Jump to content

Starcraft Zerg & Terran Set


Kroama

Recommended Posts

About 6 years ago i had fun playing around on YugiohCardMaker creating a bunch of poorly-written Starcraft themed cards. I've recently taken a new interest in it, as i've also begun learning how to put together scripts for cards on YGOPRO. So i re-wrote everything and changed the way the set was designed to function. It wasn't a unique idea back then (starcraft sets i mean) and i doubt it is now, but it's still fun to put together.

 

I would like if everyone would take a look at what i have so far, being a set of Zerg and Terran cards, and tell me what you think. Ideas for balance, other additions, etc. As a side note, as i included fusions for Zergs and Xyz for Terrans: I will theme Synchros around Protoss (just to keep them feeling unique from each other as a whole).

 

 

 

(All images found on first-page Google Image results, if you see an image you created and would like to receive credit or have it removed, please leave a message.)

[spoiler=Zerg Cards]

[spoiler=Tokens]

66700_zpsr27f3d8x.jpg

Zerg Larva Token

(Insect / Earth / 0 ATK / 1000 DEF)

 

66703_zpstmxvzunk.jpg

Zerg Broodling

(Insect / Dark / 1000 ATK / 0 DEF)

 

66705_zpsmtyb58o4.jpg

Zerg Locust Token

(Insect / Earth / 500 ATK / 500 DEF)

 

66707_zpsazw0pdrw.jpg

Z. Changeling

(Insect / Dark / 0 ATK / 0 DEF)

 

 

 

 

[spoiler=Effect Monsters]

66701_zpscqjt3umc.jpg

Zerg Drone

(Insect / Earth / 1200 ATK / 1200 DEF)

You can Tribute this card: Special Summon 2 "Zerg Larva Tokens" (Insect-Type/EARTH/Level 1/ATK 0/DEF 1000) in face-up Defense Position. These Tokens cannot be Tributed for Tribute Summon. When this card is destroyed (either by battle, or card effect) and sent to the Graveyard, you can add 1 "Zerg" Spell/Trap from your Deck to your hand.

 

66706_zpsavbi7d9r.jpg

Zerg Overlord

(Insect / Wind / 0 ATK / 2000 DEF)

When this card is Normal or Flip Summoned: change this card to Defense Position. When this card is Summoned, flip all monsters your opponent controls face-up. While this card is on the field, Monster Cards cannot be Set or flipped face-down. If a Monster Card would be Set, it must be Normal Summoned in face-up Defense Position. When this card is destroyed (either by battle, or card effect) and sent to the Graveyard, you can add 1 "Zerg" monster from your Deck to your hand.

 

66702_zpsl8q5vqhm.jpg

Zerg Zergling

(Insect / Dark / 1400 ATK / 800 DEF)

You can Tribute 1 face-up "Zerg" monster you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of "Zerg Zergling" once per turn. When this card is Summoned, you can add 1 "Zerg Zergling" from your Deck to your hand.

 

66704_zpsvi3okn8n.jpg

Zerg Hydralisk

(Insect / Dark / 1600 ATK / 1000 DEF)

You can Tribute 1 face-up "Zerg" monster you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of Zerg Hydralisk" once per turn. Once per turn, you can Tribute 1 other "Zerg" monster you control; target 1 Spell/Trap Card your opponent controls, destroy that target.

 

66710_zpsz4o2ktwl.jpg

Zerg Queen

(Insect / Dark / 2100 ATK / 1500 DEF)

You can Tribute 2 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of "Zerg Queen" once per turn. Once per turn, you can Special Summon 1 "Zerg Larva Token" (Insect-Type/EARTH/Level 1/ATK 0/DEF 1000) in face-up Defense Position.

 

66708_zpst3nzc6is.jpg

Zerg Ultralisk

(Insect / Dark / 2800 ATK / 2400 DEF)

You can Tribute 3 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of "Zerg Ultralisk" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. This face-up card on the field cannot be targeted by your opponent's card effects, except during your Main Phase 2.

 

66716_zpsc2wfldal.jpg

Zerg Mutalisk

(Insect / Dark / 1800 ATK / 200 DEF)

You can Tribute 1 face-up "Zerg" monster you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of Zerg Mutalisk" once per turn. This card can attack once again in a row, but its ATK is halved until the End Phase.

 

66720_zpstks8cxlf.jpg

Zerg Corruptor

(Insect / Dark / 1900 ATK / 1200 DEF)

You can Tribute 2 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. This effect of "Zerg Corruptor" can only be used once per turn. While this card is face-up on the field, all non-"Zerg" monsters lose 500 ATK and DEF.

 

66714_zps2fp8xowu.jpg

Zerg Roach

(Insect / Dark / 1500 ATK / 500 DEF)

You can Tribute 1 face-up "Zerg" monster you control to Special Summon this card from your hand or Graveyard. You can only activate this effect of Zerg Roach" once per turn. During the End Phase of a turn this card was destroyed, you can Special Summon this card, but banish it when it leaves the field.

 

66726_zpsmrkkqzck.jpg

Zerg Viper

(Insect / Dark / 2000 ATK / 2000 DEF)

You can Tribute 2 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. Once per turn, during either player's turn, target 1 monster on the field; change that target's battle position.

 

66722_zpshmwq8iqd.jpg

Zerg Swarm Host

(Insect / Dark / 0 ATK / 1600 DEF)

You can Tribute 1 face-up "Zerg" monster you control to Special Summon this card from your hand or Graveyard. You can send 1 other face-up "Zerg" monster you control to the Graveyard; Special Summon 2 "Zerg Locust Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500). These Tokens cannot be Tributed for Tribute Summon. You can only activate each effect of "Zerg Swarm Host" once per turn.

 

66728_zpszevmhj7a.jpg

Zerg Infestor

(Insect / Dark / 1200 ATK / 2000 DEF)

You can Tribute 2 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. Once per turn, you can Tribute 1 other "Zerg" monster you control, then target 1 monster your opponent controls; take control of that target until the End Phase.

 

 

 

[spoiler=Fusion Monsters]

66712_zps4wvcl2ix.jpg

Zerg Baneling

(Insect / Dark / 1000 ATK / 1000 DEF)

"Zerg Zergling" + 1 "Zerg" monster
A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Special Summoned: You can target 2 cards on the field; destroy this card and those targets.

 

66724_zpsekey4nbs.jpg

Zerg Overseer

(Insect / Dark / 0 ATK / 3000 DEF)

"Zerg Overlord" + 1 "Zerg" monster
A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. While this card is on the field, your opponent must show their hand. Once per turn, you can Special Summon 1 "Changeling Token" (Insect-Type/DARK/Level 1/ATK 0/DEF 0) to your opponent's side of the field in face-up Attack Position. This Token cannot be Tributed for Tribute Summon.

 

66718_zpsvfbddons.jpg

Zerg Broodlord

(Insect / Dark / 3000 ATK / 1000 DEF)

"Zerg Corruptor" + 1 "Zerg" monster
A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. When this card destroys a monster and sends it to the Graveyard as a result of battle, Special Summon 1 "Zerg Broodling Token" (Insect-Type/DARK/Level 2/ATK 1000/DEF 0) in face-up Attack Position. These Tokens cannot be Tributed for Tribute Summon.

 

 

 

[spoiler=Spells/Traps]

66731_zpsziihidtq.jpg

Zerg Hatchery (Field Spell)

When you activate this card place 1 Z-Counter on it. During each of your Standby Phases, place 1 Z-Counter on this card (max 3). Once per turn, you can remove any number of Z-Counters from this card to Special Summon "Zerg Larva Tokens" (Insect-Type/Earth/Level 1/ATK 0/DEF 1000) in face-up Defense Position for each. These Tokens cannot be Tributed for Tribute Summon. After being activated, if this card would be destroyed, once per turn, you can Tribute 1 "Zerg" monster you control instead. You can only control 1 "Zerg Hatchery".

 

66761_zpsgegpkhgu.jpg

Burrowed Zerg (Normal Trap)

Activate only when a face-up "Zerg" monster you control is targeted for an attack. Target the attacking monster; destroy that target. You can banish this card from your Graveyard to Special Summon 2 "Zerg Larva Tokens" (Insect-Type/EARTH/Level 1/ATK 0/DEF 1000) in face-up Defense Position. These Tokens cannot be Tributed for Tribute Summon.

 

66733_zpsqltfljqq.jpg

Nydus Worm (Continuous Spell)

While this card is on the field: You can Fusion Summon "Zerg" Fusion Monsters without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard. Once per turn, you can discard 1 "Zerg" monster; draw 1 card.

 

66735_zpssp0t6imb.jpg

Zerg Morph (Normal Spell)

Fusion Summon 1 "Zerg" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can Tribute 1 face-up "Zerg" monster you control to add this card in your Graveyard to your hand.

 

 

 

 

[spoiler=Terran Cards]

[spoiler=Effect Monsters]

66802_zps3mo1haen.jpg

Terran SCV

(Warrior / Earth / 1200 ATK / 1200 DEF)

When this card is destroyed and sent from the field to the Graveyard activate the appropriate effect, based on the type of destruction:
* Battle: Special Summon 1 level 4 or lower "Terran" monster from your Deck.
* Card Effect: Add 1 "Terran" Spell from your Deck to your hand.

 

66800_zps4nxdfbqz.jpg

Terran Marine

(Warrior / Earth / 1600 ATK / 1200 DEF)

Once per turn, when a face-up "Terran" card you control is shuffled into the Deck; this card gains 400 ATK until the End Phase.

 

66804_zpso5bvlkl2.jpg

Terran Reaper

(Warrior / Fire / 1700 ATK / 1000 DEF)

Once per turn, you can shuffle 1 other face-up "Terran" card you control to the Deck; target 1 Spell/Trap your opponent controls, destroy that target.

 

66806_zpsesyehndz.jpg

Terran Marauder

(Warrior / Earth / 1800 ATK / 800 DEF)

Once per turn, you can shuffle 1 face-up "Terran" card you control to the Deck; target 1 monster your opponent controls, destroy that target.

 

66808_zpskfjlxctf.jpg

Terran Ghost

(Warrior / Dark / 1000 ATK / 1000 DEF)

If this card you control is returned to the Deck, add 1 "Terran" Spell from your Deck to your hand. This effect of "Terran Ghost" can only be activated once per turn. Once per turn, you can shuffle 1 other face-up "Terran" monster you control to the Deck; target 1 card on the field, shuffle that target into the Deck.

 

66812_zpsmvfq73nm.jpg

Terran Raven

(Machine / Wind / 0 ATK / 500 DEF)

If this card you control is shuffled into the Deck, add 2 "Terran" Spells from your Deck to your hand. This effect of "Terran Raven" can only be activated once per turn.

 

66824_zps7wy1iyxw.jpg

Terran Banshee

(Machine / Wind / 2100 ATK / 1600 DEF)

If this card you control is returned to the Deck, add 1 "Terran" Spell from your Deck to your hand. You can return 1 face-up "Terran" card you control to the Deck to Special Summon this card from your hand. Each effect of "Terran Banshee" can only be activated once per turn.

 

66818_zps2iwwt8t7.jpg

Terran Thor

(Machine / Earth / 2400 ATK / 2800 DEF)

You can return 2 face-up "Terran" card you control to the Deck to Special Summon this card from your hand. Once per turn, when a face-up "Terran" card you control is returned to the Deck: Target 1 card your opponent controls; destroy that target and change this card to Defense Position, then this card cannot change its battle position until the End Phase.

 

 

 

[spoiler=Xyz Monsters]

66810_zpsccvpovpe.jpg

Terran Hellion

(Machine / Fire / 1800 ATK / 1800 DEF)

2 Level 4 monsters
You can also Xyz Summon this card by returning 1 "Terran" card you control to the Deck and using 1 "Terran Hellbat" monster you control as the Xyz Material. You can only Special Summon "Terran Hellion" or "Terran" Hellbat" once per turn this way. Once per turn, you can detach 1 Xyz material from this card; Special Summon 1 level 4 or lower "Terran" monster from your hand.

 

66822_zpspymjvrl2.jpg

T. Hellbat

(Machine / Fire / 2000 ATK / 1600 DEF)

2 Level 4 monsters
You can also Xyz Summon this card by returning 1 "Terran" card you control to the Deck and using 1 "Terran Hellion" monster you control as the Xyz Material. You can only Special Summon "Terran Hellbat" or "Terran" Hellion" once per turn this way. This card gains 200 ATK for each Xyz Material attached to it. When this card destroys a monsters by battle and sends it to the Graveyard: You can detach 1 Xyz material from this card; add 1 "Terran" Spell from your Deck to your hand.

 

66814_zpsl1nqdqih.jpg

Terran Viking (Ground)

(Machine / Earth / 1800 ATK / 2400 DEF)

2 Level 4 Monsters
You can also Xyz Summon this card by shuffling 1 "Terran" card you control into the Deck and using 1 "Terran Viking (Air)" you control as the Xyz Material. You can only Xyz Summon "Terran Viking (Ground)" or "Terran Viking (Air)" once per turn. Once per turn: You can detach 2 Xyz Material from this card to target 1 face-up card you control and 1 card your opponent controls; shuffle both into the Deck.

 

66828_zps18tzvfu2.jpg

Terran Viking (Air)

(Machine / Wind/ 2400 ATK / 1800 DEF)

2 Level 6 Monsters
You can also Xyz Summon this card by shuffling 1 "Terran" card you control into the Deck and using 1 "Terran Viking (Ground)" you control as the Xyz Material. You can only Xyz Summon "Terran Viking (Air)" or "Terran Viking (Ground)" once per turn. This card gains 100 ATK for every Xyz material attached to it.

 

66816_zpsjyrsnixp.jpg

Terran Siege Tank

(Machine / Earth / 2400 ATK / 2400 DEF)

2 Level 4 monsters
You can also Xyz Summon this card by shuffling 1 "Terran" card you control into the Deck and using 1 "Terran Tank (Siege Mode)" you control as the Xyz Material. You can only Xyz Summon "Terran Siege Tank" or "Terran Tank (Siege Mode) once per turn.
 

66826_zpsy4sedqmu.jpg

Terran Tank (Siege Mode)

(Machine / Earth / 2800 ATK / 2000 DEF)

3 Level 6 monsters
You can also Xyz Summon this card by shuffling 1 "Terran" card you control into the Deck and using 1 "Terran Siege Tank" you control as the Xyz Material. You can only Xyz Summon "Terran Tank (Siege Mode) or "Terran Siege Tank" once per turn. When this card destroys a monster by battle and sends it to the Graveyard, you can detach 1 Xyz Material from this card: Target 1 monster your opponent controls; destroy that target, then inflict damage to your opponent's Life Points equal to half its attack if it was face-up.

 

66820_zps4n0z7xvz.jpg

Terran Battlecruiser

(Machine / Wind / 3000 ATK / 3000 DEF)

2 Level 8 monsters
When your opponent Summons a monster: You can detach 1 Xyz material from this card to target that monster; destroy that target. Once per turn you can detach 1 Xyz material from this card; add 1 "Terran" Spell from your Deck to your hand. This card cannot be destroyed by battle or by card effects while it has Xyz Material.

 

 

 

 

[spoiler=Spell/Traps]

66835_zpsbpfk4uox.jpg

Terran Command Center (Field Spell) --yes i know the picture isn't changed here

If this card you control is returned to the Deck, add 1 "Terran" monster from your Deck to your hand. This effect of "Terran Command Center" can only be activated once per turn. Up to twice per turn, you can return 1 face-up "Terran" card you control to the Deck to increase the level of all "Terran" monsters you control by 2. All "Terran" monsters you control gain 100 ATK and DEF for each face-up "Terran" Spell you control.

 

66833_zpswanvd44x.jpg

Terran Supply Depot (Continuous Spell)

If this card you control is returned to the Deck, add 1 "Terran" monster from your Deck to your hand. This effect of "Terran Supply Depot" can only be activated once per turn. During your Main Phase, you can Normal Summon 1 "Terran" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

 

66831_zpsgvogvita.jpg

Terran Bunker (Continuous Spell)

If this card you control is returned to the Deck, add 1 "Terran" monster from your Deck to your hand. This effect of "Terran Bunker" can only be activated once per turn. When this card is activated, Special Summon this card as an Effect Monster (Machine-Type/Earth/Level 4/ATK 0/DEF 2000) in face-up Defense Position. (This card is also still a Spell Card). If a face-up "Terran" monster(s) other than "Terran Bunker" would be destroyed, you can destroy this card instead.

 

66837_zpsqqsckadl.jpg

Terran Missile Turret (Continuous Spell)

If this card you control is returned to the Deck, add 1 "Terran" monster from your Deck to your hand. This effect of "Terran Missile Turret" can only be activated once per turn. When this card is activated, target 1 Sell/Trap card your opponent controls; destroy that target.

 

66839_zpsrqrgsqee.jpg

Terran Refinery (Continuous Spell)

If this card you control is returned to the Deck, add 1 "Terran" monster from your Deck to your hand. This effect of "Terran Bunker" can only be activated once per turn. When this card is activated, shuffle 1 "Terran" card from your hand into the Deck; draw 1 card. When a "Terran" card(s) you control is shuffled into the Deck, gain 500 Life Points.

 

66841_zpsgnn3lbre.jpg

Medivac (Normal Spell)

Target 5 "Terran" cards in your Graveyard: Shuffle all 5 into your Deck, then draw 2 cards.

 

66843_zps9nitcjro.jpg

Rank-Up-Magic Adjutant Force (Normal Spell)

Target 1 "Terran" Monster you control that has a level; Special Summon from your Extra Deck, 1 "Terran" monster that is equal in Rank to the level of the target, by using the target as the Xyz Material. (This Special Summon is treated as an Xyz Summon, but does not limit your ability to summon any "Terran" Xyz monsters by their own effects.)

 

66845_zpsxnyta1sg.jpg

Nuclear Launch Detected (Normal Spell)

Activate only by shuffling 1 face-up "Terran Ghost" and any number of other face-up "Terran" card you control into the Deck. This card remains face-up on the field until your opponent's Standby Phase. Send this card to the Graveyard during your opponent's Standby Phase: Target cards on the field equal to the number of cards shuffled into your Deck when this card was activated; destroy those targets.

 

66861_zpsl3hlojd3.jpg

Widow Mine (Counter Trap)

When a Spell/Trap Card, or monster effect, is activated: Shuffle 1 face-up "Terran" card you control into the deck; negate the activation, and if you do, destroy that card,

 

 

 

 

 

Also, if you're interested in trying them out, the Zerg and Terran set scripted and functional on YGOPRO! Download the set (v5): https://www.dropbox.com/s/1ipott40q8r90l0/KroSCv5.rar?dl=0

---------NOTE: There's a bug i haven't figured out with the card "Nuclear Launch Detected", though it is included, i would not advise using it.

Link to comment
Share on other sites

I love this a lot. Downloaded it and have been playtesting it.

 

That said, the archetype has some really obvious flaws. First of all, the no Normal Summon/Set rule hurts the higher leveled Zerg to the point where they become pretty much unplayable, because for how costly they are to bring out despite not being all that good. Hatcheries and Burrowed help to an extent, but you can barely afford to put out any of the 2-Tribute Zerg, and Ultralisks are fairly out of reach. I would say allow Normal Summoning, since this archetype would very much appreciate +1s from Queen, and a more playable beatstick in Ultralisk. Larvae cannot be used for Tribute Summons anyways, so they will still need to eat up a Zergling or Hydralisk Special Summon for the turn to bring out.

 

Ultralisks are pretty meh, partially due to their high cost in bringing out. Piercing damage alone is not nearly enough to justify the cost. I suggest giving it immunity to Spells and Traps (to represent Frenzied) as well, so Ultralisks are much less of a humungous risk to bring out. There's pretty much no reason at all for bringing it out instead of Doom Dozer who is much, much cheaper for similar effects.

 

Overlords, Vipers and Corruptors (since their flaws are pretty much related) need help as well. Both Overlords and Vipers need a "flip effects don't activate" clause on their effects honestly, so that both of those can be sided for countering Shaddolls. Vipers also need a little help from Corruptors to be viable. Atm, Corruptors don't do anything at all against DEF Position units, and its reduction is far too low for how much it costs. For comparison, Aromage Cananga has its effect against ATK and DEF, effectively equal attack with Aroma Garden in play, has an easier time being brought out and can bounce Spells and Traps. Letting their effect be bumped to 800 as well as affect ATK and DEF would do wonders for it and Vipers, since swapping stuff to its slightly softer DEF/ATK Positions would have a little more meaning.

 

Another suggestion I would give for Overlord is letting it search out a lower leveled (3 or 4) Zerg monster on destruction instead of Drone, and giving Drones instead the ability to search out a Zerg Spell or Trap. That way, Overlords aren't too situational and may just as well be worth maining.

 

I also suggest bumping Brood Lord to Level 8, because honestly, it is stronger than Ultralisk aside from piercing damage since it can give you a +1 and your opponent usually a -1 from destroying a monster. Doing so would also make it better for use with Verdant Sanctuary, which is pretty much your biggest means for searching. it would also make Ultralisks more playable, since you can play 1-2 copies to avoid drawing into them early, while being able to search them out when you really need to.

 

Overseer could also be bumped up to 6 for Verdant Sanctuary purposes. I would also suggest giving it and additional effect where you can tribute a Zerg you control to Special Summon a Changeling on their field. That would give you more opportunities to chip away at your opponent's LP, as well as screw over BA.

 

Queens could imo have a protection effect (to represent Transfusion) for your Hatchery and Nydus Worms, even if only for once per turn.

 

Finally, where are the Infestors? I would also recommend adding in Creep sometime, maybe with a + damage effect

 

 

Bug Report:

- Banelings cannot be Summoned. Tried it with Nydus Worm and Polymerization to no avail.

- Swarm hosts cannot Tribute tokens. Is this intended? (its fine if it is tho, since Swarm Hosts are pretty much the best Zerg Monster)

Link to comment
Share on other sites

i really enjoy the token summoning mechanic, but it looks like it needs a little more support put into it. i'd suggest checking out the mecha phantom beast archetype to get a little idea fuel for that, as they've got some pretty decent token summoners. i would also suggest doing a whoooole lot of using tokens to fuel effects. the archetype looks super cool and i cant wait to see where it goes after a bit more work.
side note: YGOPRO is hard to script in D: i tried making a pretty basic card in it but it didnt work at all lol

Link to comment
Share on other sites

Another bug I found:

 

- Brood Lords don't make tokens when you have 4 monsters on the field.

 

Also, Token Sundae and Token Thanksgiving in this deck is bonkers. When Baneling is fixed and it does not work ok, this would be a decent enough substitute.

 

Edit:

 

Another bug I found is that sometimes monsters special summoned by Zerg monsters count as Zerg monsters for Hatchery to tribute. This occured with Fusions (Dark Law) and XYZs (Silent Honor Ark, Exciton, Castel)

Link to comment
Share on other sites

Thanks for the input. I was worried how weak some cards in it might be, but as you say not only does it cost your normal summon, but you also eat up the lvl 4- SS for the turn. I'll change just that much. With the increase in power though, I think i'll also just put it to 500 atk and def on the Corruptor. I don't like the idea of going too high

 

I was considering the changeling thing, but didn't know how useful or powerful it would be. I didn't even think of burning abyss at the time. The level changes seem simple enough, I'll follow your suggestion and see your reasoning. As for the Zerg Swarm Host thing, yes-- it was very much intended. I didn't want to allow the ability to turn 1 token into 2, but rather 1 zerg into 2 tokens. It's text is worded "Send to the grave" with that intention. You'll also notice, his effect is slightly different in that both his effects are linked to a swarm host, instead of the usual once per turn. Not likely to come up often, but it's there.

Overlord may allow flip effects, but i think he's plenty powerful vs. Shaddolls in that he doesn't let monsters be set. I may consider the other effect, though.

 

 

 

The baneling was actually a known issue, despite being scripted similarly to the other fusions it isn't working yet-- just couldn't figure it out yet. Sorry for releasing known bugged content!

I'll check out the BroodLord bug, thanks. Probably an issue of reading the number of monsters on your field that i didn't fix when pulling from another Zerg's script. Simple enough, thanks.

Also, another simple fix, but it's not just cards summoned by Zergs but rather, i never included a filter on Zerg Hatchery to exclude non-Zerg cards!

Link to comment
Share on other sites

Alright. I didn't make changes to Overlord yet, which i intend to since i like the idea. Infestors will come.

Still, i fixed the bugs you mentioned above, changed Ultralisk, removed the cannot normal/set clause... and a few other misc changes such as text format or targets for effects.

Also, Baneling is usable now.

Link to comment
Share on other sites

It seems like a really fun set, and I look forward to seeing the other two factions, despite having only played the game once. Though it's probably a stupid question, I'm not quite clear on it. It says the tokens cannot be used for a tribute summon, but I assume that doesn't include tributing them to special summon the various monsters. It mostly seems like a work-around to avoid other archetypes abusing the tokens. And perhaps I'm wrong, though from my theoretical stand-point, it'd seem like there aren't too many cards to help with getting out said tokens. I could be wrong, perhaps what there is would perfectly suffice, but perhaps adding one or two more cards to help would make pumping out tokens easier. Again, I could be wrong on a lot of this stuff, so apologies in advance. 

Link to comment
Share on other sites

It seems like a really fun set, and I look forward to seeing the other two factions, despite having only played the game once. Though it's probably a stupid question, I'm not quite clear on it. It says the tokens cannot be used for a tribute summon, but I assume that doesn't include tributing them to special summon the various monsters. It mostly seems like a work-around to avoid other archetypes abusing the tokens. And perhaps I'm wrong, though from my theoretical stand-point, it'd seem like there aren't too many cards to help with getting out said tokens. I could be wrong, perhaps what there is would perfectly suffice, but perhaps adding one or two more cards to help would make pumping out tokens easier. Again, I could be wrong on a lot of this stuff, so apologies in advance. 

 

Don't worry about it. Not everyone can understand how something works from the get go. I myself missed the sending to graveyard wording Swarm Host had, so its fine.

 

Anyways, Tribute Summons are basically Normal Summons where you Tribute a monster, and Special Summoning via Tributing is still a Special Summon, so yes, those tokens can be used for Special Summon Ultralisk by Tributing 3 tokens, but will not be usable for bringing out, say, an Ultralisk by Tribute Summoning 2 tokens.

 

As for getting out tokens, try out the download. Between three offs of Swarm Hosts, Hatcheries, Drones, Burrowing to gain tokens and your  Roaches bringing themselves back after a board wipe as well as Zerglings working overtime to ensure you almost always have something to Normal Summon, tokens are really, really easy to get out turn after turn. I had a match on it where I held off 7 or so turns against Qli with tokens alone, and lost only cause Skill Drain.

 

@ OP.

 

Overseer does not seem to work. I caught a screenshot of the error message that popped out, if that's any help.

 

gg9fYBY.jpg

 

Also, Banelings are bloody useful, and the only shame is that it takes some banishing to get out without vanilla Polymerization, but that's why I run Necroface in the deck, with Doom Dozers. :)

 

Edit:

 

Shouldn't Baneling's wording mean that you can SS it then use its effect via cards such as Call of the Haunted, even on your opponent's turn? This of course assuming that Baneling has been first fusion summoned. I tried that just now and it failed.

Link to comment
Share on other sites

Thanks for replying to Quibii for me.

 

Baneling was intended to be used via Call of the Haunted to re-use his effect, though admittedly i wasn't sure how i felt about this since it seemed fairly strong. (Turns something like Call of the Haunted into a 1 for 2)

I'll check out the Overseer bug. It's strange though, it seems to be trying to read the effect the token has... when the token doesn't have a lua.

 

 

I can't seem to replicate the bug. Maybe it's a file that didn't transfer properly. Could you perhaps duplicate the bug against another opponent for me and drop another screen shot?

Link to comment
Share on other sites

I only have the AI as opponents at the moment though, but still:

 

m5cOOrb.jpg

 

Yeah, the Baneling part might get a little too strong, seeing how I attempted to Call of the Haunted twice to get a board wipe. XD Perhaps have it destroy 1 when special summoned other than fusion summon? That might make it a little too complex though.

Link to comment
Share on other sites

I see the bug now. I think your KroZerg.cdb file (in expansions) wasn't overwritten properly, meaning changes or new cards added to it aren't registered in the game. I can tell because while you updated the card images and scripts (as seen through the level 6 Overseer) the game still registers the Overseer as level 5 for you (if you count the number of ***** in the card log).

I think i'll include a clause under installation instructions that you must first delete the old KroZerg.cdb if there is one.

 

 

BTW: What do you think of this effect for infestor:

Zerg Infestor

(Insect / Lvl5 / Dark / 1200 ATK / 2000 DEF)

You can Tribute 2 face-up "Zerg" monsters you control to Special Summon this card from your hand or Graveyard. Once per turn, you can Tribute 1 other "Zerg" monster you control, then target 1 monster your opponent controls; take control of that target until the End Phase.

Link to comment
Share on other sites

Seems good. I'd add another drawback where control is returned if the Infestor leaves the field, just so that you can attempt to disrupt via Book of Moom and Compulse, or the player cannot just use Infestor's effect then immediately replace it with something that can hit hard.

 

Oh, and Overseer is working now.

Link to comment
Share on other sites

Added Infestor and a Zerg-specific Polyermization, changed Drone and Overseer. Modified Burrowed to include "Zerg" in its name for Drone's new effect.

 

 

 

Also: Terran set is added to this page as concepts. I'm really all over the place with them, but I'm holding the general theme of returning cards from the field to deck as a cost, but benefiting from it in the end.

Link to comment
Share on other sites

woop woop terrans bringin back that return to deck swag gladiator beast style!
looking at them, they seem pretty slow and weak tho. glad. beasts all summon another one when they return to deck, so they dont really -1 themselves, and these cards seem like they would need to be backed up by a pretty powerful draw engine in order to get a hand, let alone maintain any sort of a board.

"terran bunker" and "terran refinery" cards are missing their continuous icon, happens a lot when loading up YCM cards :p

Link to comment
Share on other sites

That was on my mind set while making them. Both things, actually. I was thinking of Glad's style of searching while making the cards but also how weak they seemed in some places, or scattered in others. I'll probably change things around a bit after sleeping on it. I actually decided to limit the spell searching to only a few of the monsters... what sort of things would you change to make them more viable while keeping the general theme?

 

Also, I know about that image loading error, i just decided it wasn't worth fixing it for a symbol on a non-completed card XD

Link to comment
Share on other sites

Infestor is missing from your OP. Haven't tried out the latest Zerg patch yet. Time does not permit.

 

The shuffling to deck part would be pretty neat if done correctly.

 

A few suggestions:

 

The way I see things, Terran feel like they would work best as a Toolbox archetype that can respond to a lot more things at the cost of raw offensive power and a lack of swarming mechanisms. For this purpose, I would suggest that Terrans have alternative means to get out their XYZs instead of  only overlaying.

 

For starters, you can make your XYZs contain all the transformed forms of Terran Units, and their summoning methods as follows (for example with Siege Tank):

 

 

Terran Siege Tank (Siege Mode)   -   FIRE   Rank 4

 

[Monster/XYZ/Effect]   -   0/2000

 

2 Level 4 monsters

You can special summon this card by using 1 "Terran Siege Tank" you control as XYZ material. If you do, this card gains 700 DEF and once per turn, on either player's turn, you can shuffle 1 Terran Card into the deck: Destroy 1 monster on the field (This is a quick effect). Once per turn, you can detach 1 XYZ material: Destroy 1 monster on the field with less DEF than this card.

 

 

Or something along these lines, then modify the Tank Mode Siege Tank to have a different effect to match its in game form. This should give the Terrans their trademark versatility, since you can go for one 'version' of a monster, then choose to XYZ the other version if you need to.

 

Another mechanic that might work is simply using archetype specific Rank Up magic. For starters, you can:

 

 

Tech Lab   (Spell|Continuous)

 

When this card is shuffled into your deck, you can return 1 XYZ monster from your graveyard to your extra deck. Once per turn, you can target 1 "Terran" XYZ monster you control: Special Summon from your Extra Deck, 1 monster that is 2 Ranks higher than the target, using the target as XYZ material.

 

 

That way, you have alternative means towards bringing out stuff like Battlecruisers, such as for starters overlaying 2 Siege Tanks into a Thor, then using it to bring out Battlecruiser if Command Center is not on the field.

 

Terran Structures could  possibly also have defensive properties to match how defensive Terrans are in game:

 

 

Terran Supply Depot   (Spell|Continuous)

 

Once per turn, you can shuffle 1 "Terran" card you control into your deck: You can conduct 1 more Normal Summon this turn. You can Special Summon this card from your Spell/Trap as an Effect Monster (insert stats) in DEF Position: While it is face up on the field, your opponent's monsters cannot attack monsters other than other "Terran Supply Depot" you control.

 

 

I'd write more, but it's getting late, and I'm just throwing out random stuff at this point. Will continue in the morning.

Link to comment
Share on other sites

Took your advice in some places. I used the Bunker instead of the supply depot for becoming a monster-spell, since it made more sense to me. Additionally, changed the wording to say "shuffled" instead of returned, made all of the changy-types Xyz with rather interesting swapping effects for the most part. Added a nuclear launch card, and a terran Rank-Up-Magic as well. The extra-deck will be pretty crowded if you don't pick and choose, but i like them as they are now more than before.

They're at the point where i may start to consider finding time to figure out how to code them. Making the first one work is the hardest part, after that they all fall into place.

Link to comment
Share on other sites

Looks good.

 

I'd bump up Viking (Air) to Rank 6, to give Banshees a little more use since they pretty much have little purpose atm. Another thing you could do is to give Command Center the ability to raise levels by 2 (with shuffling cost), but allow it a twice per turn activation, so Banshees can go to 8s for Battlecruiser/Thor material. Something like Uni-Zombie's effect:

 

You can target 1 face-up monster on the fielddiscard 1 card, and if you do, increase that target's Level by 1. You can target 1 face-up monster on the field; monsters you control cannot attack for the rest of this turn, except Zombie-Type monsters, also send 1 Zombie-Type monster from your Deck to the Graveyard, and if you do, increase that target's Level by 1. You can only use each effect of "Uni-Zombie" once per turn.

 

 

Where the command Center lets you shuffle 1 card from your field to raise everything by 2, and shuffle something from your hand to raise 1 target by 2.

 

I'll have to test the engine itself to check for balance, tho, since it is pretty much unknown atm on how fast or slow the engine can be.

 

I'd give the Nuke an additional cost of 4000 or so LP, since it can be pretty strong in its own right, or maybe make it mandatory targetable on cards on both sides, just so that there is a little more prediction involved on how many cards your opponent controls by his next standby phase, else you would end up accidentally nuking your own troops.

Link to comment
Share on other sites

Sure. Good luck with whatever is keeping you busy.

 

Ghost needs some clarification on its effect. Does it return cards to the top of the deck, shuffle them into the deck, return to the bottom of the deck, etc.? Because depending on which it is, you can use it to trigger your own 'shuffle into deck' effects.

 

I just had a couple of games using proxys on DN, and so far I'll say that some of the cards are pretty darn strong. Some changes I would suggest:

 

Terran Refinery  -  Needs a Once Per Turn (OPT) clause. As it is, it is effectively a free + 1 since you can play it, shuffle in say a Supply Depot to bring out 1 monster + draw 1 card to replace itself for a +0, while getting rid of 1 useless card from your hand for a card you could use, then later in the turn you can shuffle it back to net you another + 1. 1 a turn is strong enough, but when we get to 2-3 of them being played in the turn it gets a little obnoxious with there being so much draw power thanks to it.

 

Terran Raven  -  This card could use a OPT clause, and shouldn't be able to search itself out, because as it is, you can make a loop with it, Banshee and Supply Depot. Basically, have Raven and Banshee in hand, with Supply Depo in play. Normal Summon Raven. Shuffle Raven to SS Banshee. Search for Raven and Banshee. Normal Summon Raven and SS Banshee. Search for Banshee + one other Terran Card (preferably Refinery), SS Banshee by shuffling Supply Depot, then proceed to make further plays with whatever cards you have left in your hand and the 3 2100 ATK Level 6s on the field. This combination also has quite a few cards to keep it going, with Hellions (can be special summoned via Bunker and Ghost) being able to SS a Raven from your hand in case you don't start with one, and Refinery being able to net plusses really, really easily for getting what you need.

 

Terran Banshee  -  It could use a OPT clause for Special Summoning it, alongside the Command Center tweak so that they have use outside swarming your board en masse.

 

Terran Bunker  -  Also requires a OPT clause, and to make up for it give it the Command Center's effect from preventing destruction while used as a spell card, because as it is, it isn't really a spell. Also, I suggest removing the "On Shuffle" effect of this card when shuffled in from the Spell/Trap zone, since preventing destruction can be strong enough as is without a plus to go with it.

 

Terran Command Center  -  Alongside the tweaks suggested before, I suggest moving the destruction prevention to Bunker. Imo, this card should be made a Field Spell instead, since it is fairly strong with it being able to grant you rank 10s with Banshee spamming (brought out Superdimensional Robot Galaxy Destroyer T1), alongside bringing out Thors and Battlecruisers. Makes it slightly more symmetrical with Zerg's Hatchery being a Field Spell, and since Terrans use a lot of Continuous Spells, this would be quite a lot of help for the archetype.

 
Terran Ghost  -  I suggest making this a Psychic-Type, because as it is it is pretty strong as spot removal and searchable enough without needing RotA support. Its level is also high enough that you can't use Emergency Teleport with it. Also feels better in the aesthetic sense.
Link to comment
Share on other sites

Alright, took your OPT suggestions to stop any chances for loops and i agree with the Ghost bit.

I'm about half-way through scripting the cards, but I've hit a wall for the special Xyz summoning and marine/refinery reading when 'another' card is returned to the deck.

Link to comment
Share on other sites

I actually finished scripting the Terran set to a playable level. There are MAJOR bugs with the nuclear launch card (it's not amazing anyway, felt sort of gimmicky) and the Xyz monsters. The Xyz bit is a bug that you have to know about to abuse though, so I'm not as worried about it yet.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...