Follow TV Tropes

Following

Make your own Yu-Gi-Oh card!

Go To

Krika Since: Dec, 2010
#51: Mar 1st 2013 at 5:06:27 PM

The intention was that it would take cues from Sphreez, yes, before I wanted to give it versatility and the ability to summon using any of the Gusto Synchros. Tuner would have been level 4, so the only Gusto that would have been able to summon it would have been Sphreez. Plus, I think that Sphreez fits the "ascended" theme better (due to it having...something done to it by collaborating with the Vylons, which are the Duel Terminal world's equivalent of angels (though I think they qualify as Lawful Neutral, not really any flavor of Good)), and that it would have that spiritual spark unleashed even more by this evolution into Avatar.

Quick side note: Gusto monsters seem to unleash their power (via Synchros) by forming some sort of bond with the animals they live with, fusing their two spirits to strengthen their power with the wind (or something like that). Sphreez is different because it didn't really fuse it's spirit with something else, but rather seems to have somehow used the teaching/power of the Vylons to obtain a more direct connection to the wind (or possibly the spirit it's fusing with is that of the wind itself, rather than a monster) (it gives off the shaman vibe to me, bonding with spirits rather than animals). Avatar, flavor-wise was conceived of as it completing that sort of spiritual journey, and becoming one with the wind, as much a pure spirit as a physical being. The change is like how Stardust evolved into Shooting Star (kinda. Not a lot of flavor connections in that one, and the focus is on the duelists, not the monsters so this isn't really touched on).

Then of course I was all like "well, let's make it versatile, because it's WIND, and therefore versatile, and being able to make it with just about any combination would be cool!". Also I couldn't think of anything beyond the normal Synchro Tuner stuff for Griffirro asides from level versatility.

So that's the reasoning that went into it. I will take your cues to tone down the first effect, then stick the second one in as another option.

edited 1st Mar '13 5:07:29 PM by Krika

Krika Since: Dec, 2010
#52: Mar 2nd 2013 at 9:17:09 PM

And double-posting really quickly, but I really had to get this idea out of my head. I did the Accel Synchro thing, but then I had to do this as well, so that Double Tuning wouldn't be as under-used/appreciated. Laval/Flamvell, though specifically of the Flamvell archetype. I don't know X-Sabers, didn't feel inspired for the Ally of Justice or Genex gearheads, the Ice Barrier already has a Ice-Age causing beast so they don't need another big boss, Mist Valley and Dragunity are too close to Gusto, Vylon's already have one, don't really know much about Jurracs, and not inspired for Fableds. Thus, Flamvell/Laval.

  • Imran, Primordial Flamvell Elder
  • Level 11
  • Fire, Pyro/Synchro/Effect, 2 FIRE Pyro-Type Tuners + 1 or more non-Tuner FIRE Pyro-type Monsters
  • Must be Synchro Summoned, and cannot be Special Summoned by other ways. When this card battles one of your opponent's monsters, or is targeted by one of your opponent's card effects, deal damage to your opponent equal to 100 times the number of FIRE or Pyro-type monsters with 200 DEF in your Graveyard. Once per turn, this card cannot be removed from the field. When this card is removed from the field, Special Summon two FIRE Pyro-type monster with 200 DEF from your Graveyard, ignoring any Summoning restrictions.
  • 3500/2700
  • A giant being made entirely of flame, unleashing a massive arc of fire.

Krika Since: Dec, 2010
#53: Mar 16th 2013 at 8:15:45 PM

  • Tiki Body
  • Continuous Trap
  • Special Summon this card as an Effect Monster (Rock-Type/Earth/Level 4/ATK 1000/DEF 1000). (This card is also still a Trap Card.) During either player's turn, when a card effect is activated, you can Set all Trap Cards that are monsters on your side of the field; negate the activation and destroy it.
  • A Tiki statue with emphasized limbs

  • Karakuri Ambush Ninja mdl 2917 "Tarip"
  • Continuous Trap
  • Special Summon this card as an Effect Monster (Machine-Type/Earth/Level 4/ATK 500/DEF 2000). (This card is also still a Trap Card.) While this card is an Effect Monster, it must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When a Trap card is activated, place a Trap Counter on this card. During either player's turn, you can remove all Trap Counters from this card to deal 200 points of damage to your opponent per Trap Counter removed.
  • A mechanical ninja unfolding from a box, taking the Greedy Goblin by surprise.

  • Trap Creator
  • Level 3
  • Light, Spellcaster/Effect
  • When a Continous Trap that is a monster is removed from the field, you can add one Continuous Trap Card with the text "Special Summon this card" from your deck to your hand. Once per turn, you can banish one Trap Card from your graveyard to place 1 Trap Counter on each card that you can put a Trap Counter on.
  • 1200/1500
  • A wrinkled old women is sitting on a table surrounded by arcane paraphernalia. She is chiseling a Tiki Soul from a glowing stone.

  • Crouching Gargoyle
  • Level 6
  • Dark, Fiend/Synchro/Effect, 1 Fiend-type Tuner + 1 or more Rock-type non-Tuner Monsters
  • This card can only be Synchro Summoned with Trap cards that are monsters. This card is treated as a Rock-Type monster. Whenever a Trap Card is Special Summoned as a monster, target one monster on the field; you can change it's Battle Position and reduce it's ATK and DEF by 400.
  • 2400/1500
  • A classical Gothic-style gargoyle, perched on a stone wall

  • Hidden Tiki Statue
  • Rank 4
  • Earth, Rock/Xyz/Effect, 2 Trap cards that are level 4 monsters
  • Once per turn, you can detach one Xyz Material from this card; Shuffle one Continuous Trap Card with the text "Special Summon this card" in your Graveyard into your deck, and add one Continuous Trap Card with the text "Special Summon this card" from your deck to your hand. When this card is destroyed, you can Set one Continuous Trap Card with the text "Special Summon this card" from your Graveyard.
  • 2100/2100
  • A Moai-esque statue, holding a Tiki Soul and Tiki Body in each hand

  • Trapped Dungeon
  • Field Spell
  • Every time a Trap Card is summoned as a Monster, place one Trap Counter on this card. Whenever this card, or a Trap Card that is a monsters would be destroyed, you can remove one Trap Counter from this card; The card is not destroyed. Trap Cards that are monsters gain 100 ATK and DEF per Trap Counter on this card.
  • A dark corridor with Legacy Hunter walking down it carrying a Torch. A Cyber Shield Gardna is hung on the wall like a decoration, a Tiki Curse is in an alcove, and Zoma the Spirit is sneaking up behind Legacy Hunter.

So.....yes. I went a little crazy here.

EDIT: Alright, after some talking to Stan and Evi I, I've made some changes. Specifically, the note was that there wasn't any sort of overarching "betterment" of the Trap Monster archetype, just some more support that didn't really do anything better (which was a fair statement to make). After noting that they are, in general, a reactive playstyle (which I agree with, and is the reason why Ancient Gears and things with their signature ability are annoying to fight against, since they screw with your ability to wait for your opponent to move and react to that), I decided to do a bit of a redo. I will likely add one or two more cards later on.

The specific changes that have been made are as such: Tiki Body is now the archetype's negation effect, though I'm unsure how it's re-usability affects it's power level, even if you can screw yourself out of any monsters to use if you aren't careful. Tarip now also utilizes Trap Counters, to power itself up for a direct damage strike (that can be chained to something that would destroy it, meaning that it's unlikely to be wasted). Because of that, Trap Creator now puts a Trap Counter on each card that can accept it, so it works with both Trapped Dungeon and Tarip, in addition to it's searching ability being much more varied. Gargoyle now acts as control, changing battle positions and debuffing the opponent. Hidden Tiki Statue now can search for any Trap Monster instead of just Tiki's. Trapped Dungeon....is exactly the same.

edited 27th Mar '13 9:54:00 AM by Krika

tachikaze from Australia Since: Apr, 2009
#54: Mar 16th 2013 at 8:21:44 PM

Heh, nice.

My only question is this: Does the Karakuri one fit their naming scheme? >.> <.<

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#55: Mar 16th 2013 at 8:30:51 PM

Sorta? I mean, I did try to name it the same way that the monsters are, though there are two points that aren't likely correct. Firstly, the final word was something I just made up since I don't actually know if the real ones mean anything (I am willing to work change that if someone actually knows if there's a scheme to them). Secondly, the first and second number should, when multiplied together, equal the rest (so the last one should be 18). However, I derived that from the word TRAP and it's number equivalents (so T is 20, 2+0=2, R is 18 so 1+8=9, etc). Still, I'm probably going to see if I can find a word-number that works because I may be OCD like that.

TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#56: Mar 16th 2013 at 9:26:50 PM

I said I would do this.

  • Majestic Rose Dragon
  • Level 9
  • FIRE/Dragon/Synchro/Effect
  • "Majetic Dragon" + "Black Rose Dragon" + 1 non-Tuner monster
  • When this card is Synchro Summoned, you can banish any number of Plant-type monsters from your graveyard; destroy cards on the field equal to the number of Plant-type monsters you banished with this effect. Once per turn, you can negate the effect(s) of 1 face-up monster your opponent controls and its ATK becomes 0, until the End Phase. During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Black Rose Dragon" from your Graveyard.
  • ATK/3700 DEF/2800
  • A glittering white, serpent like dragon with white pedals scaling it body with thorns protruding out of them. Four wings of blooming white roses are covering its body.

  • Majestic Fairy Dragon
  • Level 9
  • LIGHT/Dragon/Synchro/Effect
  • "Majestic Dragon" + "Ancient Fairy Dragon" + 1 non-Tuner monster
  • Once per turn, you can destroy a Field Spell Card, and destroy all other cards on the field. If you do, gain Life Points equal to the number of cards destroyed x 100. Once per turn, you can negate the effect(s) of 1 face-up monster your opponent controls. If you do, you can Special Summon 1 monster from your hand or deck. It cannot attack this turn. During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Ancient Fairy Dragon" from your Graveyard.
  • ATK/3600 DEF/4000
  • Golden armor covers its snake-like body, and four butterfly wings behind it scatters glitters all around as light shines from above.

  • Majestic Feather Dragon
  • Level 10
  • DARK/Dragon/Synchro/Effect
  • "Majestic Dragon" + "Black-Winged Dragon" + 1 non-Tuner monster
  • While this card is face-up on the field, if you would take damage, that damage is reduced to 0. Then, your opponent's monsters lose ATK equal to the damage you would have taken. Once per turn, you can negate the effect(s) of 1 face-up monster your opponent controls and inflict damage to your opponent equal to the ATK of the negated monster. During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Black-Winged Dragon" from your Graveyard.
  • ATK/3900 DEF/2600
  • Black and serpent-like, the dragon has three silver streaks flowing from its body. It also has a sharp beak, and has two wings of midnight-black plumes, and another two wings of radiant silver plumes.

Didn't do Life Stream Dragon because it's a Tuner. Also, the ATK formula is really weird here.

edited 17th Mar '13 4:57:18 PM by TehStanman

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
Krika Since: Dec, 2010
#57: Mar 16th 2013 at 10:07:51 PM

I like them. They seem pretty cool.

The Trapped Dungeon and Trap Creator cards came from an attempt a while ago to try and make a Trap Monster archetype based around a "dungeon crawl" theme, with stuff like Mimics, Gargoyles, Oozes, and other things that could be natural parts of the dungeon, but turn into monsters. The rest of them...were kinda made up on the spot. A Trap Monster Synchro was something that occurred to me as soon as I saw Shape Sister, and an Xyz that helped them was one of those "back of your head" things that had been around for a while. Tiki Body was just another option to mess around with, and the Karakuri one literally popped into my head while I was typing it up, and I was like "why not?".

Also, edited Trap Dungeon so that the save-from-destruction effect is optional, which was the intention.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#58: Mar 17th 2013 at 2:22:08 PM

  • Perfect Defense Shogun
  • Level 8
  • DARK/Warrior/Effect
  • You can Special Summon this monster from your hand by Tributing one face-up "Total Defense Shogun". This card is changed to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation. If all the monsters your opponent controls are in Attack Position, this card can attack directly. If it does, destroy it during your End Phase and Special Summon a "Total Defense Shogun" from your Graveyard.
  • 1900/3000
  • A tall man covered in golden shields, wielding two silver shields with crimson blades extending from them. He is hunkered down and in a very defensible position.

  • Trainee Defense Shogun
  • Level 2
  • DARK/Warrior/Effect
  • You can Tribute this card to Special Summon "Total Defense Shogun" from your hand. This card is changed to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation.
  • 550/1600
  • A young man wielding a wooden sword and shield and wooden armour. He has the sword raised above his head with the shield in front.

  • Shield of the Defense Shogun
  • Equip Spell
  • Equip only to a "Defense Shogun" monster. When the monster equipped with this card attacks, you may use its DEF for damage calculation only. When this face-up card is sent from the field to the Graveyard, add a "Defense Shogun" card from your Deck to your hand.
  • A massive silver shield with an emblem of three smaller golden shields forming a triangle.

  • Defense Shogun Tactics
  • Normal Trap
  • Activate this card when you opponent declares a direct attack. Select one "Defense Shogun" monster from your Graveyard. Pay Life Points equal to its Level x 500 and Special Summon it in face-up Defense Position. It cannot be destroyed by card effects until your opponent's 2nd End Phase after this card was activated.
  • The Six Samurai - Irou and The Six Samurai - Zanji having their attacks bounce off of Total Defense Shogun as they fall back into Perfect Defense Shogun.

  • Final Stand of the Defense Shogun
  • Normal Trap
  • Send one face-up "Perfect Defense Shogun" you control to the Graveyard to banish all face-up monsters that were Special Summoned from the Extra Deck. Neither player can Special Summon a monster from the Extra Deck until your 2nd Standby Phase. Cards and card effects cannot be chained to this card.
  • Lavalval Ignis and Legendary Six Samurai - Shi En are caught in a blast with Perfect Defense Shogun being at the center, shields spread wide.

edited 17th Mar '13 2:22:34 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Krika Since: Dec, 2010
#59: Mar 17th 2013 at 8:06:03 PM

Changes made to Trap Monsters after getting some feedback.

NickTheSwing Since: Aug, 2009
#60: Mar 17th 2013 at 10:17:06 PM

Lincifa's Cards

  • Dark-Fae Cyandane
  • Rank 5 XYZ (3 or more Level 5 Fairy Monsters)
  • Dark / Fairy
  • Increase the atk of this card by 300 for each XYZ unit attached to it. Once per turn, choose one of the following effects: detach 1 overlay unit from this card to select one monster on the field, decrease its atk by 1000. Detach 2 overlay units from this card, destroy 2 monsters in play with atk less than the atk of the overlay units detached. Detach 3 overlay units from this card, draw 2 cards. Detach 4 overlay units from this card, destroy all set cards your opponent controls, and then deal 200 damage to him / her for each card destroyed.
  • 1800/1800
  • An incredibly beautiful woman standing amidst light and dark energy that seems to part for her. She wears a white robe, and has eight dark energy wings spread out behind her.

  • Dark-Fae Alexandria
  • Level 3
  • Dark / Fairy
  • Once per turn, you may increase the level of this card by 1 a number of times up to the number of "Dark-Fae" monsters you control. When this card is banished, add one Dark-Fae card from your deck to your hand, except Dark-Fae Alexandria
  • 900/1600
  • A black robe clad woman with long red hair, arranging some books in a library, but she has a prominent black medallion on a necklace.

  • Dark-Fae Selenia
  • Level 4
  • Dark / Fairy
  • If you control 1 Dark-Fae monster, you may special summon this card from your hand. If you do, you cannot special summon monsters other than Fairy monsters this turn. When this card attacks a monster in defense mode, deal damage to your opponent equal to that monster's defense if you control a level 5 or more Dark-Fae monster.
  • 1700/1200
  • A stunning, unearthly beautiful warrior woman clad in black armor, wielding a stave with a crescent moon shaped blade. She looks too beautiful to be human, and has the same medallion seen on Alexandria above.

  • Dark-Fae Liliandra
  • Level 4
  • Dark / Fairy
  • If you control 2 or more Dark-Fae monsters, this card is level 5 while it is on the field. You may discard 1 Dark-Fae monster from your hand, special summon this card from your hand in defense mode.
  • 1200/1500
  • A pale woman standing beside what looks like a tree with eyes, two energy construct wings at her back. She, like the others, is unearthly beautiful.

more to come.

edited 19th Mar '13 3:07:34 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#61: Mar 18th 2013 at 10:40:46 AM

So I was thinking for a laugh to see if I could make up a Vault Hunter archetype. These are what I've come up with so far.

Vault Hunter Maya

  • Level 4 [Warrior/Effect]
  • ? ATK, ? DEF
  • This card's ATK and DEF are 200 + (200 x Level).Increase this card's Level by one when it destroys a monster by battle. During your Battle Phase, if this card is Level 5 or higher you may choose one monster on the opponent's side of the field. That monster's DEF is halved until your opponent's next End Phase and it cannot declare an attack during your opponent's next turn.

Vault Hunter Zer0

  • Level 4 [Warrior/Effect]
  • ? ATK, 500 DEF
  • This card's ATK is 400 + (200 x Level). Increase this card's Level by one when it destroys a monster by battle. If this monster is Level 5 or higher, you may Banish this card. During your next turn, if it is banished with this effect, Special Summon this card and if you do, select one monster on the opponent's side of the field and destroy it. This effect may not be used if it was used in your last turn.

Vault Hunter Axton

  • Level 4 [Warrior/Effect]
  • ? ATK, ? DEF
  • This card's ATK and DEF are 300 + (200 x Level). Increase this card's Level by one when it destroys a monster by battle.

Saber Turret

  • Level 4 [Machine/Tuner/Effect]
  • 1200ATK, 600 DEF
  • This card can be Special Summoned (from your hand or Graveyard) if you control a 'Vault Hunter Axton'. If Special Summoned this way, it's Level is the same as the current level of any 'Vault Hunter Axton' on your side of the field. This effect may only be used once per turn. This card is treated as a 'Vault Hunter' monster.

Vault Hunter Gaige

  • Level 4 [Warrior/Effect]
  • ? ATK, 100 DEF
  • This card's ATK is 600 + (200 x Level). Increase this card's Level by one when it destroys a monster by battle. If this monster is Level 5 or higher, once per turn you may Special Summon one 'Deathtrap' from your Graveyard or Hand.

Deathtrap

  • Level 4 [Machine/Tuner]
  • 1200ATK, 600 DEF
  • "A brilliant machine designed by the Mechromancer"

Vault Hunter Salvador

  • Level 4 [Warrior/Effect]
  • 1000ATK, ? DEF
    • This card's DEF is 600 + (200 x Level). Increase this card's Level by one when it destroys a monster by battle. If another 'Vault Hunter' monster destroys an opponent's monster by battle, you may lower that card's Level by one and increase this card's Level by one. If this card is Level 5 or higher, once per turn this card cannot be destroyed by battle.

Handsome Jack

  • Level 3 [Warrior/Effect]
  • 1000 ATK, 1300 DEF
  • When this card is Normal or Special Summoned, you may add one 'Vault Key' to your hand from your Deck or Graveyard.

The Warrior

  • Level 8 [Warrior/Effect]
  • 3000 ATK, 3000 DEF
  • This card cannot be Normal Summoned. This card must be Special Summoned via the effect of 'Opening The Vault'. During your Battle Phase, you may select one monster your opponent controls. It's effects are negated and it is destroyed. If this effect is activated, this card cannot declare an attack this turn.

Vault Key

  • Level 1 [Machine/Effect]
  • 0/0
  • If you control a face-up 'Vault Hunter' or 'Handsome Jack' monster, you may Special Summon this card (from your hand). If you control a face-up 'Vault Hunter' or 'Handsome Jack' monster, this card cannot be destroyed by battle or card effect, except 'Opening The Vault'. If you control no 'Vault Hunter' or 'Handsome Jack' monsters, destroy this card.

CL 4 P-TP

  • Level 1 [Machine/Effect]
  • 400/0
  • You may send this card from your hand to your Graveyard to add two 'Vault Hunter' monsters from your Deck to your hand. You cannot Special Summon during the turn you activate this effect.

Wilhelm

  • Level 10 [Machine/Synchro]
  • 2500 ATK, 3000 DEF
  • One Tuner and one or more non-Tuner 'Vault Hunter' or 'Handsome Jack' monster.

Terramorphus The Invincible

  • Rank 8 [Insect/Xyz/Effect]
  • Two Level 8 'Vault Hunter' monsters
  • 2800 ATK, 2500 DEF
  • You may detach 2 Xyz Material from this monster to destroy all face-up monsters your opponent controls.

New-U Station

  • Spell Card
  • Special Summon one 'Vault Hunter' monster from your Graveyard. This card's Level is reduced by two.

Amp Shield

  • Spell Card [Equip]
  • Increase the ATK of a 'Vault Hunter' monster this card is equipped to by 100 times it's Level. To equip this card to a monster, you must pay Life Points equal to 100 times the monster's Level

Res

  • Spell Card [Continuous]
  • During the End Phase, if this card and one or more "Vault Hunter Maya" are on the field, you may Special Summon one 'Vault Hunter' card destroyed by battle this turn.

Come At Me, Bro!

  • Spell Card [Continuous]
  • Increase the DEF of all 'Vault Hunter Salvador' by 300. If you control a 'Vault Hunter Salvador', no 'Vault Hunter' card may be selected as an attack target, except 'Vault Hunter Salvador'.

Loot Chest

  • Spell Card
  • You may search your Deck for one 'Vault Hunter' card and add it to your hand. If you control a face-up Level 8 or higher 'Vault Hunter' monster, you may search your Deck for another 'Vault Hunter' monster and add it to your Hand.

The Vault

  • Spell Card [Field]
  • Increase the ATK of all 'Vault Hunter' monsters on the field by 500.

Opening The Vault

  • Spell Card
  • This card can only be activated if you control a "Vault Key" and a "The Vault". Tribute a "Vault Key", Special Summon 1 "The Warrior" from your Hand.

They're what I have so far anyway. Gonna add the Mooks and stuff later, but thoughts are appreciated. Other ideas include a Handsome Jack card that searches the Vault Key, a Salvador card that acts as a DEF version of Gaige or Zer0 and the mooks/beasts of Pandora as Normal Monsters.

edited 18th Mar '13 3:52:40 PM by Plumbum

Curse the ill fortune that led you to me.
NickTheSwing Since: Aug, 2009
#62: Mar 18th 2013 at 12:03:17 PM

[up] What did you think of mine?

Here are some more.

  • Dark-Fae Kyriana
  • Level 5
  • Dark / Fairy
  • You may special summon this card by banishing one Dark-Fae card from your hand or graveyard. If you do so, return this card to your hand at the end of the turn. When this card destroys a monster as a result of battle and sends it to the graveyard, add one banished Dark-Fae card to your hand.
  • 2000/900
  • A dark looking sorceress of decidedly fae features, wearing the same amulet as featured on others. She wears a black sorceress' robe, and wields a staff ending in a carved cobra's head.

  • Dark-Fae Petranila.
  • Level 5
  • Dark / Fairy
  • This card cannot be normal summoned or set. This card cannot be special summoned except by having exactly one Dark-Fae monster in your graveyard, and one Dark-Fae monster banished. When this card is special summoned, you may reduce the atk and def of one monster the opponent controls by half.
  • 1700/2000
  • A black-winged, dark skinned "drow" looking woman, wearing the same amulet as above. She wears an, ahem, very skimpy outfit consisting of a breast plate, armored shorts, and shoes.

  • Dark-Fae Sinalia
  • Level 3
  • Dark / Fairy
  • When this card is banished, banish 1 Dark-Fae monster from your deck. At the end of the second standby phase after this card has been banished, add that card to your hand. Once per turn, you may discard one Dark-Fae monster to increase the level of this card by 2.
  • 400/1900
  • A pale skinned woman in a brown, plain dress, but wearing the same amulet as above, and possessed of uncanny beauty. She carries a staff with a shield on the top.

  • Dark-Fae Compulsion
  • Trap
  • Banish 1 Dark-Fae monster from your graveyard. Target one monster on your opponent's side of the field with a lower level. Equip it with this card, and gain control of it. The equipped monster gains 500 atk and loses 1000 defense. If this card is removed from the field, destroy the equipped monster.
  • A red haired young man watches enrapt as Dark-Fae Cyandane approaches him, and weaves an odd magic circle over his bare chest.

  • Dark-Fae Banishing Blade
  • Spell
  • Discard 1 Dark-Fae monster from your hand. Target one monster on the field with greater atk than the discarded monster, and banish it until the end of the third turn after this card has been activated. Then, return the banished monster to play with 1000 less atk.

edited 19th Mar '13 3:06:20 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
Krika Since: Dec, 2010
#63: Mar 18th 2013 at 12:27:01 PM

Quick notes:

  • All of the Vault Hunters have stupid good ATK (and DEF) stats. The lowest starts out at 1700, and just gets higher, with the highest at 1900+. And they have pretty good effects to boot, whereas level 4 monsters with more than 1800 ATK either have no effects, or a drawback. (Advice: Take a look at the Fortune Fairies. They use a similar mechanic (Level determining ATK and DEF), and should help you on that front)
  • In a related vein to the above, what's up with Axton not getting his own effect? And what exactly is the point of Saber Turret mirroring levels? And Axton-Saber is basically the same as Gaige-Deathtrap, changing one of them to be more distinct would be good.
  • In another related vein, Maya's DEF drop should last until the end of your opponent's next turn (same duration as the Attack prevention). And Zero is MASSIVELY stupid good. You negate an attack (i.e, your opponents against this thing), and then it drops a stupid powerful attack (which, right now, would START at minimum 4200 ATK. 4200 ATK What.) And it can stick around. From what I understand, in the game he's a Glass Cannon-esque playstyle, but right now this is just a straight up Nuclear Cannon with no downsides. What exactly are you trying to accomplish with the card? What is it's role supposed to be? The ability to take out anything? Be a beatstick?
  • Right, let's take a look at The Warrior and it's summoning requirements as a whole. First of all, this should not be a Ritual Monster. It's summoning method does not actually work like any Ritual Monster, and is more like Cyber Barrier/Laser Dragon. Thus, Opening the Vault becomes a Normal Spell with the following wording: "This card can only be activated if you control a "Vault Key" and a "The Vault". Tribute a "Vault Key", Special Summon 1 "The Warrior" from your Hand." Or possibly "Hand or Deck" for the last bit, I'm not sure it really matters much though my knee-jerk reaction is to make it from Hand only. The Warrior then becomes a normal Effect Monster with the following effect: "This card cannot be Normal Summoned. This card can only be Special Summoned by the effect of "Opening the Vault" Once per turn, if this card battles, after the Damage Step, select one monster your opponent controls and negate it's effects; It is then destroyed" (cleaned up the wording on the second effect. I believe the goal of the negation was to be able to kill "cannot be destroyed by card effects" stuff, yes? If anyone else has better wording to suggest, I'm not 100% sure if there's a better way to say it or not.)
  • With all the related veins we're running into, I hope we find arteries eventually.....because now we have the matter of The Warrior's stats. 4000 ATK and DEF? NO. NO. NO. That is entirely too good. NO . Go onto DN and take a look at the 13 other monsters with those stats. All but 1 of them requires at least 3 cards to be expended, and they are all pretty niche monsters (a few of them are downright unwieldy or just bad), requiring a deck that's built around getting them out effectively. I would recommend 3000/2500, or possibly slightly less. Hell, it's going to have a 500 point boost right off the bat due to the summoning conditions, so maybe 2500/2500?
  • Clap-Trap: Tribute is a workable wording, but send is probably better. Also, make it so that you can only activate it once per turn, and you can't summon the searched monsters the turn you search them, because it's a quite strong search power right now. (Or some sort of limiting factor, so that it isn't a much better Warrior Returning Alive).
  • New-U Station is a straight-up Monster Reborn, and while Komani apparently likes themed ones that are going to be at 3, we shouldn't. Once per turn, banish it after it leaves the field next, weaken the monster, do something to make it more balanced.
  • Res: No. No. No. Just...no. Being able to bring back all your monsters, cost free, is stupid, stupid good. Make it able to negate the destruction of a Vault Hunter card once per turn per Maya on the field. I believe that accounts for the spirit of the card (As soon as they die, the come right back)?
  • Loot Chest: Off hand I'd say make it so that you can only activate one of these per turn, but that's just a knee-jerk reaction. Take it or leave it as you will.
  • The Vault: Mmm. Good enough...

Closing thoughts: The Vault Hunter's "leveling up" mechanic is interesting enough, and I'd like to see more of their cards work with that somehow. It'd give them a more unique identity and mechanic their own. Also, search power could be an issue, so altering a card (I'd recommend Loot Chest, because really, the last thing these guys need is more ATK boosting. Seriously.) to be a draw card instead (Something like Draw 1, but if you control a level 8 or higher Vault Hunter, draw 2?) And in case it might have been subtle, you have WAY, WAY too much ATK strength on your side. Right now, that should be priority number one, because as it is the massive beatsticks all the main cards easily become is the main issue here.

You have something that looks interesting, but as it stands it does need work. For some of the cards, (Zero and Axton-Gaige) you don't really have a unique "role" for the card, or it's badly executed. What I try and do when I make cards is figure out what I need, and try and find a unique, thematic way to accomplish it (take a look at my Meklord and Djinn of Ritual cards if you want. That's more or less how I worked my way through making most of those cards.).

edited 18th Mar '13 12:32:54 PM by Krika

NickTheSwing Since: Aug, 2009
#64: Mar 18th 2013 at 12:37:04 PM

What about the Dark-Fae cards, Krika? I was looking forward to your input on them.

Sign on for this After The End Fantasy RP.
TroperRoxas ... from Scotland Since: May, 2010
...
#65: Mar 18th 2013 at 12:47:22 PM

Because HER Oes need more fusions, right?

  • Elemental HERO Dual Striker
  • Level 8/EARTH Attribute
  • 2700/2300
  • One HERO monster + One Warrior Type Monster of a different Attribute
  • Must be summoned by Fusion Summon, and cannot be Special Summoned by other ways. This card's attribute is treated as the attributes of both monsters used as Fusion Material monsters. This card's effect is applied depending on the attributes of this card:
    • FIRE: When this card deals battle damage to your opponent's Life Points, deal an additional 500 points of damage.
    • WIND: When this card battles an opponent's monster, after damage calculation, choose one card on your opponent's side of the field and return it to the hand.
    • WATER: When this card leaves the field, special summon up to two WATER-attribute HER Oes from your graveyard.
    • EARTH: This card can attack each of your opponent's monsters.
    • LIGHT: If this card attacks a set monster, destroy it immediately without applying damage calculation.
    • DARK: If this card is targeted by a card effect, remove a HERO in your graveyard from play to destroy one card on the field.


  • Elemental HERO Destiny Neos
  • Level 7/DARK Attribute
  • 2500/2000
  • Elemental HERO Neos + One Destiny HERO Monster
  • Must be summoned by Fusion Summon and cannot be Special Summoned by other ways. Once per turn, during your main phase, you can:
    • Return one 'Clock Tower' card from your graveyard and return it to your hand, or
    • Place one 'clock counter' on a 'Clock Tower' field spell card.


  • Fallen HERO Tag
  • Normal Spell Card
  • Pay 1000 Life Points; switch all HERO monsters in your graveyard with all HERO monsters removed from play.


  • Fusion Reborn
  • Equip Spell Card
  • Select one HERO Fusion Monster in your graveyard. Special Summon it, and equip it with this card, ignoring the summoning conditions. If this card is destroyed, or if the equipped monster is destroyed, send these two cards to the graveyard, and if possible, Special Summon the fusion Material Monsters listed on the card. There can only be one 'Fusion Reborn' card active on your side of the field.

edited 22nd Mar '13 8:32:22 AM by TroperRoxas

Krika Since: Dec, 2010
#66: Mar 18th 2013 at 1:17:18 PM

Went with the Vault Hunter cards first because they seemed to be in need of it more. I'll give it a shot here...

  • Cyandane will have minimum 3000 ATK, possibly 3800. Reducing the ATK boosts you get from Xyz Materials is a good place to start, especially considering all the other abilities this cards has. Given that there's no way for them to recharge the Xyz materials, the abilities don't seem that bad, but.....it's a LOT on one monster. Might I recommend splitting it into two different monsters? As it stands it's what Thunder Spark Dragon and Basiltrice would have if they had a kid. Who kept their abilities.
  • Alexandria: Increase the level by what? Context assumes one, but it's not stated.
  • Selenia: It deals damage even if it doesn't destroy the monster? That seems...odd.
  • Petranila: By having "exactly" one in each? Or "one or more"? The first makes it near useless, the second makes it easy enough to get out.
  • Banishing Blade: The wording feels odd, but I can't find anything wrong with it. *shrug*

Oddly enough, this reminds me somewhat of the Banish Psychics. I'm not seeing anything blatantly wrong with it, so...there you go?

Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#67: Mar 18th 2013 at 1:52:57 PM

Well, suffice to say my numbers are rough figures at best.tongue

Don't worry about Axton's unique identity. Thanks to a missing piece from Saber Turret's effect ("This card is treated as a 'Vault Hunter' card") and the lack of Vault Hunter XYZs yet it wasn't all that clear. He's designed to be making the Vault Hunter XYZs a lot easier by being able to summon an equal-level mon straight away.

As for Zer0, I just went a bit too far in replicating Decepti0n. I have a new idea for his effect which should be more workable ("If this monster is Level 5 or higher, you may Banish this card. During your next turn, if it is banished with this effect, Special Summon this card and if you do, select one monster on the opponent's side of the field and destroy it.")

Gaige was also meant to have an Anarchy-related effect to offset her high attack, something to do with a potential miss or not being able to choose her own target but I just can't think of one. Again, I didn't differentiate her ATK stat enough from the other Vault Hunters to exemplify it, she's likely to be least nerfed in terms of attack.

That just leaves the last piece of the OP puddle, The Warrior. First thing's first, yes his stats will be nerfed with the rest of the VH set. Furthermore, his effect is supposed to preclude attacking, rather like, say, Chaos Sorceror. Thirdly, might take him out of The Vault's ATK effect.

I'll make the changes on the main bit too, but later, I'm on my phone right now.

Made all the edits. Added a couple new cards ("Handsome Jack", "Wilhelm", "Terramorphus The Invincible", "Vault Hunter Salvador" and "Come At Me, Bro!") and made Saber and Deathtrap Tuners. Still can't think of a good way to gimp Gaige for her extra ATK though, something to do with missing or some potential for her attack being redirected in an unwanted fashion would be ideal.

edited 18th Mar '13 3:36:11 PM by Plumbum

Curse the ill fortune that led you to me.
NickTheSwing Since: Aug, 2009
#68: Mar 19th 2013 at 3:40:18 PM

I made edits to the first cards made, namely, decreasing Cyandane's attack boost to 300, and clarifying on Petranila.


A few more Dark-Fae, and then we start on D'Hale's cards.

  • Dark-Fae Lilithya
  • Level 5
  • Dark / Fairy
  • You may special summon this card from your hand or graveyard by banishing 1 Dark-Fae monster from your hand or graveyard. During your standby phase, return the monster on the field with the lowest atk to its owner's hand.
  • 2100/1200
  • A spear wielding warrior woman of "drow" appearance, wearing the same amulet as others. She wears more sensible armor than the skimpier members of the group.

  • Dark-Fae Jilliana
  • Level 4
  • Dark / Fairy
  • Once per turn, if you control another Dark-Fae monster, you may banish one Dark-Fae from your graveyard; add one Dark-Fae from your graveyard to your hand. Up to twice per turn, if a Dark-Fae monster would battle, reduce the atk and def of the opponent's monster by 500.
  • 1400/1400
  • A sword wielding woman who could be the twin of Alexandria, but armored as if going to battle, wielding a sword and having a floating book at her side.


And D'Hale's cards.

  • Kanone-Armee RE-99
  • Level 5
  • Dark / Machine
  • You may special summon this card from your hand or graveyard by banishing 1 Kanone-Armee monster from your hand or graveyard. Once per turn, you may have this card deal 1000 damage to your opponent. If you activate this card's effect, this card cannot attack. If this effect is used twice successively, double this card's lvl.
  • 2000/2000
  • A large, heavily armored power armored unit with a massive cannon coming from the right shoulder.

  • Kanone-Armee DE-23
  • Level 4
  • Dark / Machine
  • If this card is banished, deal 1000 damage to your opponent. At the end of the second end phase after this card was banished, special summon it to the field, and make its lvl equal to the lvl of one Kanone-Armee monster you control.
  • 1200/1900
  • A smaller unit, but stockier than the one above, and wielding a large buster rifle.

  • Kanone-Armee FD-43
  • Level 4
  • Dark / Machine
  • When this card is summoned, you may have it deal damage equal to the number of other Kanone-Armee monsters you control x500. If you do so, destroy it at end of turn. Once per turn, you may select one Kanone-Armee monster you control. Make all Kanone-Armee monster you control have lvl equal to that monster's lvl.
  • 1000/1000
  • A slim, sniper unit wielding a huge sniper rifle, but with some apparent battle damage.

  • Kanone-Armee TU-60
  • Level 10
  • Dark / Machine
  • You may special summon this card from your hand if your opponent takes damage from the effect of a Kanone-Armee monster two or more times in a turn. Once per turn, you may deal 700 damage to your opponent. You may tribute one monster you control; deal 500 damage to your opponent.
  • 2600/2600
  • A massive unit wearing a pair of large shoulder guards, a massive bazooka that is ready to fire a truly gigantic nuclear missile.

  • Kanone-Armee RF-33
  • Level 5
  • Dark / Machine
  • You may special summon this card from your hand or graveyard if your life points are 2000 or greater than your opponent's. Once per turn, you may deal 600 damage to your opponent. You may discard 2 cards from your hand; double this card's lvl.
  • 1900/1900
  • A smaller, more human looking power armor unit, but which wields a pair of massive machine guns with so many barrels, it'd make Liefeld uncomfortable.

  • Kanone-Armee SE-77
  • Rank 10 (4 Level 10 Kanone-Armee monsters)
  • Dark / Machine
  • Once per turn, you may detach 1 overlay unit from this card; destroy 1 monster on the field and deal damage to your opponent equal to its lvl times 300. Once per turn, if this card attacks a monster and does not destroy it in battle, attach it to this card as an XYZ material. If this card is destroyed and had three or more XYZ materials, deal 2000 damage to your opponent.
  • 3500/3500
  • The most massive of these units, painted red and black, and wielding the weapons of all prior units in numerous arms, it has a Zaku style mono-eye, and energy wings.

edited 22nd Mar '13 5:06:04 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
Krika Since: Dec, 2010
#69: Mar 22nd 2013 at 5:22:40 AM

Nick, the way you're introducing these cards makes it seem like you're making them for specific characters. D'Hale, Lincifa and Bann, so far. Are you going to do anything with them, or is it just inspiration for making them?

@Roxas: Fast note, I don't know if you can use the WIND effect to trigger replays over and over again, until your opponent runs out of monsters or not. If yes, keeping it from doing that is likely a good idea.

TroperRoxas ... from Scotland Since: May, 2010
...
#70: Mar 22nd 2013 at 7:26:31 AM

You mean in conjunction with EARTH's effect or something? Hm... I'll see if I can find a different effect to use, if it would be broken.

If there's a loop or something to exploit, I certainly didn't intend that. HER Oes are far too awesome to use such exploits >.> <.<

edited 22nd Mar '13 7:27:31 AM by TroperRoxas

Krika Since: Dec, 2010
#71: Mar 22nd 2013 at 8:21:36 AM

No, no. I mean, you attack, use the effect to bounce a monster. The number of monsters on the field has changed, so that triggers a replay. Rinse and repeat, essentially turning it into a better EARTH effect. So a rewording would be helpful there (You don't have to scrap it. Bouncing is kinda WIND's thing, after all, so it's thematic).

TroperRoxas ... from Scotland Since: May, 2010
...
#72: Mar 22nd 2013 at 8:30:43 AM

...Oh, right. Completely forgot what replay meant.

Anyways, that wasn't really the intention. It was supposed to happen after the battle. Guess I'll fix that wording, then.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#73: Mar 22nd 2013 at 8:58:26 AM

  • Venom Anaconda
  • EARTH/Reptile/Level 2/Tuner
  • When this card is Normal Summoned: Place a Venom Counter on all face-up non-"Venom" monsters. When this card is destroyed and sent to the Graveyard: Add a "Venom" card to your hand from your Graveyard, except Venom Anaconda.
  • 500/0

  • Ouroboros, Master of Venom
  • DARK/Reptile/Level 6/Synchro
  • 1 Reptile Tuner + 1 or more "Venom" non-Tuner(s)
  • When this card is Special Summoned: You can add a "Venom Swamp" from your deck or Graveyard to your hand. You cannot activate "Venom Swamp" the turn you add one to your hand by this effect. You can banish a "Venom" card from your Graveyard to place a Venom Counter on one face-up monster on the field. During either player's turn, you can remove three Venom Counters from anywhere on the field to banish this card until your next Standby Phase.
  • 2000/2000

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
NickTheSwing Since: Aug, 2009
#74: Mar 22nd 2013 at 2:55:52 PM

@ Krika: The character names are those of characters in a fanfic who will be using these cards. So, yes, these created cards are for something.

So, what do you think of the last few Dark-Fae, and D'Hale's cards?

Sign on for this After The End Fantasy RP.
Krika Since: Dec, 2010
#75: Mar 22nd 2013 at 4:36:16 PM

The last two Dark-Fae seem fine. And once again, I recommend splitting Cyandane into two different monsters (because it's really, really strong as it is).

Kanone-Armee, let's see....

DE-23: Specifying End Phase would be a clearer text, I think. TU-60: Second effect should be rewritten as "You can Tribute a monster you control; Deal 500 points of damage to your opponent."

Overall, they seem...fine. Really, I don't have anything that I can see about them that are badly done. And I look forward to seeing what you come up with.

edited 22nd Mar '13 4:36:38 PM by Krika


Total posts: 2,151
Top