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03-08-2011, 07:43 AM
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#1
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Forgotten Realms - Complete Set
My second complete set is finally finished, following on from Elements Risen.
80 card set with a custom rarity system. Many of the cards build on cards from the first set.
Themes:
-Introduces the Realmfinders. An archetype based around changing between multiple Field Spells to manipulate the effects of your Realmfinders.
-Includes support for a bunch of top decks. Gladiator Beast, Gravekeepers, Scraps, FrogMonarchs and X-Sabers all receive cards. Also includes an anti-X-Saber and an anti-Samurai cards.
-Includes support for a bunch of other decks. Crystal Beasts, Watts, Koaki Meirus, Spiders, Jurracs, Life Gain, Spirits, Toons, Rituals, Volcanics, ALO and Cyberdarks all gain new cards.
-Includes support for many Types. Rock, Sea Serpent, Dinosaur, Psychic, Insect, Beast-Warrior, Thunder and Zombie all see support. Continues on the Pyro/Thunder and Rock/Fish dual support introduced in the previous set.
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Deep Sea Director
Sea Serpent / Normal / WATER / 3
400 ATK / 2200 DEF
A famed genius of the underwater Opera scene. When danger lurks, his booming voice commands his troupe to battle.
Common
Deep Sea Divo
Sea Serpent / WATER / 2
400 ATK / 200 DEF
When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Sea Serpent-Type monster from your Graveyard. A Normal Monster Special Summoned by this effect is treated as a Tuner monster.
Common
Level Crafter
Sea Serpent / FIRE / 2
800 ATK / 800 DEF
This card gains ATK equal to the combined Levels of all monsters on the field x200. During either player's turn, if there is a face-up Sea Serpent-Type monster on the field, you can send this card from your hand or field to the Graveyard to double the levels of all face-up Sea Serpent-Type monsters OR all face-up non-Sea Serpent-Type monsters.
Common
Bubble Snake
Sea Serpent / WIND / 3
500 ATK / 1800 DEF
You may Special Summon this card from your hand if you control a Sea Serpent-Type monster. During your Main Phase 2, you can Return 1 Sea Serpent-Type monster, except “Bubble Snake”, from your Graveyard to the top of the Deck to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.
Common/Ultra Rare
Lonely Hydra
Sea Serpent / WATER / 4
1400 ATK / 2100 DEF
Once per turn, Special Summon 1 Level 6 or lower monster from your Deck with the same Attribute and ATK as this card, except “Lonely Hydra”. Then, destroy this card.
Common
Salvage Dragon
Dragon / WATER / 3
1400 ATK / 1200 DEF
When this card is sent from the field to the Graveyard, add 1 Level 4 monster with 1200 or less ATK from your Graveyard to your hand.
Rare
Coral Seer
Rock / Tuner / WATER / 4
1400 ATK / 2000 DEF
Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, send the top 4 cards of your Deck to the Graveyard and then select 1 card in your Graveyard and place it on the top or bottom of your Deck.
Common
Coral Behemoth
Rock / WATER / 6
2400 ATK / 1900 DEF
If there is a Fish-Type monster in either Graveyard, you may Normal Summon this card without Tribute. When this card is Tribute Summoned, Special Summon 1 Level 3 or lower WATER monster from your Graveyard.
Super Rare/Ultimate Rare
Rock Collecting Ray
Fish / EARTH / 1
900 ATK / 1100 DEF
When this card is sent from the field to the Graveyard, add 1 Rock-Type monster with 2000 or less DEF from your Deck to your hand.
Common/Ultra Rare
Mudskipper
Fish / EARTH / 4
1800 ATK / 1700 DEF
While there is a face-up Rock-Type monster on the field, this card is unaffected by your opponent’s card effects and cannot be destroyed by battle. Once per turn, tribute 1 Rock-Type monster to destroy 1 Spell or Trap your opponent controls.
Common
Candlefish
Pyro / Tuner / FIRE / 2
0 ATK / 1900 DEF
This card is also always treated as Fish-Type. During a turn in which this card was sent to the Graveyard, you can discard 1 monster, except “Candlefish”. Then, if this card was sent from the hand to the Graveyard, Special Summon it. If it was sent from the field, add it to your hand.
Common
Lampfish
Thunder / Tuner / LIGHT / 2
1200 ATK / 300 DEF
This card is also always treated as Fish-Type. When this card is destroyed by battle, Special Summon 1 Level 5 or lower LIGHT monster from your Graveyard, except “Lampfish”.
Common
Crocodilefish
Reptile / Tuner / WATER / 2
1300 ATK / 400 DEF
This card is also always treated as Fish-Type. During the End Phase of a turn in which this card was sent to the Graveyard, Special Summon 2 "Hatchling Tokens" (Reptile-Type/WATER/Level 2/ATK 400/DEF 100) in Defense Position. The “Hatchling Tokens” are also treated as Fish-Type.
Common/Secret Rare
King Fisher
Winged Beast / Tuner / WATER / 4
1400 ATK / 1700 DEF
If there is a face-up Fish-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Fish-Type monster is destroyed, discard this card to draw 1 card.
Common
Realmfinder - Solemn Eagle
Winged Beast / LIGHT / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Heavenly Paradise Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -LIGHT: Once per turn, Return 1 Spell or Trap Card to its owner’s hand. -WIND: This card gains 500 ATK and cannot be destroyed by battle. -FIRE: This card cannot attack.
Common
Realmfinder - Scarlet Eel
Fish / FIRE / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Flaming Swamp Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -FIRE: Once per turn, Return 1 Spell or Trap Card to its owner’s hand. -LIGHT: Once per turn, add 1 monster with 1400 ATK from your Graveyard to your hand. -WIND: During your End Phase, take 1000 damage.
Common
Realmfinder - Nimble Firefly
Insect / WIND / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Mystical Typhoon Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -WIND: Once per turn, Return 1 Spell or Trap Card to its owner’s hand. -FIRE: Once per turn, destroy 1 face-up monster on the field. -LIGHT: Decrease this card’s ATK by 1000.
Common
Demolition Spider
Insect / FIRE / 2
600 ATK / 1800 DEF
When this card is sent from the field to the Graveyard by a card effect, destroy a number of cards up to the number of Defense Position monsters that your opponent controls.
Common
Undercover Spider
Insect / EARTH / 4
1700 ATK / 200 DEF
You can Special Summon this card from your hand to your opponent’s field. This effect of “Undercover Spider” can only be activated once per turn and you cannot Summon non-Insect-Type monsters during a turn in which you activate it. If this card is Summoned this way, send it to the Graveyard during the End Phase. When this card is destroyed and sent to the Graveyard, draw 1 card if your opponent controls 1 or more Defense Position monsters.
Common
Weaver Spider
Insect / EARTH / 2
300 ATK / 2000 DEF
You can discard this card to add 1 "Spider Web" from your Deck or Graveyard to your hand. When this card is Normal Summoned, destroy Spell or Trap Cards your opponent controls, up to the number of Defense Position monsters they control.
Common
Crystal Sniffing Pig
Beast / EARTH / 4
1800 ATK / 400 DEF
Once per turn, you can Return 1 Spell or Trap to its owner's hand. You can discard this card to the Graveyard to add 1 "Ancient City - Rainbow Ruins" from your Deck to your hand OR place 1 "Crystal Beast" monster from your Graveyard
face-up in your Spell & Trap Card Zone as a Continuous Spell Card.
Rare
Adaptable Sand-dollar
Aqua / Tuner / EARTH / 2
400 ATK / 1800 DEF
FLIP: Draw 1 card. If this card’s Attribute or ATK is different from its printed Attribute or ATK, then this effect becomes: Draw 3 cards, then discard 2 cards.
Common
Adaptable Homunculus
Plant / WATER / 4
1800 ATK / 1600 DEF
When this card is Summoned, destroy 1 card on your opponent’s side of the field if this card’s Attribute or Level is different from its printed Attribute or Level.
Rare
Susa Sorcerer
Aqua / Spirit / WATER / 3
1400 ATK / 1900 DEF
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, by revealing 1 WATER or Spirit monster in your hand, you can Return 1 card on the field to it's owner's hand.
Common/Ultra Rare
Spirit of the Temple
Zombie / Spirit / WIND / 4
1900 ATK / 1100 DEF
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Twice per turn, while this card is face-up, you can activate Trap Cards the same turn they are Set.
Common
Spirit of Endymion
Spellcaster / Spirit / WIND / 3
1400 ATK / 400 DEF
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, place 3 Spell Counters on it. This card gains 200 ATK for each Spell Counter on it. When this card is removed from the field, place its Spell Counters on another card you control that you can put Spell Counters on.
Rare
Toon Magician of Faith
Spellcaster / Toon / LIGHT / 1
300 ATK / 400 DEF
This card cannot attack during the turn that it is Summoned. When "Toon World" on the field is destroyed, destroy this card. If you control "Toon World" and your opponent does not control a Toon Monster, this card can attack your opponent directly. FLIP: Add 1 “Toon” Spell Card from your Deck to your hand.
Common/Secret Rare
The Toon in the Crater
Pyro / FIRE / 4
1000 ATK / 1200 DEF
This card cannot attack during the turn that it is Summoned. When "Toon World" on the field is destroyed, destroy this card. If you control "Toon World" and your opponent does not control a Toon Monster, this card can attack your opponent directly. When this card is destroyed and sent to the Graveyard, Special Summon 1 “Toon” monster or Toon Monster, except “The Toon in the Crater”, from your Graveyard or hand, ignoring any Summoning conditions.
Common
Fusion Flame
Pyro / Tuner / FIRE / 1
500 ATK / 200 DEF
Draw 1 card when this card is used as a Synchro Material Monster and 1 of the other Synchro Material Monsters was a Fusion Monster. You can substitute this card for any 1 Fusion Material Monster. When you do, the other Fusion Material Monster(s) must be the correct one(s).
Rare
Flamvell Reader
Psychic / FIRE / 3
1500 ATK / 200 DEF
Once per turn, send 1 FIRE monster with 200 or less DEF from your Deck to your Graveyard to inflict 200 damage to your opponent.
Common/Secret Rare
Traitor Tuner
Psychic / Tuner / WIND / 1
700 ATK / 300 DEF
Once per turn, remove from play 1 Tuner monster from your opponent’s field or Graveyard and increase this card’s Level by the Level of the Tuner monster. If you have only Psychic-Type monsters in your Graveyard, you can Special Summon this card from your hand.
Common/Ultra Rare
Treetop Trainer
Beast-Warrior / Union / WIND / 2
1300 ATK / 400 DEF
Once per turn, discard 1 card to add 1 “Treetop Training Post” or 1 Equip Spell Card from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Beast-Warrior-Type monster you control as an Equip Card, OR unequip it to Special Summon this card. Increase the ATK and DEF of the equipped monster by 600. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
Common
Advance Tiger
Beast-Warrior / WIND / 3
1400 ATK / 1100 DEF
When this card is destroyed by battle, you can Special Summon 1 Level 3 or lower Beast-Warrior-Type monster from your Deck in Defense Position. If this card was destroyed by a Level 5 or higher monster, you can Special Summon 1 Level 5 or lower Beast-Warrior-Type monster instead.
Rare
Koaki Meiru Doom Tiger
Beast-Warrior / FIRE / 4
1900 ATK / 900 DEF
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. When a Monster with 2000 or more ATK is Summoned, you can Tribute this card to negate the Summon of the Monster and destroy it.
Common/Ultra Rare
Spellfeeder
Thunder / LIGHT / 4
1900 ATK / 1900 DEF
Once per turn, you can send 1 Spell Card from your hand or field to the Graveyard to draw 1 card.
Common
Wattdove
Thunder / LIGHT / 4
1100 ATK / 100 DEF
You can discard this to add 1 "Wattcastle" from your Deck or Graveyard to your hand. When a Thunder-Type monster inflicts damage to your opponent’s Life Points, you may Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.
Common
Watterpillar
Thunder / Tuner / LIGHT / 1
900 ATK / 400 DEF
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent as a result of a direct attack, you can select 1 Thunder-Type monster in your Graveyard. Until the End Phase, treat this card’s Level as the Level of the selected monster and it cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Thunder-Type monster.
Common
Crocotrio
Reptile / DARK / 1
500 ATK / 0 DEF
When this card is Summoned, Special Summon 1 “Crocotrio” from your Deck or hand. When this card is Special Summoned from the hand, draw 1 card.
Common
Crocodeity
Reptile / FIRE / 7
2600 ATK / 2500 DEF
If you control 2 or more Reptile-Type monsters, you can Special Summon this card from your hand. Once per turn, Tribute 1 Reptile-Type monster to treat this card as a Tuner Monster, until the End Phase, and you can decrease this card’s Level by the Level of the Tributed monster.
Rare
Swamp Djinn
Reptile / WIND / 5
2200 ATK / 1700 DEF
Reveal 1 Ritual Spell Card or Ritual Monster Card in your hand to Special Summon this card from your hand. If this card is Summoned by this effect, destroy all other "Swamp Djinn" you control. Once per turn, send 1 Ritual Spell Card from your Deck to your Graveyard to destroy 1 card on the field. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
Super Rare/Ultimate Rare
Kamieleon
Reptile / Ritual / Tuner / WATER / 3
1700 ATK / 600 DEF
This card can only be Ritual Summoned with a Ritual Spell Card. Once per turn, you can select 1 monster on the field; this card's Level becomes the same as that monster's and this card gains that monster's effect(s), until the End Phase. Destroy the selected monster during the End Phase. Remove from play this card from your Graveyard to treat 1 Reptile-Type monster on the field as a Tuner until the End Phase.
Rare
Mind Fuser
Psychic / Ritual / WIND / 2
0 ATK / 2500 DEF
This card can only be Ritual Summoned with a Ritual Spell Card. You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). Once per turn, send Fusion Material Monsters that are listed on a Fusion Monster Card from your Deck to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Halve all Battle Damage inflicted by a monster summoned by this effect.
Rare
Lanturnfish
Fish / Fusion / WATER / 4
2200 ATK / 1200 DEF
“Lampfish” + “Candlefish”
This card is also always treated as Pyro and Thunder-Type. You can Fusion Summon this card by sending the above cards from your hand or field to your Deck. When this card inflicts Battle Damage, select 1 Level 5 or lower monster in your Graveyard, except “Lanturnfish”. If it was sent there from your hand, Special Summon it. If it was sent there from the field, Return it to your hand.
Super Rare/Ultimate Rare
Atlantean Blacksmith
Sea Serpent / Synchro / FIRE / 4
1500 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
This card gains 500 ATK for each FIRE Synchro Material Monster used for its Synchro Summon. When this card is destroyed by an effect that does not target it, destroy 1 card on your opponent’s side of the field.
Rare/Secret Rare
Righteous Triop
Aqua / Synchro / LIGHT / 5
2300 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
When this card is Summoned, you can remove from play 1 face-up DARK Synchro monster.
Rare/Secret Rare
Thousand Armed Deva
Fairy / Synchro / LIGHT / 5
2200 ATK / 1800 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can add 1 Ritual Monster Card or 1 Ritual Spell Card from your Deck to your hand.
Super Rare/Ultimate Rare
Crocodivinity
Reptile / Synchro / FIRE / 8
2900 ATK / 3000 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, add up to 2 Level 1 monsters from your Graveyard to your hand.
Super Rare/Ultimate Rare
Firelight
Normal Spell
Select 1 FIRE monster on the field. Add 1 LIGHT monster from your Deck to your hand with a level equal to or lower than the level of the selected monster.
Super Rare/Ultimate Rare
Tactical Storm
Normal Spell
Destroy all Spell and Traps on the field. During a turn in which you activate this card, you cannot Summon non-Beast-Warrior-Type monsters or Set any monsters, and all damage that your opponent receives is halved.
Common/Secret Rare
Deep Sea Opera Tickets
Normal Spell
Send 1 “Deep Sea” monster from your Deck to your Graveyard to add 1 “Deep Sea” monster from your Deck to your hand.
Common
Beginner’s Rites
Ritual Spell
This card is used to Ritual Summon any Level 4 or lower Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or more than the Level of the Ritual Monster you are Ritual Summoning. If you successfully Ritual Summon a monster with this effect, draw 1 card if the total number of cards on your field and in your hand is lower than or equal to the total number of cards on your opponent's field and in their hand.
Common
Deep Sea Encore
Quickplay Spell
Activate only during the End Phase. Return up to 3 Sea Serpent-Type monsters from your Graveyard to your hand that were sent there this turn as Synchro Material Monsters.
Common/Secret Rare
Scrap Barrier
Quickplay Spell
Destroy 1 monster you control and draw 1 card. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
Super Rare/Ultimate Rare
Bugged Room
Quickplay Spell
Special Summon 1 Insect-Type monster from your Deck to your opponent’s field. Then switch all your opponent’s other monsters to Defense Position.
Rare
Offerings to the Tooned
Quickplay Spell
Activate only if there is a Toon Monster or “Toon” card in your Graveyard. Destroy 1 face-up monster.
Common/Ultra Rare
Sorcerous Dimension
Quickplay Spell
Tribute 1 Spellcaster-Type monster and destroy up to 2 Spell or Trap Cards. Then, you can Special Summon 1 Spellcaster-Type monster from your hand.
Rare/Secret Rare
Mythical Mitosis Axe
Equip Spell
A Beast-Warrior-Type monster equipped with this card gains 400 ATK and DEF. Negate the effects of a non-Beast-Warrior-Type monster equipped with this card. Discard this card to add up to 2 “Mythical Mitosis Axe” from your Deck to your hand.
Rare
Treetop Training Post
Continuous Spell
Once per turn, during the Main Phase, Special Summon 1 “Recruit Token” (Beast-Warrior-Type/WIND/Level 4/ATK 1500/DEF 1400). While this card is face-up on the field, “Recruit Tokens” you control cannot attack, be Tributed or used as Synchro Material Monsters unless they are equipped with a card.
Common
Vengeful Toon Spirit
Continuous Spell
Toon Monsters can attack during the turn they were Summoned. All other monsters cannot attack during the same turn that they are Summoned. Neither player has to pay Life Points to attack with Toon Monsters. You can remove from play this card from your Graveyard or field to negate the activation of a card effect that would destroy a "Toon" Continuous Spell, and destroy that card.
Common
Mental Preparations
Continuous Spell
Select 3 differently named Psychic-Type monsters from your Deck. Shuffle them and place them face down on top of this card. During your Draw Phase you may add the top card on this card to your hand instead of conducting a normal draw. When this card is removed from the field, send all cards on top of it to the Graveyard. Destroy this card when all 3 cards are removed. Draw 1 card when this face-up card is destroyed.
Rare
Spiritual Burial Machine
Continuous Spell
Spirit monsters you control gain 600 ATK and DEF. Once per turn, when a Spirit monster is returned from the field or Graveyard to your hand, send 1 card from your Deck to the Graveyard.
Common
Energy Converter
Continuous Spell
Once per turn, Tribute 1 Pyro-Type monster to Special Summon 1 Thunder-Type monster from your Deck with the same level OR Tribute 1 Thunder-Type monster to Special Summon 1 Pyro-Type monster from your Deck with the same level.
Rare
Finder Finder
Continuous Spell
Once per turn, during your End Phase, add 1 monster with 1400 ATK from your Graveyard to your hand that was sent there from your hand.
Common
Island of Charity
Field Spell
Once per turn, when the effect of a LIGHT monster increases the Life Points of a single player, that player draws 1 card.
Rare
Heavenly Paradise Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as LIGHT. During your Main Phase, while there is a Field Spell Card on the field, discard this card to select 1 card in your Graveyard and place it on top of your Deck.
Common
Flaming Swamp Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as FIRE. During your Main Phase, while there is a Field Spell Card on the field, discard this card to switch the original ATK and DEF of 1 face-up monster.
Common
Mystical Typhoon Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as WIND. During your Main Phase, while there is a Field Spell Card on the field, discard this card to Return 1 monster from the field to its owner’s hand.
Common
Realm Change
Normal Trap
Return 1 Spell or Trap on the field to its owner’s hand. Then, activate one of the following effects:
- Select 1 “Realm” Field Spell Card from your Deck and activate it.
- Return 1 “Realmfinder” monster from the field to its owner’s hand. If this card was activated during your turn, you may Normal Summon 1 "Realmfinder" monster in addition to your Normal Summon or Set this turn.
Super Rare/Ultimate Rare/Ghost Rare
Indigenous Population
Normal Trap
Activate by selecting a face-up Field Spell. Select 1 Level 6 or lower monster from your Deck that lists the selected Field Spell’s name in its effect text, then Special Summon it or add it to your hand.
Common/Ultra Rare
Skill Block
Normal Trap
Remove 1 Psychic-Type monster in your Graveyard from play. Negate the effects of all non-Psychic-Type monsters on the field until the End Phase.
Super Rare/Ultimate Rare
Unusual Destruction
Normal Trap
Activate only if there is a Monster Card in your Spell or Trap Zone. Destroy 1 card on the field and you may Return 1 Spell or Trap you control to its owner’s hand. If there are 3 or more Monster Cards in your Spell or Trap Zone, you may activate this card from your hand.
Common
Trapdoor Tactics
Normal Trap
Destroy 1 Insect-Type monster you control and 1 card your opponent controls. During the End Phase, Special Summon the destroyed Insect-Type monster from your Graveyard.
Common
Bottomless Sinkhole
Normal Trap
Activate only when your opponent Summons a monster(s) and there is a Rock-Type monster on the field or in either Graveyard. Destroy the monster(s).
Common/Ultra Rare
Saber Sacrifice
Normal Trap
Select 1 “X-Saber” monster. Halve its ATK and destroy 1 card on the field.
Super Rare/Ultimate Rare
Serpent’s Search
Normal Trap
Return 1 Reptile-Type monster you control to its owner’s hand to select 1 card from your Deck and place it on top of your Deck.
Rare
Ritual Cheat
Normal Trap
Activate only if there is a Ritual Spell Card in your Graveyard or by revealing 1 Ritual Spell Card from your hand. Special Summon 1 Level 4 or lower Ritual Monster from your hand or Graveyard, ignoring Summoning conditions. If you Summon a monster from the Graveyard, it is destroyed during the End Phase.
Rare
Adaptable Tiki
Continuous Trap
After activation, Special Summon this card; it is treated as an Effect Monster Card (Rock-Type/EARTH/Level 4/ATK 1300/DEF 2100). (This card is still treated as a Trap Card.) If this card’s Attribute, ATK or DEF is different from its printed Attribute, ATK or DEF, this card can attack your opponent directly and can attack while in Defense Position. If this card inflicts Battle Damage to your opponent, it cannot be destroyed during your opponent's next turn.
Common
Tectonic Rupture
Continuous Trap
Once per turn, destroy 1 EARTH monster you control and Special Summon 1 FIRE monster from your Graveyard.
Rare
Unstable Spell Jammer
Counter Trap
Negate the activation of a Spell Card, destroy it and gain 600 Life Points. You cannot activate this card if there are any Spell Cards in your Graveyard.
Common
Format Change
Counter Trap
Negate the Summon or the activation of an effect of a Tuner monster and Return that monster to its owner’s Deck.
Super Rare/Ultimate Rare
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Set Statistics
47 Monsters
1 Normal, 39 Effect, 2 Ritual, 1 Fusion, 4 Synchro
3 Spirit, 2 Toon, 1 Union, 8 Tuner (7 Effect/Tuner, 1 Ritual/Tuner)
11 WATER, 11 FIRE, 9 WIND, 9 LIGHT, 6 EARTH, 1 DARK
6 Sea Serpent/Fish/Reptile, 5 Thunder, 4 Insect/Pyro, 3 Beast-Warrior/Psychic, 2 Rock/Spellcaster/Winged Beast/Aqua, 1 Dragon/Plant/Zombie/Beast/Fairy
20 Spells
6 Continuous, Normal/Quickplay/Field, 1 Equip/Ritual
13 Traps
9 Normal, 2 Continuous/Counter
---------------------------------
Still need some input on a lot of these cards, so any help you can give will be very appreciated.
Major thanks to everyone who helped with this set, especially Elliot Gale and Aarikku.
__________________
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Last edited by SmallPickled : 04-16-2013 at 10:00 AM.
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03-08-2011, 03:54 PM
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#2
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The Frog Sage
Join Date: Aug 2005
Location: Ontario, Canada
Age: 21
Posts: 23,003
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Welp, you've helped out on pretty much every card in my set so far, so I'ma return the favour and review all the ones I can actually make useful comments on.
Though looking through all your Sea Serpents is probably going to screw up my later attempts at Sea Serpents.
Quote:
Deep Sea Divo
Sea Serpent / Normal / WATER / 3
400 ATK / 2200 DEF
The “primo uomo” of the underwater Opera scene. When danger lurks, his booming voice commands his troupe to battle.
Common
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2200 DEF is nice, but Mermaid Archer and Spined Gillman are better targets. Because they have EFFECTS. This is why I never make Normal monsters. (I know that there's some Deep Sea support card in here, but it probably won't change my mind.)
Quote:
Level Crafter
Sea Serpent / FIRE / 2
200 ATK / 1950 DEF
During either player's turn, if there is a face-up Sea Serpent-Type monster on the field, you can send this card from your hand or field to the Graveyard to double the levels of all face-up Sea Serpent-Type monsters OR all face-up non-Sea Serpent-Type monsters.
Common
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FIRE Sea Serpent, eh? Neat. But, the one Synchro aside, it's not very useful. Wait, the Synchro's Level 5, so doubling the Levels isn't going to help you make it. So this has to be for generic Synchros... ehh, Deep Sea Diva does generic Synchros well enough just by summoning another of herself that I frankly think this would be a waste of space.
Quote:
Bubble Snake
Sea Serpent / WIND / 3
500 ATK / 1800 DEF
You may Special Summon this card from your hand if you control a Sea Serpent-Type monster. During your Main Phase 2, you can return 1 Sea Serpent-Type monster, except “Bubble Snake”, from your Graveyard to the top of the Deck to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.
Common/Ultra Rare
|
Common/Ultra Rare? You and your weird rarities. Anyway, a very nice card. I was going to complain about how easy it is to spam Synchros with Deep Sea Diva, but since its revival can only occur in your MP2, it doesn't matter! Well done. ...Though the Plaguespreader effect is a little boring.
(Also note that this too is a much better Deep Sea Diva target than Divo. Just sayin'.)
Quote:
Lonely Hydra
Sea Serpent / WATER / 4
1400 ATK / 2000 DEF
Once per turn, Special Summon 1 Level 6 or lower monster from your Deck with the same Attribute and ATK as this card, except “Lonely Hydra”. Then, destroy this card.
Common
|
Same Attribute and ATK, eh? *checks YVD* Codarus is nice... Mother Grizzly's good... Blizzard Warrior, maybe? I dunno, not enough targets for this to be too useful, though I'm sure you've added some that I forget.
Quote:
Salvage Dragon
Dragon / WATER / 3
1400 ATK / 1200 DEF
When this card is sent from the field to the Graveyard, add 1 Level 4 monster with 1200 or less ATK from your Graveyard to your hand.
Rare
|
Oh hey. Look at that. I like this guy more than Lonely Hydra; presumably it has some far more useful targets. *checks YVD* Ahh, a bunch of Cloudians! Awesome. Ooh, Cyberdarks! Okay, the Cyberdark combos alone make this card sweet.
Quote:
Traitor Tuner
Psychic / Tuner / WIND / 1
700 ATK / 300 DEF
Once per turn, remove from play 1 Tuner monster from your opponent’s field or Graveyard and increase this card’s Level by the Level of the Tuner monster. If you have only Psychic-Type monsters in your Graveyard, you can Special Summon this card from your hand.
Common/Ultra Rare
|
I was going to comment on how weak it seemed until I read the Special Summon bit. Granted, there aren't many Tuners that people keep on the field, so I doubt many people would play this. Psychics have enough Tuners already.
Quote:
Flamvell Reader
Psychic / FIRE / 3
1500 ATK / 200 DEF
Once per turn, send 1 FIRE monster with 200 or less DEF from your Deck to your Graveyard to inflict 200 damage to your opponent.
Common/Ultra Rare
|
Ohoho! ...The cost is almost insultingly better than the effect you're paying for. I guess you might as well keep it for flavour, but that 200 damage might as well not exist.
Quote:
Fusion Flame
Pyro / Tuner / FIRE / 1
500 ATK / 200 DEF
Draw 1 card when this card is used as a Synchro Material Monster and one of the other Synchro Material Monsters were Fusion Monsters. You can substitute this card for any 1 Fusion Material Monster. When you do, the other Fusion Material Monster(s) must be the correct one(s).
Rare
|
When you're Tuning it with a Fusion? When would that ha - oh, Instant Fusion. Jolly good. And 200 DEF, why not. I think Flamvells Tune fast enough to not need Instant Fusion, and in fact most decks that do need specific Tuners (Genex, Inca, etc.). So I'm not entirely sure where this card would be used, but that could just as easily mean it'd give rise to its own new decktype.
(I skipped the Dinosaurs.)
Quote:
Treetop Trainer
Beast-Warrior / Union / WIND / 2
1300 ATK / 400 DEF
Once per turn, discard 1 card to add 1 “Treetop Training Post” or 1 Equip Spell Card from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Beast-Warrior-Type monster you control as an Equip Card, OR unequip it to Special Summon this card. Increase the ATK and DEF of the equipped monster by 600. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
Common
Treetop Training Post
Continuous Spell
Once per turn, during the Main Phase, Special Summon 1 “Recruit Token” (Beast-Warrior-Type/WIND/Level 4/ATK 1500/DEF 1400). While this card is face-up on the field, “Recruit Tokens” you control cannot attack, be Tributed or used as Synchro Material Monsters unless they are equipped with a card.
Common
|
Had to yoink Treetop so I knew what this card was supposed to do. Treetop Trainer's... all right, I guess. I don't see Beast-Warriors using many Equip Spells. The both of 'em really don't do much for Beast-Warriors as a theme, though Treetop is itself a good card. A meh to both of these.
Quote:
Advance Tiger
Beast-Warrior / WIND / 3
1400 ATK / 1100 DEF
When this card is destroyed by battle, you can Special Summon 1 Level 5 or lower Beast-Warrior-Type monster from your Deck in Defense Position.
Rare
|
Ah, now THIS is something. I'm a little disappointed with how the Level is 5 or higher - making any really good Level 5 Beast-Warrior of the future ridiculously easy to summon is worrying. But, assuming there aren't any in this set, sure, let's go with Level 5 or higher.
Quote:
Koaki Meiru Doom Tiger
Beast-Warrior / FIRE / 4
1900 ATK / 900 DEF
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. When a Monster with 2000 or more ATK is Summoned, you can Tribute this card to negate the Summon of the Monster and destroy it.
Common/Ultra Rare
|
Ohhh, I see what you did there. A damn good card, for Koa'ki Stun or Beast-Warriors.
Quote:
Spellfeeder
Thunder / LIGHT / 4
1900 ATK / 1900 DEF
Once per turn, discard 1 Continuous Spell Card to draw 1 card.
Common
|
Thunder, eh? Oh, right. Hamon. Well, I dare say what Hamon needs more than this is a Continuous Spell that searches other Continuous Spells or something. And Spellfeeder being Thunder really doesn't do a whole lot for Hamon; as both it and Hamon are exempt from most of Thunders' really good cards. i.e., Recycling Batteries. As for other Thunder decks, Watts run about 3 Continuous Spells (either Solidarity or Messenger of Peace) and wouldn't discard them given the chance. I can't think of one run in Batterymen.
If this is supposed to work with one of your earlier CaCs, my apologies for not noticing. :P
(Skipping Wattdove and Toon MoF)
Quote:
Divination Golem
Rock / LIGHT / 4
1400 ATK / 2000 DEF
Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, send the top 4 cards of your Deck to the Graveyard and then select 1 card in your Graveyard and place it on the top or bottom of your Deck.
Common
|
That IS some good milling power. Possibly giving Megarock Dragon a boost. But it's too slow to use anywhere else, like Flamvells or something. I'm probably underestimating it, but I'm giving it a meh out of 10.
Quote:
Coral Behemoth
Rock / WATER / 6
2400 ATK / 1900 DEF
If there is a Fish-Type monster in either Graveyard, you may Normal Summon this card without Tribute. When this card is Tribute Summoned, Special Summon 1 Level 3 or lower WATER monster from your Graveyard.
Super Rare/Ultimate Rare
|
Oh geez. As if Fish need something like this. It aids the Fish Synchro Spam. Hurrah?
Quote:
Rock Collecting Ray
Fish / EARTH / 2
900 ATK / 1100 DEF
When this card is sent from the field to the Graveyard, add 1 Rock-Type monster with 2000 or less DEF from your Deck to your hand.
Common/Ultra Rare
|
Ooh, now THIS I like. Being a Fish makes it a huge pain to use in generic Rock decks, though... so I have to assume this is support for Stonefish and the other Rock/Fish cards from your first set. A pretty good card for such a deck, though I think the theme is a little slow.
Quote:
Mudskipper
Fish / EARTH / 4
1800 ATK / 1700 DEF
While there is a face-up Rock-Type monster on the field, this card is unaffected by your opponent’s card effects and cannot be destroyed by battle. Once per turn, tribute 1 Rock-Type monster to destroy 1 Spell or Trap your opponent controls.
Common
|
Oh, never mind. The theme's awesome now, though I worry that this + Coral Crabs is a little excessive.
Quote:
Realmfinder - Scarlet Eel
Fish / FIRE / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Flaming Swamp Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -FIRE: Once per turn, return 1 Spell or Trap Card to its owner’s hand. -LIGHT: Once per turn, add 1 monster with 1400 ATK from your Graveyard to your hand. -WIND: During your End Phase, take 1000 damage.
Common
|
Okay, so each Field changes Attributes. Got it. FIRE effect: good and balanced, considering that's its main effect. LIGHT's also fine; I'm assuming all the Realmfinders are 1400 ATK. But a negative effect for WIND, eh? Interesting. Unnecessary, but interesting.
Quote:
Realmfinder - Solemn Eagle
Winged Beast / LIGHT / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Heavenly Paradise Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -LIGHT: Once per turn, return 1 Spell or Trap Card to its owner’s hand. -WIND: This card gains 500 ATK and cannot be destroyed by battle. -FIRE: This card cannot attack.
Common
|
So all the default effects are the S/T-bounce? I guess that makes sense; you can bounce your fields. Still, it'd be a pain if for some reason you couldn't use your Fields and had all monsters with the same effects. Wind effect's awesome.
Quote:
Realmfinder - Nimble Firefly
Insect / WIND / 3
1400 ATK / 1700 DEF
You can discard this card to the Graveyard to add 1 "Mystical Typhoon Realm" from your Deck to your hand. This card gains the following effect(s) depending on its Attribute(s): -WIND: Once per turn, return 1 Spell or Trap Card to its owner’s hand. -FIRE: Once per turn, destroy 1 face-up monster on the field. -LIGHT: Decrease this card’s ATK by 1000.
Common
|
Also good... maybe a bit strong, if these various Realms have really good effects in addition to the ones the Realmfinders themselves get.
Quote:
Weaver Spider
Insect / EARTH / 2
300 ATK / 2000 DEF
You can discard this card to add 1 "Spider Web" from your Deck or Graveyard to your hand. When this card is Normal Summoned, destroy Spell or Trap Cards your opponent controls, up to the number of Defense Position monsters they control.
Common
|
Have I seen this one before? At any rate, it's pretty good. Not amazing, but pretty good.
Quote:
Crystal Sniffing Pig
Beast / EARTH / 4
1800 ATK / 400 DEF
Once per turn, you can return 1 Spell or Trap to its owner's hand. You can discard this card to the Graveyard to add 1 "Ancient City - Rainbow Ruins" from your Deck to your hand OR place 1 "Crystal Beast" monster from your Graveyard
face-up in your Spell & Trap Card Zone as a Continuous Spell Card.
Rare
|
Ah, I love it. This is exactly what Crystal Beasts need.
Quote:
Adaptable Homunculus
Plant / WATER / 4
1800 ATK / 1600 DEF
When this card is Summoned, destroy 1 card on your opponent’s side of the field if this card’s Attribute or Level is different from its printed Attribute or Level.
Rare
|
I'm guessing this is pseudo-Realmfinder support, eh? It's a pretty solid card, though nothing groundbreaking.
Quote:
Adaptable Sand-dollar
Aqua / Tuner / EARTH / 2
400 ATK / 1500 DEF
FLIP: Draw 1 card. If this card’s Attribute or ATK is different from its printed Attribute or ATK, then this effect becomes: Draw 3 cards, then discard 2 cards.
Common
|
THIS is cooler, though damn slow. You probably wouldn't be running Field Barrier in a Realmfinder deck, so it's all about whether your opponent blows up the Field Spell before flipping this. But on the other hand, even in the worst-case scenario, it's a draw. Can't argue with that.
Quote:
Susa Sorcerer
Aqua / Spirit / WATER / 3
1400 ATK / 1500 DEF
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, by revealing 1 WATER or Spirit monster in your hand, you can return 1 card on the field to it's owner's hand.
Common/Secret Rare
|
I like the WATER or Spirit thing. This gives Spirits quite a boost. Waters have a lot of bounce support as it is, so it's better for Spirits than Waters.
Quote:
Spirit of the Temple
Zombie / Spirit / WIND / 4
1900 ATK / 1100 DEF
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Twice per turn, while this card is face-up, you can activate Trap Cards the same turn they are Set.
Common
|
This guy worries me. There are so many FTKs that people seem to be able to do whenever Traps don't take a turn to activate. Sure, you only get two, but methinks you could do some evil Ultimate Offering/Bounce tricks to spam the everloving crap out of whatever Traps those FTKs are based on. At any rate, I'm not a huge fan of what this card might possibly do perhaps.
Quote:
Malevolent Vulture
Winged Beast / Tuner / DARK / 1
100 ATK / 1900 DEF
While this card is in the Graveyard, reduce the Level of all Zombie-Type monsters in both player's hands by 1. You can discard this card to destroy 1 Zombie-Type monster on the field.
Rare
|
Wasn't this guy in your fanfic? Anyway, good support for Zombie World... though I'm not sure what the point of the Level reduction is.
(Skipped the Gladiator)
Quote:
Snake Hunter
Winged Beast / Tuner / WIND / 2
1200 ATK / 300 DEF
If there is a face-up Reptile-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Reptile-Type monster is destroyed, discard this card to draw 1 card.
Common
|
Eh. Most Reptile decks (both of them) use Viper's Rebirth, which means you can't run Winged Beasts. That pretty much wrecks this card right there.
Quote:
Crocotrio
Reptile / DARK / 1
900 ATK / 300 DEF
When this card is Summoned, Special Summon 1 “Crocotrio” from your Deck or hand. When this card is Special Summoned from the hand, draw 1 card.
Common
|
This is cooler. 3 instant monsters could get abused, though... say, One for One this into some 3-Tribute monster. Or Quickdraw Synchron + this = Junk Destroyer. I'd give it some sort of restrictions.
Quote:
Crocodeity
Reptile / FIRE / 7
2600 ATK / 2500 DEF
Tribute 1 Reptile-Type monster to Special Summon this card from your hand. Once per turn, Tribute 1 Reptile-Type monster to treat this card as a Tuner Monster until the End Phase.
Rare
|
Ah, I see. Probably not the easiest way to summon a Level 8 Synchro, and this guy's not very good aside from said combo. Tributing a monster for such a weak effect is lame.
Quote:
Swamp Djinn
Reptile / WIND / 5
2200 ATK / 1700 DEF
Discard 1 Ritual Spell Card or Ritual Monster Card to Special Summon this card from your hand. Once per turn, send 1 Ritual Spell Card from your Deck to your Graveyard to destroy 1 card on the field. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
Super Rare/Ultimate Rare
|
It's all right. I like how it helps Preparation of Rites, but the other Djinns are much better.
Quote:
Kamieleon
Reptile / Ritual / Tuner / WATER / 3
1700 ATK / 600 DEF
This card can only be Special Summoned with a Ritual Spell Card. Once per turn, you can select 1 monster on the field; this card's Level becomes the same as that monster's, until the End Phase. Remove from play this card from your Graveyard to treat 1 Reptile-Type monster on the field as a Tuner until the End Phase.
Rare
|
Hmm. Totally not worth it. Even if it wasn't a Ritual monster, it'd be pretty good but not amazing.
Quote:
Mind Fuser
Psychic / Ritual / WIND / 2
0 ATK / 2500 DEF
This card can only be Special Summoned with a Ritual Spell Card. You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). Once per turn, send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Halve all Battle Damage inflicted by a monster summoned by this effect.
Rare
|
Too weak. Again! This guy isn't worth summoning - though Beginner's Rites helps. If it were summonable by Ritual Foregone, THEN we'd have something impressive.
(skipping Reusable Shell)
Quote:
Atlantean Blacksmith
Sea Serpent / Synchro / FIRE / 4
1500 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
This card gains 500 ATK for each FIRE Synchro Material Monster used for its Synchro Summon. When this card is destroyed by an effect that does not target it, destroy 1 card on your opponent’s side of the field.
Rare/Secret Rare
|
Too weak! Synchro Summoning a Level 4 monster is a pain. I guess this guy can get to 2500 pretty easily, though. That's something. Still, I'd be all right with the destruction going off no matter how it's destroyed.
Quote:
Ninja Triop
Aqua / Synchro / WATER / 5
2300 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can remove from play 1 face-up Warrior-Type Synchro monster.
Super Rare/Ultimate Rare
|
Ah! It... kills Colossal Fighter. And that's about it. Not very impressive. I doubt most people would run this over Catastor or Hyper Librarian.
Quote:
Thousand Armed Deva
Fairy / Synchro / LIGHT / 5
2200 ATK / 1800 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can add 1 Ritual Monster Card or 1 Ritual Spell Card from your Deck to your hand.
Super Rare/Ultimate Rare
|
This looks great at first glance, but then... why am I giving up cards for this somewhat specific combo and splashing Tuners into my Ritual deck when I can just summon Manju of the 10,000 Hands? I guess ideally you'd be tuning Manju INTO this. And I suppose Gishki can make this pretty easily with Fishborg Blaster. But I'm still a bit disappointed by the necessity of Tuners in a Ritual deck.
I'ma stop for now and do the Spells/Traps later.
Additional Comment:
ROUND 2!!
Quote:
Firelight
Normal Spell
Select 1 FIRE monster on the field. Add 1 LIGHT monster from your Deck to your hand with a level equal to or lower than the level of the selected monster.
Super Rare/Ultimate Rare
|
Do FIREs and LIGHTs really work together at all? I know the point of this card is to MAKE them... hmm... you could use some FIRE Machines in a Cyber deck. Then there are all those Pyro/Thunder things you keep making... and then any multi-Attribute archetype like Fortune Ladies could get some use out of it. I guess it'd be handy for some decks, but tell me if I missed an obvious use.
Quote:
Tactical Storm
Normal Spell
Destroy all Spell and Traps on the field. During a turn in which you activate this card, you cannot Summon non-Beast-Warrior-Type monsters, and all damage that your opponent receives is halved.
Common/Secret Rare
|
I think this card would be the new Heavy Storm. I might be completely wrong, though. It's got plenty of restrictions.
Quote:
Deep Sea Opera Tickets
Normal Spell
Send 1 “Deep Sea” monster from your Deck to your Graveyard to add 1 “Deep Sea” monster from your Deck to your hand.
Common
|
THIS is the Deep Sea support? I think I missed the one from your first set... *goes looking* Ah, there we go. I see how this is supposed to go - pitch Damsel to search Diva and Divo. 'Course, in that scenario, I'd rather search Hot Spring Snake or something. This card would be neat in something like Absolute Zero builds to both pitch AND search Diva, but not being able to draw a single Diva before you draw this would be bad.
Pretty good card, but I don't think Deep Sea decks would be built the way I think you're thinking.
Quote:
Beginner’s Rites
Ritual Spell
This card is used to Ritual Summon any Level 4 or lower Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or more than the Level of the Ritual Monster you are Ritual Summoning. If you successfully Ritual Summon a monster with this effect, draw 1 card if the total number of cards on your field and in your hand is lower than or equal to the total number of cards on your opponent's field and in their hand.
Common
|
It DOES help the Ritual problem - i.e., death to your hand. I'd definitely use this with Paladin of White Dragon. Pretty solid card, all in all.
Quote:
Scrap Barrier
Quickplay Spell
Destroy 1 monster you control and draw 1 card. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
Super Rare/Ultimate Rare
|
Pretty neat. Nothing more to say - a great card for Scraps.
(skipping Bugged Room and Offerings to the Tooned)
Quote:
Sorcerous Dimension
Quickplay Spell
Tribute 1 Spellcaster-Type monster and destroy up to 2 Spell or Trap Cards. Then, you can Special Summon 1 Spellcaster-Type monster from your hand.
Common/Secret Rare
|
Too similar to Magical Dimension. It's boring, is all. And it still suffers from Magical Dimension's flaw of eating up your hand.
Quote:
Mythical Mitosis Axe
Equip Spell
A Beast-Warrior-Type monster equipped with this card gains 400 ATK and DEF. Negate the effects of a non-Beast-Warrior-Type monster equipped with this card. Discard this card to add up to 2 “Mythical Mitosis Axe” from your Deck to your hand.
Rare
|
Ooh, I like it! Though wait, you can equip it to your opponent's monsters. I'm pretty sure this would be a triple-staple in every deck, as it's deck thinning and effect negation all in one.
(Skipping Toon Spirit)
Quote:
Mental Preparations
Continuous Spell
Select 3 differently named Psychic-Type monsters from your Deck. Shuffle them and place them face down on top of this card. During your Draw Phase you may add the top card on this card to your hand instead of conducting a normal draw. When this card is removed from the field, send all cards on top of it to the Graveyard. Destroy this card when all 3 cards are removed. Draw 1 card when this face-up card is destroyed.
Rare
|
I like it. I don't know if Psychic players would; they've got a good amount of search power as is. So, cool card, but maybe the wrong deck for it.
Quote:
Spiritual Burial Machine
Continuous Spell
Spirit monsters you control gain 600 ATK and DEF. Once per turn, when a Spirit monster is returned from the field or Graveyard to your hand, send 1 card from your Deck to the Graveyard.
Common
|
Ah, so many combos. Though it might be a bit much; maybe a restriction on what kind of cards can be sent?
Quote:
Energy Converter
Continuous Spell
Once per turn, Tribute 1 Pyro-Type monster to Special Summon 1 Thunder-Type monster from your Deck with the same level OR Tribute 1 Thunder-Type monster to Special Summon 1 Pyro-Type monster from your Deck with the same level.
Rare
|
I'm skipping this just because I have no idea how this Pyro/Thunder deck of yours is supposed to work.
Quote:
Island of Charity
Field Spell
Once per turn, when the effect of a LIGHT monster increases the Life Points of a single player, that player draws 1 card.
Rare
|
Good thing you made it once per turn. Very well-designed card, even if it's a tad boring.
Quote:
Heavenly Paradise Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as LIGHT. During your Main Phase, while there is a Field Spell Card on the field, discard this card to select 1 card in your Graveyard and place it on top of your Deck.
Common
|
Ah, so it's just an ATK boost. That's not too bad. The cycling's a bit weak, but adding any card to your hand would be ridiculous, so I guess this is what it has to be.
Quote:
Flaming Swamp Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as FIRE. During your Main Phase, while there is a Field Spell Card on the field, discard this card to switch the original ATK and DEF of 1 face-up monster.
Common
|
Now THIS one I like better. I was worried that these fields would be boring, but that ATK/DEF switch is bound to be useful.
Quote:
Mystical Typhoon Realm
Field Spell
“Realmfinder” monsters gain 400 ATK and DEF. The Attribute of all face-up monsters is treated as WIND. During your Main Phase, while there is a Field Spell Card on the field, discard this card to return 1 monster from the field to its owner’s hand.
Common
|
Good card. I was worried that it might be too powerful, since all of these Fields are searchable, but nah. It's fine.
Quote:
Realm Change
Normal Trap
Return 1 Spell or Trap on the field to its owner’s hand. Then, activate one of the following effects:
- Select 1 “Realm” Field Spell Card from your Deck and activate it.
- Return 1 “Realmfinder” monster from the field to its owner’s hand. If this card was activated during your turn, you may Normal Summon 1 "Realmfinder" monster in addition to your Normal Summon or Set this turn.
Common/Ultra Rare
|
It's funny; for most themes, the field is the card that makes the deck work. But I think it's this card here. This card does pretty much everything Realmfinders want. It's a shame it's not searchable; I'm thinking relying on this would make the deck inconsistent.
Quote:
Indigenous Population
Normal Trap
Activate by selecting a face-up Field Spell. Select 1 Level 6 or lower monster from your Deck that lists the selected Field Spell’s name in its effect text, then Special Summon it or add it to your hand.
Common
|
Hmm, does this work with anything other than Field Searchers? Ah, Umi! Of course! Damn fine card, then.
Quote:
Skill Block
Normal Trap
Remove 1 Psychic-Type monster in your Graveyard from play. Negate the effects of all non-Psychic-Type monsters on the field until the End Phase.
Super Rare/Ultimate Rare
|
Fantastic card. Maybe a little strong, but hell, nothing that won't kill the game if it hasn't been killed yet.
Quote:
Unusual Destruction
Normal Trap
Activate only if there is a Monster Card in your Spell or Trap Zone. Destroy 1 card on the field and you may return 1 Spell or Trap you control to its owner’s hand. If there are 3 or more Monster Cards in your Spell or Trap Zone, you may activate this card from your hand.
Common
|
Too weak! Destroying 1 monster is simple as hell, and bouncing a single S/T isn't going to help much considering how many people set these days. I do like how many decks it supports all at once.
Quote:
Trapdoor Tactics
Normal Trap
Destroy 1 Insect-Type monster you control and 1 card your opponent controls. During the End Phase, Special Summon the destroyed Insect-Type monster from your Graveyard.
Common
|
AWESOME. Pinch Hopper, Informer Spider and presumably a bunch of others adore this card.
Quote:
Bottomless Sinkhole
Normal Trap
Activate only when your opponent Summons a monster(s) and there is a Rock-Type monster on the field or in either Graveyard. Destroy and remove from play the monster(s).
Common/Ultimate Rare
|
Maybe a little strong. Rocks already have great control power; I think this is overkill.
Quote:
Prehistoric Single-Mindedness
Continuous Trap
The Battle Positions of Dinosaur-Type monsters cannot be changed by card effects. Dinosaur-Type monsters you control can attack twice. Halve all Battle Damage inflicted to either player in a battle involving a Dinosaur-Type monster.
Common
|
Seems fair. I can't think of any way to abuse this.
Quote:
Unstable Spell Jammer
Counter Trap
Negate the activation of a Spell Card, destroy it and gain 800 Life Points. You cannot activate this card if there are any Spell Cards in your Graveyard.
Common
|
Ah, interesting. I'd say too strong, though; note that Treacherous Trap Hole interferes with future copies of itself, whereas this doesn't.
Quote:
Format Change
Counter Trap
Negate the Summon or the activation of an effect of a Tuner monster and return that monster to its owner’s Deck.
Super Rare/Ultimate Rare
|
This is awesome. Every deck would side-deck three, but whether that's good or bad I'm not sure.
Quote:
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Major thanks to everyone who helped with this set, especially Elliot Gale and Aarikku.
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You're welcome.
Last edited by Aarikku : 03-08-2011 at 03:54 PM.
Reason: Automerged Doublepost
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03-09-2011, 03:43 AM
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#3
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Quote:
Originally Posted by Aarikku
Welp, you've helped out on pretty much every card in my set so far, so I'ma return the favour and review all the ones I can actually make useful comments on.
Though looking through all your Sea Serpents is probably going to screw up my later attempts at Sea Serpents.
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Yay, lotsa reviews!
Thinking that I should really include descriptions of use under each card, not entirely sure why I just assume that people understand how X cards in this set + X cards in last set + X real cards make all the cards good (see Pyro/Thunder mainly). Kinda didn’t want to put people off by including even more text in addition to all the cards, but maybe it would be better.
Where you’ve just put positive comments and nothing needs adding, I’m gonna skip them just to make this post readable in a reasonable amount of time, so I’ll just give you a big “Glad you like and thanks!” here.
I’ve also moved all Thunder/Pyro related cards to the end, to stop you scrolling all over the place to check I’m telling the truth RE: interactions.
Deep Sea Divo
Sea Serpent / Normal / WATER / 3
400 ATK / 2200 DEF
The “primo uomo” of the underwater Opera scene. When danger lurks, his booming voice commands his troupe to battle.
Quote:
Originally Posted by Aarikku
2200 DEF is nice, but Mermaid Archer and Spined Gillman are better targets. Because they have EFFECTS. This is why I never make Normal monsters. (I know that there's some Deep Sea support card in here, but it probably won't change my mind.)
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You noticed the interaction with Damsel+Opera Tickets, but there is also Atlantean Noble from the first set (Opera Tickets->Noble gives you 2000 beater+destruction+a Normal). Really just giving another option for Normal Sea Serpents on top of the two from last set, but this one is also a Diva target and means you have enough Normals for constant reuse of Diva/Damsel (combined with 3Pot of Avarice to recycle Diva), or even include Junk Synchro as well and go crazy. This also gives a Water option over Hot Spring Serpent, making it tastier with Moray/Aoi/Salvage. Its not massively playable, but I think its worth it over or alongside Hot Spring, and stops your Opera Tickets being too dead late game.
Level Crafter
Sea Serpent / FIRE / 2
200 ATK / 1950 DEF
During either player's turn, if there is a face-up Sea Serpent-Type monster on the field, you can send this card from your hand or field to the Graveyard to double the levels of all face-up Sea Serpent-Type monsters OR all face-up non-Sea Serpent-Type monsters.
Quote:
Originally Posted by Aarikku
FIRE Sea Serpent, eh? Neat. But, the one Synchro aside, it's not very useful. Wait, the Synchro's Level 5, so doubling the Levels isn't going to help you make it. So this has to be for generic Synchros... ehh, Deep Sea Diva does generic Synchros well enough just by summoning another of herself that I frankly think this would be a waste of space.
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I must admit that this was on my list of possible cards to cut. Not sure which Syncro you have in mind, but I wanted to make a FIRE Sea Serpent so that Diva could get a usable Atlantean Blacksmith out, and this is what I ended up with. The Level doubling allows Diva+this in hand to get Level 8s out (which Bubble Snake does better sadly), or just have two Lv4 Divas for w/e use, and its either turn aspect serves as a counter to opponent's Synchro Summon (though a rather niche one) by chaining it to opponent's Debris Dragon or Scrap Chimera. I really like the different tricks you can do with this card, but like all Level cards I'm not entirely sure of its playability, especially among all the other Low Level sea serpents I've introduced.
Lonely Hydra
Sea Serpent / WATER / 4
1400 ATK / 2000 DEF
Once per turn, Special Summon 1 Level 6 or lower monster from your Deck with the same Attribute and ATK as this card, except “Lonely Hydra”. Then, destroy this card.
Quote:
Originally Posted by Aarikku
Same Attribute and ATK, eh? *checks YVD* Codarus is nice... Mother Grizzly's good... Blizzard Warrior, maybe? I dunno, not enough targets for this to be too useful, though I'm sure you've added some that I forget.
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Attribute can be changed with the Realm spells, which it was originally meant for though its not staple there. In Realmfinders it allows you to search out the monster that suits the current Realm, which lets you get the Field of the field, not massively useful though. Various other attribute changers, but none that would be massively playable with it. Its also not original ATK, so ALO lets you get other cards, and other ATK increases give you various others. I also included Gregarious Hydra in the first set (searchable by this and protected Sea Serpents from destruction) but cut it to make room and it works with Raised from the Depths from first set. It makes a bunch of cards playable through weird and generally bad means but its fun to think of the combos.
Traitor Tuner
Psychic / Tuner / WIND / 1
700 ATK / 300 DEF
Once per turn, remove from play 1 Tuner monster from your opponent’s field or Graveyard and increase this card’s Level by the Level of the Tuner monster. If you have only Psychic-Type monsters in your Graveyard, you can Special Summon this card from your hand.
Quote:
Originally Posted by Aarikku
I was going to comment on how weak it seemed until I read the Special Summon bit. Granted, there aren't many Tuners that people keep on the field, so I doubt many people would play this. Psychics have enough Tuners already.
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I made this up when I was discussing E-Tele in B/R and how it could easily come back with Mind Master gone, so this fills the Level-1 Tuner niche for E-Tele. That’s right, I make cards that interact with a bunch of my past cards, cards dependent on my own ban list ideals and add my own rarities (obviously I’m trying to push people away…). Not masses of Tuners left on the field, but you get the odd Fulhelmknight or Veiler countered Debris. Its Graveyard as well, so you get to stick your tongue out at Glow-Up/Spore and means you’ll generally have access to Level Modulation (makes me wish there was still lots of Quickdraws around). I agree that it is a little weak with E-Tele limited, but I think its awesome if E-Tele went to 3 (which it has in the little universe inside my head).
Flamvell Reader
Psychic / FIRE / 3
1500 ATK / 200 DEF
Once per turn, send 1 FIRE monster with 200 or less DEF from your Deck to your Graveyard to inflict 200 damage to your opponent.
Quote:
Originally Posted by Aarikku
Ohoho! ...The cost is almost insultingly better than the effect you're paying for. I guess you might as well keep it for flavour, but that 200 damage might as well not exist.
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The effect was for flavour and for making tasty yum yums with Flame Loop in my first set (like Island of Charity in this set but FIRE and Burn instead and of LIGHT and Life gain).
Treetop Trainer
Beast-Warrior / Union / WIND / 2
1300 ATK / 400 DEF
Once per turn, discard 1 card to add 1 “Treetop Training Post” or 1 Equip Spell Card from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Beast-Warrior-Type monster you control as an Equip Card, OR unequip it to Special Summon this card. Increase the ATK and DEF of the equipped monster by 600. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
Treetop Training Post
Continuous Spell
Once per turn, during the Main Phase, Special Summon 1 “Recruit Token” (Beast-Warrior-Type/WIND/Level 4/ATK 1500/DEF 1400). While this card is face-up on the field, “Recruit Tokens” you control cannot attack, be Tributed or used as Synchro Material Monsters unless they are equipped with a card.
Quote:
Originally Posted by Aarikku
Had to yoink Treetop so I knew what this card was supposed to do. Treetop Trainer's... all right, I guess. I don't see Beast-Warriors using many Equip Spells. The both of 'em really don't do much for Beast-Warriors as a theme, though Treetop is itself a good card. A meh to both of these.
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For Equip Spells, there’s Mythical Mitosis Axe in this set and Minoan Axe and Warrior Blacksmith Kotetsu in the first set, so a reasonable establishment of Equips in Beast-Warrior. Also Metalworking in the first set to get rid of those spare Equips. Trainer also works good by himself since he provides the Equip with his Union effect, so Trainer+discard = 1900 monster with protection + every equip spell you draw turns into monsters. Designed as a way of solving the “run bunch of equip spells, run out of monsters to equip to, problem” but I’m not sure how playable they are as a duo as you’ll struggle to protect Treetop Training Post. Do you like the feel though? Planning to expand this into a full theme next set which already includes protection for Training Post.
Advance Tiger
Beast-Warrior / WIND / 3
1400 ATK / 1100 DEF
When this card is destroyed by battle, you can Special Summon 1 Level 5 or lower Beast-Warrior-Type monster from your Deck in Defense Position.
Quote:
Originally Posted by Aarikku
Ah, now THIS is something. I'm a little disappointed with how the Level is 5 or higher - making any really good Level 5 Beast-Warrior of the future ridiculously easy to summon is worrying. But, assuming there aren't any in this set, sure, let's go with Level 5 or higher.
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Is Level 5 or lower, but from the wording of your post it seems like you just put higher by accident. Generally little difference between 5 and 6, so if you want it to be tribute summoned then just go with the six and if you want search summoning then go with 5.
Divination Golem
Rock / LIGHT / 4
1400 ATK / 2000 DEF
Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, send the top 4 cards of your Deck to the Graveyard and then select 1 card in your Graveyard and place it on the top or bottom of your Deck.
Quote:
Originally Posted by Aarikku
That IS some good milling power. Possibly giving Megarock Dragon a boost. But it's too slow to use anywhere else, like Flamvells or something. I'm probably underestimating it, but I'm giving it a meh out of 10.
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I’m leaning a little towards meh/10 as well. This was also on my “maybe cut list” but I wanted to keep a Flip face-down card to carry on the theme from last set. Kinda wanted to give it an extra effect, but then it seemed messy. What if I add Life Gain and then it can make sweet babies with Island of Charity? Or maybe I’ll go crazy and cut the attack and make it a Tuner. Hmmmm.
Coral Behemoth
Rock / WATER / 6
2400 ATK / 1900 DEF
If there is a Fish-Type monster in either Graveyard, you may Normal Summon this card without Tribute. When this card is Tribute Summoned, Special Summon 1 Level 3 or lower WATER monster from your Graveyard.
Quote:
Originally Posted by Aarikku
Oh geez. As if Fish need something like this. It aids the Fish Synchro Spam. Hurrah?
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Eh, Fish win anyway when they get Deepsea King out and this doesn’t help get him out so not sure how big a problem it would be in the deck. Anyways, I already broke Deepsea King with my first set so he’s banned now (la la la, living in my head). Like it outside of Fish spam, in its place in FrogMonarchs?
Rock Collecting Ray
Fish / EARTH / 2
900 ATK / 1100 DEF
When this card is sent from the field to the Graveyard, add 1 Rock-Type monster with 2000 or less DEF from your Deck to your hand.
Quote:
Originally Posted by Aarikku
Ooh, now THIS I like. Being a Fish makes it a huge pain to use in generic Rock decks, though... so I have to assume this is support for Stonefish and the other Rock/Fish cards from your first set. A pretty good card for such a deck, though I think the theme is a little slow.
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Pain is needed. Wanted to support Rocks but didn’t want an auto-include in all Rock decks card (almost certainly still is, but effect makes up for it). The Rock/Fish support is designed to just support the respective Types without needing to be joined together (so you’d have Ray in your Rock decks and Crabs+Behemoth in your Fish decks), as opposed to the Pyro/Thunder which as a lot more emphasis on combos.
Mudskipper
Fish / EARTH / 4
1800 ATK / 1700 DEF
While there is a face-up Rock-Type monster on the field, this card is unaffected by your opponent’s card effects and cannot be destroyed by battle. Once per turn, tribute 1 Rock-Type monster to destroy 1 Spell or Trap your opponent controls.
Quote:
Originally Posted by Aarikku
Oh, never mind. The theme's awesome now, though I worry that this + Coral Crabs is a little excessive.
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I kinda think it would be fine. Crabs is still weak to everything so kill Crabs and then kill Mudskipper and the s/t destruction makes it a “far less counterable but less splashable and more deck dedication requiring” Breaker. I feel that its just the right side of excessive, though obv very hard to tell, glad you likes though.
Quote:
Originally Posted by Aarikku
Realmfinder Stuff
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Going to refer you to the thread I posted my Realmfinders in to gauge opinion on the theme as a whole. Explains the flavour behind them and the reason for the negative effects. You don’t seem opposed to the theme so I’m going to skip them in the interest of brevity, though shout if there were doubts I missed.
Adaptable Homunculus
Plant / WATER / 4
1800 ATK / 1600 DEF
When this card is Summoned, destroy 1 card on your opponent’s side of the field if this card’s Attribute or Level is different from its printed Attribute or Level.
Quote:
Originally Posted by Aarikku
I'm guessing this is pseudo-Realmfinder support, eh? It's a pretty solid card, though nothing groundbreaking.
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Also ALO support with the Level change.
Adaptable Sand-dollar
Aqua / Tuner / EARTH / 2
400 ATK / 1500 DEF
FLIP: Draw 1 card. If this card’s Attribute or ATK is different from its printed Attribute or ATK, then this effect becomes: Draw 3 cards, then discard 2 cards.
Quote:
Originally Posted by Aarikku
THIS is cooler, though damn slow. You probably wouldn't be running Field Barrier in a Realmfinder deck, so it's all about whether your opponent blows up the Field Spell before flipping this. But on the other hand, even in the worst-case scenario, it's a draw. Can't argue with that.
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This is also useful in decks running EARTH powering Field Spells or any ATK increasing spell really. Kinda makes me wish I’d made it WATER/Aqua as then Wetlands could have a little party with it, but it just feels EARTH/Aqua now.
Spirit of the Temple
Zombie / Spirit / WIND / 4
1900 ATK / 1100 DEF
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Twice per turn, while this card is face-up, you can activate Trap Cards the same turn they are Set.
Quote:
Originally Posted by Aarikku
This guy worries me. There are so many FTKs that people seem to be able to do whenever Traps don't take a turn to activate. Sure, you only get two, but methinks you could do some evil Ultimate Offering/Bounce tricks to spam the everloving crap out of whatever Traps those FTKs are based on. At any rate, I'm not a huge fan of what this card might possibly do perhaps.
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The FTKs with Makura/Temple of the Kings are primarily because they allow you to use all the drawing Traps (Reckless/Jar/Legacy/Hope for an Escape) to speed towards the combo as well as activate it in your turn. You just play Temple and draw your whole deck, which this doesn’t allow you to do so you just add another card to your ľ card combo that allows it to go of in your turn when a lot of them were happy in your opponents Draw anyway. Inconsistency it gives bumping the combo up a card and it not going with any of the existing draw engines should mean it shouldn’t be a problem. UO/Bounce tricks would allow for more draw, but that just seems far too many cards for an FTK/OTK to use.
Malevolent Vulture
Winged Beast / Tuner / DARK / 1
100 ATK / 1900 DEF
While this card is in the Graveyard, reduce the Level of all Zombie-Type monsters in both player's hands by 1. You can discard this card to destroy 1 Zombie-Type monster on the field.
Quote:
Originally Posted by Aarikku
Wasn't this guy in your fanfic? Anyway, good support for Zombie World... though I'm not sure what the point of the Level reduction is.
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Twas a Ravenous Vulture in the fanfic, I was on a Vulture making craze. Level reduction is to bring back everyone’s favourite Zombie: Vampire Lord! Generally supports a bunch of old/bad Zombie cards (including your Axe wielding Mummy friend), but nothing as cool as Lord.
Snake Hunter
Winged Beast / Tuner / WIND / 2
1200 ATK / 300 DEF
If there is a face-up Reptile-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Reptile-Type monster is destroyed, discard this card to draw 1 card.
Quote:
Originally Posted by Aarikku
Eh. Most Reptile decks (both of them) use Viper's Rebirth, which means you can't run Winged Beasts. That pretty much wrecks this card right there.
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Hmmm. Forgotten about Viper’s Rebirth. Still a niche for non-Rebirth using Reptile decks, but it isn’t a big one. Not massively keen on this card anyway (what kind of terrible name is Snake Hunter anyway?). Would like to change it to Fly Catcher and Insect-Types but stupid Mother Spider tells it to stay away from its babies. Eh, I’ll have a ponder.
Crocotrio
Reptile / DARK / 1
900 ATK / 300 DEF
When this card is Summoned, Special Summon 1 “Crocotrio” from your Deck or hand. When this card is Special Summoned from the hand, draw 1 card.
Quote:
Originally Posted by Aarikku
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Eh, Quickdraw+this is a three card combo for Destroyer which is fine in my book. Quickdraw already has easy Destroyer combos in Plants and they’re not running him much these days. Definitely room for abuse, but 3-tribute monsters and Destroyer don’t seem bad enough for me, and I can’t think of anything that makes me think broken rather than cool.
Crocodeity
Reptile / FIRE / 7
2600 ATK / 2500 DEF
Tribute 1 Reptile-Type monster to Special Summon this card from your hand. Once per turn, Tribute 1 Reptile-Type monster to treat this card as a Tuner Monster until the End Phase.
Quote:
Originally Posted by Aarikku
Ah, I see. Probably not the easiest way to summon a Level 8 Synchro, and this guy's not very good aside from said combo. Tributing a monster for such a weak effect is lame.
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How bouts I change the effect to:
If you control 2 or more Reptile-Type monsters, you can Special Summon this card from your hand. Once per turn, Tribute 1 Reptile-Type monster to treat this card as a Tuner Monster until the End Phase and you can decrease this card’s Level by the Level of the Tributed monster.
Wording problems, but you get the idea. I’m keeping the tribute for Tuner, because I like it, so I’ll try and make it playable in other ways, firstly by making it usable with non-Level 1 non-Tuners.
Swamp Djinn
Reptile / WIND / 5
2200 ATK / 1700 DEF
Discard 1 Ritual Spell Card or Ritual Monster Card to Special Summon this card from your hand. Once per turn, send 1 Ritual Spell Card from your Deck to your Graveyard to destroy 1 card on the field. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
Quote:
Originally Posted by Aarikku
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What do you think it needs? I kinda feel that its pretty powerful as it is, destruction effect+grave loading+5levels later on. Generally part of my initiative to give Ritual decks something to do when they aren’t Ritual Summoning big guys. Could change the summon effect to “remove Ritual Spell/monster from grave” but that might be a little strong.
Kamieleon
Reptile / Ritual / Tuner / WATER / 3
1700 ATK / 600 DEF
This card can only be Special Summoned with a Ritual Spell Card. Once per turn, you can select 1 monster on the field; this card's Level becomes the same as that monster's, until the End Phase. Remove from play this card from your Graveyard to treat 1 Reptile-Type monster on the field as a Tuner until the End Phase.
Quote:
Originally Posted by Aarikku
Hmm. Totally not worth it. Even if it wasn't a Ritual monster, it'd be pretty good but not amazing.
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With Manju+Beginner’s Rites, you’ll be getting this card out for 1 card or for free with Djinn effects. When you Preparation it, you’re getting it for free if you use Manju/other floaters. Its not really designed as a “run your deck around Ritual”, rather as a “chuck some of these+bginner’s rites+relinquished into your Ritual deck and go to town”. Also, makes Swamp Djinn into a Tuner and nearly always has access to different Synchros with its level change. I definitely don’t think its “totally not worth it”, but I think I’d agree that it maybe is “not quite worth it”. Not sure how to improve it without potentially breaking it, maybe just make it non-Reptile specific.
Mind Fuser
Psychic / Ritual / WIND / 2
0 ATK / 2500 DEF
This card can only be Special Summoned with a Ritual Spell Card. You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). Once per turn, send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Halve all Battle Damage inflicted by a monster summoned by this effect.
Quote:
Originally Posted by Aarikku
Too weak. Again! This guy isn't worth summoning - though Beginner's Rites helps. If it were summonable by Ritual Foregone, THEN we'd have something impressive.
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This is too weak, but I like it… Ritual Foregone isn’t any better than Manju+Beginner’s Rites to get this out for a card. Also, imaginary rulings say that you can use the Fusion Substitute effect with the Fusioning effect, so Manju + Beginner’s/Mind Fuser + Cyber Dragon is a two card Cyber-Twin (hence the attack half), go with Preparations and we start making some one card Cyber-Twins. This does fall down when we try to look beyond Cyber Dragon and don’t get very fair at all. Maybe I should have included some Manju/other Ritual guys Fusion cards. I do agree that this is weak, but I think it has potential with future cards and is pretty much the best I can do for Fusionning with a Ritual monster.
Atlantean Blacksmith
Sea Serpent / Synchro / FIRE / 4
1500 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
This card gains 500 ATK for each FIRE Synchro Material Monster used for its Synchro Summon. When this card is destroyed by an effect that does not target it, destroy 1 card on your opponent’s side of the field.
Quote:
Originally Posted by Aarikku
Too weak! Synchro Summoning a Level 4 monster is a pain. I guess this guy can get to 2500 pretty easily, though. That's something. Still, I'd be all right with the destruction going off no matter how it's destroyed.
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Eh, I disagree. Level 4s aren’t hard to get out, they’re just terrible and not worth getting out because there’s only Armory. Not that hard to get this out cheaply at 2000/2500ATK and then its pseudo-immune to Torrential/Mirror/BTH and a bunch of monsters. I generally lean away from strong Synchro monsters. This fills a niche of highest defense Level4 synchro, being far better than Armory in a FIRE deck and being more useful than Armory if you expect BTH/TT.
Ninja Triop
Aqua / Synchro / WATER / 5
2300 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can remove from play 1 face-up Warrior-Type Synchro monster.
Quote:
Originally Posted by Aarikku
Ah! It... kills Colossal Fighter. And that's about it. Not very impressive. I doubt most people would run this over Catastor or Hyper Librarian.
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Shien is this cards primary target, but I do agree that it’s a little weak and only really a great Shien counter if your running Deep Sea Diva (apparently I’m trying to break Diva with my sets, don’t ask me why). It kinda suffered from being the last card in the set and me wanting to finish the set rather than thinking too much about it. How about DARK Synchro instead of Warrior-Type and it becomes the LIGHT Righteous Triop? Or alternatively I change it to a Normal Monster supporting Synchro and Diva+Divo become super cool.
Thousand Armed Deva
Fairy / Synchro / LIGHT / 5
2200 ATK / 1800 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can add 1 Ritual Monster Card or 1 Ritual Spell Card from your Deck to your hand.
Quote:
Originally Posted by Aarikku
This looks great at first glance, but then... why am I giving up cards for this somewhat specific combo and splashing Tuners into my Ritual deck when I can just summon Manju of the 10,000 Hands? I guess ideally you'd be tuning Manju INTO this. And I suppose Gishki can make this pretty easily with Fishborg Blaster. But I'm still a bit disappointed by the necessity of Tuners in a Ritual deck.
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The secret is that you aren’t giving up extra cards! You’re chucking out your boring old Manjus (or keep the Manjus and just chuck out your Senjus/Sonic Birds) and replacing them for………….wait for it………………gonna be a big surprise……………………..Deep Sea Divas! Increase your deck dedication over Manju and Diva rewards you with 800 extra ATK. Combo with Bubble Snake and make those Thousand Armed Devas again and again, or just use Bubble for free Ritual Levels (like exactly the Levels needed for Kamileon to get out your 1 card Level 8 synchro with Diva + in hand Kamileon/Beginner’s Rites). With the Ritual deck I’m generally disappointed by the necessity of Manju+Preaperation, the main aim of this is to broaden the range of options for a Ritual based deck, rather than providing a new Ritual staple.
Tactical Storm
Normal Spell
Destroy all Spell and Traps on the field. During a turn in which you activate this card, you cannot Summon non-Beast-Warrior-Type monsters, and all damage that your opponent receives is halved.
Quote:
Originally Posted by Aarikku
I think this card would be the new Heavy Storm. I might be completely wrong, though. It's got plenty of restrictions.
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I’m a little worried by it as well. Its kinda an auto include in any deck that’s happy to Set, but then I spose they generally like their own big backrows. I wouldn’t be too worried if this turned into Storm, as its far more balanced, but multiple decks running three of these would worry me. Maybe I’ll change the effect so its worse if there’s one already in your grave (“if there is a “Tactical Storm” in your Graveyard, only destroy 1 s/t” or something) or a little more emphasis on the Beast-Warrior restrictions.
Scrap Barrier
Quickplay Spell
Destroy 1 monster you control and draw 1 card. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
Quote:
Originally Posted by Aarikku
Pretty neat. Nothing more to say - a great card for Scraps.
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Also good with Crystal Beasts, chain to your opponent’s BTH on your Pegasus, or your opponent’s Sorc/Brionac/w/e effects on their turn.
Sorcerous Dimension
Quickplay Spell
Tribute 1 Spellcaster-Type monster and destroy up to 2 Spell or Trap Cards. Then, you can Special Summon 1 Spellcaster-Type monster from your hand.
Quote:
Originally Posted by Aarikku
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Eh, bit of opinion difference here. I really like cards that reference old cards and clone-ish cards if the flavour is there, so shrug. Shouldn’t really suffer from the same flaw as Dimension, since it destroys two instead of one. I kinda see it as a staple in GKs (handles S/Ts while Tribute kills the monsters) and Fortune Ladies (different order to Magical Dimension, so you miss Lighty’s timing with the Special Summon rather than with the destruction).
Mythical Mitosis Axe
Equip Spell
A Beast-Warrior-Type monster equipped with this card gains 400 ATK and DEF. Negate the effects of a non-Beast-Warrior-Type monster equipped with this card. Discard this card to add up to 2 “Mythical Mitosis Axe” from your Deck to your hand.
Quote:
Originally Posted by Aarikku
Ooh, I like it! Though wait, you can equip it to your opponent's monsters. I'm pretty sure this would be a triple-staple in every deck, as it's deck thinning and effect negation all in one.
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Designed it so that it would be playable outside of just a Beast-Warrior deck, but I don’t think it would be staple. Negating effects during your own turn is generally not that useful and its rather useless against some decks. Useful, yes, but I think fear of dead draws and danger of opening with two should deter stapleness. Glad you like, tis one of my favourites in the set.
Spiritual Burial Machine
Continuous Spell
Spirit monsters you control gain 600 ATK and DEF. Once per turn, when a Spirit monster is returned from the field or Graveyard to your hand, send 1 card from your Deck to the Graveyard.
Quote:
Originally Posted by Aarikku
Ah, so many combos. Though it might be a bit much; maybe a restriction on what kind of cards can be sent?
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Hmmmm. I can’t really think of any good restriction that would make it still playable, I feel that both Type and Attribute restrictions would be too stringent. Kinda agree that it might be a bit too much. Easy for opponent to get rid of so generally just one use + deck is heavily restrictive (take 3 of these, take the good spirits, take staples, take some grave based cards and your deck is pretty full) hopefully balances it though?
Island of Charity
Field Spell
Once per turn, when the effect of a LIGHT monster increases the Life Points of a single player, that player draws 1 card.
Quote:
Originally Posted by Aarikku
Good thing you made it once per turn. Very well-designed card, even if it's a tad boring.
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Tis a tad boring, but somehow it being a reflection of Flame Loop from the first set makes it less boring for me (opposites do that sometimes).
Indigenous Population
Normal Trap
Activate by selecting a face-up Field Spell. Select 1 Level 6 or lower monster from your Deck that lists the selected Field Spell’s name in its effect text, then Special Summon it or add it to your hand.
Quote:
Originally Posted by Aarikku
Hmm, does this work with anything other than Field Searchers? Ah, Umi! Of course! Damn fine card, then.
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Sanctuary in the Sky guys + Gravekeeper’s (though the bad ones) also. And generally future possibilities.
Unusual Destruction
Normal Trap
Activate only if there is a Monster Card in your Spell or Trap Zone. Destroy 1 card on the field and you may return 1 Spell or Trap you control to its owner’s hand. If there are 3 or more Monster Cards in your Spell or Trap Zone, you may activate this card from your hand.
Quote:
Originally Posted by Aarikku
Too weak! Destroying 1 monster is simple as hell, and bouncing a single S/T isn't going to help much considering how many people set these days. I do like how many decks it supports all at once.
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Chainable monster destroying isn’t massively prevalent and it can also serve as an s/t. Single s/t bounce is actually meant to combo with your own cards, though I spose that’s only really useful with Crystal Beasts rather than all the other decks this can support. Still, I think its tasty in Crystals (especially since you can use the activate from hand), destroy a card and return your Crystallised Pegasus, or activate in your turn and get your Ancient Ruins draw again. Also good against your opponent late game, as much more likely that they’ll just be two s/ts to clear for the push. More convinced?
Bottomless Sinkhole
Normal Trap
Activate only when your opponent Summons a monster(s) and there is a Rock-Type monster on the field or in either Graveyard. Destroy and remove from play the monster(s).
Quote:
Originally Posted by Aarikku
Maybe a little strong. Rocks already have great control power; I think this is overkill.
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I think I’ll agree. I kept expecting complaints about this card and then they never came. Much more powerful with the priority change. How bouts I remove the “remove from play”?
Prehistoric Single-Mindedness
Continuous Trap
The Battle Positions of Dinosaur-Type monsters cannot be changed by card effects. Dinosaur-Type monsters you control can attack twice. Halve all Battle Damage inflicted to either player in a battle involving a Dinosaur-Type monster.
Quote:
Originally Posted by Aarikku
Seems fair. I can't think of any way to abuse this.
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I made this to soft-counter BoM overuse and have a deck that its actually worth siding BoM out against, but now Konami has dealt with BoM the bad way so maybe I should change this to “can’t negate the summon” or “cards cannot be chained to the summon of dinos”. Thoughts?
Unstable Spell Jammer
Counter Trap
Negate the activation of a Spell Card, destroy it and gain 800 Life Points. You cannot activate this card if there are any Spell Cards in your Graveyard.
Quote:
Originally Posted by Aarikku
Ah, interesting. I'd say too strong, though; note that Treacherous Trap Hole interferes with future copies of itself, whereas this doesn't.
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Eh, you are giving up Hole, Reborn, Duality, BoM and MST for this though. Considering that it doesn’t work in a bunch of the top decks that need their spells too much (Samurai, Hyperion, Plants, BWs, GKs) and a hell of a lot of other spell reliant decks, I think its ok.
Format Change
Counter Trap
Negate the Summon or the activation of an effect of a Tuner monster and return that monster to its owner’s Deck.
Quote:
Originally Posted by Aarikku
This is awesome. Every deck would side-deck three, but whether that's good or bad I'm not sure.
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I’d definitely side deck it when Warning (hopefully) gets banned. I’m gonna go with good thing if it becomes massively side decked, since opponent can counter side deck by reducing number of tuners or just using Breaker/Seven Tools.
Argh, that was a massive load of typing. Thanks a hell of al;ot for all your input, bunch of cards can now receive makeovers and a bunch of cards are now more firmly set as "good" in my mind.
I've separated out the Thunder/Pyro cards to address them all at once, but now I need to start doing something with my day so I'll get to them later.
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03-09-2011, 10:43 AM
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#4
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The Frog Sage
Join Date: Aug 2005
Location: Ontario, Canada
Age: 21
Posts: 23,003
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I had some more replies typed up, but my computer crashed, so it's down to a few now.
Quote:
Originally Posted by SmallPickled
Swamp Djinn
What do you think it needs? I kinda feel that its pretty powerful as it is, destruction effect+grave loading+5levels later on. Generally part of my initiative to give Ritual decks something to do when they aren’t Ritual Summoning big guys. Could change the summon effect to “remove Ritual Spell/monster from grave” but that might be a little strong.
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Eh, I might be wrong. I just think that any Ritual deck would rather have cards to speed up the Ritual or lessen the cost of summoning one than an alternate strategy. But I suppose as far as alternate strategies go, this is a pretty strong one.
Quote:
Originally Posted by SmallPickled
Kamieleon
With Manju+Beginner’s Rites, you’ll be getting this card out for 1 card or for free with Djinn effects. When you Preparation it, you’re getting it for free if you use Manju/other floaters. Its not really designed as a “run your deck around Ritual”, rather as a “chuck some of these+bginner’s rites+relinquished into your Ritual deck and go to town”. Also, makes Swamp Djinn into a Tuner and nearly always has access to different Synchros with its level change. I definitely don’t think its “totally not worth it”, but I think I’d agree that it maybe is “not quite worth it”. Not sure how to improve it without potentially breaking it, maybe just make it non-Reptile specific.
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As I mentioned for Crocotrio before my computer froze and I had to restart it, being a Tuner is not worth a cost. Kamieleon is easy to summon. But why risk dead draws, using up a few cards, etc. just for a Tuner? It's a good Tuner, that I'll grant. But look at Junk Synchron and the like. Junk Synchron is never a dead draw (worst-case scenario, it blocks an attack). It doesn't take any cards to summon, and it gives you an instant Level 5 Synchro.
In short, one recurring trend of yours is to add costs to being a Tuner, which just isn't how Tuners work.
Quote:
Originally Posted by SmallPickled
Mind Fuser
This is too weak, but I like it… Ritual Foregone isn’t any better than Manju+Beginner’s Rites to get this out for a card. Also, imaginary rulings say that you can use the Fusion Substitute effect with the Fusioning effect, so Manju + Beginner’s/Mind Fuser + Cyber Dragon is a two card Cyber-Twin (hence the attack half), go with Preparations and we start making some one card Cyber-Twins. This does fall down when we try to look beyond Cyber Dragon and don’t get very fair at all. Maybe I should have included some Manju/other Ritual guys Fusion cards. I do agree that this is weak, but I think it has potential with future cards and is pretty much the best I can do for Fusionning with a Ritual monster.
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The thing is, Cyber Dragon + The Light Hex-Sealed Fusion is also a two-card Cyber Twin Dragon. And it doesn't halve the Battle Damage. I'd much rather use something reliable like The Light Hex-Sealed Fusion over running Rituals in my Cyber Dragon deck.
Quote:
Originally Posted by SmallPickled
Atlantean Blacksmith
Eh, I disagree. Level 4s aren’t hard to get out, they’re just terrible and not worth getting out because there’s only Armory. Not that hard to get this out cheaply at 2000/2500ATK and then its pseudo-immune to Torrential/Mirror/BTH and a bunch of monsters. I generally lean away from strong Synchro monsters. This fills a niche of highest defense Level4 synchro, being far better than Armory in a FIRE deck and being more useful than Armory if you expect BTH/TT.
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I changed my mind partway through the review; should've made it more explicit.
Quote:
Originally Posted by SmallPickled
Ninja Triop
Shien is this cards primary target, but I do agree that it’s a little weak and only really a great Shien counter if your running Deep Sea Diva (apparently I’m trying to break Diva with my sets, don’t ask me why). It kinda suffered from being the last card in the set and me wanting to finish the set rather than thinking too much about it. How about DARK Synchro instead of Warrior-Type and it becomes the LIGHT Righteous Triop? Or alternatively I change it to a Normal Monster supporting Synchro and Diva+Divo become super cool.
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Ah, Shien. Right. That guy. That makes it work a spot for now, but when Samurais become unpopular again, then what?
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03-10-2011, 02:25 AM
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#5
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Quote:
Originally Posted by Aarikku
Eh, I might be wrong. I just think that any Ritual deck would rather have cards to speed up the Ritual or lessen the cost of summoning one than an alternate strategy. But I suppose as far as alternate strategies go, this is a pretty strong one.
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I've always found that Ritual decks have good enough speed (how else would Demise OTK have been a problem?), epecially since I'm adding another speed option in Thousand Armed. The problem I've always found is what you do when you can summon the Ritual, but you know it'll just die to removal so you can't do anything until you can remove the removal as all Rituals are initial -1s. Swamp Djinn gives you something to do in that situation and also lessens the cost of Summoning them with its grave effect (especially the lower level ones) without only being useful in the grave like the other Djinns. On that note, Swamp Djinn doesn't accomplish this amazingly as he's just as weak to removal as the Rituals (he was better prior to priority change) so he's going to get a makeover:
Swamp Djinn
Reptile / WIND / 5
2200 ATK / 1700 DEF
Reveal 1 Ritual Spell Card or Ritual Monster Card in your hand to Special Summon this card from your hand. If this card is Summoned by this effect, you must discard 1 card to declare an attack with it. Once per turn, send 1 Ritual Spell Card from your Deck to your Graveyard to destroy 1 card on the field. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
Quote:
Originally Posted by Aarikku
As I mentioned for Crocotrio before my computer froze and I had to restart it, being a Tuner is not worth a cost. Kamieleon is easy to summon. But why risk dead draws, using up a few cards, etc. just for a Tuner? It's a good Tuner, that I'll grant. But look at Junk Synchron and the like. Junk Synchron is never a dead draw (worst-case scenario, it blocks an attack). It doesn't take any cards to summon, and it gives you an instant Level 5 Synchro.
In short, one recurring trend of yours is to add costs to being a Tuner, which just isn't how Tuners work.
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Two points are rarely enough to establish a trend. I also kinda asked for suggestions on how to improve it, I wasn't arguing that it was strong enough as it is.
I feel that Kamileon is close to being good, it just needs a little boost. Maybe I should change Beginner's Rites to always be a flat draw, that way you can get out 1 card Level8s in your first turn (Diva+Beginner's Rites/Kamileon) and when you've been plussing lots with Preparation.
Early game you can get out easy 2 card Synchros with possibilities for 1 card. Late game you can consistently get out 1 card Synchros with Djinns in grave or using Preparation, and you can turn Swamp Djinn into a Tuner with Kami's in grave effect. You're also running Relinquished to utilise the constant flow of Beginner's Rites with Preparation, getting it out for 1 card easily. Its not always being 1-card synchros like Junk is, but its getting you 7s/8s instead of 5s.
It DOES need a little extra though, but I really don't know what to give it. Its stats would have to sky rocket to be worth it statwise, so thats a no. I don't want to give it CA for Synchroing, as its already getting them out cheaply so it just needs consistency/dead draw fixing. So maybe some Synchro protection effect, some self protection effect, some add-on to the in-grave Tuning, or something completely different. Hmmm.
Quote:
Originally Posted by Aarikku
The thing is, Cyber Dragon + The Light Hex-Sealed Fusion is also a two-card Cyber Twin Dragon. And it doesn't halve the Battle Damage. I'd much rather use something reliable like The Light Hex-Sealed Fusion over running Rituals in my Cyber Dragon deck.
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It was more meant to be aimed at running Cyber Dragon in your Ritual deck. But then it kinda fell down when I looked at other Fusions and saw that there are so few good Fusions with good materials. Should have been more clear in my last comment but I agree that it isn't worth it. Wasn't sure how to make it better, but how about something like this:
Mind Fuser
Psychic / Ritual / WIND / 2
0 ATK / 2500 DEF
This card can only be Special Summoned with a Ritual Spell Card. You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). Once per turn, send Fusion Material Monsters that are listed on a Fusion Monster Card from your Deck to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. Halve all Battle Damage inflicted by a monster summoned by this effect.
Quote:
Originally Posted by Aarikku
Ah, Shien. Right. That guy. That makes it work a spot for now, but when Samurais become unpopular again, then what?
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Kinda why I asked for your opinion on the possible change....
Additional Comment:
Right. Going to sum up the changes that your comments have persuaded me to make, in addition to the Fuser/Djinn change and pending Kamileon change.
Divination Golem
Rock / Tuner / LIGHT / 4
1400 ATK / 2000 DEF
Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, send the top 4 cards of your Deck to the Graveyard and then select 1 card in your Graveyard and place it on the top or bottom of your Deck.
Snake Hunter
Winged Beast / Tuner / WIND / 2
1200 ATK / 300 DEF
If there is a face-up Reptile-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Reptile-Type monster is destroyed, discard this card to draw 1 card.
Changed to:
King Fisher
Winged Beast / Tuner / WIND / 2
1200 ATK / 300 DEF
If there is a face-up Fish-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Fish-Type monster is destroyed, discard this card to draw 1 card.
Crocodeity
Reptile / FIRE / 7
2600 ATK / 2500 DEF
If you control 2 or more Reptile-Type monsters, you can Special Summon this card from your hand. Once per turn, Tribute 1 Reptile-Type monster to treat this card as a Tuner Monster, until the End Phase, and you can decrease this card’s Level by the Level of the Tributed monster.
Righteous Triop
Aqua / Synchro / LIGHT / 5
2300 ATK / 2500 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, you can remove from play 1 face-up DARK Synchro monster.
Bottomless Sinkhole
Normal Trap
Activate only when your opponent Summons a monster(s) and there is a Rock-Type monster on the field or in either Graveyard. Destroy the monster(s).
Want to add something else to Level Crafter, but not sure what to do.
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Last edited by SmallPickled : 03-14-2011 at 06:12 AM.
Reason: Automerged Doublepost
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03-10-2011, 08:33 AM
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#6
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The Frog Sage
Join Date: Aug 2005
Location: Ontario, Canada
Age: 21
Posts: 23,003
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Swamp Djinn still might be a little weak. If you replace the 'discard to attack' bit with something that stops you from summoning three Djinns, that'd be enough. Mind Fuser is definitely better now and worth running in tons of Fusion-based decks. I'm impressed.
Divination Golem's kind of a lazy fix, but a Level 4 Tuner + mill would certainly give it a niche in plenty of decks. Crocodeity's better - if only as an easily-summoned 2600 beater for Reptile decks. Righteous Triop's got a few more options now... Red Dragon Archfiend, Catastor, Junk Destroyer... much better indeed. And Bottomless Sinkhole's less broken now.
Good fixes, all around.
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03-10-2011, 10:08 AM
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#7
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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I like Fuser a lot more now, he's making me tempted to cut a card from this set so I can include a Fusion card with 2 "Djinn" monsters for materials. Maybe next set.
Hmmm. Maybe you're right about Swamp. I kinda feel its pushing into OP without attack restriction, but probably only current Tier 1 OP. Good call on multi-Swamp hinderence, was going to add "you can only control 1 Swamp" but I think I'll go with:
Swamp Djinn
Reptile / WIND / 5
2200 ATK / 1700 DEF
Reveal 1 Ritual Spell Card or Ritual Monster Card in your hand to Special Summon this card from your hand. If this card is Summoned by this effect, destroy all other "Swamp Djinn" you control. Once per turn, send 1 Ritual Spell Card from your Deck to your Graveyard to destroy 1 card on the field. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
Stops multi-Swamp fields while also adding player choice since sometimes Swamp then Swamp would be pretty decent.
Divination Golem is a lazy fix, I kinda gave up. I didn't want to ramp up the mill as it could be abusable, and I didn't want to ramp up the stats (searchable by Rock Collecting Ray and Shining Angel) and when I tried adding extra effects it just made the card seem messy. At least it fixes the no-Rock Tuner problem and helps fill the good generic Level 4 gap.
Spellfeeder is next up on the change block:
Spellfeeder
Thunder / LIGHT / 4
1900 ATK / 1900 DEF
Twice per turn, discard 1 Continuous or Field Spell Card to draw 1 card.
Small change but I think it needs the boost.
Forgot to reply to your Spellfeeder review. Its kinda meant as general Continuous Spell (and now Field) support and just being a decent generic Thunder, while also working well in any possible Thunder/Pyro decks. Volcanic Rocket+Energy Converter->Spellfeeder for the easy combo, but just generally burning off spare Energy Converter/Energized Fusion/Blaze Accelerator and now Flame Loops.
So this leaves me with the following list:
-Improve Level Crafter.
-Improve Kamileon.
-Consider how dangerous Tactical Storm could be.
I think that's it, unless you have disagreements with my counter-disagreements?
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03-10-2011, 12:44 PM
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#8
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Latent Potential
Join Date: Jul 2010
Posts: 1,214
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I must say, I'm impressed that you've finished two complete sets with such a diverse amount of cards. I could see many of these succeeding by themselves without too much help from other cards. Well done. 
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03-15-2011, 06:18 AM
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#9
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Quote:
Originally Posted by SerenadeDS
I must say, I'm impressed that you've finished two complete sets with such a diverse amount of cards. I could see many of these succeeding by themselves without too much help from other cards. Well done. 
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Thanks Serenade, compliments are always much appreciated! I think that the only reason I've managed to make a diverse set of cards is because I've made two complete sets, when you have all your CACs together the repeats really glare out at you (the number of destroy 1 card/monster effects in this set still irritates me) and demand change.
Small change for today. Was planning next set and designing a direct attacking Watt tuner for Wattcove and was considering making it work with Wattcastle to improve Castle's playability (rather than it just being necessary for Wattdove) but decided to change Wattcitadel to help instead:
Wattcitadel
Continuous Trap
Once per turn, when a Thunder-Type monster would be destroyed by battle, it is not destroyed. You take no Battle Damage from battles involving a Thunder-Type monster that you control. If you control "Wattcastle", this card is unaffected by your opponent's card effects.
Was thinking what to do about Level Crafter and decided to make it less dependent on Diva as realised I haven't made enough stand alone Sea Serpents, so:
Level Crafter
Sea Serpent / FIRE / 2
800 ATK / 800 DEF
This card gains ATK equal to the combined Levels of all monsters on the field x200. During either player's turn, if there is a face-up Sea Serpent-Type monster on the field, you can send this card from your hand or field to the Graveyard to double the levels of all face-up Sea Serpent-Type monsters OR all face-up non-Sea Serpent-Type monsters.
Additional Comment:
Final changes:
Rock Collecting Ray is going from Level 2 or Level 1, to prevent broken Junk Synchron antics while retaining some form of antics.
Tactical Storm is gaining a no-Set restriction to prevent non-Beast-Warrior use, as it scares me slightly:
Tactical Storm
Normal Spell
Destroy all Spell and Traps on the field. During a turn in which you activate this card, you cannot Summon non-Beast-Warrior-Type monsters or Set any monsters, and all damage that your opponent receives is halved.
Kamileon gains an extra effect as I finally figured out how to fit in a non-Tuning effect that was related to its current effects. Its not a massive bump, but I think its enough.
Kamieleon
Reptile / Ritual / Tuner / WATER / 3
1700 ATK / 600 DEF
This card can only be Special Summoned with a Ritual Spell Card. Once per turn, you can select 1 monster on the field; this card's Level becomes the same as that monster's and this card gains that monster's effect(s), until the End Phase. Destroy the selected monster during the End Phase. Remove from play this card from your Graveyard to treat 1 Reptile-Type monster on the field as a Tuner until the End Phase.
And that's this set completely done, to the best of my knowledge. Feel free to point out all the broke/UP stuff I forgot to fix.
Stay tuned for my next set, starting later this week. Toons, Watts, Phantom Beasts, LV monsters, Vampires, Treetops, a new archetype and more are waiting to be revealed, there will even be more Normal Monsters!!!
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Last edited by SmallPickled : 03-15-2011 at 06:22 AM.
Reason: Automerged Doublepost
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05-09-2011, 05:08 AM
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#10
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Bump this up with a big old bunch of edits.
Simple edits:
- Righteous Triop now activates on any Summon, not just Synchro Summon.
- Crocotrio has had a good old stat change. Now has 500 ATK / 0 DEF, for Oshaleon and Recurring Nightmare purposes.
- Lonely Hydra has gain 100DEF.
- Susa Sorceror has gained 400 DEF.
- Adaptable Sand-dollar has gained 300 DEF.
- Toon Vengeful Spirit now negates the destruction of other copies of itself, rather than just Toon World.
- Crocodeity got a name change to Crocotrinity, to go nicely with my new card.
More complex edits:
Kingfisher has been changed to:
King Fisher
Winged Beast / Tuner / WATER / 4
1400 ATK / 1700 DEF
If there is a face-up Fish-Type monster on the field, you may Special Summon this card from your hand. During a turn in which a Fish-Type monster is destroyed, discard this card to draw 1 card.
Spellfeeder has been made more versatile:
Spellfeeder
Thunder / LIGHT / 4
1900 ATK / 1900 DEF
Once per turn, you can send 1 Spell Card from your hand or field to the Graveyard to draw 1 card.
And finally, Malelovent Vulture got a beneficial effect if you destroy your own zombies:
Malevolent Vulture
Winged Beast / Tuner / DARK / 1
100 ATK / 1900 DEF
While this card is in the Graveyard, reduce the Level of all Zombie-Type monsters in both player's hands by 1. You can discard this card to destroy 1 Zombie-Type monster on the field. If the destroyed monster is sent to your Graveyard, add it to your hand.
I'll also be adding 10 more cards to this set, as I'm giving up on leaving room for anime cards, so it'll just be the 80 cards of the OCG set. I will be keeping my custom rarity system, even if its a TCG style system, as custom rarities are fun and the OCG system is fine as it is.
Here's 1 new card for now, the rest are in progress:
Crocodivinity
Reptile / Synchro / FIRE / 8
2900 ATK / 3000 DEF
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned, add up to 2 Level 1 monsters from your Graveyard to your hand.
Super Rare/Ultimate Rare
This completes my trio of Croco cards, which are a mini-theme, not a "base your deck around" theme.
Additional Comment:
Crocodilefish has joined this Set from my first Set, since I needed room in the first Set and this one already has a nice Croco feeling going.
Crocodilefish
Reptile / Tuner / WATER / 2
1300 ATK / 400 DEF
This card is also always treated as Fish-Type. During the End Phase of a turn in which this card was sent to the Graveyard, Special Summon 2 "Hatchling Tokens" (Reptile-Type/WATER/Level 2/ATK 400/DEF 100) in Defense Position. The “Hatchling Tokens” are also treated as Fish-Type.
Divination Golem has had a name change to Coral Seer and changed from LIGHT to WATER. From testing my Rock/Fish Water/Earth deck, it really would appreciate the milling power that Divination will provide and Divination doesn't really have a home at the moment.
Swamp Djinn may need a bit of a power reduction. I've done some test hands with my Mesozoic cards, and Swamp is just amazing in being a +1 after that loads up the grave and then becomes tribute material. I may just lower the ATK to 1900 though.
I'm not sure how I feel about Salvage Dragon these days. Infinite Cyberdarks is a little crazy.
So, with the removal of 2 Traps and 1 Fusion from this Set and the addition of Crocodilefish and Crocodeity, I have 11 cards to add to this Set, 4 monsters, 3 Spells and 4 Traps.
This Set has quite a few problems, so I'll be addressing:
-Completion of the Deep Sea theme to make Director and Ocean Tickets more playable in and out of the sneak.
-More support for Pyro/Thunder theme, including a new Fusion.
-A few odds and ends cards to support Realm, Rituals and Reptiles.
Deep Sea will be sorted out first:
Deep Sea Divo
Sea Serpent / WATER / 2
400 ATK / 200 DEF
When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Sea Serpent-Type monster from your Graveyard. A Normal Monster Special Summoned by this effect is treated as a Tuner monster.
Deep Sea Encore
Quickplay Spell
Activate only during the End Phase. Return up to 3 Sea Serpent-Type monsters from your Graveyard to your hand that were sent there this turn as Synchro Material Monsters.
That should be enough to establish a pretty decent deck (note Deep Sea Damsel and Hot Spring Snake from first Set). Divo is kinda dull, but I wanted a straight up counterpart to Diva. Realm already fills the role of an experimental theme in this set anyway and I have more exciting things to come.
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Last edited by SmallPickled : 05-09-2011 at 05:42 AM.
Reason: Automerged Doublepost
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05-09-2011, 06:14 AM
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#11
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Dr. Crowler...?
Join Date: Jul 2007
Location: The Desert
Age: 22
Posts: 10,148
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Do more in depth later, but one thing that sticks out immediately is that I think remove Scrap Barrier from the Set. It's identical to Scrapstorm in almost every possible way, except that it has Waboku tied to it and not Foolish Burial. I don't know if you did that intentionally or not, but it seems kinda pointless to do outside the fact Scrap Barrier can be used outside of Scraps. I'm not sure if that justifies it, though, considering how obviously Scrap-centric its intended to be and how it's essentially a copy of an existing card.
Also seeing no issue with Salvage Dragon, CyberDarks are inherently slow and can only be 2200 ATK while using Salvage Dragon as their fuel. If you think its an issue, you could always change it to "When this monster..." instead of "When this card...", but I like it as is. It gives you a reason to actually run CyberDarks instead of it just being a Dragunity for people who like to fap to Overload Fusion and Limiter Removal while losing the majority of their games.
Last edited by RavenOfRazgriz : 05-09-2011 at 06:18 AM.
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05-18-2011, 08:39 AM
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#12
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Elephant
Join Date: Oct 2008
Location: Brighton, UK
Posts: 4,369
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Strangely, it started off life as a light Crystal Beast support card that I wanted to keep very generic and support other destruction friendly cards. The Scrap name was actually the last thing it received, after I realised that giving it Scrap in the name had no harmful effects and just gave it a bunch more cards to work with. I think it has enough uses outside of Scraps to justify its existence. While it is sad that it seems so much like a copy of Scrapstorm (despite me not actually considering Scrapstorm when creating it), it would be a shame to lose the Scrap name and playability.
Additional Comment:
Right, I've had a long look at this Set and my Third Set side by side, and decided to move a bunch of cards between them, since they both have a bunch of cards that make little sense on their own/are useless in the sneak.
So, new arrivals are Undercover Spider, Demolition Spider, Tectonic Rupture, Watterpillar and The Toon in the Crater. Crocodilefish has also joined us from the first Set, since I needed a space.
Increases Pyro/Thunder/Toon-ness in this Set, and gives the two Insect support cards in this Set something to do. Also moves Tectonic Rupture to where there are EARTH monsters and Watterpillar to join Wattdove.
The cards leaving us won't bring much joy to the Third Set, more a case of getting rid of the most independent monsters, and at least the Dinos/Zombie go well.
Malevolent Vulture, Eternal Ptera, Jurrac Torvo and Gladiator Beast Venatorii have left.
Much neater Set now, still a few odds and ends but I wouldn't like a completely stand-alone Set.
And a new card:
Adaptable Tiki
Continuous Trap
After activation, Special Summon this card; it is treated as an Effect Monster Card (Rock-Type/EARTH/Level 4/ATK 1300/DEF 2100). (This card is still treated as a Trap Card.) If this card’s Attribute, ATK or DEF is different from its printed Attribute, ATK or DEF, this card can attack your opponent directly and can attack while in Defense Position. If this card inflicts Battle Damage to your opponent, it cannot be destroyed during your opponent's next turn.
Additional Comment:
Today, a second Spellcaster for Sorcerous Dimension and an extra Spirit for Spiritual Burial Machine:
Spirit of Endymion
Spellcaster / Spirit / WIND / 3
1400 ATK / 400 DEF
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, place 3 Spell Counters on it. This card gains 200 ATK for each Spell Counter on it. When this card is removed from the field, place its Spell Counters on another card you control that you can put Spell Counters on.
Probably the last card Spellcasters will get out of me for a long long time.
And some gentle Reptile support:
Serpent’s Search
Normal Trap
Return 1 Reptile-Type monster you control to its owner’s hand to select 1 card from your Deck and place it on top of your Deck.
5 more cards to go!
Also, only just noticed that you commented on Salvage Dragon Raven, thanks for thoughts. The slowness was definitely my original idea as the balancing factor so glad you think its sufficient. I'll leave it as it is then.
Additional Comment:
Was struggling to decide how to support the Pyro/Thunder cards whilst introducing a new Fusion so decided to look at my list of real fish names to decide which Dual-Type Fish I could add to my Third Set instead, then it all came together nicely:
Candlefish
Pyro / Tuner / FIRE / 2
0 ATK / 1900 DEF
This card is also always treated as Fish-Type. During a turn in which this card was sent to the Graveyard, you can discard 1 monster, except “Candlefish”. Then, if this card was sent from the hand to the Graveyard, Special Summon it. If it was sent from the field, add it to your hand.
Lampfish
Thunder / Tuner / LIGHT / 2
1200 ATK / 300 DEF
This card is also always treated as Fish-Type. When this card is destroyed by battle, Special Summon 1 Level 5 or lower LIGHT monster from your Graveyard, except “Lampfish”.
Lanturnfish
Fish / Fusion / WATER / 4
“Lampfish” + “Candlefish”
2200 ATK / 1200 DEF
This card is also always treated as Pyro and Thunder-Type. You can Fusion Summon this card by sending the above cards from your hand or field to your Deck. When this card inflicts Battle Damage, select 1 Level 5 or lower monster in your Graveyard, except “Lanturnfish”. If it was sent there from your hand, Special Summon it. If it was sent there from the field, return it to your hand.
2 more cards to go, that will unfortunately both have to be Traps.
Additional Comment:
Last two cards are here. Decided to screw over Trap cards and make 1 of them a Spell:
Ritual Cheat
Normal Trap
Activate only if there is a Ritual Spell Card in your Graveyard or by revealing 1 Ritual Spell Card from your hand. Special Summon 1 Level 4 or lower Ritual Monster from your hand or Graveyard, ignoring Summoning conditions. If you Summon a monster from the Graveyard, it is destroyed during the End Phase.
Rare
Finder Finder
Continuous Spell
Once per turn, during your End Phase, add 1 monster with 1400 ATK from your Graveyard to your hand that was sent there from your hand.
Common
Decided to continue my trend of choosing non-suitable cards for cover cards, so Realm Change is the cover card for this Set.
All rarities are done, so the Set is complete until I get feedback on what needs changing.
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Last edited by SmallPickled : 05-18-2011 at 08:39 AM.
Reason: Automerged Doublepost
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