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Thread: Official Create-a-Card Thread

  1. #1241
    Registered User King's Avatar
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    Quote Originally Posted by clairedestroyer! View Post
    Luckily for you all (a lil unlucky for me), I had planned to visit the library today to do some stuff but I got snowed in. So instead I did my write-ups. for some, not all, I chose to rewrite effects to illustrate my point. For ones I didn't, I either did not see a way to do the rough effect while writing it better or was just not particularly inspired to do so.

    @Volteccer

    Angel of Charity
    Spoiler Alert!
    Volteccer
    "Angel of Charity
    Rank 4 LIGHT Fairy/Xyz/Effect
    2 Level 4 monsters
    Once per turn, you may detach 1 Xyz Material from this monster; draw 3 cards, then discard 2 cards.
    ATK/1500 DEF/1500"

    Graceful Charity on legs is crazy strong. Compare to Tsukuyomi who has non-generic materials, is costed, and requires your entire hand to be discarded. Lack of hard OPT also hurts.

    I'd go with this personally:

    Angel of Charity
    Rank 4 LIGHT/Fairy/Xyz/Effect
    2 Level 4 monsters
    You can detach 2 Xyz Materials from this card, then send 1 card in your hand to the Graveyard; Draw 2 cards. You can only use the effect of "Angel of Charity" once per turn.
    1500/1500


    @Michelle

    Archmage of the Stream

    Spoiler Alert!
    Archmage of the Stream
    WIND
    ++++
    [Spellcaster/Xyz/Effect]
    2 Level 4 Monsters
    When this card is Xyz Summoned: You can make both players send 1 Spell card from their Deck to the Graveyard(Your opponent sends first), your opponent may skip their next turn's Draw phase to negate this effect. Once per turn, you can target 1 Spell card in the Graveyard(s); Detach 1 Xyz Material from this card, then, attach the target to this card as Xyz Material. During either player's turn, if this card has any Spell card attached to it as Xyz Material: You can activate one of the following effect depending of how many copies of a single Spell Card is attached to this card as Xyz Material:
    * Immediately after this effect resolves, Activate and resolve a Spell card with that name from your Hand.
    * Add 1 Spell card attached to this card to your Hand.
    ATK/2300 DEF/1600"

    cute idea, but clunky. last effect does not specify what numbers apply to which effect. could be made clearer by declaring a card name. skipping a draw phase is a bad choice, non interactive and there is no real decision process. a main or battle phase is better because then they are gambling whether they need that phase or not to remove archmage in return for its effect.

    i hope you mind i made an assumption for the number of spell cards for each effect:

    Archmage of the Stream
    WIND
    ++++
    [Spellcaster/Xyz/Effect]
    2 Level 4 Monsters
    When this card is Xyz Summoned: Your opponent can skip their next Main Phase 1, otherwise they send 1 Spell Card from their Deck to the Graveyard, then you send 1 Spell Card from your Deck to the Graveyard. Once per turn, you can target 1 Spell card in either Graveyard; Detach 1 Xyz Material from this card, then, attach the target to this card as Xyz Material. During either player's turn, if this card has a Spell card attached to it as Xyz Material: You can declare 1 Spell Card name attached to this card as Xyz Material, then resolve one of the following effects based on the number of cards with the declared name attached to this card as Xyz Material:
    * 1: Immediately after this effect resolves, Activate and resolve a Spell card with that name from your Hand.
    * 2 or more: Add 1 Spell card attached to this card to your Hand.
    ATK/2300 DEF/1600


    Swift Beyonder of the Future World
    Spoiler Alert!
    Swift Beyonder of the Future World
    LIGHT
    ++++
    [Psychic/Effect]
    2 Level 4 Monsters
    When this card is Xyz Summoned: You can return all Normal Summoned Monsters to the Hand. While this card has Xyz Material(s), if a player Special Summon a Monster(s), they cannot Normal Summon for the rest of this Phase. During either player's turn, when the effect of a Normal Summoned Monster is activated, you can Detach 1 Xyz Material from this card; Negate the Activation and if you do, return it to the Hand.
    ATK/2450 DEF/1050

    obv anti-monarch support. normal summon hate on such a big body has very dire consequences for other decks though. remember that almost every deck needs to normal summon to fully out a card, even pendulum decks because their normal summon is often how the build scales. this card gets you hit for nearly 5k with very little resistance.


    @Hope in the Interstice

    Astral Guide
    Spoiler Alert!
    Astral Guide
    LIGHT
    Psychic-type/Xyz/Effect
    Rank 4
    2500 / 2000
    '2 Level 4 monsters
    If this card is Special Summoned with Xyz Material: You can add 1 "Xyz" or "Rank-Up-Magic" card from your Deck to your hand. Once per turn, during either player's turn: You can detach 1 Xyz Material that is a monster from this card; Special Summon that monster.'

    first effect is fine since most of those targets are bad, and this card is not a target for many of them. second effect doesnt need a detach cost. just word it as summoning a material attached to it.


    Frozoic Score
    Spoiler Alert!
    Frozoic Score
    WATER
    Dinosaur-type/Xyz/Effect
    Rank 4
    1900 / 1200
    '2 Level 4 monsters
    Unaffected by your opponent's monster effects while it has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up card your opponent controls; negate its effects until the end of the current Phase.'

    effects are fine, 1900 is too low for what you get out of it. can be normal summoned over, most cards you want to ping with its effect (minerva, dire, giant hand, etc) will just kill it in battle then use it mp2.

    idealized:

    Frozoic Score
    WATER
    Dinosaur-type/Xyz/Effect
    Rank 4
    2000 / 1200
    '2 Level 4 monsters
    Unaffected by your opponent's monster effects while it has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up card your opponent controls; negate its effects until the end of the current Phase.'


    @Sanokal

    Skull Magician
    Spoiler Alert!
    Sanokal
    Skull Magician
    Rank 4 DARK Fiend-Type Xyz Effect Monster
    ATK/2100
    DEF/1200
    2 Level 4 monsters
    You can detach 2 Xyz Materials from this card, then target 1 Attack Position monster your opponent controls; take control of that target, also, only that target can attack this turn. If this card leaves the field: Return all monsters on the field to control of their original owners. You can only control 1 "Skull Magician".

    great. fills a niche, relatively balanced stat and effect wise. leave the field trigger effect would be problematic on a main deck monster, but extra deck monsters can activate from the extra deck.


    @Baroque

    Maxim Dragon
    Spoiler Alert!
    Maxim Dragon
    Rank 4 - DARK - Machine/Xyz/Effect
    atk 2300 def 1700
    3 Level 4 monsters
    Once per turn: You can detach 1 Xyz Material from this card to target 1 card your opponent controls; destroy it, and if it is not destroyed, you can destroy 1 card your opponent controls. At the end of the Battle Phase, if an attack was declared involving this card: You can attach 1 Level 4 monster from your hand to this card as an Xyz Material.

    first effect should just be non-targeting. does exactly what you are looking for with the additional niche of hitting untargetables like kozmo. second effect needs a stronger trigger as it is currently too easy. could safely be 2 material with these changes.

    idealized:

    Maxim Dragon
    Rank 4 - DARK - Machine/Xyz/Effect
    atk 2300 def 1700
    2 Level 4 monsters
    Once per turn: You can detach 1 Xyz Material from this card ; Destroy 1 card your opponent controls. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can attach 1 Level 4 monster from your hand to this card as an Xyz Material.


    Giant Orc Party
    Spoiler Alert!
    Giant Orc Party
    Rank 4 - DARK - Fiend/Xyz/Effect
    atk 2200 def 0
    2 Level 4 monsters
    This card gains 400 ATK for each Xyz Material attached to it. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until Main Phase 2 of your next turn. If this card would be destroyed (by battle or by card effect), you can detach 1 Xyz Material from this card instead. This card's name becomes "Giant Orc" while it is on the field.

    fine, it feels like a bit more usable, but fairly worse crazy box. nothing really notable.


    @Ziz

    Solar Prominence Dragon
    Spoiler Alert!
    Solar Prominence Dragon
    ソーラープロミネンス・ドラゴン
    Rank 4 FIRE/Pyro/Xyz/Effect

    2 Level 4 monsters
    While you control another Pyro-Type monster, this card cannot be targeted by your opponent's card effects or targeted for an attack. Once per turn: You can target 1 of your banished cards; attach that target to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card; excavate the top card of your Deck, and if it is a Pyro-Type monster, immediately after this effect resolves, Normal Summon it, if possible. Otherwise, send it to the Graveyard. Once per turn, during your End Phase: Inflict 500 damage to your opponent for each Xyz Material attached to this card.
    ATK/2000 DEF/1500


    too non generic, it's type based effects require another card, compare to a card like diamond dire wolf.


    Evil Incarnate
    Spoiler Alert!
    Evil Incarnate
    イビル・インカーネート
    Rank 4 Laugh/Machine/Xyz/Effect
    2 Level 4 monsters
    Once per turn: You can excavate the top card of both player's Deck, and if both excavated cards are monsters, the player with the monster with more ATK adds both cards to their hand. If one of the excavated cards is a monster and the other is a Spell/Trap Card, the player with the monster adds both cards to their hand. Otherwise, banish both cards face-down.
    ATK/1900 DEF/1800

    too gimmicky


    Marduke the Sacred Bull
    Spoiler Alert!
    Marduke the Sacred Bull
    聖雄牛 マルドゥク (せいおうし マルドゥク)
    Rank 4 Fire/Beast/Xyz/Effect
    2 Level 4 monsters
    Unaffected by other card effects while it has Xyz Material, except during the Damage Step. Once per turn, if 2 monsters battle, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card, then target 1 monster on the field; this card gains ATK and DEF equal to that target's ATK and DEF until the End Phase.
    ATK/2100 DEF/1600

    attack mods are okay, it feels marginally worse than dark rebellion since its not permanent.


    @King

    Dark Soul King
    Spoiler Alert!
    Dark Soul King
    DARK/Rank 4/Fiend/Xyz/Effect
    ATK/DEF 2300/1000
    2 Level 4 Monsters
    ①:When this card is Xyz Summoned Inflict 1200 damage to your opponent. ②: Once per turn you can detach 1 Xyz Material from this card and if you do halve the ATK of all non-Xyz Monsters in the field. ③: If this card is Destroyed by battle by a non-Xyz Monster: banish 1 card in the field

    first effect is just dumb. easy to loop into a win. its never going to be using any other effects. it also feels tacked on and non-flavorful.


    Glorious Deity Kuzuryu
    Spoiler Alert!
    Glorious Deity Kuzuryu
    LIGHT/Rank 4/Wyrm/Xyz/Effect
    ATK/DEF 2500/1000

    2 or more Level 4 Monsters
    ①:This card gains 200 ATK for each Xyz Material it has attached. ②: While this card has 2 or more Xyz Materials it cannot be destroyed either by battle and cards effects. ③:Once per turn during either player turn you can detach 1 Xyz Material from this card and if you do reveal the top card of your Deck and if you do cards effects of the same type of card (Monster, Spell, or Trap) as the revealed card cannot be activated until the end of the turn you activated this effect

    ditch the immunity and attack increase. shock master was already busted enough without the ability to resist outs to it, even with an rng element.


    @Pendulum (in case youre lurking i guess)

    Foolish Spirit of the Shining Lamp Forest
    Spoiler Alert!
    Foolish Spirit of the Shining Lamp Forest

    WIND | [Fairy/Xyz/Effect]
    Rank 4
    ATK 1200
    DEF 1800
    2 Level 4 Monsters
    This card cannot be destroyed by battle while it has Xyz materials and is in Attack Position. This card gains ATK equal to the Level/Rank of monsters attached to it x 100. Once per turn, during either player's turn (except the turn this card was Special Summoned): You can detach 1 Xyz Material from this card: Attach one card from your hand to this card as an Xyz Material. When a monster declares a Direct Attack: Detach 1 Xyz Material from this card and, if you do, negate that Attack. You can only use this effect of "Foolish Spirit of the Shining Lamp Forest" once per turn.

    kinda boring. last effect is nonsensical, unless youre going for gimmicky stuff like Double or Nothing, or counter said gimmicky stuff. Overall underpowered.


    @Jakinus

    D.D. Undercover Unit
    Spoiler Alert!
    D.D. Undercover Unit
    1800 ATK / 1800 DEF [RK4/Warrior/DARK]
    2 Level 4 monsters
    You can detach 1 Xyz Material from this card, then target up to 3 banished cards; return them to the Graveyard, then destroy the same number of Set cards on the field. Cards and effects cannot be activated in response to this effect's activation. If this card is banished while face-up on your side of the field, you can activate this effect: Banish 1 face-up card on the field. You can only use each effect of "D.D. Undercover Unit" once per turn.

    fine, fairly strong, fulfills a niche. destroying set cards should be optional so youre not forced to destroy your own. chainability limit should apply only to spells and traps so that it is still interactive with cards like veiler and ghost ogre. last effect should target

    idealized:
    D.D. Undercover Unit
    1800 ATK / 1800 DEF [RK4/Warrior/DARK]
    2 Level 4 monsters
    You can detach 1 Xyz Material from this card, then target up to 3 banished cards; return them to the Graveyard, then you can destroy the same number of Set cards on the field. Spell/Trap cards, and their effects, cannot be activated in response to this effect's activation. If this card is banished while face-up on your side of the field: You can target 1 face-up card on the field; Banish that face-up card. You can only use each effect of "D.D. Undercover Unit" once per turn.


    Unleashed Raging Chain
    Spoiler Alert!
    Unleashed Raging Chain
    1850 ATK / 1000 DEF [RK4/Sea Serpent/FIRE]
    2 Level 4 monsters
    You can only control 1 "Unleashed Raging Chain". Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects;
    Discard 1 monster, then send, from your Deck to your Graveyard, 1 monster that has a different Attribute from that discarded monster.
    Send 1 Spell/Trap card from your Deck to your Graveyard.
    Reveal 3 monsters from your Deck, then place them on the top of your Deck in any order.

    still needs to be hard opt because cards like dire and f0 let you avoid control 1 effects.


    @Eva

    Windstorm Tyrant
    Spoiler Alert!
    Windstorm Tyrant
    羽皇龍 -ウィンドストーム・タイラント-
    Wind Dragon / Xyz / Effect
    RK4 2500/2000
    2 or more Level 4 monsters
    (1) This card gains 100 ATK for each Xyz Material attached to an Xyz Monster on the field.
    (2) Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then reveal 1 card in your hand; shuffle into the Deck both that revealed card and 1 card your opponent controls that is the same Card Type (Monster, Spell, or Trap).
    (3) If this card with Xyz Material is destroyed by battle or card effect and sent to the Graveyard: You can target 1 Xyz Monster you control; attach this card from your Graveyard to that target as Xyz Material.

    i like this one a lot. second effect is fine in mechanics, should be hard opt so that youre incentivized to make 1 copy with more materials instead of multiple with less.

    idealized:
    Windstorm Tyrant
    羽皇龍 -ウィンドストーム・タイラント-
    Wind Dragon / Xyz / Effect
    RK4 2500/2000
    2 or more Level 4 monsters
    (1) This card gains 100 ATK for each Xyz Material attached to an Xyz Monster on the field.
    (2) During either player's turn: You can detach 1 Xyz Material from this card, then reveal 1 card in your hand; shuffle into the Deck both that revealed card and 1 card your opponent controls that is the same Card Type (Monster, Spell, or Trap). You can only use this effect of “Windstorm Tyrant” once per turn.
    (3) If this card with Xyz Material is destroyed by battle or card effect and sent to the Graveyard: You can target 1 Xyz Monster you control; attach this card from your Graveyard to that target as Xyz Material.


    Zyx, the Ancient Magi-Weapon
    Spoiler Alert!
    Zyx, the Ancient Magi-Weapon
    古代魔道兵器 ZYX (こだいまどうへいき ZYX)
    Light Rock / Xyz / Tuner / Effect
    RK4 1000/2000
    2 Level 4 monsters
    This card can be used as a Synchro Material as a Level 0 monster. You can only use the each effect of "Zyx, the Ancient Magi-Weapon" once per turn.
    (1) You can detach 1 Xyz Material from this card; Special Summon 1 Synchro Monster from your Extra Deck in Defense Position, but its effects are negated, it cannot attack, and is destroyed during the end of this turn.
    (2) If this card is destroyed by battle or effect and sent to the Graveyard: You can Special Summon 1 Tuner Monster from your Extra Deck in Defense Position.

    fine. its xyz synchro support that lets you tag stuff in for slot investment. being able to consistently summon it and use its effects feels a tiny bit too rare to be busted. more cute than anything.


    @Deadborder

    Gratavic Vector
    Spoiler Alert!
    Gravitic Vector
    グラビティック・ベクター
    EARTH Rank 4 Rock Xyz Monster
    1900/2500
    2 Level 4 monsters
    You can only use the (1) effect of "Gravitic Vector" once per turn.
    (1): During either player's turn, if your opponent Special Summons 2 or more monsters: You can detach 1 Xyz Material from this card; change those monsters to Defense Position, also those monsters cannot be Tributed for or used as Material for a Special Summon this turn.
    (2): While you control fewer monsters than your opponent, if a monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

    cute and fine, feels a little underpowered but generic nightmare is fine enough.


    @DelCtrl

    Gate Summoner
    Spoiler Alert!
    Gate Summoner
    Spellcaster/Xyz/LIGHT/Rank 4/ATK 500/DEF 2500
    2 level 4 monsters
    Once per turn, during either player turn: You can detach 2 Xyz material from this card, then Special Summon from your deck or graveyard 1 Level 5 or higher monster ignoring its summoning conditions, but its effects are negated until the End Phase of this turn. If a monster Special Summoned by this card effect cannot be Normal Summoned, banish it during your opponent next End Phase.

    should restrict summons after it is summoned to prevent extra deck shenanigans and ignoring every single downside.


    Thrash Metal King
    Spoiler Alert!
    Thrash Metal King
    Spellcaster/Xyz/DARK/ATK 2200/2000
    2 Level 4 monsters
    While this card have an Xyz material, it can attack your opponent directly. Once per turn, you can detach 1 Xyz material from this card: negate the effects of all other face-up monsters on the field, until the End Phase, and if you do this card gains 300 ATK for each face-up monster currently in the field, except this card.

    fine, definitely doesnt need both a direct attack and a pump effect for no cost. if one had to go, the direct attack should, and if so the boost should be temporary.


    @Drakylon

    Differnet Dimension Pathfinder
    Spoiler Alert!
    Different Dimension Pathfinder
    RANK 4 | LIGHT | [Fairy/Effect]
    2300 / 1900
    2 Level 4 monsters
    During your Main Phase, you can detach 1 Xyz Material from this card: Reveal the top 4 cards of your Deck, then resolve the following effects in sequence:
    Your opponent selects 1 card; banish it face-down.
    You select 1 card; banish it face-up.
    Your opponent selects 1 card; send it to your Graveyard.
    The remaining card is added to your hand, and you cannot add cards to your hand for the rest of this turn.
    You can only activate the effect of "Different Dimension Pathfinder" once per turn.

    rng effects are by definiton unviable because you are unable to adapt the effect to the situation at hand. its a cute card though.


    @Mari

    Monking, Leader of the Apes
    Spoiler Alert!
    Monking, Leader of the Apes
    Rank 4, EARTH
    [Beast/Xyz/Effect]
    2000/1500
    2 Level 4 Monsters
    Once per turn: you can detach 1 Xyz Material from this card to activate 1 of these effects:
    ● Target 1 Beast-Type or Beast-Warrior-Type Monster you control; it cannot be destroyed by battle or card effects until your next Standby Phase.
    ● This card gains 200 ATK for each Beast-Type and Beast-Warrior-Type Monsters you control.

    fine, could prob stand to be a quick effect, so that it can dodge entry traps. stuff like that is p skillful so def consider it.


    That's all. If you have further questions or comments (or the mention tags broke) feel free to talk to me.
    Can i send more submissions ?

  2. #1242
    Registered User clairedestroyer!'s Avatar
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    uhhhhhhh, I mean there's no point since you're not winning anything, but there's no rule in this thread that says you can't create your own Rank 4's just because. If people do give you trouble for it you're encouraged to report it, as we've already seen several examples of why it's not okay to endlessly berate someone on this forum.

  3. #1243
    Registered User Michelle's Avatar
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    Y'know, losing a R4nk contest for making an imbalanced R4nk is on itself a victory for me.

    Also

    On Michelle's first chapter of things that should've been, I revive one of my favorite themes that were really never a thing.

    Make your guesses now.

    Prime Element Wyvern
    LIGHT
    ****
    [Dragon/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● FIRE: This card's Attribute is also treated as FIRE permanently, and if it does: All Monsters you control gain 500 ATK. If this card battles an opponent's Monster, the damage your opponent takes becomes doubled.
    ● WIND: This card's Attribute is also treated as WIND permanently, and if it does: Add 1 LIGHT or DARK Monster with 1500 ATK and 1200 DEF from your Deck to your Hand. This attacking card cannot be Targeted by card effects.
    ATK/1500 DEF/1200

    Prime Element Phalanx
    DARK
    ****
    [Warrior/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● WATER: This card's Attribute is also treated as WATER permanently, and if it does: Return all opponent's Set Spell/Trap cards to their hand. Monsters with more than 1 Attribute are unaffected by opponent's Spell effects.
    ● EARTH: This card's Attribute is also treated as EARTH permanently, and if it does: Switch the battle position of an opponent's Monster. All Monsters you control with multiple Attribute inflict Piercing Damage.
    ATK/1500 DEF/1200

    Prime Element Seer
    LIGHT
    ****
    [Psychic/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● WATER: This card's Attribute is also treated as WATER permanently, and if it does: Add 1 ''Prime Element'' Spell/Trap card from your Deck to your Hand. Monsters with more than one Attribute cannot be targeted by opponent's card effects during the Main Phase.
    ● WIND: This card's Attribute is also treated as WIND permanently, and if it does: Return 1 ''Prime Element'' Spell/Trap card from your Graveyard to your Hand. Monsters you control can attack a number of times equal to their number of Attributes.
    ATK/1500 DEF/1200

    Prime Element Predator
    DARK
    ****
    [Dinosaur/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● FIRE: This card's Attribute is also treated as FIRE permanently, and if it does: Target 1 face-up Monster on the field with the same Attribute as this card; Destroy it. Monsters you control gain 100 ATK for each different Attribute on your field during the Damage Step.
    ● EARTH: This card's Attribute is also treated as EARTH permanently, and if it does: you can Banish Monsters your opponent's graveyard up to the number of Attributes in this card. If a Monster with 2 or more Attributes attacks, your opponent cannot activate any cards or effects until the end of the Damage Step.
    ATK/1500 DEF/1200

    Prime Element Norne
    LIGHT
    ****
    [Fairy/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● FIRE: This card's Attribute is also treated as FIRE permanently, and if it does: you can Target 1 LIGHT or DARK Monster with 1500 ATK and 1200 DEF in your Graveyard; Special Summon it in Defense Position. When a card or effect is activated that would Destroy a card is activated: You can Set this face-up card; Negate its activation.
    ● WATER: This card's Attribute is also treated as WATER permanently, and if it does: Draw 1 card for each 3 different Attribute on the field. Monsters with more than 1 Attribute are unaffected by cards or effects activated outside of the field.
    ATK/1500 DEF/1200

    Prime Element Asmodian
    DARK
    ****
    [Fiend/Effect]
    Cannot be Destroyed by Attacks or Effects from Monsters that share an Attribute with this card. While there is an attribute(s) on the field, this card gets the following effects:
    ● EARTH: This card's Attribute is also treated as EARTH permanently, and if it does: Send 1 Monster with 1500 ATK and 1200 DEF from your Deck to the Graveyard. Negate the effects of all Monsters in the Graveyard whose Attribute is the same as the Attribute of a Monster you control.
    ● WIND: This card's Attribute is also treated as WIND permanently, and if it does: you canTarget 1 face-up Monster; Negate its effects. Monsters with more than 1 Attribute become unaffected by Trap cards.
    ATK/1500 DEF/1200

    Prime Element Alchemist
    DARK
    ****
    [Plant/Effect]
    Once per turn, during either player's turn: you can declare 1 Attribute; This card's Attribute becomes the declared Attribute, and if it does, all Monsters of that declared Attribute gain 300 ATK. If this card is sent from the field to the Graveyard, you can add 1 ''Prime Element'' card, OR 1 LIGHT or DARK Monster with 1500 ATK and 1200 DEF from your Deck to your Hand.
    ATK/1500 DEF/1200

    Prime Element of Fire - Imperias
    FIRE
    **
    [Pyro/Effect]
    If you control a LIGHT or DARK Monster with original(printed) 1500 ATK and 1200 DEF, you can Special Summon this card, from your Hand. Once per turn, during either player's turn: You can Destroy this face-up card. If this card is destroyed, you can select and activate one of the following effects depending on who destroyed this card:
    ● You: Special Summon 1 level 2 EARTH or WIND ''Prime Element'' Monster from your Deck.
    ● Your opponent: Special Summon 1 Effect Monster with 1500 ATK and 1200 DEF from your Deck.
    ATK/1500 DEF/1200

    Prime Element of Water - Daelus
    WATER
    **
    [Sea Serpent/Effect]
    If you control a LIGHT or DARK Monster with original(printed) 1500 ATK and 1200 DEF, you can Special Summon this card, from your Hand. Once per turn, during either player's turn: You can Destroy this face-up card. If this card is destroyed, you can select and activate one of the following effects depending on who destroyed this card:
    ● You: Special Summon 1 level 2 EARTH or WIND ''Prime Element'' Monster from your Deck.
    ● Your opponent: Special Summon 1 Effect Monster with 1500 ATK and 1200 DEF from your Deck.
    ATK/1500 DEF/1200

    Prime Element of Earth - Xodd
    EARTH
    **
    [Rock/Effect]
    If you control a LIGHT or DARK Monster with original(printed) 1500 ATK and 1200 DEF, you can Special Summon this card, from your Hand. Once per turn, during either player's turn: You can Destroy this face-up card. If this card is destroyed, you can select and activate one of the following effects depending on who destroyed this card:
    ● You: Special Summon 1 level 2 FIRE or WATER ''Prime Element'' Monster from your Deck.
    ● Your opponent: Special Summon 1 Effect Monster with 1500 ATK and 1200 DEF from your Deck.
    ATK/1500 DEF/1200

    Prime Element of Wind - Simurg
    WIND
    **
    [Winged Beast/Effect]
    If you control a LIGHT or DARK Monster with original(printed) 1500 ATK and 1200 DEF, you can Special Summon this card, from your Hand. Once per turn, during either player's turn: You can Destroy this face-up card. If this card is destroyed, you can select and activate one of the following effects depending on who destroyed this card:
    ● You: Special Summon 1 level 2 FIRE or WATER ''Prime Element'' Monster from your Deck.
    ● Your opponent: Special Summon 1 Effect Monster with 1500 ATK and 1200 DEF from your Deck.
    ATK/1500 DEF/1200

    Prime Element Sealmaster - Tualah
    LIGHT
    ********
    [Fairy/Effect]
    Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. You can Tribute Monsters you control whose combined Attributes make FIRE, WATER, EARTH and WIND; Special Summon this card from your Hand or Graveyard. When this card is Summoned: Declare 1 Attribute; Your opponent cannot Summon Monsters of the declared Attribute. If this card leaves the field: Add 1 ''Prime Element'' Spell/Trap card from your Deck to your Hand.
    ATK/2700 DEF/2700


    Prime Element Maiden - Doriado
    LIGHT
    ****
    [Spellcaster/Ritual/Effect]
    Can be Ritual Summoned with ''Blessing of the Four Prime Elements''. This card's Attribute is always treated as also FIRE, WATER, EARTH and WIND. Once per turn, you can Special Summon 1 Monster with 1500 ATK and 1200 DEF from your Hand or Graveyard. Cannot be Targeted by attacks or effects from Monsters who share an Attribute with this card.
    ATK/1500 DEF/1200


    Blessing of the Four Prime Elements
    Spell Card/Ritual
    Can be used to Ritual Summon ''Prime Element Maiden - Doriado'' from your Hand or Graveyard. You must also Trbute Monsters you control or in your Hand whose combined levels make 4 or more. If this card is in the graveyard, and you control no Ritual Monsters, you can Target in Monsters you control whose combined attributes make at least FIRE, WATER, EARTH and WIND; Return this card from your Graveyard to your Hand. You can only use each effect of ''Blessing of the Four Prime Elements'' once per turn.

    Prime Element Scroll
    Spell Card/Equip
    Declare 1 Attribute while Activating this card, the Equipped Monster's Attribute becomes that declared Attribute. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 ''Prime Element'' Monster from your Deck whose Attribute is the same as the declared one.

    Prime Element Ribbon
    Spell Card/Equip
    Target 1 LIGHT or DARK Monster in your Graveyard with 1500 ATK and 1200 DEF; Special Summon it, and if you do, Equip it with this card. After this card is successfully equipped to a Monster you control, you can Declare 1 Attribute; The Attributes of all opponent's Monster become that Attribute until the end of this turn. If this card leaves the field, negate the effects of the equipped Monster until the end of this Phase.

    Meditating Four Elements
    Spell Card/Normal
    Activate the following effects in sequence depending on the Attributes on Monsters you control with an original(printed)LIGHT or DARK Attribute
    ● FIRE and WIND: Destroy 1 card on the field.
    ● WATER and EARTH: Look at your opponent's Hand, then you may discard 1 card among them, if you do not, Draw 1 card.


    Prime Element Frame
    Trap Card/Counter
    When a Monster on the field declares an attack, or activates its effect, you can Banish 1 ''Prime Element'' Monster you control that shares Attribute with that Monster; Negate that Monster's effect, and if you do, Special Summon the Monster Banished to activate this effect, it's ATK, DEF, and Level are increased by the difference between each, and its Attribute becomes the same as both. If you have FIRE, WATER, EARTH and WIND Attributes between Monsters you control, you can activate this card from your Hand.

    Prime Element Assimilator
    Trap Card/Continuous
    Once per turn, When a Monster(s) would be Special Summoned from the Extra Deck: you can Target ''Prime Element'' Monsters you control that share all Attributes with the Monster(s) that would be Special Summoned; Negate the Summon of that Monster(s) and if you do, Return it to the Extra Deck. During each of your opponent's End Phase: Target 1 Monster with multiple Attributes you control, you may negate its effects until the end of your next turn, if you do not, Banish this card.

    Prime Element Erasure
    Trap Card/Normal
    Activate when you control Monsters whose combined Attributes make LIGHT, DARK, FIRE, WATER, EARTH and WIND: Make your opponent Tribute all cards they control and in their Hand.
    Last edited by Michelle; 1st February 2016 at 10:12 PM.

  4. #1244
    Registered User clairedestroyer!'s Avatar
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    Balance was actually part of the goal, not antithetical. The point was to help show that balance is far less black or white than most people assume. Swift was just too good in a monster heavy meta, which is what we're likely to have for the forseeable future without a major shift. Archmage was very clunky but there was a cool idea there, I just value polish and simplicity for effects that are already balanced well.

  5. #1245
    Registered User Drakylon's Avatar
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    @clairedestroyer! I think you vastly misunderstood my card. It's got no more RNG than a Pot of Greed or Card of Demise aside from the number of cards drawn. Each effect is resolved in sequence (meaning no effect is randomly chosen or ordered), and each effect has a player choose a card specifically, not randomly, from the pool of four cards revealed from the top of your deck. In other words, each player knows exactly what card they're targeting with each effect that they get to target a card with. I don't see any RNG in that, aside from, well, the act of drawing cards, something inherent in every card involving card draw, reveal or excavate in the game (plus a few extra).

  6. #1246
    Registered User Sanokal's Avatar
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    Those write-ups were quite interesting to read.
    Still trying to make my final decision, curses.
    Sanokal

  7. #1247
    Registered User clairedestroyer!'s Avatar
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    It's RNG because you're picking 4 cards off the top of your deck. If you only get 1 good card out of those 4, guess where it's ending up? For a similar example, Monster Gate/Reasoning are RNG because they are also reliant on your (ideally random) deck order. You can mill no cards at all or your entire deck. This one is the same way because you're reliant on enough of your top 4 being good that you end up with a good card in hand. Even with the players making active choices (like with Reasoning) the outcome is dependant on things outside their control.

    As an even further example, Kuribandit and Needlebug Nest are somewhat similar to this, and no one would argue you have complete control over those effects.
    Last edited by clairedestroyer!; 1st February 2016 at 11:13 PM.

  8. #1248
    Registered User Baroque's Avatar
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    Quote Originally Posted by clairedestroyer! View Post
    Luckily for you all (a lil unlucky for me), I had planned to visit the library today to do some stuff but I got snowed in. So instead I did my write-ups. for some, not all, I chose to rewrite effects to illustrate my point. For ones I didn't, I either did not see a way to do the rough effect while writing it better or was just not particularly inspired to do so.

    *snip*

    @Baroque

    Maxim Dragon
    Spoiler Alert!
    Maxim Dragon
    Rank 4 - DARK - Machine/Xyz/Effect
    atk 2300 def 1700
    3 Level 4 monsters
    Once per turn: You can detach 1 Xyz Material from this card to target 1 card your opponent controls; destroy it, and if it is not destroyed, you can destroy 1 card your opponent controls. At the end of the Battle Phase, if an attack was declared involving this card: You can attach 1 Level 4 monster from your hand to this card as an Xyz Material.

    first effect should just be non-targeting. does exactly what you are looking for with the additional niche of hitting untargetables like kozmo. second effect needs a stronger trigger as it is currently too easy. could safely be 2 material with these changes.

    idealized:

    Maxim Dragon
    Rank 4 - DARK - Machine/Xyz/Effect
    atk 2300 def 1700
    2 Level 4 monsters
    Once per turn: You can detach 1 Xyz Material from this card ; Destroy 1 card your opponent controls. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can attach 1 Level 4 monster from your hand to this card as an Xyz Material.
    I won't disagree with the results, but in regards to your rewrite of the card I do have something I feel I need to say, based on something that was said. I can understand wanting to dial back the second effect some (even if I feel it might've been dialed back too far; you've made it so that VS Pendulum-centric decks he will almost never reload), but redoing the first effect makes it feel like 'what I was looking for' was misunderstood; I'm not after it dispensing non-targeting destruction, I'm after it chewing through scenery.

    Maxim Dragon is intended to be a 'Gun Dragon' Xyz Monster and named for the first recoil-operated machine gun, with its second effect designed to emulate that noteworthy feature and its first effect designed to emulate the capacity for a machine gun to keep firing if need be (even if Maxim Dragon could only fire an additional time mechanically, just imagine how many bullets it'd be spraying thematically).

    It's intended less to take on Kozmos and more to take on 101's (if it'd eaten already, it will die), 77's (one activation of Maxim = one less of 77), Phantom- backrow (spend 2 or die), or to hose down something nearby should it connect with a thing like them (or something more sturdy like a Beelze or 66 target, or even effectproofing like from R8!Felgrand or Dora). Perhaps making it just a non-targeting destruction effect might make it more relevant, in the long run, but I felt I should clarify that 'what I was looking for' from it wasn't that.
    #222937 for invisitext in the Org's dark. Try it out!

  9. #1249
    Registered User Erickdsl's Avatar
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    Flamjinn Efreet
    FIRE
    Pyro/Ritual/Effect
    6
    ? / ?
    You can ritual summon this card with any "Magical lamp" ritual spell card. When this card is ritual summoned: activate 1 of the following effects:
    *Shuffle cards from your opponent's hand, field or graveyard equal to the number of monsters tributed for this card's ritual summon. (The cards in the hand are chosen at random)
    *Draw cards equal to the number of monsters tributed for this card's ritual summon.
    *Add 1 monster from your deck to your hand with a level equal to the number of monsters tributed for this card's ritual summon.
    You can only activate each effect of "Flamjinn Efreet" once per duel. If this card battles an opponent's monster: during damage calculation this card's ATK and DEF becomes the ATK or DEF (whichever is higher) of the monster it battles + 100 * the level / rank of that monster.

    Flamjinn Sultan
    FIRE
    Pyro/Ritual/Effect
    7
    1000 / 2800
    You can ritual summon this card with any "Magical lamp" ritual spell card. When this card is ritual summoned: select and apply 1 of the following effects:
    *While this card is face-up on the field, your opponent cannot tribute monsters for a number of their turns equal to the number of monsters tributed for this card's ritual summon.
    *While this card is face-up on the field, your opponent cannot special summon from the extra deck for a number of their turns equal to the number of monsters tributed for this card's ritual summon.
    *While this card is face-up on the field, your opponent cannot add cards from the deck to the hand, except by drawing them, for a number of their turns equal to the number of monsters tributed for this card's ritual summon.
    You can only apply each effect of "Flamjinn Sultan" once per duel. Your opponent cannot target monsters you control for attacks or effects, except this one.

    Flamjinn Sheik
    FIRE
    Pyro/Ritual/Effect
    8
    2800 / 1000
    You can ritual summon this card with any "Magical lamp" ritual spell card. When this card is ritual summoned: activate 1 of the following effects:
    *Infilict damage to your opponent equal to the number of monsters tributed for this card's ritual summon * 600.
    *Gain lp equal to the number of monsters tributed for this card's ritual summon * 800.
    *Return cards your opponent control to the hand equal to the number of monsters tributed for this card's ritual summon.
    You can only activate each effect of "Flamjinn Sheik" once per duel.This card gains ATK equal to the number of monsters tributed for this card's ritual summon *100; If this card destroys an opponent's monster by battle: equip the destroyed monster to this card; it gains ATK equal to the level / rank of the equipped monsters * 100, and gains the equipped monsters effects.

    Magical lamp of eternal desire
    Spell card / Ritual
    You can use this card to ritual summon any "Flamjinn" ritual monster. Tribute FIRE monsters from your hand or side of the field then ritual summon 1 "Flamjinn" ritual monster from your hand whose level exactly equals the total levels of those monsters. If your opponent controls a monster that was special summoned from the extra deck, you can also banish FIRE monsters from your deck or graveyard. Cards and effects cannot be activated in response to this card's activation.

    Magical lamp of infinite wishes
    Spell card / Ritual
    You can use this card to ritual summon any "Flamjinn" ritual monster. Tribute FIRE monsters from your hand or either side of the field then ritual summon 1 "Flamjinn" ritual monster from your hand or graveyard whose level exactly equals the total levels of those monsters. The monster summoned by this card cannot be destroyed by card effects.

    Magical lamp of unlimited greed
    Spell card / Ritual
    You can use this card to ritual summon any "Flamjinn" ritual monster. Tribute FIRE monsters from your hand or side of the field then ritual summon 1 "Flamjinn" ritual monster from your hand or deck whose level exactly equals the total levels of those monsters. It cannot attack this turn.

    Any thoughts?

  10. #1250
    Registered User Drakylon's Avatar
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    Quote Originally Posted by clairedestroyer! View Post
    It's RNG because you're picking 4 cards off the top of your deck. If you only get 1 good card out of those 4, guess where it's ending up? For a similar example, Monster Gate/Reasoning are RNG because they are also reliant on your (ideally random) deck order. You can mill no cards at all or your entire deck. This one is the same way because you're reliant on enough of your top 4 being good that you end up with a good card in hand. Even with the players making active choices (like with Reasoning) the outcome is dependant on things outside their control.

    As an even further example, Kuribandit and Needlebug Nest are somewhat similar to this, and no one would argue you have complete control over those effects.
    By your logic, everything in the game that draws, excavates, mills or reveals a part of the deck is RNG, from Pot of Greed to Allure of Darkness to the entire Lightsworn archetype. Were those cards unviable? Clearly not, since the first was banned, the second was limited and the last was popular and fairly successful in tournament play for a time. Whether Final Countdown worked or not was also dependent on factors outside either player's control, namely whether the player of Final Countdown was able to draw it early enough into the game, the amount of other defensive cards he/she was able to draw, the quality of the opposing player's plays based on what he/she drew, etc. Yet the card was banned because it was too viable. Reasoning and Monster Gate are being played at tournament levels with decent to much success. Were they poorly designed? Perhaps, but not because of their inherent RNG but rather because of the edge cases that abuse them.

    Heck, this entire game is founded upon an RNG mechanic of drawing cards from a 40-60 card deck. Does this make Yu-Gi-Oh unviable as a game? Would the game be any better if you had access to all cards of your Deck from turn 1, or knew exactly in what order your cards were in your deck?

    Would you dismiss this effect as "RNG" and thus "unviable" as well? Because in the end, after thinning your deck of 3 other cards, this is what Pathfinder does.

    Once per turn: You can detach 1 Xyz Material; draw 1 card.
    In a game, and in a card game especially, RNG does not immediately equal bad design.

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