Jump to content

Elemental Knights Starter Deck


SleepyBrown

Recommended Posts

[IMG]http://i943.photobucket.com/albums/ad275/eljunior987654321/YCM/5DsStarterDeck2008.jpg[/IMG]

[size="4"]This is a deck centered around well, elemental knights. the main purpose of this deck is to make your monsters stronger as you gain Life Points. The fun thing about this deck is that u leave the fate of your duel in the game of chance. Pretty interesting deck. please comment and rate. most of the image credit goes to [url=http://www.kolakisart.com/artemis_gallery.html]this person[/url] and [url=http://www.google.com]Mr. Google[/url][/size].

[size="5"]MONSTERS (17)[/size]

[spoiler='Monsters'][img]http://img684.imageshack.us/img684/6568/279363.jpg[/img]

[spoiler='Lore']When this card destroys a monster with a DEF equal or lower than this card's ATK, you can send this monster to the Graveyard to Special Summon 1 "Mair the Witch Queen" from your deck or your hand. When this card is sent to the Graveyard, increase your Life Points by 1000. Battle Damage is applied normally.
[/spoiler]

[img]http://img11.imageshack.us/img11/6568/279363.jpg[/img]

[spoiler='Lore']When this card destroys a DARK monster, remove the destroyed card from play. Increase this card's ATK by 500.[/spoiler]

[img]http://img375.imageshack.us/img375/8804/279363w.jpg[/img]

[spoiler='Lore']If this monster is Special Summoned, it is removed from play at the End Phase of the turn it was Special Summoned. You must offer 2 Warrior-Type monsters on your side of the field as Tributes to Normal Summon this card. While this card is face-up on the field, increase your Life Points by 200 during each of your Standby Phases.
[/spoiler]

[img]http://img198.imageshack.us/img198/2848/279363j.jpg[/img]

[spoiler='Lore']Increase this card's ATK for every monster on the field x200. If this card is Special Summoned, it is removed from play at the End Phase of the turn it was Special Summoned. When this card is destroyed, you gain Life Points equal to the ATK of this monster. During your Main Phase, you can destroy this card.[/spoiler]

[img]http://img703.imageshack.us/img703/687/279363i.jpg[/img]

[spoiler='Lore']* While in Attack Position: This card gains 500 ATK for every Spell Card activated.

* While in Defense Position: This card gains 500 DEF for every monster on your opponent's feild.
[/spoiler]

[img]http://img11.imageshack.us/img11/7724/279363z.jpg[/img]

[spoiler='Lore']This card cannot be destroyed by battle. Once per turn, you can return all Trap Card's you control to your hand. If this card is destroyed by a Trap Card, increase your Life Points by the original ATK of this monster.[/spoiler]

[img]http://img822.imageshack.us/img822/4269/279363r.jpg[/img]

[spoiler='Lore']This card's ATK is equal to the ATK of the strongest monster on the field. When this card is destroyed, you can equip it to another monster on your side of the field. The selected monster cannot be targeted by the effect's of a Traps, Spells, or Effect Monsters.[/spoiler]

[img]http://img573.imageshack.us/img573/6568/279363.jpg[/img]

[spoiler='Lore']The Normal Summoning of this card cannot be negated. The ATK and DEF of this card is equal to the number of "Knight Maidens" in your Graveyard x500. When this card is destroyed, you gain Life Points equal to the number of card's in your Graveyard x100.[/spoiler]

[img]http://img203.imageshack.us/img203/6568/279363.jpg[/img]

[spoiler='Lore']You can only activate this card's effect when you receive Battle Damage. Inflict 900 points of direct damage to your opponent's Life Points. When this card is destroyed, it is removed from play and you gain Life Points equal to the total amount of monsters on the field x200.[/spoiler]

[img]http://img600.imageshack.us/img600/6568/279363.jpg[/img]

[spoiler='Lore']A beautiful maiden whose gentle touch can cure almost anything.[/spoiler]

[img]http://img821.imageshack.us/img821/319/279363d.jpg[/img]

[spoiler='Lore']When this card inflicts damage to your opponent's Life Points. randomly select 1 card in your opponent's hand and discard it. If the selected card was a monster card, increase your Life Points by the ATK of the discarded monster.[/spoiler]

[img]http://img573.imageshack.us/img573/6364/279363u.jpg[/img]

[spoiler='Lore']This card cannot be Normal Summoned, Flip Summoned, or Special Summoned except by the effect of "Arabemia the Witch Knight". When this card is destroyed and sent to the Graveyard, select 2 LIGHT monsters from your opponent's Graveyard and remove them from play. During your Main Phase, you can destroy this card.
[/spoiler]
[img]http://img819.imageshack.us/img819/4364/279363e.jpg[/img]

[spoiler='Lore']This card cannot be Special Summoned. You must Tribute 3 monsters to Normal Summon this card. The effects of Spells, Traps, and Effect Monsters are negated the turn this card is Summoned. You can pay Life Points so that you only have 100 left, to have this card gain ATK and DEF equal to the amount of Life Points you paid.[/spoiler]

[img]http://img441.imageshack.us/img441/5418/279363o.jpg[/img]

[spoiler='Lore']When a DARK monster you control is selected as an attack target, you can destroy this card in place of the selected monster. Damage calculation is not applied.[/spoiler]

[img]http://img824.imageshack.us/img824/2848/279363j.jpg[/img]

[spoiler='Lore']As long as this card remains face-up on the field, "The Dark Lord's Lair" cannot be targeted by the effects of Spells, Traps, or Effect Monster's.[/spoiler]

[img]http://img560.imageshack.us/img560/6568/279363.jpg[/img]

[spoiler='Lore']You must remove from play 1 LIGHT monster and 1 DARK monster from your Graveyard to Normal Summon this card. When this card destroys a monster, you gain Life Points equal to the Battle Damage. Your opponent does not receive Battle Damage from attacks involving this card.[/spoiler]

[img]http://img593.imageshack.us/img593/6568/279363.jpg[/img]

[spoiler='Lore']When this card is selected as an attack target, toss a coin and call Heads or Tails. If you call it right, negate the attack and increase this card's ATK by the ATK of the attacking monster. If you call it wrong, destroy this card and you take damage to your Life Points equal to this card's ATK.[/spoiler][/spoiler]

[size="5"]SPELLS (6)[/size]

[spoiler='Spells'][img]http://img192.imageshack.us/img192/1079/279363f.jpg[/img]

[img]http://img171.imageshack.us/img171/6568/279363.jpg[/img]

[spoiler='Lore']You must discard 1 card from your hand to activate this effect. Roll a six-sided die. Activate the following effects depending on your result:

* 1 or 6: Increase your opponent's Life Points by 500 for every monster on his/her side of the field.
* 2 or 4: Special Summon 1 Level 6 or lower monster from your deck. Then shuffle your deck.
* 3 or 5: Increase your Life Points by 1000.[/spoiler]

[img]http://img577.imageshack.us/img577/4904/279363c.jpg[/img]

[img]http://img573.imageshack.us/img573/7055/279363t.jpg[/img]

[img]http://img600.imageshack.us/img600/7055/279363t.jpg[/img]

All DARK monsters gain 800 ATK while this card is in play. Discard 1 monster card from your hand to activate this effect. Activate the following effect's depending on the attribute of the discarded monster:

[spoiler='Lore']* LIGHT: The monster is removed from play and you lose 500 Life Points.
*DARK: Increase your Life Points by the ATK of the discarded monster.
*WATER: The monster is returned to your hand.
*FIRE: The monster is Special Summoned on your side of the field in face-up Attack Position.
*EARTH: All monster's whose DEF is equal to or lower than the discarded monster's ATK are destroyed.
*WIND: The monster is returned to your deck. Then shuffle your deck.[/spoiler]

[img]http://img64.imageshack.us/img64/6568/279363.jpg[/img][/spoiler]

[size="5"]TRAPS (4)[/size]

[spoiler='Traps'][img]http://img375.imageshack.us/img375/319/279363d.jpg[/img][img]http://img52.imageshack.us/img52/6568/279363.jpg[/img]

[img]http://img39.imageshack.us/img39/6568/279363.jpg[/img][img]http://img573.imageshack.us/img573/4269/279363r.jpg[/img][/spoiler]

[size="5"]RITUALS (1)[/size]

[spoiler='Rituals'][img]http://img697.imageshack.us/img697/6568/279363.jpg[/img][img]http://img337.imageshack.us/img337/6568/279363.jpg[/img]

[spoiler='Lore']When your opponent activates a Spell Card, Trap Card, or Effect Monster's effect, you can send 1 Warrior-Type monster from your hand to the Graveyard to negate the activation and destroy that card. If you activate this effect, this monsters ATK by 1000. This card cannot declare an attack the turn this effect is activated.[/spoiler][/spoiler]

[size="5"]CARDS IN DECK[/size]

[size="4"]Monsters (20)[/size]

Arabemia the Witch Knight X2

Sonic Bird* X2

Berohel King of Light X1

Iarthamus, Lord of the North x1

Ifthen Knight X1

Knight Maiden - Adhiel of the Flames x1

Knight Maiden - Elah of the Angels x1

Knight Maiden - Jenna, Queen of the East x1

Knight Maiden - Mera x1

Knight Maiden - Nana the Fair x1

Knight Maiden - Ruana x1

Knight Maiden - Seera the Rouge Warrior x1

Mair the Witch Queen x1

The Dark Lord of the South x1

The Dark Lord's Body Guard x1

The Dark Lord's Pet x1

The Dark Lord's Queen x1

The Two-Faced Fiend of the West x1

[size="4"]Spells (10)[/size]

Elah's Surprise Attack x1

Gold Sarcophagus* x1

Luck of the Draw x1

Mountain Parayer x2

Northern City of the Angel x1

The Dark Lord's Lair x1

Winds of Centaurus x2

Terraforming* x1

[size="4"]Traps (11)[/size]

The Lone Warriors Spirit x2

The Secret Fort on the Mountain x1

Untouchable Maiden x1

Warring Clans x2

Negate Attack* x2

Magic Cylinder* x1

Dark Bribe* X2

[size="4"]Ritual (2)[/size]

Arcsine Knight x1

The Arcsine Plan Ritual x1

[size="5"]TOTAL - 43 CARDS[/size]

[size="5"]* Real Cards[/size]
Link to comment
Share on other sites

My review
[b]Rating:[size="3"] B[/size][/b] [i](Great Set, but it could be greater)[/i]

A few OCG and spelling errors, see my individual card reviews for the most glaring ones (I’m too lazy to point out the minor ones though). There also seems to be a small problem in the structure of sentences, you should tweak them a little to make them sound just right. For the most part the art is great, apart from the occasional blurry picture and black/white frame, however some of the pictures feel static due to boring poses and lack of background (ex. “The Dark Lord of the South”). And if I allow myself to go all nitpicky I would have to say that some of the Warriors really look like Spellcasters, Fiends or Fairies, but that is pretty much irrelevant.

Most of the effects are intriguing but at the same time they are easy to understand and imagine using in a game. I think this deck tends to be a bit OP’d, but that is easily taken care of with some polishing. The ground is set for a great deck, and that is what counts. Other than that I like that you showed all the cards in the deck, and how many of each are included, it really helped in getting an overview.

[u]General evaluation:[/u]
[i][b]Lore/effect: 3/5.[/b] The small mistakes pile up, easily managable though.[/i]
[i][b]Presentation: 4/5.[/b] Half of the pictures are great, the names are pretty cool.[/i]
[i][b]Originality: 5/5.[/b] This is where you stand out, many ideas in this set.[/i]
[i][b]Balance: 3/5.[/b] Too OP'd, but in some cases too weak cards - easily fixed though.[/i]
[i][b]Playability: 4/5.[/b] I could see myself using many of these.[/i]
[i][b]Overall: 3.8 = [size="3"]B[/size][/b] on the rating scale[/i]

[spoiler="My thoughts on some of the cards"]
[b]Arabemia the Witch Knight:[/b] The Life Point effect feels tacked on. And to be able to summon a Level 9 monster so easily is not too fair, I think.

[b]Iarthamus, Lord of the North:[/b] A bit OP’d; very high ATK [i]and[/i] DEF plus a Life Point effect which, again, feels tacked on. Also, I think if you give conditions to for the Summon it is not a Normal Summon, which basically ruins the entire effect of this card.

[b]Knight Maiden – Elah of the Angels:[/b] Way OP’d. I do not know what else to say.

[b]Knight Maiden – Ruana:[/b] Basically an unneeded vanilla with no redeeming factors.

[b]Luck of the Draw:[/b] Interesting outcomes, but I do not think the stakes are high enough. Since there is a 66 percent chance of a positive effect, the negative one should be more devastating. Also, I think it should summon a Level 1-6 monster from your hand [i]or[/i] a Level 1-4 monster from your Deck, you do not want to make it too easy for yourself, right? By the way, am I right in assuming that this card is not meant to be a Field Spell?

[b]The Dark Lord’s Lair:[/b] Again a very original card, but it is slightly OP’d. It both raises the ATK of a type of monsters by 800 and the cost of the card five out of six times either gets negated or has a positive effect. I think you should slim down the Discard’s effect to three possibilities and have one be good, one be neutral and one be bad to balance things out. Also, I think you should lower the raised ATK for DARK monsters to about 500.

[b]Winds of Centaurus:[/b] Such a basic effect, yet I have never seen it before. Very nice.

[b]The Lone Warrior’s Spirit:[/b] Really useful, balanced and original effect. Art (although a little blurry) and name are both great too.

[b]Arcsine Knight:[/b] Pretty generic, but useful, effect. Though I am perplexed as to what “If you activate this effect, this monsters ATK by 1000” means. Is it supposed to say the ATK is [i]raised[/i] by 1000, because that would make perfect sense considering it has a low base ATK for a Level 7 monster.

[b]The Secret Fort on the Mountain:[/b] This card feels superfluous and OP’d, being more powerful than the already very powerful card it replaces. Also the name and picture are both pretty boring.

[b]Untouchable Maiden:[/b] Nice, but it does not help a Knight Maiden in Defense Position, so I think it should say in the lore that this card only applies to face-up Attack Position Knight Maidens.

[b]Warring Clans:[/b] Everything is nice but the last effect about removing the monsters with the same Attribute from your deck etc. – that is really mean! (not to mention OP’d).
[/spoiler]
Link to comment
Share on other sites

[quote name='Son of Schmilsson' timestamp='1292982936' post='4872346']
My review
[b]Rating:[size="3"] B[/size][/b] [i](Great Set, but it could be greater)[/i]

A few OCG and spelling errors, see my individual card reviews for the most glaring ones (I’m too lazy to point out the minor ones though). There also seems to be a small problem in the structure of sentences, you should tweak them a little to make them sound just right. For the most part the art is great, apart from the occasional blurry picture and black/white frame, however some of the pictures feel static due to boring poses and lack of background (ex. “The Dark Lord of the South”). And if I allow myself to go all nitpicky I would have to say that some of the Warriors really look like Spellcasters, Fiends or Fairies, but that is pretty much irrelevant.

Most of the effects are intriguing but at the same time they are easy to understand and imagine using in a game. I think this deck tends to be a bit OP’d, but that is easily taken care of with some polishing. The ground is set for a great deck, and that is what counts. Other than that I like that you showed all the cards in the deck, and how many of each are included, it really helped in getting an overview.

[u]General evaluation:[/u]
[i][b]Lore/effect: 3/5.[/b] The small mistakes pile up, easily managable though.[/i]
[i][b]Presentation: 4/5.[/b] Half of the pictures are great, the names are pretty cool.[/i]
[i][b]Originality: 5/5.[/b] This is where you stand out, many ideas in this set.[/i]
[i][b]Balance: 3/5.[/b] Too OP'd, but in some cases too weak cards - easily fixed though.[/i]
[i][b]Playability: 4/5.[/b] I could see myself using many of these.[/i]
[i][b]Overall: 3.8 = [size="3"]B[/size][/b] on the rating scale[/i]

[spoiler="My thoughts on some of the cards"]
[b]Arabemia the Witch Knight:[/b] The Life Point effect feels tacked on. And to be able to summon a Level 9 monster so easily is not too fair, I think.

[b]Iarthamus, Lord of the North:[/b] A bit OP’d; very high ATK [i]and[/i] DEF plus a Life Point effect which, again, feels tacked on. Also, I think if you give conditions to for the Summon it is not a Normal Summon, which basically ruins the entire effect of this card.

[b]Knight Maiden – Elah of the Angels:[/b] Way OP’d. I do not know what else to say.

[b]Knight Maiden – Ruana:[/b] Basically an unneeded vanilla with no redeeming factors.

[b]Luck of the Draw:[/b] Interesting outcomes, but I do not think the stakes are high enough. Since there is a 66 percent chance of a positive effect, the negative one should be more devastating. Also, I think it should summon a Level 1-6 monster from your hand [i]or[/i] a Level 1-4 monster from your Deck, you do not want to make it too easy for yourself, right? By the way, am I right in assuming that this card is not meant to be a Field Spell?

[b]The Dark Lord’s Lair:[/b] Again a very original card, but it is slightly OP’d. It both raises the ATK of a type of monsters by 800 and the cost of the card five out of six times either gets negated or has a positive effect. I think you should slim down the Discard’s effect to three possibilities and have one be good, one be neutral and one be bad to balance things out. Also, I think you should lower the raised ATK for DARK monsters to about 500.

[b]Winds of Centaurus:[/b] Such a basic effect, yet I have never seen it before. Very nice.

[b]The Lone Warrior’s Spirit:[/b] Really useful, balanced and original effect. Art (although a little blurry) and name are both great too.

[b]Arcsine Knight:[/b] Pretty generic, but useful, effect. Though I am perplexed as to what “If you activate this effect, this monsters ATK by 1000” means. Is it supposed to say the ATK is [i]raised[/i] by 1000, because that would make perfect sense considering it has a low base ATK for a Level 7 monster.

[b]The Secret Fort on the Mountain:[/b] This card feels superfluous and OP’d, being more powerful than the already very powerful card it replaces. Also the name and picture are both pretty boring.

[b]Untouchable Maiden:[/b] Nice, but it does not help a Knight Maiden in Defense Position, so I think it should say in the lore that this card only applies to face-up Attack Position Knight Maidens.

[b]Warring Clans:[/b] Everything is nice but the last effect about removing the monsters with the same Attribute from your deck etc. – that is really mean! (not to mention OP’d).
[/spoiler]
[/quote]

not only is this helpful, but it makes me see blindspots i overlooked. thanks man +1 rep.

and yes, "Winds of Centaurus" is also my favorite haha
Link to comment
Share on other sites

Oh, speaking of "Winds of Centaurs", I though of some things that could make it more balanced and playable. First of all you should make it clear in the lore if all the monsters attacking sort of "merge into one" or if one of them attacks and the rest of them act as equips. For example, if your opponent plays "Skull Dice" or something and your monsters ATK suddenly is lower than that of the target, what would happen? Would all the monsters be destroyed? I think you should clarify this.

Secondly, I'm not too sure how I feel about this, but maybe there should be at least [i]some[/i] sort of cost, this Spell could be very powerful.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...