Jump to content

[Finished]Contest - DT Tribe Alliance [Not accepting]


Darj

Recommended Posts

I thought about this contest after I made this Qliphort+Infernoid Rank4 monster.

 

Requirement

Make a Synchro or Xyz monster that depicts a combination, or "fusion", of 2 monsters from different Duel Terminal tribes. The monster must have generic Summoning requirements AND effect(s). For examples of monsters like this, look at Daigusto Emeral and Lavalval Chain, or the Qliphernoid Adrenomelech linked above. Also include a backstory for the card.

 

Deadline

February 6th

 

Rules

[spoiler=]1. Regular YCM Rules apply.

 

2. The card must be a Synchro or Xyz monster.
2.1 You can pick monsters from any time in the storyline. Really, with enough creativity and a story backing it up, I think you can mix anything you want.

2.2 You cannot pick monsters from the same archetypes. Yeah, fusing 2 monsters within the same archetype would be kinda boring. You are free to fuse monsters from different but closely related archetypes, such as Constellar-tellarknights, or Verz-Inverz.
2.2 You cannot pick a monster that has 2 or more official versions/incarnations. (e.g. Trishula, Exciton Knight, Leodrake).
2.3  For practical purposes, it must require 2 generic Materials. Any more materials and the card may end with the "awesome but impractical" syndrome.
2.4 It must have a generic effect(s) (doesn't need a monster with X name/attribute/type to activate, etc.)
2.5. Adding flavorful effect(s) or traits that make a reference to the original monster is encouraged.

 

3. When posting the card, include a short paragraph explaining or describing the card's backstory: what happened to the original monster, where is it now in the storyline (if applicable), etc. Following the DT storyline is not mandatory: you can take advantage of the world resets that Sophia performed to create cards from other parallel universes (e.g. in a parallel universe, X monster encountered with Y and became this) or gaps in the storyline (e.g. while X and Y tribes were fighting, something happened to Z monster), or make up a couple of things (e.g. Not all members of X archetype were eliminated, and one of them evolved through the time).

 

4. Entries must be your own.

 

5. Write the card text under the card so it will be easier to read.

 

6. Since it can be difficult to find fanart of evolved/upgraded versions of specific DT monsters, you are allowed to use fanarts of that monster as artwork, or submit a Written Card. When submitting written cards you have to include a short description of the artwork or appearance of the monster (how does it looks like, what changed compared to the original monster, etc.)

 

7. Check over your card before submitting it (OCG/grammar, card stats/effect).

 

8. Use official card Types and Attributes, and avoid awkward ATK/DEF values like XX30 or XX10.[/spoiler]

 

Entry fee: 50 points (will go to the pot)

 

Prizes

1st  - 50% of the pot + 1 rep

2nd - 30% of the pot

3rd  - 15% of the pot

 

Pot: 3925

(Donations accepted. Thanks to Aquatic Ether Zerpant, Jinx_ and -Noel- for their donations)

 

Participants

1. Aquatic Ether Zerpant

2. Jinx_

3. -Noel-

4. Adak33

 

Judges

1.Voltex

 

Accepting up to 2 judges. If you are interested, PM me your grading criteria. You must have passed the Judge Exam.

 

Grading Criteria

Like in my previous DT-based contest, the majority of points will be destined to Creativity & flavor in order to properly reward participants for coming up with a backstory for the card they make: explaining what happened to the original monsters, describing its hypothetical place in the DT storyline, etc.

 

Changed my mind on the above. Balance and Design will have a higher point limit than Creativity & Flavor. However, backstory, or at least the card's origin, will still be considered for Creativity & Flavor, but its impact won't be as important as before.

 

Voltex [50]

[spoiler=]
Balance/Design [25] - The card doesn't have a too powerful effect, it effectively supports most decks as a generic card, suitable ATK/DEF for its Level/Rank and # of materials required, etc.
Creativity/Flavor[20] - The effect is unique or rarely used, the card's backstory, etc.
Theme [5] - Follow the requirements of the card (generic, based on DT monsters, etc.)

 

I have removed OCG from the criteria because, really, I see no point in punishing participants for having a couple of mistakes on their OCG or not fully understanding the punctuation marks that indicate conditions, costs, and effects and all of that; as long as it is understandable, it should be fine. I may even drop OCG fixes on submitted cards.

 

Bonus [3]

[2] - Amazing backstory: Go the extra mile with the backstory, such as writing a couple of paragraphs or a short story.

[1] - The card and/or its effect somehow makes a reference to the original monsters (e.g. pick an Effect Monster and retrain it with a generic version of that effect, the monster retains the ATK/DEF of the original monster but gains additional ATK/DEF with its own effect).

 

I am granting these as bonus so you won't get less points if you don't elaborate your backstory or don't bother with references to the original monsters, but at the same time encourage you to do so. Also, you can't get a score higher than 50 with bonus points. For example, if you score 49 points but are worthy of 2 bonus points, your final score will become 50.[/spoiler]

Link to comment
Share on other sites

Hmm, I can drop the emphasis on the backstory and leave it just for extra bonus points.

I would rather have more participants and entries with fair effects, than less participants of subpar cards winning just because of their developed backstories.

Link to comment
Share on other sites

I know this is probably way ahead of schedule, but I have my card! I may or may not edit the story behind it though, if that's allowed.
zDnID0S.jpg
[spoiler=Card Text]
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: you can target cards on the field or in either player's Graveyard, up to the number of non-Tuner Synchro Materials used for the Synchro Summon of this card; banish them. This card gains 200 ATK for each card banished by this effect. Once per turn: you can return 1 other monster you control to the hand. If this card would be destroyed, you can discard 1 Spell card instead.[/spoiler]

[spoiler=Backstory]
Long ago, the Flamvell held dominion over the ember-filled valleys, surrounded by volcanoes on all sides, with their deity keeping the peace. But, after the war of the tribes, the Flamvell were defeated, and the deity they had worshiped for so long became dormant, resting in the valley where its worshipers had once lived.

Much time has passed since then, so much time that the valley has now become a sea thanks to the breaking of the Ice Barrier. And with the rise of a new people, whose gruesome rituals twist and contort the body and soul of the sacrifice, the deity long asleep has been revived through the possession and mutation of one of the peoples' lesser beings. Embedded with powers both familiar and unknown, this ancient deity seeks to take back its rightful place as overseer of its precious valley...

((Basically Ancient Flamvell Deity stayed dormant in the place where the Flamvells once were after their defeat, and after the breaking of the Ice Barrier the Flamvell's previous home flooded and became the home of the Gishkis. Deity woke up and found what happened to its domain, then combined itself with Gishki Reliever to become a new, more powerful being, capable of disrupting the rituals (banishing aquamirror/ritual monsters) of the Gishki and hopefully reversing the flood (putting cards back into hand to reverse bad effects). The banishing effect is a varient of Deity's, and the returning is Reliever's. The discard to prevent destruction is meant to discard aquamirror to further interupt the gishkis, but it can also help them if they already have a ritual monster in grave.))
[/spoiler]

Link to comment
Share on other sites

Apoqhliphernoid Onowers

Rank 5 Xyz

2 Level 5 FIRE monsters

1000 ATK/3300 DEF

This card's Rank on the field is treated as 7. Once per turn, when a monster is Special Summoned to your opponent's side of the field: you may detach an Xyz Material from this card, if you do: Banish that Special Summoned monster. Once per turn, you may discard a card, if you do: Attach a banished monster to this card as an Xyz Material. While this card has an Xyz Material attached to it, your opponent may only activate one Spell/Trap card or effect per turn. If this card has no Xyz Material(s) attached to it, destroy it and banish any Level 5 or lower monsters from your Graveyard.

 

So I took the idea of a fusion between the Infernoid and Qli monster imprisoned together and applied it to Infernoid Onuncu and Apoqliphort Towers. I also took the idea of imprisoning a monster and put my own tweak on it. It might be a bit overpowered though. It's first effect is kinda like an edited and watered down version of Winda's effect and it also helps Infernoids/Qli's in that Nekroz s*** all over them (and Dark Law), this creates a bit of a flood gate to help counter that. The third effect is to help Onuncu because it limits your opponent to what they can and can't do. ok. so, i edited to also limit what you can do with it on the field and if at any time it has no Xyz materials, you not only lose it, you also lose any level 5 or lower Infernoid summon fuel in your grave. should help with balancing. maybe i went to far tho?

Link to comment
Share on other sites

[spoiler='Entry']

vrgTnN6.jpg

1 Tuner + 1 or more non-Tuner monsters

During either player's turn: You can target 1 face-up card you control; return it to the hand, and if you do, activate 1 of these effects, depending on whose turn it is. You can only use the effect of "Steelswarm Rhinoceros" once per turn.
● Your turn: Normal Summon 1 monster from your hand. Its DEF becomes 0, and if it does, negate its effects and switch it to face-up Defense Position.
● Your opponent's turn: This turn, all monsters your opponent controls lose 500 ATK.

After Mist Valley Thunder Lord was forced to destroy Catastor which was one of AoJ's greatest weapon against Worms, the conflict and dissent suddenly burst up among AoJ which resulted in Mist Valley tribe have to withdraw and fought Worms on their own. Later, they were saved by Dragunity tribe and eventually survived until the Worm Zero's defeat. But not so long after the war end, the only survivor of AoJ along with Genex, Ice Barrier tribe were convinced by one of the Fableds that Mist Valley were going to eradicate them as a first step to avenge AoJ for their treatment to Mist Valley.

 

Ice Barrier who was fooled suddenly, unbeknownst to other tribes, attacked Mist Valley, before capturing and managed to seal Thunder Lord deep down in the earth where Fabled was once sealed. Then the world progress as we know, the Fabled revealed their true intention and the new war began, with the ending scene of Ice Barrier eventually released Trishula and the world was frozen. Of course, whatever lived/sealed under the ground are unaffected by that and will remain there.. forever.

 

Time passed and new generation began. Steelswarm, the demons that were sealed even deeper than Fabled began to rose. Along their path of revival, they found the sealed Lord whose soul was filled with nothing but hatred and sorrow from that betrayal of the group of people who he once thought as allies. That's the perfect substance for Cell who want to experiment its virus before using it in action sometime later and gave birth to Evilswarms, and poof, Rhinoceros was born!

 

Let's get back to children card game, his soulless body (0 DEF) didn't hold back any power and experience from being one of the mightiest Lord of AoJ in the past (2600 ATK). His effects' cost(?) is literally that of Thunder Lord, with a bit more restriction of returning at resolution and only face-up card so that there's no costless Double Summon, and without such desire to become stronger to protect someone (feel free to ignore this, only personal imagine >//<), he's now using his thunder for crippling enemy instead of boosting himself. He also acquired new power as a Steelswarm in the form of Double Summon that doesn't negate the Steelswarms' effects! (see rulings below).

 

Rulings

- I'm not sure about the original one's ruling in this case, but from the ruling of similar card I know (Wingbeat), if you were to return this card or another Extra Deck monster as this card's cost, then that "activate 1 of these effects..." part cannot resolve since you didn't return a card to your hand.

- Monsters that already has 0 DEF when Normal Summoned by his 1st effect will neither get their effects negated nor switch to Def position since, same as above, it DEF didn't become 0. And with majority of Steelswarm having 0 DEF and their effects trigger on Tribute Summon, I think that's a check on flavor while also being useful as a generic Level 7 that let you use Goblindbergh, Zombie Master or anything in conjuction with Masked Chameleon a lot easier.

- Think of his 2nd effect as a reverse-Apelion.

[/spoiler]

Link to comment
Share on other sites

I'd like to participate!

 

[spoiler=Entry]aUx3jOK.jpg

Gem-Ex Ally Seraph

Light/9/Synchro/Machine

2900/2400

1 Tuner + 1 or more non-tuner monsters
When this monster is synchro summoned, you can tribute a Tuner monster you control: send a non-tuner monster with the same attribute as the tributed card from your deck to your graveyard, then Synchro or Fusion summon a Monster with that attribute from your extra deck, using the tributed and sent monsters as materials. Banish that monster during the end phase.[/spoiler]
 
Here's the backstory. The site's formatting hates me at the moment, so I couldn't put it in a spoiler unless I put it in a quote box as well. I think it's because you're not allowed to put more than one paragraph in one spoiler box (my write-up for the backstory is kind of long; I had a bit too much fun with it).
[spoiler=Backstory]
 
The Gem-Knights were still recovering from their war when the Shaddolls attacked. Caught off guard, Crystal, Zirconia, Prismaura, and even Master Diamond were slain in the attack, their remains stolen by the invaders. Outraged, Gem-Knight Seraphinite called for a retaliatory assault, but was rebuked; instead, the new leadership of the gem-knights -- Gem-Knight Lady Brilliant Diamond, freshly formed in the wake of the assault -- insisted on marshaling their forces to be sure of their victory. Incensed by this refusal, Seraphinite left on her own to recover the bodies of her comrades.
 
Battling her way into Shaddoll territory, Seraphinite finally found her comrades, but in a state more horrible than she had feared. Their pieces welded together and animated in a mockery of life by the Shaddoll core, what was left of her comrades now faced her in battle as the abominable Anti-Luminescent Knight, Cairngorgon. Bereft of allies, Seraphinite was swiftly defeated and her armor broken. However, before Cairngorgon could finish her off, Seraphinite managed to drag herself into a nearby chasm and fall into its depths, out of the reach of the Shaddolls' foul methods.
Seraphinite expected that she would find nothing at the chasm's bottom save for her own protracted demise, but to her surprise she was not the only one to have fallen into the darkness: There, near her broken body, were the shattered remnants of forces that had faced the Fabled in times past... and one that was more or less intact, a robot that had shut itself off in the hopes that it would one day be discovered and repaired -- Genex Ally Axel. Awakening the dormant machine, the two came to an understanding; the threat of the Shaddolls would need to be defeated, but both were barely in a state to even move, let alone escape the chasm. However, with their combined expertise, they were able to craft Seraphinite's armor and Axel's body into a mechanical suit that would allow them both movement, forging them anew into Gem-Ex Ally Seraph! Back to full health, the freshly-minted hero was able to escape the chasm, and return to the heart of the Shaddoll's.
 
Renewing her battle with Cairngorgon, Seraph was able to avoid the mistakes she had made as Seraphinite, using the powers of her armor and her own abilities to bring in aid in the form of temporarily resuscitated Genex Ally's from the shattered forces in the chasm. With the aid of their fleeting presence and her increased strength, she was able to defeat Cairngorgon, driving the monster back.
 
Giving chase, Seraph found the dying creature in front of the Shaddoll core itself. Overjoyed to have found the heart of the corruption, Seraph moved to destroy it, preparing the summon of a new ally to strike it down. However, sensing the danger to itself, the Shaddoll Core flooded the dying Cairngorgon with its power, refining it into a new form -- El Shaddoll Grysta. With Grysta's power thwarting her attempts to call support, and the Shaddoll forces beginning to arrive in greater and greater numbers, Seraph was once more defeated, and this time slain.

 

[/spoiler]

tl;dr version: It's Gem-Knight Seraphinite, having crafted the remains of Genex Ally Axel into armor after her own was broken by Cairngorgon.

 

[spoiler=Design Notes]
Seraphinite and Axel both allow you to summon an additional level 4 or lower monster each turn. Seraphinite does so without penalty; Axel banishes it but also doubles its attack before then. Obviously a merger of the two would have a summoning effect, but what? I eventually decided on it allowing either a fusion or synchro summon with no level limitation, to show their increased power.... but being unfamiliar with this sort of summoning, previously only summoning maindeck monsters, these summons have Axel's penalty without the benefit of attack doubling. Their method of obtaining materials is a reference to the Gem-Knights sending monsters from the deck as fusion materials. Originally it also required you to discard the Tuner instead of tributing it, in reference to Axel's method of summoning by discarding, but I decided that was too strong; instead, I made it require that both monsters share an attribute, in reference to how the Genex monsters tend to require or reference specific attributes in their text. Seraph's attack is 2000 less than the combined attack of both monsters, and it's defense is 1000 less than their combined defense. It's level 9 because Axel is level 8 and it didn't feel right to have it be a lower level than one of the monsters it comes from (That, and there are way too few generic level nine synchro monsters). It being Light-attribute is partly a reference to Seraphinite being a fairy, and partly because Light is the only attribute that Genex don't have a Synchro for (It would be a Genex monster itself, if I were capable of resisting that pun); it's a machine because... well, because it's mechanical, and because I felt that being Light was representative enough of Seraphinite that I didn't need to make it a fairy as well (Even though Seraphinite is Earth-Attribute).[/spoiler]
 
 
 
Link to comment
Share on other sites

I have added to the list those who have sent the points.

 

Apoqhliphernoid Onowers

Rank 5 Xyz

2 Level 5 FIRE monsters

Once per turn, when a monster is Special Summoned to your opponent's side of the field: you may detach an Xyz Material from this card, if you do: Banish that Special Summoned monster. Once per turn, you may discard a card, if you do: Attach a banished monster to this card as an Xyz Material. While this card has an Xyz Material attached to it, your opponent may only activate one Spell/Trap card or effect per turn. 

 

The card's ATK/DEF are missing.

Link to comment
Share on other sites

I see. You still have a couple of days to come up with something. I will wait until then to refund your points just in case you get a last-minute sudden inspiration. I could drop some ideas if you want; you wouldn't get less points for using them.

Link to comment
Share on other sites

Not to bother you or anything Voltex, but are you still grading entries at this point, or has the DP tournament things taken precedence over this one?

 

If you're busy with other things offline, take your time, but try to get them graded ASAP, as the participants here are most likely waiting to see how they fared.

Link to comment
Share on other sites

Done with the grades. I will wait 1~2 days to discuss or fix anything I may have missed before sending the points.

 

Current Standings:

1st: Noel - 53 points

2nd:  Ether Elephant - 48 points

3rd: Adak33 - 45 points

 

[spoiler=Scores]

Ancigishki Coalacanth
Balance/Design: 20 - Disrupts the grave and then reaches a decent ATK stat, but 2700 is still low for a Synchro8 and the rest of the effects are not as impressive. Bouncing your own monsters to save them from effects is cute, but it won't work on Extra Deck monsters nor it will be as effective on big monsters without handy built-in conditions. Saving it at the cost of a Spell Card is risky as well because usually Spells are either important for your plays (e.g. Fusion & Ritual Spells, deck thinners), or too good (e.g. Raigeki, Soul Charge) to use them as discard fodder.
Creativity/Flavor 20 - I really like the flavor on its effects and the "reverse the flood/damage" theme. The bouncing effect may be the same as Reliever's but is still flavorful considering this card is meant to be a fusion of it + Flamvell Deity.
Theme: 5

Bonus
Backstory: 2
References: 1 - Same base stats and Flamvell Deity. 2 of its effects are a direct reference to its "fusion materials".

Total: 48


Apoqhliphernoid Onowers
Damn, I just realized it is not generic as it needs FIREs as material, but it is too late to fix now.
Balance/Design: 5 - First, the DEF is a bit too high for a Rank5, regardless if its generic or not. Then, I'm afraid the effects may be too much for a Rank5. It will banish any monster your opponent Special Summons and thus it will be difficult for it to get over this monster, let alone beating it with a Normal Summoned monster, and you can restock its materials as long as you have cards to discard. Then it has that Shogun Shien effect as icing on the cake to further slow the opponent down. Sure, the card's drawback is huge, but chances are the game will be over before its loses all of its materials. Finally, it becomes Rank7 for no apparent reason except Rank-Up plays I cannot think of right now.
Creativity/Flavor: 10 - I didn't spot any flavorful elements on the card. It's a Rank5, and yet neither Nehemoth nor Killer are Level 5. There is no backstory except for adopting what I wrote on my own Qliphernoid, but it didn't help with making this card any more interesting. However, there is a hint of creativity on its material recycling effect and revisiting the Shogun Shien effect, so that's worth a couple of points.
Theme: 4 - Doesn't require generic materials but FIRE monsters.

Total: 24


Steelswarm Rhinoceros
Balance/Design: 25 - Card looks great. 2600 ATK is arguably the ideal on a Synchro7 with an effect (see Michael, Yazi, Burei). The bouncing effect suffers from the same as "Ancigishki Coalacanth", except that this grants you an additional effect for compensating it: The last effect makes it splashable, while the first effect helps the arguably undersupported Steelswarms and of course decks with plenty of 0 DEF monsters. In addition, since it bounces any card, it can be used to your advantage by recovering cards such as Tenki or Call of the Haunted; in a way this supports the card's splashability. I don't think this card would be overpowered.
Creativity/Flavor 20 - Amazing flavor and backstory. The dual effect working differently depending on the player's turn is interesting and underused (I think Bujinki Amaterasu is the only official card that works like this), which adds to the card's creativity. The last effect is a reverse Thunder Lord boost, which is flavorful as well.
Theme: 5

Bonus
Backstory: 2
References: 1 - Same ATK as Thunder Lord, but 0 DEF like the rest of the Steelswarm, nice. It also bounces like Thunder Lord.

Total: 53

 

Gem-Ex Ally Seraph
Balance/Design: 18 - Appropriate base stats for a Synchro9. The effect isn't as healthy or generic, though. You need a Tuner on the field and monsters with the same Attribute (including the Fusion/Synchro to Summon) to use it, and this severely hurts its splashability. However, when you set things up, it can lead to an aggressive push that can put a lot of damage on board before the turns ends and the other Synchro is banished, supporting OTKs, and the latter is not a cool thing to do in my opinion. So, what we have here is what I would call an "awesome but impractical" card, and that's not a positive trait.
Creativity/Flavor 20 - The effect may be impractical, but the card is still flavorful. As explained in the notes, straight Synchro summoning is an advanced form of Seraphinite's and Axel's swarming effects, plus it is an unique effect as I believe this would be the only card that essentially uses monsters from the deck as Synchro material. I read the explanation on the LIGHT Attribute but still, while it fits Seraphinite and the card's artwork, it doesn't feel right when none of its "materials" are LIGHT. But at the same time, sudden attribute changes are not unheard of, so I won't give less points for this.
Theme: 4 - The card isn't as generic or splashable.

Bonus
Backstory: 2
References: 1 - Because of the math involved that was explained on the post. Plus the references to both Seraphinite and Axel's swarming effects.

Total: 45[/spoiler]

Link to comment
Share on other sites

Balance/Design: 20 - Disrupts the grave and then reaches a decent ATK stat, but 2700 is still low for a Synchro8 and the rest of the effects are not as impressive. Bouncing your own monsters to save them from effects is cute, but it won't work on Extra Deck monsters nor it will be as effective on big monsters without handy built-in conditions. Saving it at the cost of a Spell Card is risky as well because usually Spells are either important for your plays (e.g. Fusion & Ritual Spells, deck thinners), or too good (e.g. Raigeki, Soul Charge) to use them as discard fodder.
Creativity/Flavor 20 - I really like the flavor on its effects and the "reverse the flood/damage" theme. The bouncing effect may be the same as Reliever's but is still flavorful considering this card is meant to be a fusion of it + Flamvell Deity.
Theme: 5

  Thanks for the feedback, and I can say that I am proud of this card! But, if I am reading my effect right, this card works well as a banisher for the field as well as the grave, and the minimum ATK it can get is 2900 since it must have 2 materials. I can see what you're saying about the latter effects though, and appreciate you reviewing thoroughly. 

Link to comment
Share on other sites

Ah, I see it now. It can also target on the field and at least 2 cards; I assumed it could target up the the # of non-Tuners used as material. Well, that does change things, because now it is a +2 banisher on summon, with the option of disrupting the grave instead, and 2900 is a fair ATK for a Synchro8. Perhaps it is a bit too good, considering that Scrap Dragon is among the best Synchro8s, but only gives 1-for-1 pops with its effect, whereas this could be made with the same materials, but banishes up to 2 cards without affecting your field and also gets +100 more ATK than Scrap; it arguably outclasses it except in Scrap decks, and outclassing official cards is not a good thing to do.

 

Hmm, I would change the score but basically it would end up the same, because instead of being underpowered, now it is a bit overpowered, and 20 points on balance feels fine for that flaw.

Link to comment
Share on other sites

Archived

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...