CARDS!

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CARDS!

Post by Aquamarius on Sun Nov 03, 2013 1:28 am

SUPERTHUNDER!:
Superthunder Phoenix Cobra!:

You can banish from your Graveyard OR Tribute 1 monster with 2000 or more ATK; Special Summon this card from your hand OR add it from your Graveyard to your hand.
Superthunder Lion Troll!:

If you control no monsters, you can Normal Summon this card without Tributing. If this card battles, after damage calculation: Change this card to Defense Position. When this card destroys a monster in battle: You can add 1 monster with 2000 or more ATK from your Deck or Graveyard to your hand, except "Superthunder Lion Troll!".
Superthunder Megafluff Rabbit!:

While this card in face-up Defense Position: You can declare a card name; swap the original ATK and DEF of all monsters with that name and change their original Level to 6 until your opponent's next End Phase, regardless of location. If this card is sent from the field to the Graveyard: You can add 1 "SUPERTHUNDER!!" or monster with 2000 or more ATK from your Deck to your hand. Each effect of "Superthunder Megafluff Rabbit!" can only be activated once per turn.
SUPERTHUNDER!!:

Send all "Superthunder" monsters you control to the Graveyard; Add to your hand or Special Summon "Superthunder" cards from your Deck up to the amount of monsters sent. You can only activate 1 "SUPERTHUNDER!!" per turn.

Worried about Rabbit and Troll as potentially too powerful in decks that like being able to toolbox their big monsters, in particular ones with hand effects, like Ancient Dweller of the Deep and Ultimate Tornado of the Far East. And, of course, Savior Soldier. I would like Superthunders to be capable of functioning as support for big monsters, but I don't want them to be too powerful, of course, and Savior Soldier in particular worries me...

Other Cards:
Mirror Dragon:

1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Declare 1 Card Type(Monster, Spell, Trap). When a card effect of that Type is activated while this card is face-up on the field: Negate the activation of that card and destroy it. This effect can only be activated once while this card is face-up on the field.

Second Wind Dragon:

2 level 6 monsters
You can detach 1 Xyz Material from this card and shuffle 3 of your cards that are banished or in your Graveyard into your Deck; Draw a card.

Swamp of Rot:

When this card is activated, sent to the Graveyard, or is face-up during either player's End Phase: Place 1 "Rot Counter" on each face-up monster. This effect can only be activated once per turn. Up to twice per turn: You can move any amount of Rot Counters from a face-up monster to another face-up monster. Monsters with Rot Counters on them lose 150 ATK and DEF.(this applies even when this card is not on the field)

Rainbow Knight:

You can banish 1 monster in your Graveyard; Special Summon this card(from your hand). When this card is Summoned: You can select 1 of your banished monsters; This card gains that card's Attribute(s), Type(s) and name as long as it remains face-up on the field.

Rainbow Slime:

This card gains the Attribute(s) and Type(s) of all your banished monsters. This effect is always active, and cannot be negated.


Last edited by Aquamarius on Sat Nov 16, 2013 9:29 pm; edited 11 times in total
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Re: CARDS!

Post by TerrorSky on Sun Nov 03, 2013 2:11 am

For Unicorn Dragon  you need to put (max. 5) for the. Materials. All Xyz Monsters that allow 2 or more materials have that.

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Re: CARDS!

Post by Aquamarius on Sun Nov 03, 2013 2:44 am

Done. Could I get some feedback, please?
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Re: CARDS!

Post by Aquamarius on Sun Nov 03, 2013 7:22 am

I've been told that Lion Troll is probably too much: Should I add an effect saying that if it's battle position is changed by it's effect, you can't change it's battle position until the end phase of your next turn, except with a card effect? Here's what it would look like:
Superthunder Lion Troll!:

If you control no monsters, you can Normal Summon this card without Tributing. If this card battles, after damage calculation: Change this card to Defense Position, and you cannot change this card's Battle Position until the End Phase of your next turn, except with a card effect. When this card destroys a monster in battle: You can add 1 monster with 2000 or more ATK from your Deck or Graveyard to your hand, except "Superthunder Lion Troll!".

EDIT: I've also been told Lion Troll doesn't need the restriction on adding another Lion Troll, seeing as it searches through battle, and not just plain freebies from summoning.
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Re: CARDS!

Post by Aquamarius on Fri Nov 15, 2013 3:07 am

Removed Unicorn Dragon, added 5 cards, added once per turn restriction to SUPERTHUNDER!! and Megafluff Rabbit. Also renamed topic.
EDIT: Added Swamp of Rot.
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Re: CARDS!

Post by Anime Girl References on Fri Nov 15, 2013 8:32 am

Swamp of Rot would be nice but damn would it take awhile to manage all of the ATK/DEF changes it does since they follow the monster to the Graveyard.

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Re: CARDS!

Post by Aquamarius on Fri Nov 15, 2013 6:01 pm

The counters are not intended to follow the monsters into the Graveyard. And I'm not sure which piece of card text could imply that.

Also, out of these cards I am pretty much the most worried about Rainbow Sorcerer. You can send a Soul Eating Ghoul, and a Ceraunozoa/Dimension Mantis, and 4 others: Then, you can SS Soul Eating Ghoul by shuffling the 4 others, then banish dimension mantis/Ceraunozoa to recycle a Spell or Trap and draw a card. That's a +3 off of a single card. Any ideas?
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Re: CARDS!

Post by Anime Girl References on Sat Nov 16, 2013 9:02 am

Sounds like Rainbow Sorcerer is the problem then.

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Re: CARDS!

Post by EMSOUP on Sat Nov 16, 2013 9:57 am

Rainbow Sorcerer is pretty much busted.

It can pretty much revives an old dead deck into something quite powerful just by existing.

Knight is pretty much a generic Kizan that can be a +1 in decks such as LIGHT-EARTH fusion. It also allows a wider selection of fusions in the deck, which will be really nice.
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Re: CARDS!

Post by Aquamarius on Sat Nov 16, 2013 7:07 pm

Added a lv4 or lower restriction to Rainbow Sorcerer's mill effect meaning less boss monster shenanigans. Also, Superthunder Megafluff Rabbit can now call any monster name and swap that monster's atk/def and turn it into a lv6 until your opponent's next end phase, instead of just applying it to itself.

Soup, what old dead deck are you talking about, exactly? Rainbow Fusion? Cuz remember, Rainbow Sorcerer can't mill cards with multiple Attributes, because that would mean it'd have the same Attribute as another one of the milled monsters. Well, unless you mill a DIVINE monster: that'd allow you to mill a single double-attribute monster, but I don't think we have one of those.


Last edited by Aquamarius on Sat Nov 16, 2013 9:28 pm; edited 2 times in total
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Re: CARDS!

Post by Anime Girl References on Sat Nov 16, 2013 8:01 pm

Rainbow Slime seems nice, cute touch on its effect of being un-negatable.

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Re: CARDS!

Post by Aquamarius on Sat Nov 16, 2013 9:25 pm

Darkest Hour wrote:Rainbow Slime seems nice, cute touch on its effect of being un-negatable.
It's attribute and type absorption effect is intended to be active regardless of location(deck, banish pile, etc). Is that clear with the way it's worded now, or should I add "regardless of location" somewhere in there?
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Re: CARDS!

Post by EMSOUP on Sat Nov 16, 2013 9:25 pm

I'm talking about the Advanced Fusion Art variant, which run differently from the more popular, later version. Sorc's milling is easy to abuse by simply tuning your deck in a way that you'll have all 6 of the attributes all the time. Sorc can clear your grave by recycling stuffs, sending 6 is instant Yurlungur set-up, due to one of them is potentially Shooting Star Bird, and if you don't get Yurlungur, you can still use the grave for big Time and Space Chamber plays. And you can run Elemental replenishing since it'll be guaranteed that it'll nab you a card. Card also makes an OTK with a Yurlungur and Time and Space Chamber to be easier to achieve (summon this and use the on-summon effect, mill 6, banish Shooting Star Bird, targetting a Solar emperor or something else, drop yurlungur, mill LIGHT, WIND, FIRE for Solar Emperor, activate Time and space to fusion summon another fusion(preferably the one that got targetted by SSB, then OTK. 2 Yurlungur also do quite the same thing.)

And yes, I'm aware about the whole multi attribute thingies. In short, easy selective mill is never balanced, it can even revive a pretty dead deck from beyond the grave.
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Re: CARDS!

Post by Aquamarius on Sat Nov 16, 2013 9:29 pm

I guess I'll remove Rainbow Sorcerer then. Maybe I'll add it to this post later if I find a way to balance it.
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Re: CARDS!

Post by EMSOUP on Sat Nov 16, 2013 9:37 pm

meanwhile, knight also need a nerf since it's a generic kizan that can easily be a +1 in many decks. Not to mention it can literally be a Kizan for every archetype, and LIGHT do have a lot of support already.
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Re: CARDS!

Post by Aquamarius on Sat Nov 16, 2013 9:56 pm

EMSOUP wrote:meanwhile, knight also need a nerf since it's a generic kizan that can easily be a +1 in many decks. Not to mention it can literally be a Kizan for every archetype, and LIGHT do have a lot of support already.
How about removing the name copying effect?
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Re: CARDS!

Post by EMSOUP on Sat Nov 16, 2013 10:26 pm

I'm more concerned about the banish to summon effect. Can easily trigger Skullblade, Dimension Mantis, Silent Knight of the Thunderclouds and Ceraunozoa.
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Re: CARDS!

Post by Anime Girl References on Mon Nov 18, 2013 8:07 am

Mirror Dragon is fine-ish. Having the ability to block 1/3 card types is fine, but as a Level 8 it feels too accessible to many decks. Perhaps being pushed up to 9 would require just a bit more thought to make.

(ex. Diagryph/Mezzo/FIRE/Zombies can make this on the first turn with just 2 monsters)

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