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Ænema

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Here's a set I made. Its based around two types of archtype; Inciters (evil) and Pacifists (good).

[spoiler='Monster cards'] [spoiler='Supersonic Snake - Inciter']
[img]http://img5.imageshack.us/img5/6405/508766.jpg[/img]

Once per turn, you can toss a coin. If heads, this card can attack your opponents Life Points. If tails, destroy this card and decrease your own Life Points by 2000. When this card is destroyed you can add 2 "Inciter" cards from your deck to your hand. Shuffle your deck afterwards.[/spoiler]

[spoiler='Sister Psychosis - Inciter'][img]http://img687.imageshack.us/img687/6405/508766.jpg[/img]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by discarding your hand. This card gains ATK equal to the combined ATKs of any Fiends discarded. If no Fiends were discarded, destroy this card at the end of the turn.[/spoiler]

[spoiler='Lyla - Inciter'][img]http://img600.imageshack.us/img600/6405/508766.jpg[/img]

Each time this card is targeted for an attack, roll a die. If the number is 4 or above, Summon a monster from your Graveyard to become the target. If the card is not destroyed by the end of the turn, place it back into your Graveyard. If the number is 3 or below, decrease this cards ATK and DEF by 1000 until the end of the Battle Phase.[/spoiler]

[spoiler='Jinder - Inciter'][img]http://img403.imageshack.us/img403/6405/508766.jpg[/img]

This card can only be Special Summoned, when 3 "Inciter" monsters you control are destroyed at the same time from the effect of a Spell or Trap card. While this card is on the field, you cannot use any of your other monsters to attack. If this cards attack target is a "Pacifist", this cards ATK is equal to the targets +100 until the end of the turn. If this cards attack target is a "Inciter", this cards ATK is equal to the targets -100 until the end of the turn. Instead of attacking your opponent directly, place this card on their side of the field in Attack Position.[/spoiler]

[spoiler='Travelling Serpent - Pacifist'][img]http://img407.imageshack.us/img407/6405/508766.jpg[/img]

Banish this card to Special Summon 2 "Pacifist" monsters from your Graveyard to the field.[/spoiler]

[spoiler='Acquiesce Knight - Pacifist']
[img]http://img855.imageshack.us/img855/6405/508766.jpg[/img]

If your opponent attacks your Life Points directly when this card has been banished, you can place this card into your Graveyard. If the card was an "Inciter", you can Special Summon this card to the field.[/spoiler]

[spoiler='Fortitude - Pacifist'][img]http://img266.imageshack.us/img266/6405/508766.jpg[/img]

At the start of each turn, draw one card for each "Inciter" your opponent controls. If the card is a "Pacifist", Special Summon it to the field until the end of the turn, then destroy it. If the card is not a "Pacifist", discard the card.[/spoiler]

[spoiler='Mettle - Pacifist'][img]http://img403.imageshack.us/img403/7815/508766s.jpg[/img]

This card can only be Special Summoned from the Graveyard if it was sent there from the hand or deck from the effect of a Spell or Trap card. This cards ATK and DEF is equal to its level x 1000. Once per turn, for the price of 1000 Life Points, you increase this cards level by 2.[/spoiler]

[/spoiler]

[spoiler='Spell & Trap cards']

[spoiler='Midnight Request Line'][img]http://img827.imageshack.us/img827/6405/508766.jpg[/img]

Equip this card to a monster your opponent controls. At the start of each turn, for as long as this card remains equipped, place 1 counter on the chosen monster. The monster cannot choose an attack target whose level is less than the number of counters.[/spoiler]

[spoiler='Sunday Morning Call'][img]http://img545.imageshack.us/img545/6405/508766.jpg[/img]

Send one of the monsters you control to your opponents Graveyard. As long as the card remains in your opponents Graveyard, each of your opponents monsters you destroy get sent to your Graveyard instead.[/spoiler]

[spoiler='The Masterplan'][img]http://img191.imageshack.us/img191/6405/508766.jpg[/img]

Send one of the monsters you control to your opponents Graveyard. As long as the card remains in your opponents Graveyard, each of your opponents monsters you destroy get sent to your Graveyard instead.[/spoiler]

[spoiler='Peace Option'][img]http://img542.imageshack.us/img542/6405/508766.jpg[/img]

By destroying 3 "Pacifist" monsters on your side of the field, you can Special Summon "Flame Punishment" from your hand to the field.[/spoiler]

[/spoiler]

[spoiler='Special cards']

[spoiler='Fire in the Garden!']
[img]http://img818.imageshack.us/img818/6405/508766.jpg[/img]

As long as this card remains face-up on the field, the ATK and DEF of all monsters on the field are switched. No effects from monster cards can be used. Place 3 counters on each monster (and any monster that is summoned while this card is in play). At the end of each turn, take 1 counter off each monster. After all counters have been taken off, banish the monster.[/spoiler]

[spoiler='Flame Punishment']
[img]http://img822.imageshack.us/img822/6405/508766.jpg[/img]

This card can only be Special Summoned from the effect of "Peace Option". This card cannot select a monster as an attack target. This card is not affected by the effects of Spell, Trap or monster cards. This card can automatically attack your opponent directly. If you attack your opponent directly, banish this card at the end of the turn.[/spoiler]

[spoiler='Slifer the Sky Dragon'][img]http://img12.imageshack.us/img12/6405/508766.jpg[/img]

This card cannot be Normal Summoned or Set. You can only Special Summon this card by Tributing 3 monsters. This cards ATK and DEF is equal to the amount of cards in your hand x 1000. By paying 500 Life Poins, cut in half the ATK and DEF of each monster your opponent controls until the end of the turn. During your Main Phase, you can select 1 face-up Spell or Trap card on the field and destroy it.[/spoiler]

[/spoiler]

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Sorry but a bunch of these cards are overpowered/underpowered.
-1 Supersonic Snake. No lvl 6 or below monster should have a starting amount of 2,800 ATK or DEF or higher.
-1 Sister Inciter. Card is way too weak. It just has to little of playability other than for 'Darkworld' monsters.
-1 Jinder. Way to weak. It banks on the fact that your opponent uses this archetype making it pointless. Plus no one is going to attack their opponent with a 0 ATK monster knowing that they'll have to give it to them.
-2 Traveling Serpent. EXTREMLY OVERPOWERED. All you have to do is banish it to summon 2 others from ur grave, resulting in a special summon of 4 monsters.
-1 Acquiense Knight. Same problem with Supersonic snake.
-1 Fortitude. Again this effect banks on the fact that your opponent is using the archetype.
-1 Mettle. This card is way overpowered. The turn its summoned, as a level three it can become 3,000.
-2 overall OCG errors happened frequently.
Thats not all that i had but I like the overall idea that you made. I can see where your going with this, clean this archetype up even a little and it'll definatley get some points.

Total Score: 0/10

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better than a newb right...

In all seriousness I like 'em exept of the overpowerful cards. Like in the effect of Travelling Serpent - Pacifist it said when its banished you can special summon two of your Pacifist monsters from your graveyard with no limit or "sacrafice" to do it. Also the Acquiesce Knight - Pacifist the power is to high (power being ATK and DEF} for a level 5. Now if it was a level 9 or 10 it would be a little better. Also for Jinder can you still normal summon or set the monster?

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  • 9 months later...

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