Not bad, as creature-control cards go.
Mutating Seaweed: Who doesn't like a good searcher?
Melusines (both): Me, I'd probably not bother with the first one, and stick with Spellcaster.
Eternal Forest: And here I thought Field Spells were supposed to be technically two-sided, but made so that only the person playing it was likely to actually be able to use it... meh, one-sided Fields are not unprecedented, much to my dismay.
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01-02-2007, 01:15 PM
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#17
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Technically Eternal forest isn't one sided. if they have plants their plant monsters on the field get boosted by 200 for each plant in their graveyard. Also you wouldn't be able to target plants they own. But the low usage of plants means the probably won't. The melusines have the swap ability as a sort of evasion. for that you need both.
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01-02-2007, 03:44 PM
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#18
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Master Detective
Join Date: Mar 2006
Location: Controlling my destiny
Age: 22
Posts: 3,517
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Wow, I really like these, good job!
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01-02-2007, 04:25 PM
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#19
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Pojo Veteran
Join Date: May 2005
Location: Talking to Heimdall near Bifrost
Age: 27
Posts: 634
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Note: The following are my personal opinions, whether or not you utilize them is up to you.
Seaweed curse
Continuous spell
At the end of each turn that an opposing M/T card remains face-down, place a "Corruption Counter" on it. Whenever an opposing card has 3 or more Corruption counters on it you may choose to take control of it.
Should there be a condition where you can flip the 3 counter card face-up (without activating its effect) to see what the face-down card is to aid in the decision whether or not to take control of the card in question or is it supposed to be blind? Also I would add the condition that this card is destroyed unless a monster with "Seaweed" in its name is face-up on your side of the field.
Seaweed Dragon Bait
level3/600/1700
earth/warrior/effect
When this card is destroyed by your opponent, you may special summon a "Seaweed Dragon" from you hand deck or graveyard.
Personally I think you should provide an out for your opponent that does not lead to summons of Seaweed Dragon. Maybe if Seaweed Dragon Bait is destroy as a result of battle no summoning takes place.
Ensnaring Seaweed of Doom
Countertrap
you may activate this card when your opponent summons(including flip and special summons) a monster or declares an attack. After activation this card remains face-up on the field for three turns. Remove the monster from play for three turns, if this card is still face-up on the field after three turns you may choose to add the removed monster to your hand. If this card is used in response to a summon, the summon is negated.
Another card that if you want to keep it somewhat theme based should have a condition such as - remove one monster with "Seaweed" in its name from your graveyard out of play when your opponent summons a monster or declares …
Seaweed Urchin
Level4/1500/1500
water/insect
While this card is face up on the field, your opponent must pay 500 lifepoints to attack. If this card is destroyed by a creature card that creature's attack and Defense are reduced by 500. If this would reduce either to 0 or less that card is destroyed.
Point of clarification: Does the opponent have to pay 500 lp to attack any monster or just this one?
Seaweed Urchin of DOOM!!
800/1500/L4
Water/Insect/effect
When this monster is destroyed as a result of battle, it is removed from play following the damage step. Three turns later this monster is special summoned back to the field with 2000 Attack.
During what phase is this monster Special Summoned (beginning of Battle Phase)?
Poison Spore Jar
450/310/L3
Wind/Plant/effect
Flip: Place a "Poison spore counter" on each face up monster on the field. The attack and defense defense of a monster is reduced by 500 for each "Poison spore counter". During the end phase of each turn destroy all monster with a "Poison Spore counter" and either an attack or defense of 0.
Question for clarification: The way the effect reads the addition of a poison spore counter is a one-time effect and Seaweed Urchin is the only other card in this set that reduces attack points, so the End Phase check during each turn does not seem to be that useful. Also as I read the effect this monster would be destroyed during the next End Phase because it only has 450 attack and 310 defense. Maybe you should change the effect so the Poison Spore Token reduces attack and defense points over multiple turns or a self flipping effect such as:
Flip: …field except for this monster. When a "Poison Spore Counter" is immediately placed on a monster and during your End Phase reduce the attack and defense points of all monsters with a "Poison Spore Counter" on it by 400.
Or
Flip: Reduce the attack and defense points of all face-up monsters on the field, except for this monster, by 500. During your End Phase you may pay 500 lp to flip this monster into face-down defense mode.
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01-15-2007, 08:52 AM
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#20
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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YAY!
Quote:
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Originally Posted by Balder
Note: The following are my personal opinions, whether or not you utilize them is up to you.
see above^
Seaweed curse
Continuous spell
At the end of each turn that an opposing M/T card remains face-down, place a "Corruption Counter" on it. Whenever an opposing card has 3 or more Corruption counters on it you may choose to take control of it.
Should there be a condition where you can flip the 3 counter card face-up (without activating its effect) to see what the face-down card is to aid in the decision whether or not to take control of the card in question or is it supposed to be blind? Also I would add the condition that this card is destroyed unless a monster with "Seaweed" in its name is face-up on your side of the field.
yes it is supposed to be a blind decision, but since it works on ALL opposing cards, it's not really that bad. (you can do whatever after you take control) I like the condition idea though, but I'd change it to only having the effect work while one is out.
Seaweed Dragon Bait
level3/600/1700
earth/warrior/effect
When this card is destroyed by your opponent, you may special summon a "Seaweed Dragon" from you hand deck or graveyard.
Personally I think you should provide an out for your opponent that does not lead to summons of Seaweed Dragon. Maybe if Seaweed Dragon Bait is destroy as a result of battle no summoning takes place.
Dunno... RFG already provides an out.
Ensnaring Seaweed of Doom
Countertrap
you may activate this card when your opponent summons(including flip and special summons) a monster or declares an attack. After activation this card remains face-up on the field for three turns. Remove the monster from play for three turns, if this card is still face-up on the field after three turns you may choose to add the removed monster to your hand. If this card is used in response to a summon, the summon is negated.
Another card that if you want to keep it somewhat theme based should have a condition such as - remove one monster with "Seaweed" in its name from your graveyard out of play when your opponent summons a monster or declares …
Ooohhh... that's what it needed!! Thanks
Seaweed Urchin
Level4/1500/1500
water/insect
While this card is face up on the field, your opponent must pay 500 lifepoints to attack. If this card is destroyed by a creature card that creature's attack and Defense are reduced by 500. If this would reduce either to 0 or less that card is destroyed.
Point of clarification: Does the opponent have to pay 500 lp to attack any monster or just this one?
they must pay 500 LP to declare an attack. (I used the wording from Toll)
Seaweed Urchin of DOOM!!
800/1500/L4
Water/Insect/effect
When this monster is destroyed as a result of battle, it is removed from play following the damage step. Three turns later this monster is special summoned back to the field with 2000 Attack.
During what phase is this monster Special Summoned (beginning of Battle Phase)?
End phase I should clarify I suppose.
Poison Spore Jar
450/310/L3
Wind/Plant/effect
Flip: Place a "Poison spore counter" on each face up monster on the field. The attack and defense defense of a monster is reduced by 500 for each "Poison spore counter". During the end phase of each turn destroy all monster with a "Poison Spore counter" and either an attack or defense of 0.
Question for clarification: The way the effect reads the addition of a poison spore counter is a one-time effect and Seaweed Urchin is the only other card in this set that reduces attack points, so the End Phase check during each turn does not seem to be that useful. Also as I read the effect this monster would be destroyed during the next End Phase because it only has 450 attack and 310 defense. Maybe you should change the effect so the Poison Spore Token reduces attack and defense points over multiple turns or a self flipping effect such as:
Flip: …field except for this monster. When a "Poison Spore Counter" is immediately placed on a monster and during your End Phase reduce the attack and defense points of all monsters with a "Poison Spore Counter" on it by 400.
Or
Flip: Reduce the attack and defense points of all face-up monsters on the field, except for this monster, by 500. During your End Phase you may pay 500 lp to flip this monster into face-down defense mode.
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Poisonspore jar is supposed to die. And no I didn't really care about how often it kills stuff. the original version had it so the counters would increase for each turn that stuff didn't die. I changed it to be less broken, but either way the effect works fine IMO.
Thanks for your comments!
Additional Comment:
Update time.... Add activation requirement to ensnaring seaweed, clarify seaweed urchin of DOOM!
Additional Comment:
Seaweed virus
continuous trap
All monsters on the field are water/plants, and are treated as though they have seaweed in their name.
Last edited by marhawkman : 01-15-2007 at 08:52 AM.
Reason: Automerged Doublepost
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01-17-2007, 09:38 AM
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#21
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Semi-gone
Join Date: Feb 2006
Posts: 10,447
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Seaweed virus
-Great support card it would also hinder your opponent that requires a certain monster on the field for a card activation.
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01-17-2007, 07:10 PM
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#22
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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thanks. Now to come up with more.
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01-22-2007, 05:29 AM
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#23
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Casual Player
Join Date: Aug 2005
Location: United Kingdom.
Age: 21
Posts: 1,968
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Quote:
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Originally Posted by marhawkman
New stuff in green! More Dark Seaweed to come!
--------------Dark Seaweed------------------
Abyssal seaweed knight
dark/plant/l8
2500/2500
This monster cannot be normal summoned or set. This monster must be special summoned by sending three cards with "Seaweed" in their names from your side of the field to the graveyard. This monster may attack up to three times in the same battle phase. While this monster has the highest attack on the field it is unaffected by opposing card effects.
- Should be "your opponent's card effects" at the end. Nice card. It depends how good the Seaweed cards are, but I quite like this one's originality.
Parasitic Seaweed
L2/600/700
Dark/Plant
If this monster is attacked while face-down, it is immediately flipped face-up. When flipped face up by it's own effect, this card is equipped to the attacking monster. A monster equipped with this card cannot attack. During the third end phase after this effect is activated take control of the equipped monster.
- Nice! A balanced Snatch Steal.
Mutating Seaweed
L3/1200/1500
Dark/plant
When this monster is destroyed as a result of battle, special summon a Seaweed monster with a defense of 1500 or less.
- From your deck, right? It'd probably be fine as long as all tribute Seaweeds have high defense.
Seaweed curse
Continuous spell
At the end of each turn that an opposing M/T card remains face-down, place a "Corruption Counter" on it. Whenever an opposing card has 3 or more Corruption counters on it you may choose to take control of it.
- "At the end of each turn that any of your opponent's Spell/Trap Cards remain face-down in their Spell/Trap Card Zones, place a "Corruption Counter" on those cards." Unique effect. Extremely cool. Although it fits with the Seaweed type so far, I'd perhaps have "If you do not have a "Seaweed" monster on your side of the field, this card's effect isn't activated."
Different Dimension Tidal Drift
Quickplay spell
All players swap their removed from play pile with their graveyard.
- Ooh. Nasty. Decent combo with Strike Ninja/Bazoo the Soul-Eater/Other cards that remove for a cost. And anti-return. Doesn't relate to Seaweed much though, aw.
Dendritic Seaweed Growth
Continuous spell
During each standby phase the turn player must put a "Seaweed Root" marker in one of his/her empty zones. These Token are not treated as monsters and the Zone occupied by the token cannot be used. when this card is destroyed destroy all "Seaweed Root" markers.
- "his/her empty card zones", heh... I'm so anal. It's a nice effect, although again, I'd have the restriction on requiring a Seaweed monster.
Seaweed virus
continuous trap
All monsters on the field are water/plants, and are treated as though they have seaweed in their name.
- "All monsters on the field are treated as WATER Plant-type monsters that have "Seaweed" in their name."
--------------Seaweed!----------------------
Sargasso Seaweed
Level4/1850/1500
water/plant/effect
Whenever this monster battles an earth type monster, destroy the earth type monster following the damage step.
- I dunno... it could probably have 1900 attack, or 1950, due to its effect being rather situational... decent though.
Ship of the Lost
quickplay magic
sacrifice one "Sargasso Seaweed" on your side of the field to special summon a "Ship trapped in Overgrown Seaweed" from your hand, graveyard, or deck.
- Depends if the Ship is any good, really.
Ship trapped in Overgrown Seaweed
Level8/2900/2700
water/plant/effect
When this monster attacks a monster in defense mode do damage to your opponent equal to the difference between this monster's attack and the defending monster's defense. When this card is destroyed choose one of the following two effects to activate:
-Special summon a Seaweed Token (water/plant/level4/1850/1500) on your side of the field.
-Special summon a "Sargasso Seaweed" from the Graveyard to the field.
- This is pretty cool, and nice that it doesn't require Ship of the Lost to be summoned. Although, the secondary effects seem a bit redundant, since they basically do the same thing. Especially given the situationalness of Sargasso Seaweed.
Sea of lost Ships
Field Magic
Increase the attack and defense of all monsters with Seaweed in their name by 200. Once per turn, during your main phase, you may pay life points equal to half the attack of a monster in your graveyard with Seaweed in it's name to special summon it from your graveyard.
- Nice. Very good Field Spell.
Burning Red Seaweed
level3/1500/0
fire/plant/effect
You may sacrifice this face-up creature to do 800 damage to your opponent.
- Chain Burn loves you... haha. Pretty nice.
Sea of Tangled Seaweed
continuous magic
All earth and machine-type monsters cannot attack as long as this card is on the field.
- Ehhh. With Gadgets...
Seaweed Dragon Bait
level3/600/1700
earth/warrior/effect
When this card is destroyed by your opponent, you may special summon a "Seaweed Dragon" from you hand deck or graveyard.
- It's flexible, save Soul Exchange/Brain Control, it'll get its effect off if you leave it be. Depends how good Seaweed Dragon is though.
Seaweed Dragon
level7/2700/2500
water/sea serpent/effect
You cannot normal summon this monster. This monster must be special summoned by the effect of "Seaweed Dragon Bait". Negate and destroy all magic, trap, and creature effect cards that target this card.
- Normal Summon or Set (I also forget that... all the time). Also "Negate and destroy Monster effects, Spell or Trap cards that specifically designate this card as a target."
Ensnaring Seaweed of Doom
Countertrap
You may activate this card, by removing a Seaweed monster in your graveyard from play, when your opponent summons(including flip and special summons) a monster or declares an attack. After activation this card remains face-up on the field for three turns. Remove the monster from play for three turns, if this card is still face-up on the field after three turns you may choose to add the removed monster to your hand. If this card is used in response to a summon, the summon is negated.
- "You can only activate this card by removing 1 "Seaweed" monster in your graveyard from play, and when your opponent Normal Summons, Flip Summons or Special Summons a monster or declares an attack. Negate that summon/attack, then remove that monster from play. This card remains face-up on the field until your third Standby Phase after activation. If this card is still face-up on the field after three turns, you may discard 1 card from your hand to add that monster to your hand." Improved the text a little, and added a cost for the secondary effect... since its a bit too powerful otherwise. Heck, it's still a bit overpowered, negating Jinzo and such, and being able to negate attacks too...
Melusine of the Seaweed Sea
2300/1500/6
Water/Dragon/effect
Once per turn, you may pay 1000 LP to special summon a Water Dragon Token(water/dragon/X/X/Y Where X is 500 times the number of water monsters on the field and Y is the number of water monsters on the field.)on either side of the field. This Token cannot be tributed for any reason.
- "Once per turn, you may pay 1000 Life Points to Special Summon 1 "Water Dragon Token" (WATER/Dragon/?/?/?) onto either player's side of the field. That monster's ATK and DEF are equal to the number of WATER monsters on the field x500, and its Level Star is equal to the number of WATER monsters on the field. That "Water Dragon Token" cannot be tributed." Again, just tidied it up a bit.
Melusine the Spellcaster of the Seaweed Sea
2300/1500/6
Water/Spellcaster/effect
You may pay 1000 LP to destroy a card on your opponent's side of the field. If the designated card is a monster with a def greater than 1000 it is not destroyed. If the target is face down Flip it face-up, flip effects are not activated by this effect. At any time in your turn or your opponent's you may special summon this card from your hand, deck or Graveyard by tributing a Melusine of the Seaweed Sea on your side of the Field. You may only use this effect once per turn and cannot use this effect on the turn that Melusine of the Seaweed Sea is summoned(normal, flip or special summon) Also at any time in your turn or your opponent's you may special summon Melusine of the Seaweed Sea from your hand, deck or Graveyard by tributing this face-up card on your side of the Field. You may only use this effect once per turn and cannot use this effect on the turn this monster is summoned(normal, flip or special summon)
- Geezus. Hello Thousand-Eyes Restrict's second cousin-in-law... Not much wrong text-wise here. It's pretty cool, although there should be some way to get the amount of text down... it basically repeats itself, but I can't think up a way... anyone?
Luminescent blue Seaweed
Level 3/1300/1300
water/plant/effect
This card's effect is active as long as this card is being affected by a field spell card. Your opponent must show you each card before he/she sets it on the field.
- "This card's effect is negated if there is not 1 "Field Spell" on the field that affects this card." A bit weak really... it does get rid of bluffs, but it doesn't really need the cost. Either that, or it could do with a stronger body.
Seedling Kelp Seaweed
level2/1200/1200
water/plant
Flavor text: A young growth of seaweed that hasn't matured yet.
- Alright stats for a level 2.
Young Kelp Seaweed
level4/1800/1500
water/plant
flavor text: A young growth of seaweed that has recently matured.
- Not so good... 1800 is allowed to have effects now (AIRMAN, COUGH, AIRMAN).
Kelp Seaweed
level6/2400/1800
water/plant
flavor text: A strong growth of seaweed that has weathered several storms.
- Standard, although 200 attack wouldn't go amiss.
Ancient Kelp Seaweed
level8/2950/2100
water/plant
flavor text: A massive growth of seaweed so thick that divers cannot enter.
- Ew.
Seaweed Urchin
Level4/1500/1500
water/insect
While this card is face up on the field, your opponent must pay 500 lifepoints to attack. If this card is destroyed by a creature card that creature's attack and Defense are reduced by 500. If this would reduce either to 0 or less that card is destroyed
- Monster, rather than creature. It's fairly decent, and alright stall, but its a tad situational... But, it IS backed by decent stats, and its fully searchable.
Seaweed Urchin of DOOM!!
800/1500/L4
Water/Insect/effect
When this monster is destroyed as a result of battle, it is removed from play following the damage step. Three turns later this monster is special summoned back to the field with 2000 Attack at the end phase.
- "During your third End Phase after this effect's activation, Special Summon this monster to your side of the field with 2000 ATK." It could have more ATK (2000 is normal for vanillas now...), maybe 2400 or something? Considering the wait and everything.
Bioluminescent Seaweed
L4/100/2200
Light/plant/effect
Whenever this monster is in face down defense position, it is changed to face up defense position. while this monster is in defense mode your opponent must show you each card they draw. Increase the defense of this monster by 300 as long as a field spell card is affecting it.
- "This monster cannot be Set or flipped face-down. You can Normal Summon this monster in DEF position." That could work a tad better. Also "Increase the DEF of this monster by 300 if there is 1 Field Spell on the field that affects this card."
Inferno seaweed
Fire/plant/L5
2100/1700
During each player's standby phase, that player takes 500 damage for each card in their hand.
- A decent burn tribute... it works well with Des Wombat... I can't help but feel it could be a bit more powerful though.
--------------plants------------------------
Eternal Forest
Increase the attack and defense of all plants you control by 200 for each plant in your graveyard. Opposing card effects cannot target plants you own.
The Eating of the Green
normal spell
Remove from play 2 plant monsters in your GY to special summon a plant monster from your deck.
- Eck... broke. "Remove 2 Plant monsters in your Graveyard from play to Special Summon 1 Plant-type monster from your deck with 1500 ATK or less". Even that's a bit on the broken side...
Tyrant Swamp King
L6
2450/2100
earth/plant/effect
effect: flip: destroys all fire and pyro monsters on the field.
- Doesn't really need to be a tribute... Heck, "When you Normal Summon..." would be just as good.
Killer Weed
L4
1850/1300
earth/plant
flavor text: A monster born of the deepest depths of the forest. Few can escape its need for destruction.
- C'mon, give it another 100 attack. You know you want to... or lower the defense and give it 2000, heh.
Flame Extinguishing Lord of the Grass
L6
earth/plant/effect
2000/1500
effect: this monster gains 1000 attack and def when in battle with a fire or pyro monster.
- Ick... Situational, yeah...
Poison Spore Jar
450/310/L3
Wind/Plant/effect
Flip: Place a "Poison spore counter" on each face up monster on the field. The attack and defense defense of a monster is reduced by 500 for each "Poison spore counter". During the end phase of each turn destroy all monster with a "Poison Spore counter" and either an attack or defense of 0.
- Random defense... but, eh. I quite like it. It's not as simple as say, Man-Eater Bug, but with the right mindset, it can be even better than it. Good one.
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My two cents are above.
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01-26-2007, 08:18 PM
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#24
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DWM2 rules!
Join Date: Jun 2004
Location: GA
Age: 33
Posts: 10,254
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Quote:
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Originally Posted by Cyan
My two cents are above.
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Pretty!!!!!
Abyssal seaweed knight
- Should be "your opponent's card effects" at the end. Nice card. It depends how good the Seaweed cards are, but I quite like this one's originality.agreed, and thanks
Parasitic Seaweed
- Nice! A balanced Snatch Steal.thanks
Mutating Seaweed
- From your deck, right? It'd probably be fine as long as all tribute Seaweeds have high defense.Or maybe just a few? hehe... it was meant as pyramid turtle lite
Seaweed curse
- "At the end of each turn that any of your opponent's Spell/Trap Cards remain face-down in their Spell/Trap Card Zones, place a "Corruption Counter" on those cards." Unique effect. Extremely cool. Although it fits with the Seaweed type so far, I'd perhaps have "If you do not have a "Seaweed" monster on your side of the field, this card's effect isn't activated."agreed. but will it simply fizzle?
Different Dimension Tidal Drift
- Ooh. Nasty. Decent combo with Strike Ninja/Bazoo the Soul-Eater/Other cards that remove for a cost. And anti-return. Doesn't relate to Seaweed much though, aw.yeah it was kinda random, it was really meant as a counter to Macro since the field spell requires you to have monsters in GY.
Dendritic Seaweed Growth
- "his/her empty card zones", heh... I'm so anal. It's a nice effect, although again, I'd have the restriction on requiring a Seaweed monster.sounds good
Seaweed virus
-good change
--------------Seaweed!----------------------
Sargasso Seaweed
- I dunno... it could probably have 1900 attack, or 1950, due to its effect being rather situational... decent though.meh... I like it.
Ship trapped in Overgrown Seaweed
- This is pretty cool, and nice that it doesn't require Ship of the Lost to be summoned. Although, the secondary effects seem a bit redundant, since they basically do the same thing. Especially given the situationalness of Sargasso Seaweed.the idea was that you'd still get a monster if you already revived the Sargasso seaweed, but then you have an effectless monster(not much difference though).
Sea of lost Ships
- Nice. Very good Field Spell.thanks
Sea of Tangled Seaweed
- Ehhh. With Gadgets...huh???
Seaweed Dragon
- Normal Summon or Set (I also forget that... all the time). Also "Negate and destroy Monster effects, Spell or Trap cards that specifically designate this card as a target."right... got it.
Ensnaring Seaweed of Doom
-Improved the text a little, and added a cost for the secondary effect... since its a bit too powerful otherwise. Heck, it's still a bit overpowered, negating Jinzo and such, and being able to negate attacks too...hmm.... Maybe have the discard be a "seaweed" card?
Melusine of the Seaweed Sea
-good idea
Melusine the Spellcaster of the Seaweed Sea
- Geezus. Hello Thousand-Eyes Restrict's second cousin-in-law... Not much wrong text-wise here. It's pretty cool, although there should be some way to get the amount of text down... it basically repeats itself, but I can't think up a way... anyone?agreed, but I couldn't either.
Luminescent blue Seaweed
- "This card's effect is negated if there is not 1 "Field Spell" on the field that affects this card." A bit weak really... it does get rid of bluffs, but it doesn't really need the cost. Either that, or it could do with a stronger body.how about a stat boost while it's effect is active? 600?
Seedling Kelp Seaweed
Young Kelp Seaweed
Kelp Seaweed
Ancient Kelp Seaweed
- Ew.they were designed to be crud commons.
Seaweed Urchin
- Monster, rather than creature. It's fairly decent, and alright stall, but its a tad situational... But, it IS backed by decent stats, and its fully searchable.hehe... It's not so much stall as annoyance.
Seaweed Urchin of DOOM!!
- "During your third End Phase after this effect's activation, Special Summon this monster to your side of the field with 2000 ATK." It could have more ATK (2000 is normal for vanillas now...), maybe 2400 or something? Considering the wait and everything. I made this one up when IOC was still new. I suppose the idea does have merit.
Bioluminescent Seaweed
good change idea
Eternal Forest
Increase the attack and defense of all plants you control by 200 for each plant in your graveyard. Opposing card effects cannot target plants you own.???no comment?
The Eating of the Green
- Eck... broke. "Remove 2 Plant monsters in your Graveyard from play to Special Summon 1 Plant-type monster from your deck with 1500 ATK or less". Even that's a bit on the broken side..."broke" like Book of Life?
Tyrant Swamp King
- Doesn't really need to be a tribute... Heck, "When you Normal Summon..." would be just as good.you mean flip? I suppose a monarchish effect would be good.
Killer Weed
- C'mon, give it another 100 attack. You know you want to... or lower the defense and give it 2000, heh.maybe.... it was never really supposed to be that great though.
Poison Spore Jar
- Random defense... but, eh. I quite like it. It's not as simple as say, Man-Eater Bug, but with the right mindset, it can be even better than it. Good one.thanks. the defense is a homage to the old cards that had crud for stats and weird numbers.
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01-28-2007, 02:30 PM
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#25
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Disruptive Durden
Join Date: Jun 2005
Posts: 6,233
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It all looks good! The Eating of the Green seems a tad bit iffy, but i love all of the Plant Support!
__________________
Quit QQing or GTFO. Studies (and by that I mean common sense) show that your hellacious amounts of complaining about hand shuffling, high card prices, netdecking, and other **** that doesn't matter contributes to why you never top regionals. Stop spending your time complaining and use it to get better at this game.
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