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Thread: Official Create-a-Card Thread

  1. #2791
    Registered User Sanokal's Avatar
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    Oct 2015
    New Zealand.
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    Effect-wise, I liked the Harpies the most. Concept-wise, the Melodious were my favourite.

  2. #2792
    Registered User ScionStorm's Avatar
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    Sep 2015
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    Fifth card for my Para/Dox Legend Duelist Labyrinth theme.

    Labyrinth Ruler

    You can Ritual Summon this card with "Earth Chant"; and if you do, you can activate "Labyrinth Dungeon" from your Deck. Gains 500 ATK for each "Labyrinth Wall" you control. If this card's Battle Position is switched: You can Special Summon 1"Labyrinth Wall" from your Spell/Trap Zone. Once per turn: You can Normal Set a "Labyrinth" monster from your Deck OR set a "Labyrinth" Spell/Trap from your Deck but it cannot be Flip Summoned or activated this turn. Once per turn (Quick Effect): Your opponent can switch control of one of their monsters to you until this card is destroyed, and if they do, this card is switched to Attack Position. If this card is destroyed: Return it to the Deck.
    ATK 0/DEF 2800

    And updated test for the previous set of 4.
    Spoiler Alert!

    Quote Originally Posted by ScionStorm View Post
    Labyrinth Wall Corridor

    If you control a "Labyrinth Dungeon": You can Special Summon this monster from your hand. This card's name becomes "Labyrinth Wall" while face-up on the field or in the GY. During a Battle: Monster effects cannot be activated except by the monsters battling. Once per turn: You can discard this card to add 1 "Labyrinth" Spell/Trap from your Deck to your hand. When this monster is sent from the field to the GY or sent to the GY by its own effect, you can place it in your Spell/Trap Zone as a Continuous Spell card with this effect:
    ● Once per turn, if you control a "Labyrinth Dungeon": You can move a face-up monster to an empty Main Monster Zone or switch Monster Zones with another monster on it's field.

    ATK/0 DEF/3000

    Dungeon Worm of the Labyrinth

    Flip: Destroy 1 face-up monster your opponent controls with ATK less than 1800 and inflict 800 damage to your opponent's Life Points. Switches to Attack Position when flipped face-up. Gains 200 ATK each time it destroys a monster by battle or its card effect. Once per turn, if "Labyrinth Dungeon" is face up on the field (Quick Effect): You can flip this monster face-down. You can treat this card in your hand as a Rock monster.

    ATK/1800 DEF/1500

    Labyrinth Tank Mobilized

    "Labyrinth Wall" + 1 EARTH monster
    Must first be Special Summoned from your Extra Deck by tributing the above cards. (You do not use "Polymerization".) If this monster is Special Summoned from your Extra Deck: You can return up to 2 cards on the field to the Deck. If there is a face-up "Labyrinth Dungeon" on the field: Spell/Trap effects cannot be activated during a battle involving this monster. Once per turn: You can move this card from the Extra Monster Zone to an open Main Monster Zone on your field OR switch this card's Main Monster Zone with a "Labyrinth Wall" you control. Deals Piercing Battle Damage. If this card Battles a monster in its column: Gains 300 ATK during Damage Calculation.

    ATK/2400 DEF/2400

    Labyrinth Dungeon

    "Labyrinth" monsters gain 200 ATK/DEF. If a monster you control is equipped with "Magical Labyrinth": You can add 1 "Wall Shadow" from your Deck or GY to your hand, also if the equipped monster is targeted by a card effect; you can switch it's Monster Zone with another "Labyrinth" monster you control and treat that card as the target. If a "Wall Shadow" you control is sent from the field to the GY: You can Special Summon a "Labyrinth Wall" in your Spell/Trap Zone. If this card would be destroyed: You can Special Summon 1 "Labyrinth Wall" in your Spell/Trap Zone instead. If a "Labyrinth Wall" Normal monster is sent from the field to the GY: You can place it in your Spell/Trap Zone as a Continuous Spell card with this effect:
    ● Once per turn: You can switch a "Labyrinth" monster you control to face-up or face-down Defense Position.

    Spoiler Alert!

    Labyrinth Wall
    Wall Shadow
    Shadow Ghoul

    Magical Labyrinth

    *Guardian of the Labyrinth becomes renamed "Underworld Watchman" or something to avoid text-bloating confusion.
    Last edited by ScionStorm; 2 Days Ago at 05:22 AM.

  3. #2793
    Registered User
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    Mar 2017
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    Quote Originally Posted by ScionStorm View Post
    Legend Duelist: Burning Light Concert
    It took me some time to carefully review this, but it was interesting!

    Quote Originally Posted by ScionStorm View Post
    "Harpie Huntresses" is a very cool name idea and in terms of artwork it could be a Harpie Lady Sisters counterpart of sorts, featuring multiple harpies as a single monster card. However, the stats and effect are lackluster.

    Harpie Lady Duet is a great concept, and it is cool to see it here again. Unfortunately, its second effect would rarely trigger, because one would almost invariably use Sisters to summon Empress.

    Because, well, Empress is too good not to summon it right after you summon Sisters. 2800 ATK, S/T removal, swarm and floating, and more removal. Want.

    The Spell based on Pet Dragon's attack name is a nice idea too, but the burn is too small and situational.

    Concert's effects, except the first one, are well thought both in lore and in gameplay. I like that it means "if you destroy all my Harpies, I will summon them all back". The first effect doesn't seem necessary, because there are many other S/T removal options and it would mean giving up on the remaining effects of Concert.

    Quote Originally Posted by ScionStorm View Post
    --Cyber Girl/Angel--
    I've already comented on the first 4 cards in

    Assemble Fusion's wording is still confusing, but the idea is cool and reminds of Double Passe both in name and effect.

    Machine Angel Respite has a weird wording as well, but if it works the way I understand, it keeps the theme of starting the duel with Cyber Girls and then switch into Cyber Angels. My main concern with this strategy is in real life you don't necessarily draw into cyber girls first, and if you are already playing Cyber Angels, this trap has no use anymore. It's kinda like "D-Time".
    Quote Originally Posted by ScionStorm View Post
    --Black Rose /FIRE-Plant--
    I like the Black Rose Witch theme, as well as the idea of Aki gaining her own "beyond Synchro Summon" method. Like she embraces her past as Black Rose Witch and turns it into a positive future.

    But even after reading the cards multiple times, I still don't understand how they are supposed to be played. It all feels very convoluted. So, I can't really give a useful review.

    Quote Originally Posted by ScionStorm View Post
    I haven't watched ZEXAL yet, so, I don't know much about Anna and her story with Trains.

    Expedition is already good support just for being a Switchyard searcher, so the rest are good bonuses.

    Sceneshifter would be useful in Geargia and maybe Gadgets and Machina, for its high ATK, destruction resistance and S/T removal.

    The Chaos Xyz evolution of Gustav Max is fearsome. And the Rank-Up Magic card is simple and effective.

    I think Inroad Railroad doesn't give enough to give up on Switchyard. But appraise the idea of evolving the field by constructing more rails.

    Quote Originally Posted by ScionStorm View Post
    Mezzo and Contralto complete the voice types for Songtresses, along with Soprano. Their "search when summoned" effects are obviously powerful. Their "used as material" effects also fit with patterns from existing cards. But them being Pendulums doesn't provide much benefit. But I understand why they are: the "Pendulum dimension" would have Pendulum Melodious, if we ever saw Yuzu dueling again.

    I don't like Beethovena. I know it is very easy to summon with Mezzo searching Cannon, but the effect is weak and your opponent may thank you for the free mill. I get that it tries to relate to Schuberta's OCG effect, but I think it misses the point. Both in the anime and in real life, Schuberta's main purpose is disrupting your opponent's game plan by banishing what need in the GY. The ATK boost is not the main point.

    Bachelle is better, and the simple fact that it is a Rank 4 Melodious with 2400 ATK makes her playable. But her effect is not very useful. More often than not, the affected monsters would either fall for the 2400 ATK anyway, or have effects to get rid of Bachelle without battle. It could be better.

    The field spell is decent. It boost ATK, protects the thematic special summons, and summons back materials. And the last effect can break an Extra link.



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