SynchroTuner Posted November 26, 2012 Report Share Posted November 26, 2012 I made these for a contest. Anyways, these are some machines. Archtype is basically "-Armor". Rate/ Review Please! EDITED(Read written lores only.) [spoiler= Cards] [spoiler= Monsters] 1- Geo-Armor [img]http://img9.imageshack.us/img9/6923/geoarmor.jpg[/img] Lore- If this is the only monster you control: You can activate this card's effect, Tribute this card and Pay 1000 Life Points; Special Summon 3 Level 1 monsters from your Deck with the same name. Those monster's ATK increases by 900, they cannot be used as Synchro Material Monsters, as Xyz Material Monsters and they are destroyed during the End Phase. Then, you cannot Special Summon monsters until the End Phase. 2- Geo-Armor Golem [img]http://img69.imageshack.us/img69/5130/geoarmorgolem.jpg[/img] Lore- Up to twice per turn, this card cannot be destroyed by battle or by card effects. Once per turn: You can send 1 Machine-Type monster from your hand to the Graveyard; Add 1 "Geo-Armor" card from your Deck to your hand. 3- Geo-Armor Destructor [img]http://img849.imageshack.us/img849/4271/geoarmordestructor.jpg[/img] Lore- When this card is Normal Summoned, you can activate this card's effect. If you do: Target 1 monster on the field; its ATK becomes 0, and it cannot be destroyed by battle unitl the End Phase. 4- Shadow-Armor [img]http://img255.imageshack.us/img255/3899/shadowarmor.jpg[/img] Lore- During your Standby Phase: You can target 1 card in the Graveyard and discard this card; Shuffle the target card in the Deck. Then, you can Special Summon 1 "-Armor" monster from your hand. 5- Shadow-Armor Blader [img]http://img42.imageshack.us/img42/9774/shadowarmorblader.jpg[/img] Lore- Once per turn, if you control exactly 2 monsters: You can discard 1 card and target 1 monster your opponent controls in Attack Position: That target loses 1000 DEF and is switched to Defense Position. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. 6- Shadow-Armor Defender [img]http://img854.imageshack.us/img854/6739/shadowarmordefender.jpg[/img] Lore- During each of your Standby Phases: Place 1 Armor Counter on this card. This card gains 200 DEF for each Armor Counter on this card. Once per turn: You can remove 1 Armor Counter from this card; Add 1 "-Armor" card from your Deck to your hand. When this card is removed from the field: You take 100 points of damage for each Armor Counter on this card. [/spoiler] [spoiler= Spells] Geo-Armor Curse [img]http://img846.imageshack.us/img846/7779/geoarmorcurse.jpg[/img] Lore- Target 1 monster your opponent controls: Discard 1 Machine-Type monster; The target monster's ATK decreases by 1000 and its effect is negated, until the End Phase. Rev-Armor-Ival [img]http://img38.imageshack.us/img38/9986/revarmorival.jpg[/img] Lore- Target 1 Machine-Type monster in your Graveyard and one card in either Player's Graveyard; Special Summon the first target and shuffle the other target in the Deck. Field Spell- [img]http://img28.imageshack.us/img28/4862/planetofarmor.jpg[/img] Lore- All face-up "-Armor" monsters gain 500 ATK and 400 DEF. Once per turn, you can activate 1 of these effects: ● Discard 1 card; 1 monster your opponent controls loses 500 ATK. ● Target 2 monster in your Graveyard; Shuffle them in the Deck and Draw 1 card. ● Target 1 card on the field and discard 2 cards; Destroy the target. When this card is destroyed and sent to the Graveyard: Special Summon 1 "-Armor" monster from your Deck with 2000 or less ATK. [/spoiler] [spoiler= Main Cards] Neo-Armor [img]http://img835.imageshack.us/img835/491/neoarmor.jpg[/img] Lore- Cannot be Normal Sumoned or Set. Must first be Special Summoned(from your hand or Deck) by the effect of "Neo Summon- Divine Armor". Once per turn: Target upto 2 monsters on the field; Their ATK becomes 0, they cannot be destroyed by battle and their effects are negated, until the End Phase. This card is unaffected by the effect of Trap Cards. Neo Summon- Dawn Armor [img]http://img838.imageshack.us/img838/2580/neosummondawnarmor.jpg[/img] Lore- Tribute 3 Level 3 or higher "-Armor" monsters; Special Summon 1 "Neo-Armor" from your hand or Deck, and Set 1 "-Armor" Spell card from your Graveyard on the field. That Spell card cannot be activated during this turn. Neo-Armor Dawn's Curse [img]http://img839.imageshack.us/img839/1146/scursee.jpg[/img] Lore- Activate only if you control "Neo-Armor": Target 1 monster on the field; That target's ATK becomes 0. Then, your opponent takes damage equal to half that monster's original ATK. This card cannot be activated during the Battle Phase. Divine-Armor [img]http://img109.imageshack.us/img109/4269/divinearmor.jpg[/img] Lore- Cannot be Normal Summoned or Set. Cannot be Special Summoned except by the effect of "Divine Recreation". Once per turn: Target 1 monster on the field; Destroy it and your opponent takes 1000 points of damage. This card cannot attack during the turn this card's effect is activated. This card is unaffected by the effect of Trap cards. Divine Recreation [img]http://img849.imageshack.us/img849/2848/divinerecreation.jpg[/img] Lore- Tribute 1 face-up "Neo-Armor" and discard 1 card; Special Summon 1 "Divine-Armor" from your hand or Deck. This card can only be activated during your Standby Phase. [/spoiler] [/spoiler] Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted November 27, 2012 Report Share Posted November 27, 2012 OCG is good enough so I won't bother correcting it unless something is confusing Geo-armor: So this card is meant to be summon itself of shadow armor? Maybe remove the restriction of what you can use the 3 monsters that turn if you can't special summon that turn anyway because it seems like overkill. Other then that it seems like a good support card. Geo-armor golem: stats and effects are good, but is the search effect supposed to be optional? As is it seems like its madatory, which if you don't have cards for the cost, .your opponent can check your hand to verify (based on ruling precidents). I'd say make it optional. geo-armor destructor if your win conditon is to deal damage through the weakened monster, then you might consider getting a new win condition. I'd say maybe halve the ATK and DEF until the End Phase and that's all shadow armor: many good uses for this, getting rid of treeborn or not letting your opponent have 3 DARK monsters for dark armed dragon or 5 WATER monsters for a similar cards whose name escapes me for example. Only being usable during your standby phase balances it (so that you can't chain it to a card like monster reborn it like you could d.d. crow) Also, its good that you can shuffle your own cards too. Shadow armor blader: is fine. Being able to push for damage with its good stats is good. shadow armor defender 400 seems high, if that last part is even needed at all. Remove the last part and I'd say 'good' geo armor curse: change the cost to involve -armor monstes in some way. e.g. discard 1 -armor monster instead of 1 machine-type monster The card is decent and useful othewise. You can stop zenmaines or maestroke for example. rev-armor-ival change the card to involve -armor monstes in some way. e.g. target 1 "-armor" monster instead of 1 machine-type monster Otherwise its good support since you can get 1 of your good monsters back and for the same reasons as shadow armor. planet of the armors: does the -500 ATK effect target? if so, it doesn't sound like it. Also, the shuffle 2 draw 1 effect NEEDS to involve -armors somehow or its overpowered (Having to control 1 "-armor" monster to resolve it or having to shuffle at least 1 "-armor" maybe). The other effects are fine as is. Neo armor: it needs a better effect, for example. negate the effects of the targets and halve their ATK but don't change whether they can be destroyed by battle or not. Or maybe the same effect as it has now, but 1 target only and it can still be destroyed by battle. Also see my review of "neo summon dawn armor" Neo summon dawn armor: kida costly unless neo armor has some way of protecting itself. If neo armor is worth the high cost, then this card is fine as is neo armor dawn's cuse: Even if you folllow my advice on neo armor, this should be better since neo armor is costly to summon. Maybe make it negate the effect of the target? Also it needs a reword, as they take damage equal to the half current ATK after its already 0 (0 damage). Did you mean half the orignial ATK? divine armor & divne recreation: Costly but worth it, fine as is. edit: sorry, that review wasn't supposed to sound overly negative, I wouldn't mind playing this archype if geo armor cuse, rev-armor-ival and planet of the armors weren't so generic, you have a good start. Link to comment Share on other sites More sharing options...
SynchroTuner Posted November 27, 2012 Author Report Share Posted November 27, 2012 Thanks a lot. I am going to consider your suggestions and change some cards though I think it is fine for some cards to support machines in general. And geo armor cannot summon itself since 3 of the samename are needed. Any lvl 1 would do. Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted November 27, 2012 Report Share Posted November 27, 2012 oops, didn't realize that with geo armor. Geo armor is probably fine for just Machines then Link to comment Share on other sites More sharing options...
YugiohNewb Posted November 27, 2012 Report Share Posted November 27, 2012 I love these cards !! i cant really find much wrong with them, pictures seem "a little bit" blury. But i rate them 9/10 well done Link to comment Share on other sites More sharing options...
SynchroTuner Posted November 27, 2012 Author Report Share Posted November 27, 2012 Thanks! Link to comment Share on other sites More sharing options...
SynchroTuner Posted December 1, 2012 Author Report Share Posted December 1, 2012 Any more comments/reviews? Link to comment Share on other sites More sharing options...
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