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Mega Man Star Force Yu-Gi-Oh! cards


Eos-King-Zerker

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[font=arial, helvetica, sans-serif][color=#333333][size=3]Currently under reconstruction:[/size][/color][/font]

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[color=#333333][font=arial, helvetica, sans-serif][size=3]This card can only be Special Summoned from your hand or deck by removing from play one "Star Force" monster on the field. This card cannot attack in the same turn it is Special Summoned.[/size][/font][/color]

[img]http://i.imgur.com/EreKI.jpg[/img]
When this card is successfully Normal Summoned: look at the top 3 cards of your deck and organize them in any way.

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1 Tuner monster + Arthur C. Eos - Star Force
You may discard one card from your hand to allow one face-up Attack Position "Star Force" monster you control to attack your opponent's Life Points directly; half the ATK of that monster after this card's effect is activated.

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Once per opponent's turn: you may look at his/her hand.


[img]http://i.imgur.com/0WJav.jpg[/img]
MegaMan - Star Force + 1 or more non-Tuner monsters
This card can only be Synchro Summoned. This card cannot be Special Summoned by any other ways. This card is treated as "MegaMan - Star Force". When this card is Synchro Summoned you may activate the following effect once per turn: remove from play every active card on the field, except this card (Effect Monsters cannot activate their effects at this time); reduce the Attack and Defense of this card by 500 points for every card removed from play through this card's effect.

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Once per turn: while this card is active on the field, you may discard one card from your hand to prevent a "Star Force" monster from being destroyed as a result of battle, except this card.

[img]http://i.imgur.com/8vedP.jpg[/img]
Once per opponent's turn: Select one Level 3 or lower "Star Force" monster on the field other than this card; the selected monster's DEF is doubled until the end of your opponent's turn.

[img]http://i.imgur.com/adyG1.jpg[/img]
"Dealer - Star Force" + 2 or more non-Tuner [s]Synchro[/s] "Star Force" monsters
This card can only be Synchro Summoned if the Field Spell Card "Meteor Grave" is active on the field. This card cannot be targeted by the Effect of an Effect Monster, a Spell Card, or a Trap Card. You may discard one card from your hand to double the Attack and Defense of this card until the end of your turn; destroy this card after.
When this card is destroyed by its effect: Special Summon it during your next Standby Phase.
When this is Special Summoned by its own effect: remove this card from play during your End Phase.

[img]http://i.imgur.com/ReTOT.jpg[/img]
Once per turn, during your Main Phase 1, you may search your deck for a monster with "Star Force" in its name and add it to your hand; shuffle your deck afterward. During your Main Phase 2 you may Special Summon that monster. You cannot Normal Summon nor Set the turn this card's effect is used.

[img]http://i.imgur.com/Q1M0X.jpg[/img]
This card cannot attack your opponent's Life Points directly. Each time this card destroys an opponent's monster, reduce the Attack of one active monster on the field by 200 points (this is not optional).

[img]http://i.imgur.com/GtgWZ.jpg[/img]
Omega-Xis - Star Force + Geo Stelar - Star Force
If this card is used as Synchro Material, for a Synchro Summon, you may Special Summon it in face-up Attack Position to your side of the field during our next Standby Phase.

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Megaman Starforce / Ryuusei no Rockman is my second favorite Megaman property, so...
*cracks knuckles*
Lets review these.

I have not played any versions of the first game in the series so, cards I'm not really paying attention to:
Anything to do with Andromeda
King Cepheus
Any of the Planet AM satellite masters
FMians that don't show up in 2 or 3 except as cameos (i.e. they weren't battled)

Also, due to the rules of this part of the forum, I am not allowed to fix your card grammar unless you specifically ask for it. So, any comments will be unrelated to OCG.

Card group by card:

[spoiler='Acid Ace and components']
Acid - This card can gain up to 1500 ATK when Summoned, but only if you're lucky. Seems close to the 'broken' edge, but balanced enough. Also, I'm not sure on how this card accurately represents the role Acid played in Starforce 3.

Ace - Overpowered. A level 3 that can be summoned from nowhere by Banishing a monster card in your grave? Ignoring the flavor, this can potentially make for quick Rank 3s, regardless of its purpose in the set. Also, same as with Acid, not sure how that card represents the character.

Acid Ace - The card is horribly weak. It can't attack the turn its summoned, and its a 2000 ATK Fusion monster with a poorly worded effect. Is this supposed to Banish a card to opponent controls, then if this card is flipped face-down or removed from the field, return the Banished card to its owner's field? Bump up the ATK and DEF, lose the attack restriction. Flavor-wise, this card is better than its parts, somewhat.[/spoiler]

I will now ignore the monster that make up an EM Wave Change character in favor of focusing solely on the Fusions.

[spoiler='Wolf Woods']
This card is relatively solid, though still a little weak; it's more worth Summoning than Acid Ace. Its effect makes sense with the character, and is overall pretty powerful.[/spoiler]

[spoiler='Taurus Fire']
...
This card is also pretty weak, and has little support from the character it draws from. Maybe instead of having it change battle positions every time it attacks, have it inflict Piercing damage? That'd make a bit more sense.[/spoiler]

[spoiler='Rogue + Solo']
Okay, because Solo is a character who's doe things while not EM Wave Changed, he and Laplace will be covered too.

Solo - So, Dark World-esque effect that misses timing? It is fitting. Also, the effect is powerful but not overly so, and fits Solo's characterization.

Rogue - Why is this a Fusion? Rogue is Solo EM Wave Changed with... nothing actually. Or rather, with the power of Mu. The Rogue Fusion should be called 'Neo Rogue' or 'Laplace Rogue' or something. Contact Fusion is a flavorful Summoning ability, but Rogue's other effect is the complete opposite of his character. If anything, his effect should include 'Once per turn: this card is not destroyed as a result of battle' to symbolize his Mu Rejection barrier. The effect this card currently has should go to a Megaman, and an effect that relies on him being the only monster you control would fit the character more.

Laplace - I... wha? If this card can only be summoned while Solo is in play, and immediately equips itself to Solo, why is it a monster? Laplace, like the other Wizards, should be able to exist on his own.[/spoiler]

[spoiler='Queen Ophicia']
Why would anyone use the fist part of its effect? "You can Summon this card under your opponent's control." That's what it says, and I don't know how that relates to what she did in the games. The other effect, clogging your opponent's field, seems okay.[/spoiler]

[spoiler='Harp Note']
Fusion support? Seems kinda meh. Also, not really supporting her in-game characterization too well, though better than other cards.[/spoiler]

[spoiler='Cancer Bubble']
This card makes me sad with its lack of utility. effect us useful, but specific material Fusions are difficult to play, and the effect only happens once.[/spoiler]

[spoiler='Cygnus Wing']
A. Flip Effect. Fusion Monster. No. Just... no.[/spoiler]

[spoiler='Dark Phantom']
The Material Monsters are missing from the post.

Tributes itself to negate a Monster effect, and can fill the opponent's field. Meh.[/spoiler]

[spoiler='Megaman, and all the forms']
Once again, because Omega-Xis and Geo do things while not EM Wave Changed, they get individual analysis

Omega-Xis - Okay, I guess...? Seems like that it should be Geo summoning Omega, not the other way around.

Geo - There are few words. This effect is a)terrible and b)not at all related to the character.

Star Force Megaman (a better name) - Vanilla fusion with 2000/2000? Better than a few others.

Zerker Megaman - This didn't also need to be a Fusion? Effect seems okay for abilities in-game.

Saurian Megaman - Burn? Actually makes sense.

Ninja Megaman - Why don't the other Tribe On monsters have the 'is treated as a "Star Force" monster' effect? Considering how this has to be summoned, the retun banished cards effect seems not overpowered.

Saurian-Zerker Megaman - Effect is overpowered and makes more sense on a Ninja fusion.

Zerker-Saurian Megaman - Effect is flavorful and acceptable

Zerker-Ninja Megaman - Effect makes sense with the card but is overall meh.

Ninja-Zerker Megaman - Not here.

Tribe King - 'FUSE ALL THE THINGS' was going to be my comment until I saw that the Tribe-On Megaman cards were not Fusions. This card's ATK and DEF will never increase, because all monsters it battles are destroyed by an effect rather than by battle. Overall, a relatively underwhelming boss monster that kills itself.

Black Ace - Surprised at the non-Fusion-ness of this one too. Incredibly overpowered, what with A.C. Eos's effect. Flavorful but poorly executed.

Red Joker - Crystal Beast tech? No seriously, is this meant to be used with Crystal Beasts, like Hamon, Lord of Striking Thunder? Effect is rather disappointing.

Noise Changes...? Nope.[/spoiler]

I'm going to ignore most of everything else now, and focus last on one, single card:
[spoiler='EM Wave Change']
Instant Shooting Quasar Dragon says hello. Instant Armityle the Chaos Phantom say hello. Any Fusion, Synchro or Xyz monster, DURING YOUR OPPONENT'S TURN, for a paltry two cards from my hand. This should only work with "Star Force" monsters, because of all the reasons stated above.[/spoiler]

That is that; I'm getting tired of reading these, there's so many. I noticed that Le Mu, Hollow, and any other character from Starforce 2 bar Dark Phantom, Solo, and the Tribe-On Megaman forms, were completely ignored.

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