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[Finished]Dova's Competitions #3: Spirit Support [Finished]


Dova

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Another competition with no entry fee. Hooray. Have fun and whatever.

 

[spoiler=Theme]For this competition, you'll be designing a card.

 

BUT NOT JUST ANY CARD.

 

Spirit Monster support. Can be (almost) literally anything, as long as it supports Spirit Monsters.

 

Knock yourself out, or rather, don't.

 

 

[spoiler=Deadline]Let's wrap this up quickly.

 

All entries must be submitted before the 1st of March. I'll allow leeway on the exact time.

 

 

[spoiler=Rules]Yada yada yada.

 

1. Standard YCM and Custom Cards rules apply in this section. Please remember to abide by / follow them in this contest.

2. Written Cards will be accepted, however if you opt to do this; do not use the Cardmaker to generate a pictureless image. Just type it out in text format.

3. When posting a card, make sure that you have its lore posted beneath, so it is easier for me to read your effect. Also make sure that you post it properly using the Cardmaker.

4. You are allowed to make edits to your card until the deadline, HOWEVER you should have already designed the card as a final product.

5. The usage of Fake Types / Attributes, as well as DIVINE, Divine-Beast and Creator God is expressly forbidden. You are expected to design a card that adheres to the current standards set by Konami (usage of the existing 23 legal Types + 6 Attributes).

6. Also remember to abide by the max. 5000 ATK/DEF rules for original stats.

 

 

[spoiler=Participants]Only allowing 12 members this time. Don't want an overload of cards. Bold members have submitted their Entry.

 

1. Enguin

2. Chivalry

3. Kinka-Byo

4. Tythe

5. Trebuchet

6. XOXO

7. Striker

8. ɒllɘɿɘbniƆ

9. Zanda Panda

10. Yuuji Kazami

11. Fluffyfish

12. Yugster Major

...

 

 

[spoiler=Prizing]1st - 500 points + 3 reps

2nd - 200 points + 2 reps

3rd - 100 points + 1 rep

 

 

[spoiler=Judging]Happy for up to two people to help me judge this.

 

1. Dova

2. Egmoedeus

...

 

 

[spoiler=Scoring Rubric]Total out of 50:

 

Usability/Balance (Overpowered or Underpowered?): 30

Creativity/Flavour (How interesting is your card?): 15

OCG/Grammar (How perfect is your card writing?): 5

 

 

 

If you have any questions, either post in this thread or send me a PM.

 

Really hoping other Judges are a thing, so that we can have as wide a review as possible.

 

Looking forward to seeing your entries. Good luck, and have fun!

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[spoiler Card]Lost Song Hypnotist

LIGHT *****

Spellcaster/Spirit/Effect

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up, you can target 1 monster your opponent controls; switch control of this monster and that target.

100/2600

 

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[spoiler=banter]


Rb50FAi.jpg


 


Spirit monsters do not have to activate their effects that return them to the hand at the End Phase. If a Spirit monster you control would be destroyed by a card effect, you can return it to the hand instead. While you control a Spirit monster and your opponent does not, your opponent cannot Special Summon monsters. If this card leaves the field: return all Spirit   monsters you control to the hand, then you can add 1 Spirit monster from your Deck or Graveyard to your hand.



[spoiler=bonus banter]Such creativity much innovation taking the elements of Neo-Space, Kozmotown, and Dominion then throwing in pseudo-destruction immunity wow 10/10 great moves keep it up proud of you.

 


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0b2yjG7.jpg


Once per turn, if you have 2 or more Spirit Monsters in your Graveyard: You can target 1 Spirit Monster in your Graveyard; Add it to your hand, and if you do, you can immediately Normal Summon 1 Spirit Monster from your hand in face-up Attack Position or face-up Defense Position. If a Spirit Monster Normal Summoned by this card's effect would return to the hand, it is sent to the Graveyard, instead. You can only control 1 "Spiritual Binding Zone".


 


[spoiler=Sealing the Deal]


So, we all know that spirit monsters suffer from the inability to keep good field presence because of their return-to-hand clause. Well, I figured that this card could sort of circumvent that problem. You see, I tried to make this card like Ultimate Offering for Spirits, with a bit of recycling for good measure. With this, you can get an aratama search on your opp's turn, or even get a third summon during your turn (thanks, nikitama). However, because you need to have spirits in the Grave, you can't just bounce rinse and repeat. Also, Bounce rinse and repeat is no longer an option because blah blah you read the card hopefully. Anyways, I think this would add a lot to Spirit decks, seeing as they don't really have a reliable recycling thing and lack field presence. 


 


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I've done so many of them in the past, may as well.

 

EDIT:

 

[spoiler=Card]

HYAUtdO.png?1

 

Oni Samurai
Rank 4 / DARK
Zombie / Xyz / Effect
2 Level 4 Monsters
When this card is Special Summoned: You can add 1 Spirit monster from your Deck to your hand, then your opponent destroys 1 card they control. If this card is in your Graveyard: You can banish 2 monsters from your Graveyard; Special Summon this card. If Summoned this way, banish this card when it leaves the field.
2400 / 0

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Guest BGMCANN0N

Judging now so disregard  the spoilers:

 

Unless you want to see what my entry would have been if you haven't already... :P

[spoiler=Card]

Tianlong, the Mythical Awakener

Rk ✪✪✪✪

Light

[ Wyrm/ Spirit/ XYZ ]
ATK/2000 DEF/ 0

2 Level 4 monsters

Once per turn, you can Normal Summon 1 Spirit monster in addition to your Normal Summon/Set. You can detach 2 Xyz Materials from this card: You can Normal Summon Level 5 or higher Spirit monsters without Tributing until the end of this turn. During the End Phase, while this card has no Xyz Materials: Return this card to the Extra Deck. When this card is removed from the field: Draw 1 card.

 

 

[spoiler=Design Notes]I made this card this card in respect to a few things:

  • The recurring difficulty to get  out Hino-Kagu-Tsuchi and Yamata Dragon with the Spirit engine alone.
  • And giving more ways for Spirits to pull off Nikitama's draw power as Nikitama requires a Spirit to be on board to get the draw effect and detaching would grant the Spirit user that.
  • And it offers more itself to other Spirits as well.

[spoiler=References]http://yugioh.wikia.com/wiki/Nikitama

http://yugioh.wikia.com/wiki/Hino-Kagu-Tsuchi

http://yugioh.wikia.com/wiki/Yamata_Dragon

 

 

 

Edits:

  • Fixed all colon/ capital errors
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My card:

 

GzTe0un.jpg

 

Pretty much speaks for itself. The adding effects set up the defence mechanism required to push away monsters your opponent summons. Additional Normal Summon sets up cards like Fenghuang to slap away your opponent's set cards on your turn. On your opponent's turn, add a defence card on the End Phase before in order to flip their monster's face-down or return it to Hand. This would benefit Spirit monsters greatly, even at the cost of no Special Summoning.

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Doorway to Limbo

Field Spell Card

During the End Phase: Send all Normal Summoned monsters back to the hand. Once per turn, you can Special Summon 1 Spirit monster from your Graveyard ignoring it's summoning conditions, if you do, return it to your hand during the End Phase. (It is treated as if it was Normal Summoned). When your opponent declares an attack, you can discard 1 Spirit Monster; Negate the attack and negate that monsters effects. You can Banish this card from your Graveyard: Immediately Normal Summon 1 Spirit monster from your hand.

 

Idk if I overdid that or not, they need help

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All hail Field-Spell cards.

[spoiler=Shrine of Spirits]

cauWMPN.jpg

Spell/Field

During your Main Phase, you can Normal Summon 1 Spirit monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Once per turn, if a Spirit monster you control would return to the hand by its own effect: You can send it to the Graveyard instead, and if you do, add 1 Spirit monster from your Deck to your hand. At the start of your opponent's Battle Phase, if you control no monsters: You can reveal 1 Spirit monster in your hand; halve all battle damage you take this turn.

 

 

[spoiler=Comments]

I have played and brainstormed a bit with Spirit monsters so you could say I have my own opinion of what they need or what they should be.

I quite dislike cards that makes them stay on the field since its both boring (I didn't decided to play spirits so they would play like everything else) and counterproductive. Most spirits have really mediocre stats and just bring effects when are Normal Summoned/flipped face-up, so letting them on the field is just asking them to be killed for a cheap protection, therefore I decided to dive right in the playstyle where they DON'T want to stay on the field (in your opponent's turn, at least).

I really wished to make a retrain of Spirit Invitation (and make it pretty much like Yosenju Whirlwind), but I thought they would need a more reliable card for now. Dark Dust Spirit and Yamato-no-Kami are the main Spirit monsters that can step up plays and finish games, therefore this card is mainly to help their plays. DDS is quite hard to pull of without Nikitama, so using this card you should be able to Summon it by using Aratama or Izanami (while still having reasons to play Nikitama, mainly its Draw 1). The field 2nd eff of negating the return to search is really convenient overall for consistency and is specially good to fill your Grave for Yamato-no-Kami (without drawing Aratama, this is always an issue).

And finally, the 3rd eff in what personifies the dive in the Spirit playstyle the most. It BENEFITS you for letting them return to the hand (how I believe Spirit support should be) and its mainly to help you survive a couple turns to go all out the next. A DDS + Yamato play should take 4400 damage from your opp, and I think its the best play of most Spirit decks. But they really lack the consistency to do it properly and not having protection to your LP sort of forces you to R6 with them, which is kind of boring and feels like a waste of all the effort to do the play imo.

Also, as a note, I really believe Spirits monsters (and kind of Toon monsters as well) should be treated the same way as Flip/Gemini/Union monsters. That is, instead of being some sort of clunky archetype, they should actually be a monster Sub-Type (as they are supposed to be), where a couple monsters from some archetypes or just random generics are be those Sub-types. At least I think it should be rather possible to make Spirit monsters work outside of the "Spirit archetype" (much like Kinka-Byo) and I want to say Toon monsters as well, but even I have some trouble imagining Toon generic monsters (actually, I am brainstorming a Toon archetype while trying to make it separated from the other Toon monsters, using a different sort of "Toon world", but its still clunky as hell).  

 

 

Pray to our Spirits overlords.

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