Submitting something I made earlier but changed slightly to fit a niche. Also will have reviews of the current cards in due time.
2 Level 5 monsters
If this card battles a Level 6 or higher monster: You can detach 2 Xyz Materials from this card; this card gains 1000 ATK during damage calculation only.
Vamped to a Rank 5, as well as an appropriate ATK/DEF boost. I still want it to be a boss killer, but now it requires a significant amount more investment to make, for a significantly higher payoff.
I'll probably post more, but as of right now I like all of the cards listed, and I'll give that second Accept to Sitting Long Neck.
It is a slightly weak beater for its Rank, but it is still respectable, and it becomes able to take down the typical Rank 6/Level 8 beaters once.
I have a slight dislike for attacks that end up in 50s or lower, but that is more of a personal thing xP
I've changed my card a little bit so it is a bit more balanced. I made it a trap and have it activate when the opponent's monster activates its effect.
I'm not sure about Sitting Long Neck. It just feels weird because of you were on that much of a loss, your opponent would make sure that thing can't be Summoned/ is on the field. It just seems like a very easy to predict card. No accepting or rejecting yet.
The doubling power effect is supposed to be a bit situational. It is a bonus to get back up, or a mean play when Rush Recklessly or Zero Gravity was your 4th card xP
When this card is flipped face-up, swap its ATK and DEF immediately.
Very vulnerable when first dropped in either stance, but if you manage to change its stance with a card like Lurking Serpents or Quickdraw Shield, its statline becomes impressive for its level.
(occurs before damage calculation if attacked)
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. During your Main Phase or when this card is declared as an attack target, you can remove all Spell Counters from this card and target a face-up Monster. Sunder the target by 400 for each Spell Counter removed.
Thematic spellcaster that makes a simple use of the Sunder mechanic to blast stuff. Can be added to any spell-heavy Decks as generic removal. Works nicely with Quickdraw.
Easy as XYZ
Target 2 Monsters you control with different levels. The higher level Monster's level becomes that of the lower level Monster. During your next End Phase, draw 1 card.
Lets you XYZ with any 2 monsters and cycles itself, but the lower end of the two, dead card if you can't get 2 monsters. Seems like a cute card that a few things could make use of. Being a cycle-spell, works nice with Royal Magical Library and Conduit Mage.
Just to clarify: Flip rules in the game will have the monster that attacks it face-down crash against a 2300 DEF wall, then if he's still there the effect will kick in and switch them. It is a rule I don't know 100% by heart, but I remember that's why Arsenal Summoner's FLIP cannot immediately search Stronghold Guardian quick enough to defend himself with it IRL, Brain Jacker also can't control a monster until it is sure that it'll survive the fight to be able to turn into a mind-sucking equip.
That said, Book of Moon would work better for it in this case.
I have to say I am liking the Sea Serpent theme so far.
I'll wait for more feedback on it...
Easy as Xyz:
Consistency boost for Xyzs when the deck doesn't perfectly match a Level. Plus the delayed draw to get back up from the play.
The Land of Corporealizing Shadows
Field Spell Card
If a DARK monster attacks, or is attacked, the controller of that monster can make it a direct attack. If they do, battle damage is halved.
Normal Trap Card
Activate when a player takes damage from a DARK monster (either by battle or effect). Gain Life Points equal to the damage, and Special Summon 1 "Silhouette" Token (Spellcaster/DARK/Level 1/0/0) to either player's field. If summoned to the opponent's field, it cannot be tributed, and cannot change battle positions, except by a card effect.
Equip Spell Card
During each Standby Phase, Sunder the equipped monster by 400. When the equipped monster is removed from the field or used as Xyz Material, and this card is sent to the Graveyard, during the End Phase: You can equip this card to a face-up monster.
Psychic | LIGHT | Level 4
While this card is face-up on the field, reveal your opponent's hand. This card's ATK and DEF is equal to the highest ATK and DEF among monsters in your opponent's hand.
[ ? / ? ]
Pyro | FIRE | Level 4
When a monster you control attacks, gain 300 Life Points. When a monster your opponent controls attacks, inflict 300 damage.
[ 1600 / 1600 ]
The Land of Corporealizing Shadows:
More generic Ghostrick Mansion. I can Accept this.
When a player takes battle damage from a battle involving a DARK monster: Gain LP equal to the damage and Special Summon 1 "Silhouette Token" (DARK/ Spellcaster/ Level 1/ ATK 0/ DEF 0) to either side of the field. It cannot switch its position or be Tributed.
This way as long as you are running DARK monsters, you don't need to wait to be damaged by one so it is more in your control. It also works as a Kuriboh + wall/Tribute/Material or a LP gain. Just a 0/0 Token or just a +LP effect is not enough to not be generic IMO.
I like how it is an always-returning Spell, though it is true that it is a tad slow going at 300 per turn, starting from your next Standby Phase, and having delayed re-activation.
I have an idea. What if it instead immediately Sundered the original ATK/DEF of the equipped monster, and reactivated immediately ONLY once per turn, "If the equipped monster leaves the field, except when destroyed by battle"?
Looking at the hand is a pretty strong effect. Though to its defense, it depends on the opponent's cards so it isn't all that reliable. It can be strong, but it'll also become weaker on your opponents' actions. Err I'd Accept it and see how it does.
ATK is under beater standards and it'll probably take a lot of stall to make the burn workable, and the heal is also kinda low. Both also require some degree of swarm.
It definitely doesn't fit the "Warrior" theme, it doesn't use Type/Attribute/Level to its advantage, and the effect seems like it'd be better suited for a Continuous Spell/Trap or Field Spell.
I think there's work to do on this card, though I'm not sure what to suggest.
Destroy 1 Monster with a lower level than a Monster you control.
Special Summon 1 Monster in your opponent's Graveyard. Skip your next Battle Phase. You cannot draw cards for the rest of this turn.
The next time a card would be destroyed and sent to your opponent's Graveyard, add it to your hand instead.
Whelp, downgraded Fissure is officially outclassed. Sounds like a card that can kick a player while he's down, and I'm not a big fan of that, and it looks like easy to Summon high Level small fry would be an issue to create now. Well at least is not for "lower ATK" so hopefully it works out. It is not like the concept is on Dark Hole's level either.. Accept and see what happens.
Err... delayed Battle Phase skip... One of Monster Reborn's issues was OTK potential, meaning it could end it before that "next Battle Phase". I think it'd be better if it skipped that turn's like a soft version of Soul Charge. Also, the "cannot draw cards for the rest of the turn" seems a bit random. What do you have in mind with this one?
As in, it doesn't matter what kind of card and how many turns pass? I think it needs to be restricted to a kind of card or a kind of destruction, and probably also have a "time's up" clause like "This effect is active until your next Standby Phase". This is essentially a better Grave Robber as is, and I love Grave Robber, but this is a bit too broad IMO. Loving the name though.
Staff of Necromancy
Activate this card by banishing 1 monster from your Graveyard; the equipped monster gains ATK equal to half the ATK of the banished monster, also its Level becomes equal to to that monster's Level.
I have no issue with this card. Accept. I rather like the flavor behind it.