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Court Archetype ( based around courtroom phoenix wright battles )


Ultimagamer

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This was an idea for an archetype I had based around the phoenix wright ace attorney games, which I highly enjoyed playing. This is pretty much done, but I always appreciate any ideas you have about this archetype here

 

( credit to TOPyscho, he helped me a LOT on the making of this archetype. He had the ideas for the Judge and came up with the Court Clue idea. He helped me by reviewing my cards and telling me changes I should make, making them much better and more balanced than the original versions. Check him out, he's pretty cool :D )

 

Court Worker - Detective Team

Level 1 / Light Warrior

500 attack / 0 defense

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Worker - Detective Team” once per turn. If this card is summoned, you can place 1 “Judgement” counter on 1 card on the field. Once per turn, you can remove 2 “Judgement” counters from anywhere on the field; add 1 “Court Clue” card from your deck to your hand.

 

Court Worker - Lead Detective Bobby Fulbright

Level 2 / Light / Warrior

1000 attack / 1000 defense

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Worker - Lead Detective Bobby Fulbright” once per turn. If this card is summoned, you can place 1 “Judgement” counter on 1 card on the field. Once per turn, during either players turn, you can remove 3 “Judgement” counters from anywhere on the field; equip 1 “Court Clue” card from your hand or graveyard to a monster on either player’s field.

 

Court Witness - Attorney’s Daughter Maya Fey

Level 3 / Light / Warrior

1400 attack / 1000 defense

( This card is always treated as a “Court Worker” card )

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Witness - Attorney’s Daughter Maya Fey” once per turn. If this card is summoned, you can place 2 “Judgement” counters on 1 card on either players field. Once per turn, you can remove 2 “Judgement” counters from anywhere on the field; add 1 “Court Action” from your deck to your hand, but it cannot be set during this turn.

 

Court Witness - Mayor’s Aide Florent L'belle

Level 3 / Light / Warrior

1400 attack / 1000 defense

( This card is always treated as a “Court Worker” card )

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Witness - Mayor’s Aide Florent L’belle” once per turn. f this card is summoned, you can place 2 “Judgement” counters on 1 card on either players field. You can only use this effect of “Court Witness - Mayor’s Aid” once per turn. Once per turn, you can remove 2 “Judgement” counters from anywhere on the field; add 1 “Court Scenario” card from your deck to your hand.

 

Court Witness - Bomb Defuser Ted Tonate

Level 3 / Light / Warrior

1400 attack / 1000 defense

( This card is always treated as a “Court Worker” card )

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Witness - Bomb Defuser Ted Tonate” once per turn. If this card is summoned, you can place 2 “Judgement” counters on 1 card on either players field. Once per turn, if a “Court” card(s) you control would be destroyed by a card effect; you can send 1 “Court Scenario” card from your deck to the graveyard instead.

 

Court Witness - Law School Teacher Aristotle Means

Level 3 / Light / Warrior

1400 attack / 1000 defense

( This card is always treated as a “Court Worker” card )

If you control “The Court of the Law”; you can special summon this card from your hand or add this card from your graveyard to your hand. You can only use this effect of “Court Witness - Law School Teacher Aristotle Means” once per turn. If this card is summoned, you can place 2 “Judgement” counters on 1 card on either players field. Once per turn, during either players turn you can remove 3 “Judgement” counters from anywhere on the field; set 1 “Court Scenario” card from your hand or graveyard to your field. Cards set with this effect can be activated during the turn they are set.

 

Court Worker - Rookie Attorney Athena Cykes

Level 4 / Light / Warrior

1700 attack / 1200 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 1 “Judgement” counter from anywhere on the field. You can only summon “Court Worker - Rookie Attorney Athena Cykes” once per turn this way. Each time your opponent activates a card or effect, place 1 “Judgement” counter on a face-up card on a card you control. Once per turn, you can remove 2 “Judgement” counters from anywhere on the field; add 1 “Court” spell or trap card from your deck to your hand.

 

Court Worker - Defense Attorney Phoenix Wright

Level 6 / Light / Warrior

2200 attack / 1800 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 3 “Judgement” counters from anywhere on the field. You can only summon “Court Worker - Defense Attorney Phoenix Wright” once per turn this way. If this card is summoned, you can place 1 “Judgement” counter on all cards you control. Once per turn ( quick effect ), you can remove 2 “Judgement” counters from anywhere on the field and target 1 face-up card your opponent controls; that card has it’s effects negated as long as this card remains face-up on the field

 

Court Worker - Defense Attorney Mia Fey

Level 6 / Light / Warrior

2200 attack / 1800 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 3 “Judgement” counters from anywhere on the field. You can only summon “Court Worker - Defense Attorney Mia Fey” once per turn this way. If this card is summoned, you can place 1 “Judgement” counter on all cards you control. Once per turn ( quick effect ), you can remove 2 “Judgement” counters from anywhere on the field and target 1 set monster your opponent controls; that card cannot have it’s battle position changed or activate any effects when flipped face-up as long as this card remains face-up on the field.

 

Court Worker - Rookie Prosecutor Gaspen Payne

Level 4 / Light / Warrior

1700 attack / 1200 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 1 “Judgement” counter from anywhere on the field. You can only summon “Court Worker - Rookie Prosecutor Gaspen Payne” once per turn this way. Each time your opponent activates a card or effect, place 1 “Judgement” counter on a face-up card on your opponent’s field. Once per turn, you can remove 2 “Judgement” counters from anywhere on the field; add 1 “Court - Worker” monster from your deck to your hand.

 

Court Worker - Prosecuting Attorney Winston Payne

Level 6 / Light / Warrior

2200 attack / 1800 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 3 “Judgement” counters from anywhere on the field. You can only summon “Court Worker - Prosecuting Attorney Winston Payne” once per turn this way. If this card is summoned, you can place 1 “Judgement” counter on all cards your opponent controls. Once per turn ( quick effect ), you can remove 2 “Judgement” counters from anywhere on the field and target 1 set spell or trap card your opponent controls; that card cannot be activated as long as this card remains face-up on the field.

 

Court Worker - Prosecuting Attorney Simon Blackquill

Level 6 / Light / Warrior

2200 attack / 1800 defense

If you control “The Court of the Law” you can special summon this card from your hand or graveyard by removing 3 “Judgement” counters from anywhere on the field. You can only summon “Court Worker - Prosecuting Attorney Simon Blackquill” once per turn this way. If this card is summoned, you can place 1 “Judgement” counter on all cards your opponent controls. Once per turn ( quick effect ), you can remove 2 “Judgement” counters from anywhere on the field and target 1 set card on the field; declare 1 card name, then look at that set card. If the card is the declared card, shuffle that card into the deck, otherwise return it to it’s original position.

 

Court Worker - The Judge

Level 8 / Light / Warrior

0 attack / 3500 defense

Cannot be normal summoned or set. If you control “The Court of the Law”; you can special summon this card from your hand or graveyard by removing 5 “Judgement” counters from anywhere on the field and cannot be summoned by other ways. You can only summon “Court Worker - The Judge” once per turn this way. If your opponent would target a card you control with a card effect or for an attack, you can remove 5 “Judgement” counters; negate that effect, then destroy that card. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

The Court of the Law

Spell - Field

When this card is activated, place 3 “Judgement” counters on this card. Once per turn, if you have 5 or more “Judgement” counters on this card, you can add 1 “Court” monster from your deck to your hand. If your opponent would target or destroy this card with a card effect, you can remove 1 “Judgement” counter from this card; negate that effect. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

The Court Rights of the Divine

Spell - Normal

Apply 1 of the following effects

  • If you control no face-up field spell; add 1 “The Court of the Law” from your deck to your hand.

  • If you control a “The Court of the Law”; add 1 “Court Worker” monster from your deck to your hand.

 

The Court Sword of Divine Striking

Spell - Equip

Equip only to a “Court Worker” monster you control. The equipped monster can only battle monsters with “Judgement” counters on them. If a monster equipped with this card battles, your opponent cannot activate cards or effects until the end of the damage step. If a monster with “Judgement” counters on it is destroyed in battle by the equipped monster, you can gain life points equal to the “Judgement” counters on the destroyed monster x 300.

 

Court Clue - Murder Weapon

Spell - Equip

Equip only to a monster your opponent controls by removing 2 “Judgement” counters from anywhere on the field. The equipped monster’s attack and defense are halved, also it cannot attack. If this card is sent to the graveyard because the equipped monster was destroyed; you can add this card from your graveyard to your hand. During each end phase, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Court Clue - Mysterious Footprints

Spell - Equip

Equip only to a “Court Worker” monster you control by removing 2 “Judgement” counters from anywhere on the field. Once per turn, you can remove any number of “Judgement” counters from anywhere on the field; look at set cards your opponent controls ( monsters, spells, and traps ) up to the number of counters removed.  If this card is sent to the graveyard because the equipped monster was destroyed; you can add this card from your graveyard to your hand. During each end phase, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Court Clue - Suspicious Fingerprints

Spell - Equip

Equip only to a monster your opponent controls by removing 2 “Judgement” counters from anywhere on the field. That monster’s effects are negated and cannot be activated. If this card is sent to the graveyard because the equipped monster was destroyed; you can add this card from your graveyard to your hand. During each end phase, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Crime Scene: The Ruins of Courtroom Number 4

Spell - Continuous

( This card is always treated as a “Court” card )

During your main phase, you can special summon 1 “Court Worker” monster from your graveyard. During the turn you activate this effect, you cannot normal summon or set. Each time a “Court Worker” monster is normal or special summoned; place 1 “Judgement” counter on this card. During either players turn, if a “Court Worker” monster you control would be targeted or destroyed by an opponent’s card or effect, you can remove 2 “Judgement” counters from this card; negate that effect. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Crime Scene: The Locked Manor Room

Spell - Continuous

( This card is always treated as a “Court” card )

When this card is activated; you can add 1 “Court Witness” monster from your deck to your hand. Each time a monster a “Court Worker” monster is normal or special summoned to your side of the field; place 1 “Judgement” counter on this card. Once per turn when your opponent activates a spell card or effect, you can remove 3 “Judgement” counters from this card; negate that effect. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Crime Scene: The School Art Room

Continuous

( This card is always treated as a “Court” card )

When this card is activated; you can add 1 level 4 “Court Worker” monster from your deck to your hand, except “Court Worker - The Judge”. Each time a “Court Worker” monster is normal or special summoned to your side of the field; place 1 “Judgement” counter on this card. Once per turn, during either players turn when a trap card or effect is activated, you can remove 3 “Judgement” counters from this card; negate that effect. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

Crime Scene: The Boarding Lounge to HAT-2

Spell - Continuous

( This card is always treated as a “Court” card )

When this card is activated; you can add 1 level 2 or lower “Court Worker” monster from your deck to your hand. Each time a “Court Worker” monster in normal or special summoned; place 1 “Judgement” counter on this card. Once per turn, when your opponent activates a monster effect, you can remove 3 “Judgement” counters from this card; negate that effect. During each of your end phases, remove 1 “Judgement” counter from anywhere on the field or destroy this card.

 

The Court Testimony: Surprise Witness

Trap - Normal

When your opponent declares a direct attack, you can remove 3 or 5 “Judgement” counters from anywhere on the field; negate that attack, then special summon 1 “Court Worker” monster from your deck, except “Court Worker - The Judge”, then place 1 “Judgement” counter on that monster. After this effect resolves, if 5 “Judgement” counters were removed to activate this effect; end the battle phase.

 

The Court Testimony: Unexpected Evidence

Trap - Counter

If your opponent would activate a card or effect whose effect includes an effect that would negate an effect of one of your cards while you control a “Court Worker” monster except “Court Worker - The Judge”, you can remove 3 or 5 “Judgement” counters from anywhere on the field; negate the activation. If 5 “Judgement” counters were removed to activate this effect, you can add 1 “Court” spell or trap from your graveyard to your hand.

 

The Court Testimony: Final Ruling

Trap - Counter

When your opponent activates a card or effect while you control “Court Worker - The Judge”, you can remove 3 “Judgement” counters from anywhere on the field; negate the activation, then banish that card.

 

Court Scenario - Missing Evidence

Trap - Counter

When your opponent activates a card or effect whose effect includes sending a card(s) from hand or deck to the graveyard; you can remove 3 “Judgement” counters from anywhere on the field, negate that effect. After this effect resolves, your opponent can pay 1500 lifepoints to draw 1 card. “Court Witness” monster to activate and resolve this effect.

 

Court Scenario - Fabricated Evidence

Trap - Counter

When your opponent activates a card or effect whose effect includes moving a card(s) from their graveyard to a different place; you can remove 5 “Judgement” counters from anywhere on the field, negate that effect. After this effect resolves, your opponent can pay 1500 lifepoints to draw 1 card. You must control a “Court WItness” monster to activate and resolve this effect.

 

Court Scenario - Unsupported Claims

Trap - Counter

When your opponent activates a card or effect whose effect includes negating a card or effect; you can remove 3 “Judgement” counters from anywhere on the field, negate that effect, then shuffle that card into the deck. After this effect resolves, your opponent can pay 1500 lifepoints to draw 1 card. You must control a “Court Witness” monster to activate and resolve this effect.

 

Court Action - Objection!

Trap - Counter

When your opponent activates a card or effect while you control at least 3 “Court Worker” monsters, you can remove 5 “Judgement” counters from anywhere on the field; negate that effect, then return that card to the hand. Cards returned to the hand by this effect cannot be activated until the end of your opponent’s next turn. If all the face-up cards you control are “Court” cards, you can activate this card from your hand.

 

Court Action - Hold It!

Trap - Counter

When your opponent declares an attack on a “Court Worker” monster you control while you control at least 3 “Court Worker” monsters, you can remove 5 “Judgement” counters from anywhere on the field; return all attack position monsters your opponent controls to the hand. Your opponent cannot declare any attacks for the rest of this turn. If all the face-up cards you control are “Court” cards, you can activate this card from your hand.

 

Court Action - Silence!

Trap - Counter

When your opponent would summon a monster, or activate a card or effect by declaring a card name or by revealing a card in their hand while you control at least 3 “Court Worker” monsters, you can remove 5 “Judgement” counters from anywhere on the field; negate that effect then return that card(s) to the hand. Your opponent cannot reveal cards in their hand or declare card names for the rest of this turn. If all the face-up cards you control are “Court” cards, you can activate this card from your hand.

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I think the idea for making a Phoenix Wright series of cards is great, but I don't think these cards really capture that. I do like the Counter aspect, I really think it should make a comeback, but these cards don't really do anything.

 

I would try to avoid using "Court" as the archetype name. If it stays, that means any card that is already made with "Court" in its name is included in it, and any future cards have to avoid using "Court" in its name. Just a warning. Maybe, "Court of Right" be the name. Or, since this is all ideas, just "Wright Court".

 

The Court is very basic. Even the name. I would try to add to it. , just add something. Like, "The Court of Right", or something, just to add to it. As for the effect,, it is veeeeery slow. It protects your cards, yeah, and any cards at that, but it doesn't generate its own Counters, and it only searches if it has 5 or more Judgment Counters. To make this card even that much better, just take off the effect that says you have to control no cards. If any copy of it leaves the field in the middle of your plays, you're screwed. You'd have to nuke your field to get another out, and you'd have to restart your Counters. Just a thought. I'd have it keep the search and placing Counters effects, then have it only protect "Court" cards, and maybe add another effect. Just suggestions.

 

The Court Scales of Justice. Decent name, but the effect is kind of gimmicky. Definitely, getting counters each time a Court monster is summoned is good, not much else there. But the effect negation is weird. It doesn't cost any counters, but you have to have 5, and you steal the monster to help generate counters (mostly for "The Court" itself). But doing this, and you're going to want to negate monsters a lot, you will just ending up filling your S/T zones. Just for cards that generate 1 Counter per turn. If anything, make the effect cost a Counter, negate the effect, then place a Judgment Counter on another card.

 

All in all, it is a start. You definitely want the Counters, but so far, all it does is accumulate Counters. I can certainly help you come up with more cards if you want, but I really do look forward to how this develops.

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I think the idea for making a Phoenix Wright series of cards is great, but I don't think these cards really capture that. I do like the Counter aspect, I really think it should make a comeback, but these cards don't really do anything.

 

I would try to avoid using "Court" as the archetype name. If it stays, that means any card that is already made with "Court" in its name is included in it, and any future cards have to avoid using "Court" in its name. Just a warning. Maybe, "Court of Right" be the name. Or, since this is all ideas, just "Wright Court".

 

The Court is very basic. Even the name. I would try to add to it. , just add something. Like, "The Court of Right", or something, just to add to it. As for the effect,, it is veeeeery slow. It protects your cards, yeah, and any cards at that, but it doesn't generate its own Counters, and it only searches if it has 5 or more Judgment Counters. To make this card even that much better, just take off the effect that says you have to control no cards. If any copy of it leaves the field in the middle of your plays, you're screwed. You'd have to nuke your field to get another out, and you'd have to restart your Counters. Just a thought. I'd have it keep the search and placing Counters effects, then have it only protect "Court" cards, and maybe add another effect. Just suggestions.

 

The Court Scales of Justice. Decent name, but the effect is kind of gimmicky. Definitely, getting counters each time a Court monster is summoned is good, not much else there. But the effect negation is weird. It doesn't cost any counters, but you have to have 5, and you steal the monster to help generate counters (mostly for "The Court" itself). But doing this, and you're going to want to negate monsters a lot, you will just ending up filling your S/T zones. Just for cards that generate 1 Counter per turn. If anything, make the effect cost a Counter, negate the effect, then place a Judgment Counter on another card.

 

All in all, it is a start. You definitely want the Counters, but so far, all it does is accumulate Counters. I can certainly help you come up with more cards if you want, but I really do look forward to how this develops.

 

Thanks for the feedback! I always appreciate any tips you have.

 

One thing I'm a bit stuck on would be good court positions to make cards on. If you know any it would be greatly appreciated.

 

You are right about the "Court" naming, so I've changed it to either "Court Worker" or "The Court of the Law" in order to prevent ruling questions. I think you will enjoy the cards I've put here, and I would love to hear more feedback if you could.

 

I would like to give a bump, in order to give edits 

 

Changed

1. "The Court" to "The Court of the Law"

2. The effects of "The Court Scales of Justice"

 

Added 

1. Court Worker - Rookie Attorney

2. Court Worker - Defense Attorney

3. Court Worker - Rookie Prosecutor 

4. Court Worker - Prosecuting Attorney

5. Court Worker - The Judge

6. The Court Sword of Divine Striking 

7. The Court Rights of the Divine

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You definitely fleshed out the Counter mechanic!

 

So far, you did good trying to incorporate the counter theme, but still, there's only 4 cards that remove Counters. Try to think of the counters as a currency, or a cost. Instead of discarding or paying LP, you remove a Counter (or a few) instead. Or, like you did, you have the Counters act as an extra "effect". Cards with the Counters gain an additional property, while you have the right card. A good idea would be stick to one mechanic, and dial it back, a lot. The one monster is a free summon, place all those counters, then those cards can't be removed by your opponent. That is incredibly strong. Instead, I'd maybe have each Court monster stop a specific type of effect. Like, "Cards with a Judgment Counter cannot be destroyed by card effects during their controller's turn". That way it doesn't get too powerful, and still allows gameplay. Your one card protects all of your Countered-cards from basically everything, save a Kaiju or some non-targeting send/shuffle effect, and it's not a difficult card to bring out at all.

 

As for the monsters...well, like I just said, they're pretty strong. And also very hard to use. In your deck, you'll basically have 6 of "The Court of the Law" (3x CoL plus 3x Terraforming). So, 6/40 or 3/20 of your Deck is your field spell. Meanwhile, since all the monsters must have CoL on the field, that's possibly 15/34 chance that your card will need the field spell. If you don't have it, you are out of luck, end of story. Instead, I'd make them all a bit normal. They don't all have to be Lv12, especially 1 named Rookie Prosecutor. Try making them level 4's. At least the smaller ones. Maybe let them be Summoned normally, but if you have CoL, you can remove 1 Judgment Counter from the field to Summon it from your hand. The way they are, because they only work with the Counters, you don't really need to worry about them being used in other decks, unless you make them all overly powerful. Instead, make them each a little easier to Summon, give them more synergy with each other/Counters, and you'll be fine. Also, I'd change the ATK/DEF for each one. With the way their effects are, your Counters will rack up very​ quickly so 300 on all of them might be overkill. Try doing different numbers for each monster, to match it's level, but also change how many counters are placed.

 

The fixed original effects of CoL and Scales are good.

 

I might change Divine Striking a bit. Attacking all, especially with how much ATK they can get, will be dangerous. Maybe they can only Attack monsters with a Judgment Counter, and if it destroys a monster, you just gain LP equal to the amount of counters it had.

 

Oh! Judge. The effect is weird. Definitely make him Once per turn, and up the cost to at least 3 counters. In fact, you could make all of the cards do that. "During [your/the] End Phase, remove 1 Judgment Counter on the field. As an extra balancing factor. Also, instead of taking the card as an equip card, maybe just banish it or something. Or just, cards with that card's name can't be activated for the rest of the turn. Otherwise, you'll just fill up your zones.

 

I hope some of this help, I do apologize for how long this post is.

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You definitely fleshed out the Counter mechanic!

 

So far, you did good trying to incorporate the counter theme, but still, there's only 4 cards that remove Counters. Try to think of the counters as a currency, or a cost. Instead of discarding or paying LP, you remove a Counter (or a few) instead. Or, like you did, you have the Counters act as an extra "effect". Cards with the Counters gain an additional property, while you have the right card. A good idea would be stick to one mechanic, and dial it back, a lot. The one monster is a free summon, place all those counters, then those cards can't be removed by your opponent. That is incredibly strong. Instead, I'd maybe have each Court monster stop a specific type of effect. Like, "Cards with a Judgment Counter cannot be destroyed by card effects during their controller's turn". That way it doesn't get too powerful, and still allows gameplay. Your one card protects all of your Countered-cards from basically everything, save a Kaiju or some non-targeting send/shuffle effect, and it's not a difficult card to bring out at all.

 

As for the monsters...well, like I just said, they're pretty strong. And also very hard to use. In your deck, you'll basically have 6 of "The Court of the Law" (3x CoL plus 3x Terraforming). So, 6/40 or 3/20 of your Deck is your field spell. Meanwhile, since all the monsters must have CoL on the field, that's possibly 15/34 chance that your card will need the field spell. If you don't have it, you are out of luck, end of story. Instead, I'd make them all a bit normal. They don't all have to be Lv12, especially 1 named Rookie Prosecutor. Try making them level 4's. At least the smaller ones. Maybe let them be Summoned normally, but if you have CoL, you can remove 1 Judgment Counter from the field to Summon it from your hand. The way they are, because they only work with the Counters, you don't really need to worry about them being used in other decks, unless you make them all overly powerful. Instead, make them each a little easier to Summon, give them more synergy with each other/Counters, and you'll be fine. Also, I'd change the ATK/DEF for each one. With the way their effects are, your Counters will rack up very​ quickly so 300 on all of them might be overkill. Try doing different numbers for each monster, to match it's level, but also change how many counters are placed.

 

The fixed original effects of CoL and Scales are good.

 

I might change Divine Striking a bit. Attacking all, especially with how much ATK they can get, will be dangerous. Maybe they can only Attack monsters with a Judgment Counter, and if it destroys a monster, you just gain LP equal to the amount of counters it had.

 

Oh! Judge. The effect is weird. Definitely make him Once per turn, and up the cost to at least 3 counters. In fact, you could make all of the cards do that. "During [your/the] End Phase, remove 1 Judgment Counter on the field. As an extra balancing factor. Also, instead of taking the card as an equip card, maybe just banish it or something. Or just, cards with that card's name can't be activated for the rest of the turn. Otherwise, you'll just fill up your zones.

 

I hope some of this help, I do apologize for how long this post is.

 

Don't worry, I don't mind long posts. More tips are always better :D

 

I changed up the way the archetype worked completely, given that they were mostly gimmicky upon examination. I figured that it would be better to do more swarming potential with monsters effects rather than slower gameplay.

 

counters as a cost is a good idea. It creates more incentive to want to spread the counters quickly in order to generate field presence and negation and such.

 

bump for edits

 

Major Changes

1. Changed all Divine attribute monsters to Light attribute monsters

2. Removed Summoning restrictions in favor of possible special summoning conditions

3. Removed ?/? stat values for set ones ( varying between cards ) 

 

Card Changes

1. Court Worker - Rookie Attorney

2. Court Worker - Defense Attorney

3. Court Worker - Rookie Prosecutor

4. Court Worker - Prosecuting Attorney

5. Court Worker - The Judge

6. The Court Sword of Divine Striking

7. The Court Rights of the Divine 

 

New Additions

1. The Court Testimony: Surprise Witness

2. The Court Testimony: Unexpected Evidence

3. The Court Testimony: Final Ruling

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Yes, much much ​much​ better. The entire theme just got revealed by that little change. With the field spell and the right combo, you can very easily set up and swarm the field, but the monsters can still do something without it. As for the changes:

 

I love the Divine Rights card. Easy field searcher​ or ​monster searcher, beautiful.

 

The equip, still good, you missed a bit of text tho (when it destroys a monster). Also, remember the cards will constantly fill up the field with Judgment Counters, so 500 LP per Counter on the card might be a little extreme, especially because that one monster can destroy all monsters with counters.

 

The traps are alright, I do think you could add a bit more cost. Maybe just remove a few counters for Surprise Witness, because a free Summon, which will place more Counters, plus ending the Battle Phase is a lot. Possibly just remove 3 and negate the attack, or maybe even remove a bunch specifically from one side of the field to negate it, summon, maybe end battle phase.

Also, the other trap. Unexpected Evidence. I understand why it doesn't count Judge, because Judge is for the other one, but it is kinda awkward. Good effect, might be a little strong, resetting your traps. But I guess it's not too bad, it only stops your opponent from negating you.

The other trap is good.

 

I might put a thing on Scales that you have to remove a counter each turn too.

 

Now the monsters:

 

Better. Especially the Summoning, but I think you might want another rework. The stats for one. As they stand, you have no destruction, recovery for the S/Ts, or strength. If Judge can't kill it, you're not getting rid of it. I suggest giving each of the monsters a more unique effect. Maybe...

 

Court Worker ~ Et cetera

~~~~

*effect to summon itself from the hand/grave*. When this card is Special Summoned: place x Judgment Counters on [side of the field]. Once per turn: you can remove x Counters from the field; effect for advantage.

 

For the different ones: I would increase the levels of the two with 2000 ATK, also increase the ATK. You can still Summon them easily, and its an excuse to be stronger with better effects, but increase the cost to at least 2, probably 3. Maybe make them Quick Effects to activate too.

As for effects: for the Level 4s Id do standard stuff. Maybe just, remove 1 Counter then shuffle 1 Court card back into the Deck. Or remove x Counters to reveal an opponent's card without chain. Small effects that help you, but don't actively gain you advantage.

For the higher ups, they place more counters, cost more, but act better. Maybe a Quick effect, remove x Counters, destroy a card. Or even better, to play into placement, you have to remove a certain amount of counters from a card to ​destroy it, making you have to carefully place counters. And then maybe the same for the other: remove some counters from a monster, then increase/decrease that monsters ATK/DEF times the counters removed. Effects to help.

 

And a reimagine of Judge. He's the Judge. His job is to sit back, observe the case, and make decisions.

0 ATK/4000 DEF

"This card cannot be Normal Summoned/Set. You can remove 10 Judgment Counters from the field: Special Summon this card from your hand. You can only Summon "Court Worker ~ Deciding Judge" once per turn this way. When a card or effect is activated, or a monster(s) would be Summoned: you can remove x Judgment Counters from each face-up card on the field (min. 10); negate the activation or Summon, and if you do, destroy that card(s). During the End Phase: remove x Judgment Counters from this card."

This embodies the Judge. Now, its not perfect, you can change it, but overall, I think that's a good card. It's not something you'll spam the field with, it's very costly, but if you can consistently place enough Counters for it, you are in a massive advantage.

 

Aside from that, and once again, please don't feel like I'm trying to steal your work, but I do think that with just a little bit of maintenance, this archetype is set to be amazing. Definitely something I would try. Aside from the fact that counters are fun. But yeah, I really hope this helped!

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Yes, much much ​much​ better. The entire theme just got revealed by that little change. With the field spell and the right combo, you can very easily set up and swarm the field, but the monsters can still do something without it. As for the changes:

 

I love the Divine Rights card. Easy field searcher​ or ​monster searcher, beautiful.

 

The equip, still good, you missed a bit of text tho (when it destroys a monster). Also, remember the cards will constantly fill up the field with Judgment Counters, so 500 LP per Counter on the card might be a little extreme, especially because that one monster can destroy all monsters with counters.

 

The traps are alright, I do think you could add a bit more cost. Maybe just remove a few counters for Surprise Witness, because a free Summon, which will place more Counters, plus ending the Battle Phase is a lot. Possibly just remove 3 and negate the attack, or maybe even remove a bunch specifically from one side of the field to negate it, summon, maybe end battle phase.

Also, the other trap. Unexpected Evidence. I understand why it doesn't count Judge, because Judge is for the other one, but it is kinda awkward. Good effect, might be a little strong, resetting your traps. But I guess it's not too bad, it only stops your opponent from negating you.

The other trap is good.

 

I might put a thing on Scales that you have to remove a counter each turn too.

 

Now the monsters:

 

Better. Especially the Summoning, but I think you might want another rework. The stats for one. As they stand, you have no destruction, recovery for the S/Ts, or strength. If Judge can't kill it, you're not getting rid of it. I suggest giving each of the monsters a more unique effect. Maybe...

 

Court Worker ~ Et cetera

~~~~

*effect to summon itself from the hand/grave*. When this card is Special Summoned: place x Judgment Counters on [side of the field]. Once per turn: you can remove x Counters from the field; effect for advantage.

 

For the different ones: I would increase the levels of the two with 2000 ATK, also increase the ATK. You can still Summon them easily, and its an excuse to be stronger with better effects, but increase the cost to at least 2, probably 3. Maybe make them Quick Effects to activate too.

As for effects: for the Level 4s Id do standard stuff. Maybe just, remove 1 Counter then shuffle 1 Court card back into the Deck. Or remove x Counters to reveal an opponent's card without chain. Small effects that help you, but don't actively gain you advantage.

For the higher ups, they place more counters, cost more, but act better. Maybe a Quick effect, remove x Counters, destroy a card. Or even better, to play into placement, you have to remove a certain amount of counters from a card to ​destroy it, making you have to carefully place counters. And then maybe the same for the other: remove some counters from a monster, then increase/decrease that monsters ATK/DEF times the counters removed. Effects to help.

 

And a reimagine of Judge. He's the Judge. His job is to sit back, observe the case, and make decisions.

0 ATK/4000 DEF

"This card cannot be Normal Summoned/Set. You can remove 10 Judgment Counters from the field: Special Summon this card from your hand. You can only Summon "Court Worker ~ Deciding Judge" once per turn this way. When a card or effect is activated, or a monster(s) would be Summoned: you can remove x Judgment Counters from each face-up card on the field (min. 10); negate the activation or Summon, and if you do, destroy that card(s). During the End Phase: remove x Judgment Counters from this card."

This embodies the Judge. Now, its not perfect, you can change it, but overall, I think that's a good card. It's not something you'll spam the field with, it's very costly, but if you can consistently place enough Counters for it, you are in a massive advantage.

 

Aside from that, and once again, please don't feel like I'm trying to steal your work, but I do think that with just a little bit of maintenance, this archetype is set to be amazing. Definitely something I would try. Aside from the fact that counters are fun. But yeah, I really hope this helped!

 

thanks again for the feedback! It has really helped in making this archetype really good and I am very thankful for it :D.

 

I like your ideas for the judge, being the presider of the case. I kinda also see him as bringing the court together for a trial in a way, so I created a combination of the two. 

 

The ideas you have for the monsters are pretty good, so I tried giving the level 6 ones negation effects ( more subtle, not too strong, but can mess up the opponent's plays ), and using the lower level ones as setups for big plays, giving them the searching capabilities and counter spreading mechanics. 

 

trap cards changes are a good change, given that witness was a little good too upon re-examination. You have a good idea with the 3 or more counters idea, which I tried doing with some of them ( 3 or 5, gain x effect if used 5 counters ). 

 

I also added a fusion monster. It's a bit out of place but I thought would be thematically appropriate given the lore of the game. 

 

bump for edits

 

Major Changes

1. changed "When Summoned" effects to "If Summoned" effects in order to avoid situations in which timing could be missed

2. Changed the levels of "Defense Attorney" and "Prosecuting Attorney" to level 6 and changed their attack and defense values ( 2200 from 2000, and 1800 from 1400 )

3. changed the attack values of the level 4 ones ( 1700, from 1500 ) 

4. changed the attack and defense values of the judge ( 2500 to 0 attack and 2200 to 4000 defense )

 

Changed

1. Court Worker - Rookie Attorney

2. Court Worker - Defense Attorney

3. Court Worker - Rookie Prosecutor 

4. Court Worker - Prosecuting Attorney

5. Court Worker - The Judge

6. The Court Scales of Justice

7. The Court Sword of Divine Striking

8. The Court Testimony: Surprise WItness

9. The Court Testimony: Unexpected Evidence

 

added

1. A Walk Up The Ancient Court Steps 

2. Ancient Deity Astraea, the God of Justice

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Alright, reviewin' time! Sorry for the delay

 

I think just about all of the old cards have stayed the same since I reviewed? Either way, for the most part, they're all alright. Just a few things:
​Defense Attorney: He's still Level 4. Pretty sure he's supposed to be Level 6, with the other Attorney.

Gotta change Judge. I know what I said about him, but he's got too much for a Level 8. Either reduce the DEF, or up his Level and make him Special Summon only.

And the Summon effects. I would definitely make it mandatory to remove a Counter to get the effect, regardless of who it is. It adds to the theme and it gives a good cost. The new ones added only require you to have the Court, and then you either get to Summon it or add it to your hand. In all honesty, I like the thought of this effect:

"You can remove 2 Judgment Counters from the field: Special Summon this card from your hand, or add this card from your GY to your hand. You can only activate this effect of 'Court Worker - Et cetera' once per turn." That way, you can't just Summon a bunch of them for basically free every turn, and there's still a kind of reason for the effect.

 

Other than that, they should be good. Now for the new ones...

 

The little ones were needed, you definitely want more lower levels. But their effects...

One negates an attack, and the other returns the monster to the hand. Now, I don't know if you meant it to mean after they were attacked, as in after damage, to return it to the hand. Either way, either use battled, or say is targeted for an attack. But yeah, only in a few situations is negating better than returning to hand. And also, Judge already helps with battle protection. So either, fitting the Detective theme, make them have more advantageous effects. Like, "Once per turn, you can remove x Counters from [location]; excavate the top 3 cards of your Deck and add 1 revealed "Court Worker" monster from the excavated cards to your hand, then return the rest to your Deck" or however those excavate cards are worded. Heck, you could even add a little "Court Clue" series that the Detectives make use of. But some kind of effects that fit the detective theme. Just something, the battle protection seems weird.

 

And the god...I was very confused. I just didn't expect that, but I can understand it, there have been weirder things. Even so, I would make here a little bit more in tune with the theme. You already have a full courtroom; the only reason a god would show up is if something was really wrong. So maybe

"......God of Justice

LIGHT/Fairy

?/?

~"Court Worker - The Judge" + 4 "Court Worker" monsters with different names

You can also Special Summon this card by Tributing "Court Worker - The Judge" you control with 15 Judgment Counters. Etc."

Then the rest of the effect. I would also take off the effect that stops your opponent's banished stuff. Negating and banishing face-down is already really strong. Especially if its not once per turn. I'd even take out the fusion card. But again they're your cards.

 

Other than that, I think you're all set. Apart from just a few fixings with wordings, the archetype is about as done as it will be. Good job!

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Alright, reviewin' time! Sorry for the delay

 

I think just about all of the old cards have stayed the same since I reviewed? Either way, for the most part, they're all alright. Just a few things:

​Defense Attorney: He's still Level 4. Pretty sure he's supposed to be Level 6, with the other Attorney.

Gotta change Judge. I know what I said about him, but he's got too much for a Level 8. Either reduce the DEF, or up his Level and make him Special Summon only.

And the Summon effects. I would definitely make it mandatory to remove a Counter to get the effect, regardless of who it is. It adds to the theme and it gives a good cost. The new ones added only require you to have the Court, and then you either get to Summon it or add it to your hand. In all honesty, I like the thought of this effect:

"You can remove 2 Judgment Counters from the field: Special Summon this card from your hand, or add this card from your GY to your hand. You can only activate this effect of 'Court Worker - Et cetera' once per turn." That way, you can't just Summon a bunch of them for basically free every turn, and there's still a kind of reason for the effect.

 

Other than that, they should be good. Now for the new ones...

 

The little ones were needed, you definitely want more lower levels. But their effects...

One negates an attack, and the other returns the monster to the hand. Now, I don't know if you meant it to mean after they were attacked, as in after damage, to return it to the hand. Either way, either use battled, or say is targeted for an attack. But yeah, only in a few situations is negating better than returning to hand. And also, Judge already helps with battle protection. So either, fitting the Detective theme, make them have more advantageous effects. Like, "Once per turn, you can remove x Counters from [location]; excavate the top 3 cards of your Deck and add 1 revealed "Court Worker" monster from the excavated cards to your hand, then return the rest to your Deck" or however those excavate cards are worded. Heck, you could even add a little "Court Clue" series that the Detectives make use of. But some kind of effects that fit the detective theme. Just something, the battle protection seems weird.

 

And the god...I was very confused. I just didn't expect that, but I can understand it, there have been weirder things. Even so, I would make here a little bit more in tune with the theme. You already have a full courtroom; the only reason a god would show up is if something was really wrong. So maybe

"......God of Justice

LIGHT/Fairy

?/?

~"Court Worker - The Judge" + 4 "Court Worker" monsters with different names

You can also Special Summon this card by Tributing "Court Worker - The Judge" you control with 15 Judgment Counters. Etc."

Then the rest of the effect. I would also take off the effect that stops your opponent's banished stuff. Negating and banishing face-down is already really strong. Especially if its not once per turn. I'd even take out the fusion card. But again they're your cards.

 

Other than that, I think you're all set. Apart from just a few fixings with wordings, the archetype is about as done as it will be. Good job!

 

Thanks! I couldn't have made this archetype nearly as cool if you didn't help me out.

 

Defense attorney is supposed to be level 6, I'll make sure to change that 

 

I like your court clue idea, it's a good adaptation of detective work. I've created 3 court clue cards and have changed the effects of the detectives accordingly

 

bump for edits

 

Major Changes

1. Changed levels of Detective Team ( 4 to 1 ), Lead Detective ( 4 to 2 ), and Defense Attorney ( 4 to 6 )

2. added "Court Clue" series of cards

3. Judge - Cannot be normal summoned or set, and cannot be summoned except by his own effect

4. Judge - Changed 7 counter requirement to 5 

 

Added

1. Court Clue - Murder Weapon

2. Court Clue - Mysterious Footprints

3. Court Clue - Suspicious Fingerprints

 

Changes

1. Court Worker - Detective Team

2. Court Worker - Lead Detective

3. Court Worker - Defense Attorney

4. Court Worker - The Judge

 

Removed 

1. A Walk Up the Ancient Court Steps

2. Ancient Deity Astraea, the God of Justice

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Alrighty! I have a feeling this might be my last review on these guys.

 

So: Like the Clue cards they are all great. Only things I can think of:

On Lead Detective, maybe add it so that you don't have to pay the cost of the equip card? I don't remember what Destiny HERO - Diamond Dude says off the top of my head, but his effect now, I think you might still have to remove Counters to activate the equip cards even with his effect. Also, leaving the field is a bit strong. Maybe make it so that it only comes back if the equipped monster was destroyed or something by Court card OR Just make it so that you can equip it from the GY. In that case, definitely only once per turn equips, and up the cost to 3

 

For both Detective cards they say each. So technically, you could add it to your hand AND summon it in the same turn. A simple "If you control "The Court of the Law": you can Special Summon this card (from your hand) or add this card from your GY to your hand. You can only use this effect of "Court Worker - x" once per turn."

That's all.

 

And...yeah. That's about it. Good job mate

 

OH! The second equip card doesn't have a maintenance cost. You must have just missed it

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Alrighty! I have a feeling this might be my last review on these guys.

 

So: Like the Clue cards they are all great. Only things I can think of:

On Lead Detective, maybe add it so that you don't have to pay the cost of the equip card? I don't remember what Destiny HERO - Diamond Dude says off the top of my head, but his effect now, I think you might still have to remove Counters to activate the equip cards even with his effect. Also, leaving the field is a bit strong. Maybe make it so that it only comes back if the equipped monster was destroyed or something by Court card OR Just make it so that you can equip it from the GY. In that case, definitely only once per turn equips, and up the cost to 3

 

For both Detective cards they say each. So technically, you could add it to your hand AND summon it in the same turn. A simple "If you control "The Court of the Law": you can Special Summon this card (from your hand) or add this card from your GY to your hand. You can only use this effect of "Court Worker - x" once per turn."

That's all.

 

And...yeah. That's about it. Good job mate

 

OH! The second equip card doesn't have a maintenance cost. You must have just missed it

 

Thank you so much for all the reviews you've given me! I couldn't have gotten this far without you

 

these will be most likely the final edits, giving some changes 

 

bump for edits

 

notable changes

1. hard once per turn on detectives, can only use 1 summoning effect per turn

2. added judgement counter cost to activate court clue - mysterious footprints

 

changes

1. Court Worker - Detective Team

2. Court Worker - Lead Detective

3. Court Clue - Mysterious Footprints

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Hey! Last review! The changes are good, only thing left is card grammar.

 

I was wrong with the last card, lead Detective. You can just say equip, you don't need to add the part about no cost.

 

Also, my bad, I could have explained. On the second equip, name is...Footprints! I said maintenance cost, what I meant by that is that it doesn't have the "During the End Phase, remove 1 counter or destroy this card" thing, the cost of maintaining the card on the field. My bad.

 

I think everything else is good though. Good job!
​(Side note: if you do like counters, I made an archetype that uses them, Scourge, so if you want to check that out, that'd be great! I didn't steal any ideas from this though, I've been trying to come up with good counter using archetypes for a loooooong time.)

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Hey! Last review! The changes are good, only thing left is card grammar.

 

I was wrong with the last card, lead Detective. You can just say equip, you don't need to add the part about no cost.

 

Also, my bad, I could have explained. On the second equip, name is...Footprints! I said maintenance cost, what I meant by that is that it doesn't have the "During the End Phase, remove 1 counter or destroy this card" thing, the cost of maintaining the card on the field. My bad.

 

I think everything else is good though. Good job!

​(Side note: if you do like counters, I made an archetype that uses them, Scourge, so if you want to check that out, that'd be great! I didn't steal any ideas from this though, I've been trying to come up with good counter using archetypes for a loooooong time.)

 

Ah ok, I see what you mean. I wasn't sure about what you meant by the maintenance cost. I can change it then.

 

I'll have to check out the Scourge sometime soon, sounds pretty interesting

 

Bump for final edits

 

Major Changes

1. Changed "during each end phase" effect on Court Clue cards to "during each of your end phases" to alleviate the costs a little bit

 

Changes

1. Court Worker - Lead Detective

2. Court Clue - Murder Weapon

3. Court Clue - Mysterious Footprints

4. Court Clue - Suspicious Fingerprints

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I know I said final edits, but I really wanted to come back to this. I had some more ideas for thematic cards based on dual destinies. more monsters, more spells, if you've played the games, you'll catch the references to the cases

 

Bump for edits

 

Major Changes

1. Changed the special summoning effects of detectives to activated effects 

 

Changes

1. Changed "The Court of the Law" effect from a protective effect to a counter generation effect to gain more presence, with more protection cards being added. Field Spell only protects itself rather than all court cards.

 

Additions

1. Court Witness - Mayor's Aid

2. Court Witness - Bomb Defuser

3. Court Witness - Law School Teacher

4. Crime Scene - The Manor

5. Crime Scene - The School

6. Crime Scene - The Space Research Facility

7. Court Scenario - Missing Evidence

8. Court Scenario - Fabricated Evidence

9. Court Scenario - Unsupported Claims

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Alrighty alrighty! Reviewing time (again)

 

So...Witnesses!

Mayor's Aid is good, I think the others are too...I take that back

 

First, the second one, Law School Teacher. Doesn't work. Monster quick effects are Spell Speed 2, Counter Traps are Spell Speed 3. The best I could say is that you just set the card from your GY instead

Bomb Defuser feels weird. With a name like that, I wouldn't expect him t bring back Scenarios. I suggest changing him, especially since Teacher already messes with them in grave

 

I almost didn't notice the scenes. They all seem relatively okay. I would definitely up the cost on the first two though. A free Spell negate for just 1 Counter? Chances are that each will gain about 2-4 Counters per turn, not to ention the fact that all of your monsters can just put their Counters on it. Definitely at least 3 counters as cost

And I would just suggest something other than Science Research Facility, or whatever it was. You have Manor, School, I get the theme is murder scenes but it just feels very strange. Maybe just The Lab? Or maybe The Observatory, Basement, Tower, Lighthouse, Hospital, just examples.

 

The Scenarios are fine, but I would up the second one to be a cost of 5 counters. Negating anything that negates you is a big ability, especially with how much this deck can just get cards and bring them back

 

Other than that, I think, just like before, a bit of a touch up in the grammar is all that's really needed.

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Alrighty alrighty! Reviewing time (again)

 

So...Witnesses!

Mayor's Aid is good, I think the others are too...I take that back

 

First, the second one, Law School Teacher. Doesn't work. Monster quick effects are Spell Speed 2, Counter Traps are Spell Speed 3. The best I could say is that you just set the card from your GY instead

Bomb Defuser feels weird. With a name like that, I wouldn't expect him t bring back Scenarios. I suggest changing him, especially since Teacher already messes with them in grave

 

I almost didn't notice the scenes. They all seem relatively okay. I would definitely up the cost on the first two though. A free Spell negate for just 1 Counter? Chances are that each will gain about 2-4 Counters per turn, not to ention the fact that all of your monsters can just put their Counters on it. Definitely at least 3 counters as cost

And I would just suggest something other than Science Research Facility, or whatever it was. You have Manor, School, I get the theme is murder scenes but it just feels very strange. Maybe just The Lab? Or maybe The Observatory, Basement, Tower, Lighthouse, Hospital, just examples.

 

The Scenarios are fine, but I would up the second one to be a cost of 5 counters. Negating anything that negates you is a big ability, especially with how much this deck can just get cards and bring them back

 

Other than that, I think, just like before, a bit of a touch up in the grammar is all that's really needed.

 

good point, the cost of negation is pretty low on these cards, especially given the swarming ability I've given them over time. Increasing their costs is a good idea. One thing I also noticed about the scenes was that two were consistent with each other, and one negated targeting rather than monster effects. I considered switching the scales effect with the research facility effect, to keep the scenes together.

 

bomb defuser, I wasn't sure what to do with him at first, given his nature, but I think I've come up with a better system for him, Teacher too.

 

scenario edits can be done too, given the costs

 

Bump for edits

 

Major Changes

1. Switched the effects of Crime Scene: The Rocketship and The Court Scales of Justice

2. Adjusted the counter costs of crime scene cards; now 3 counters instead of 1 counter

 

Changes

1. Court Worker - Bomb Defuser

2. Court Worker - Law School Teacher

3. Crime Scene - The Manor

4. Crime Scene - The School

5. Crime Scene - The Rocketship

6. Court Scenario - Unsupported Claims

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I like the new changes, not a whole lot to say. Rocketship feels a lot weirder than Research Facility to me, sorry. Maybe Lab?

Anywho, Scales is fine. I like the Summon effect instead of a Normal summon.

Rocketship's effect is fine. I'd definitely take off the part that lets you place a Counter afterwards. You're basically making the cost 2 Counters. Yeah, you have to have 3 in the first place but you still only lose 2 Counters in the end.

And I don't remember if Bomb Defuser destroys any cards, but I think flavor wise, I'd have it send cards instead. He stopped the explosion, and he's discarding the bomb.

 

Aside from that...I think you're good. If Counters are really a problem though, maybe just add a little monster that solely generates Counters. like, "During the End Phase: place X Counters on the field equal to [condition]". The conditions could be like, how many Court Workers you control, or how many Court Spells were activated, Scenario effects activated, monsters destroyed...anything really

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I like the new changes, not a whole lot to say. Rocketship feels a lot weirder than Research Facility to me, sorry. Maybe Lab?

Anywho, Scales is fine. I like the Summon effect instead of a Normal summon.

Rocketship's effect is fine. I'd definitely take off the part that lets you place a Counter afterwards. You're basically making the cost 2 Counters. Yeah, you have to have 3 in the first place but you still only lose 2 Counters in the end.

And I don't remember if Bomb Defuser destroys any cards, but I think flavor wise, I'd have it send cards instead. He stopped the explosion, and he's discarding the bomb.

 

Aside from that...I think you're good. If Counters are really a problem though, maybe just add a little monster that solely generates Counters. like, "During the End Phase: place X Counters on the field equal to [condition]". The conditions could be like, how many Court Workers you control, or how many Court Spells were activated, Scenario effects activated, monsters destroyed...anything really

 

Those are good ideas for changes, one thing I wouldn't be able to change as neatly though would be the lab. Case 4 pertains to the rocketship and it's lounge area, but case 5 deals with the lab and the moon rocks. Changing it like so gives a completely different scene. Good changes to the defuser have been made, with your idea. I definitely think it's a good one

 

Bump for edits

 

Additions

1. Court Action - Objection!

2. Court Action - Hold It!

 

Changes

1. Court Worker - Bomb Defuser

2. Crime Scene: The Boarding Lounge to HAT-2 ( previously named Rocketship )

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Bump for some changes, more minor than most, but still important

 

 

Layout Changes ( these are changes to the way the cards were organized, it should be more readable now

( order of cards by theme ) 

 

1. Court workers

2. The field spell and generic support

3. Court clues

4. Crime scenes ( plus the court scales of justice )

5. Court testimonies

6. Court scenarios

7. Court Actions

 

 

Additions

1. Court Action - Silence!

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Time for a major update! I've done some major name changes to the characters you've seen so far. I wanted to tie a stronger link to the games, which is shown through the changes. If you have played the games ( dual destinies and the first one in particular ) you'll recognize these ;).

 

+ Bump For Major Edits!

 

Major Changes 

1. Changed the names of all the court worker monsters except for "Court Worker - Detective Team" and "Court Worker - The Judge"

2. Changed the name of "The Court Scales of Justice" to "Crime Scene: The Ruins of Courtroom Number 4"

 

Additions

1. Court Witness - Attorney's Daughter Maya Fey

2. Court Worker - Defense Attorney Mia Fey

3. Court Worker - Prosecuting Attorney Simon Blackquill

 

all the names that were changed

1. Court Worker - Lead Detective ---> Court Worker - Lead Detective Bobby Fulbright

2. Court Witness - Mayor's Aide ---> Court Witness - Mayor's Aide Florent L'belle

3. Court Witness - Bomb Defuser ---> Court Witness - Bomb Defuser Ted Tonate

4. Court Witness - Law School Teacher ---> Court WItness - Law School Teacher Aristotle Means

5. Court Worker - Rookie Attorney ---> Court Worker - Rookie Attorney Athena Cykes

6. Court Worker - Defense Attorney ---> Court Worker - Defense Attorney Phoenix Wright

7. Court Worker - Rookie Prosecutor ---> Court Worker - Rookie Prosecutor Gaspen Payne

8. Court Worker - Prosecuting Attorney ---> Court Worker - Prosecuting Attorney Winston Payne

 

- The Court Scales of Justice ---> Crime Scene: The Ruins of Courtroom Number 4

- Crime Scene: The Manor ---> Crime Scene: The Locked Manor Room

- Crime Scene: The School ---> Crime Scene: The School Art Room

( not worker changes, but they were changed tho )

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