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Umbral Beasts


lapinkoira

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OK, first time here for me, so go easy please  :)

These are the Umbral Beasts, they are an archetype of Dark-attribute beast-type monsters (there is also 1 dragon-type)

None of them can be normal summoned. They can however be set. They can be special summoned by banishing other Umbral beasts so that the levels of the banished ones are equal to the level of the card you want to summon. They gain effects by being banished by other effects, however they can not banish themselves and gain effects.

 

First of all, Umbral Beast - Hare

 

Umbral Beast - Hare
Attribute: Dark
Level:3
Type: Beast
Second Type: Effect
ATK:1200
DEF:1500
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. This card can attack your opponent directly, but if it does, the damage inflicted is halved. If this card is sent to the graveyard, banish it instead. If this card is banished, except by it's own effect you can add 1 "Umbra Beast" monster from your deck to your hand.
 
This card is mainly the search of the deck. The deneb of the deck, if you will.
 
 
Next up, Umbral Beast - Raven
 
Umbral Beast - Raven
Attribute: Dark
Level: 3
Type: Beast 
Second Type: Effect
ATK: 1000
DEF: 1100
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is destroyed by an opponent's card (either by battle or by card effect), you can banish 1 "Umbral Beast" in your hand to add 1 "Umbral" spell/trap from your graveyard to your hand. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, you can draw 1 card.
 
 
This card is very useful in the deck, it allows you to recycle the spells/traps and gets draw power if you banish it so you don't minus as hard.
 
 
The final Level 3 is Umbral Beast - Fox
 
Umbral Beast - Fox
Attribute: Dark
Level: 3
Type: Beast
Second Type: Effect
ATK: 1600
DEF:1200
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combinedlevels equal those of this card. During your standby phase, you can target 1 "Umbral Beast" Monster on the field. That monster gains 500 ATK until the end of this turn. You can only use this effect of "Umbral Beast - Fox" once per turn. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, you can target 1 banished "Umbral Beast" monster, except "Umbral Beast - Fox", add that target to your hand.
 
Quite a basic card. Little atk boost, which helps a lot in the deck. Plus it replaces itself if banished. It can't get itself back though.
 
 
The first Level 6 is Umbral Beast - Wolf
 
Umbral Beast - Wolf
Attribute: Dark
Level: 6
Type: Beast 
Second Type: Effect
ATK: 2400
DEF: 2000
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is special summoned from the hand by its own effect, you can target 1 banished "Umbral Beast" monster whose level is lower that that of this card: Special summon that monster. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, you can send 1 "Umbral Beast" monster in your hand to the graveyard, or on your side of the field, except "Umbral Beast - Wolf" to banish 1 monster your opponent controls.
 
Allows you to summon something from the banished zone, but only one of the level 3 monsters, most of the time it's Fox. Plus banishes an opponent's monster by sending another Umbral Beast to grave. The effect of that monster also activates, but you can't send multiple Wolf.
 
 
Next up is Umbral Beast - Lynx
 
Umbral Beast - Lynx
Attribute: Dark
Level: 6
Type: Beast 
Second Type: Effect
ATK: 2300
DEF: 1900
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is summoned from the hand by its own effect, you can add 1 "Umbral" spell/trap card from your deck to your hand. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, you can banish 1 "Umbral Beast" monster in your hand, or on your side of the field, target 3 banished "Umbral Beast" monster(s): Shuffle those targets into the deck.
 
This card is very good, it allows you to search the deck for one of the spells/traps. It also recycles cards when it gets banished.
 
 
First level 9 is Umbral Beast - Bear
 
Umbral Beast - Bear
Attribute: Dark
Level: 9
Type: Beast 
Second Type: Effect
ATK: 3100
DEF: 2400
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is summoned, you can send up to 3 "Umbral Beast" monster from your deck to the graveyard to banish an equal amount of monster cards in your opponent's graveyard. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, target 1 monster your opponent controls: Destroy it.
 

The first effect obviously just gets rid of graveyard resources for a cost. I chose not to allow the second effect of this card to banish, as it makes the card less op since stuff can plus off of it. (BA, Shaddolls, stuff like that.)

 

 

The second level 9 is Eagle

 

Umbral Beast - Eagle
Attribute: Dark
Level: 9
Type: Beast 
Second Type: Effect
ATK: 2900
DEF: 2100
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is summoned, you can add 1 of your banished "Umbral" spell/trap cards to your hand. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, you can shuffle this card into the deck.
 
First effect lets you recycle banished spells/traps, but you have to keep re-summoning Eagle to do so. Eagle also shuffles itself into the deck if banished by an effect that isn't it's own. It sounds good, but it can clog up the deck kinda hard, but it does provide fodder for the spells/traps.
 
 
Finally, the big boss, Dragon.
 
Umbral Beast - Dragon
Attribute: Dark
Level: 12
Type: Dragon
Second Type: Effect
ATK: 4000
DEF: 3200
 
This card cannot be normal summoned. This card can be special summoned by banishing 1 or more "Umbral Beast" monster(s) from your hand, whose combined levels equal those of this card. When this card is special summoned you can banish up to 2 "Umbral Beast" monsters from your hand. Banish an equal number of cards on your opponent's side of the field. If this card is sent to the graveyard, banish it instead. If this card is banished, except by its own effect, inflict damage to your opponent equal to the number of "Umbral Beast" monsters in your banished zone x 300.

 

I had to make this card really good, since it's the boss, but I don't think it's too bad. Second effect won't get used often, if at all, but it's still pretty good.

 

 

Onto the spells and traps, there aren't very many though.

 

Umbral Night
Type: Spell card
Sub-type: Field spell
 
If you do not control a face up "Umbral Beast" monster, destroy this card. "Umbral Beast" monsters you control can not be targeted by spell/trap or monster effects. If an "Umbral Beast" would be destroyed and sent to the graveyard, it is banished instead.
 
This card sounds a little OP to me, but then again, the Umbral Beasts have no effect negation of their own. Plus it negates targeting, not destruction. It also lets destroyed Umbrals get their banish effects.
 
 
Umbral Howl
Type: Spell
Sub-type: Quick-play
 
Activate only when your opponent declares a direct attack while you have no "Umbral Beast" in your banished zone. Send 1 "Umbral Beast" monster from your hand to the graveyard, then your opponent's battle phase ends. 
 
Really situational, but possible to use at the start of the game, when you're setting up.
 
 
And finally the trap cards.
 
Umbral Fear
Type: Trap
Sub-type: Counter
 
When an effect activates that targets exactly 1 "Umbral Beast" monster you control, you can special summon 1 "Umbral Beast" monster from your hand or deck. Change the target to that card. If this card is in the graveyard, and it was not activated this turn, you can banish this card from the graveyard, banish 1 "Umbral Beast" monster from your hand.
 
This card is a two edged sword, it defends a needed Umbral, and then you can banish it to gain an effect. Quite useful.
 
 
Umbral Darkness
Type: Trap
Sub-type: None
 
If your would special summons a monster whose level is 6 or more, you can send 1 "Umbral Beast" from your hand to the graveyard, negate the summon and banish that monster. You can banish this card from the graveyard, banish 1 "Umbral Beast" monster from your hand.
 
If any card in this deck is OP, I think it's this one. However, it doesn't let you plus of off the first effect. So maybe not.
 
 
Anyway guys, I know it's a long post, thanks for reading if you made it here. Please let me know what you think should be changed, and if it's a reasonable argument, I'll reword it. Thanks again, lapinkoira.

 

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I've just coded your "Umbral Beast - Hare". Hope that helps.

 

I do not know if you wanted it in this way, but I made it so that the monster can't banish themselves from your hand. If not, replace "e:GetHandler()" with "nil" at the end of line 62 and 68.

You have to replace the hex code 0x3d (Six Samurai) with the one you've chosen for your new archtype.

--Umbral Beast - Hare
--Coded by Necromaster (http://teamtako.pwnz.org/)
function c999999999.initial_effect(c)
    --e1: spsummon proc
    local e1=Effect.CreateEffect(c)
    e1:SetType(EFFECT_TYPE_FIELD)
    e1:SetCode(EFFECT_SPSUMMON_PROC)
    e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
    e1:SetRange(LOCATION_HAND)
    e1:SetCondition(c999999999.hspcon)
    e1:SetOperation(c999999999.hspop)
    c:RegisterEffect(e1)
    --e2: summon limit
    local e2=Effect.CreateEffect(c)
    e2:SetType(EFFECT_TYPE_SINGLE)
    e2:SetCode(EFFECT_CANNOT_SUMMON)
    c:RegisterEffect(e2)
    --e3: direct attack
    local e3=Effect.CreateEffect(c)
    e3:SetType(EFFECT_TYPE_SINGLE)
    e3:SetCode(EFFECT_DIRECT_ATTACK)
    c:RegisterEffect(e3)
    --e4: damage reduce
    local e4=Effect.CreateEffect(c)
    e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
    e4:SetCode(EVENT_PRE_BATTLE_DAMAGE)
    e4:SetCondition(c999999999.rdcon)
    e4:SetOperation(c999999999.rdop)
    c:RegisterEffect(e4)
    --e5: remove
    local e5=Effect.CreateEffect(c)
    e5:SetDescription(aux.Stringid(999999999,0))
    e5:SetCategory(CATEGORY_REMOVE)
    e5:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
    e5:SetCode(EVENT_TO_GRAVE)
    e5:SetCondition(c999999999.rmvcon)
    e5:SetTarget(c999999999.rmvtg)
    e5:SetOperation(c999999999.rmvop)
    c:RegisterEffect(e5)
    --e6: add to hand
    local e6=Effect.CreateEffect(c)
    e6:SetDescription(aux.Stringid(999999999,1))
    e6:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
    e6:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
    e6:SetCode(EVENT_REMOVE)
    e6:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DELAY)
    e6:SetCondition(c999999999.thcon)
    e6:SetTarget(c999999999.thtg)
    e6:SetOperation(c999999999.thop)
    e6:SetLabelObject(e5)
    c:RegisterEffect(e6)
end
--Function for e1
function c999999999.spfilter(c)
    return c:IsSetCard(0x3d) and c:IsAbleToRemoveAsCost()
end
function c999999999.hspcon(e,c)
    if c==nil then return true end
    local c=e:GetHandler()
    local tp=c:GetControler()
    if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return false end
    local g=Duel.GetMatchingGroup(c999999999.spfilter,tp,LOCATION_HAND,0,e:GetHandler())
    local ownlevel=c:GetLevel()
    local ft=Duel.GetMatchingGroupCount(c999999999.spfilter,c:GetControler(),LOCATION_HAND,0,nil)
    return g:CheckWithSumEqual(Card.GetLevel,ownlevel,1,ft)
end
function c999999999.hspop(e,tp,eg,ep,ev,re,r,rp,c)
    local c=e:GetHandler()
    local g=Duel.GetMatchingGroup(c999999999.spfilter,c:GetControler(),LOCATION_HAND,0,e:GetHandler())
    Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
    local ownlevel=c:GetLevel()
    local ft=Duel.GetMatchingGroupCount(c999999999.spfilter,c:GetControler(),LOCATION_HAND,0,nil)
    local sg=g:SelectWithSumEqual(tp,Card.GetLevel,ownlevel,1,ft)
    Duel.Remove(sg,POS_FACEUP,REASON_COST)
end
--Function for e4
function c999999999.rdcon(e,tp,eg,ep,ev,re,r,rp)
    local c=e:GetHandler()
    return ep~=tp and Duel.GetAttackTarget()==nil
        and c:GetEffectCount(EFFECT_DIRECT_ATTACK)<2 and Duel.GetFieldGroupCount(tp,0,LOCATION_MZONE)>0
end
function c999999999.rdop(e,tp,eg,ep,ev,re,r,rp)
    Duel.ChangeBattleDamage(ep,ev/2)
end
--Function for e5
function c999999999.rmvcon(e,tp,eg,ep,ev,re,r,rp)
    return not e:GetHandler():IsReason(REASON_RETURN)
end
function c999999999.rmvtg(e,tp,eg,ep,ev,re,r,rp,chk)
    if chk==0 then return true end
    Duel.SetOperationInfo(0,CATEGORY_REMOVE,e:GetHandler(),1,0,0)
end
function c999999999.rmvop(e,tp,eg,ep,ev,re,r,rp)
    if e:GetHandler():IsRelateToEffect(e) then
        Duel.Remove(e:GetHandler(),POS_FACEUP,REASON_EFFECT)
    end
end
--Function for e6
function c999999999.thfilter(c)
    return c:IsType(TYPE_MONSTER) and c:IsSetCard(0x3d) and c:IsAbleToHand()
end
function c999999999.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
    if chk==0 then return Duel.IsExistingMatchingCard(c999999999.thfilter,tp,LOCATION_DECK,0,1,nil) end
    Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function c999999999.thop(e,tp,eg,ep,ev,re,r,rp)
    Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
    local g=Duel.SelectMatchingCard(tp,c999999999.thfilter,tp,LOCATION_DECK,0,1,1,nil)
    if g:GetCount()>0 then
        Duel.SendtoHand(g,nil,REASON_EFFECT)
        Duel.ConfirmCards(1-tp,g)
    end
end
function c999999999.thcon(e,tp,eg,ep,ev,re,r,rp)
    return re~=e:GetLabelObject()
end
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I've tested the script today. You're right, it was buggy. I've fixed it and now it works fine. The problems were the lines with "CheckWithSumEqual". I've just insert the count of monsters of the archtype there are currently in your hand through a second "GetMatchingGroupCount" function.

 

PS: I like your cards. That's why I've helped you a little with the scripts. The effects are not overpowered. Changes are not necessary in my opinion. Good job.

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