Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
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Would you buy this Set if it was released?
Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
WARNING: This post is very long.
As it says in the title. Some of these are cards I think Konami should create, along with an explanation of why. Some are cards they probably shouldn't make, which I trust you'll point out to me. I'll format it like a booster set. The general theme is that the game's become unbalanced due to corporate and player stupidity, so we'll title it...
DUELIST'S REDEMPTION
001 - Road to Immortality
Trap, Continuous
-
This card can only be activated during your Main Phase, while your Life Points are 20,000 or higher. This card is destroyed if your Life Points are lower than 20,000, or if your opponent's are equal/higher. At the end of your opponent's 3rd turn after this card is activated, you win the Duel.
[Ultra Rare]
I read somewhere that gaining Life Points doesn't win you duels. Well, now it can. If you gain enough life energy, you become immortal and therefore win.
002 - Gryphon - Harpie Hunter
WIND, Level 4, Winged-Beast/Effect
ATK/1300, DEF/1400
-
You can Tribute this card to destroy 1 "Harpie" monster on the field, except "Harpie's Brother".
[Common]
Picture: A gryphon holding a sniper rifle.
003 - Gryphon Merchant
WIND, Level 3, Winged-Beast/Effect
ATK/1300, DEF/1400
-
If your opponent activates a Spell or Trap, or summons an Effect Monster, you can select 1 Spell or Trap in your Deck that specifically mentions the activated card. Return 1 face-down Spell or Trap to the Deck, and chain your selected Spell or Trap to your opponent's. The effect of "Gryphon Merchant" does not use the Chain.
[Common]
Picture: A gryphon sitting behind a stall.
"Anti-Raigeki", "Gryphon Wing", "White Hole", "Jar Robber" and "Call of the Grave" are suddenly much more playable.
004 - Bird Cage
Spell, Equip
-
You can equip this card from your hand or Deck to a face-up Winged-Beast type monster on the field. The equipped monster cannot attack and has its effects negated. This card is Spell Speed 2.
[Common]
Picture: Yata locked in a cage.
I got the idea from Pook's Place, a blog on Pojo.com. I was originally going to go with Pook's suggestion of using this to counter "Yata-Garasu", but then I remembered that Blackwings are just as annoying.
005 - Super Drooling Reptile
EARTH, Level 7, Reptile/Effect
ATK/2400, DEF/2000
-
This card gains the following effects if it was Tribute Summoned by Tributing the appropriate monster:
"Drooling Lizard": This card cannot be destroyed by Spells or Traps that target this card.
"Grappler": This card cannot be targeted by Effect Monsters' effects. When this card destroys an Effect Monster as a result of battle, draw 1 card.
[Rare]
Picture: "Drooling Lizard" flexing its muscles and showing its chest, but looking kind of silly with its tongue hanging out.
"Drooling Lizard" is a joke, so I thought I'd make it more useful.
006 - Grappler
Water, Level 4, Reptile
ATK/1300, DEF/1200
-
"A devious snake with a thick body that wraps around an enemy monster and squeezes the life out of it."
[Common]
"Grappler" was never released in the TCG, so it would make its debut here. And because "Drooling Lizard" is probably out of print by now...
007 - Drooling Lizard
Earth, Level 3, Reptile
ATK/900, DEF/800
-
"A blood-sucking snake in human form that attacks any living being that passes nearby."
[Common]
008 - Circuit Breaker
Trap, Normal
-
You can remove this card from your field, hand or Deck, along with 1 Normal Monster. Declare 1 card name. If your opponent has activated the effect of that card 3 or more times this turn, they cannot activate it again this turn.
[Common]
Perfect counter to OTKs. And because it requires a Normal Monster, most Meta Decks will be unable to save themselves with it.
009 - The Winged Dragon of Ra
This will be exactly the same as the one available now, except it CAN be Special Summoned and gets the ATK/DEF of its Tributes. The current version is also rewritten. Konami sincerely apologises, and will be happy to buy back the nerfed crap we sold you in the first place, or provide you with a replacement. Expect the same to happen with "Orichalcos Shunuros" when we release the cards from the Doma arc in the next set.
010 - Card of Sanctity #2
Spell, Normal
-
Both players draw until their hand is at the legal limit or contains 6 cards, whichever is lower. You cannot add cards from your Deck to your hand by other card effects you control in the turn you activate this card.
[Super Rare]
Same logic as Ra, except the current Card of Sanctity has been out too long and may play a big role in people's decks. Hence, we release a different version.
011 - Dragon Capture Spirit
Dark, Level 1, Fiend/Effect
ATK/0, DEF/200
-
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control "Dragon Capture Jar". This card can be summoned from the Deck by its effect. This card cannot be in Attack Position. If your opponent controls a Dragon-Type monster that is affected by "Dragon Capture Jar", equip it to this card if possible. If "Dragon Capture Jar" is destroyed by the effect of "Dragon Piper", Special Summon as many of this card's equipped Dragons under the control of the controller of that "Dragon Piper".
[Rare]
Inspired by "Spirit of the Pot of Greed", this card aims to recapture (pun intended) the Anime/Manga effect of "Dragon Capture Jar". Suddenly, Dragon Decks are going to get a nasty thorn in their side... assuming they don't start siding "Dragon Piper" or "Remove Brainwashing" to steal their monsters back.
012 - Fusion Authority
Spell, Continuous
-
Fusion Monsters are unaffected by the effects of other types of monsters stored in the Extra Deck, and gain 1000 ATK when battling them.
[Common]
Picture: "Thousand Dragon" large in the background, glaring down at Stardust and Utopia in the foreground.
013 - Fusion Enforcement
Spell, Continuous
-
Pay 2000 Life Points. All monsters are treated as Fusion monsters while in the Extra Deck. Monsters in the Extra Deck must be summoned with "Polymerization", but are still treated as being summoned correctly. The Materials required for that Fusion Summon are the ones listed on the card.
[Common]
Gladiator Beasts got nerfed just a bit. Future Fusion OTKs are impossible. Synchros (which still require Tuners) and Xyz are screwed. Trish loses its effects because it's Fusion and not Synchro Summoned. Xyz lose their effects because their materials are sitting in the Graveyard. Formula and Librarian... ha...
014 - Gryphon Swordsman
Wind, Level 4, Winged-Beast
ATK/1800, DEF/1700
-
"A gryphon who learned to wield a sword. He strikes fear into the hearts of his enemies, especially the dreaded harpies."
[Common]
Picture: Gryphon flying at us with a sword.
015 - Rude Kaiser
Earth, Level 5, Beast-Warrior
ATK/1800, DEF 1600
-
"With an axe in each hand, this monster delivers heavy damage."
[Common]
Why re-release "Rude Kaiser"? Hmm...
016 - Forearm Slash
Spell, Normal
-
Activate only while you control "Rude Kaiser". Destroy 1 monster your opponent controls. If the attack of "Rude Kaiser" is higher than the destroyed monster's ATK or DEF (whichever Position it's in), inflict the difference as Battle Damage to your opponent's Life Points.
Picture: "Rude Kaiser" destroying "Parrot Dragon".
017 - Tribute Upgrade
Spell, Continuous
-
Level 5 or higher monsters with less than 2000 ATK can be Normal Summoned without Tributing. Level 7 or higher monsters with less than 2500 ATK can be Normal Summoned with 1 Tribute. Monsters in both categories gain 500 ATK while they are on the field.
[Rare]
Picture: Similar to "Goblin Elite Attack Force", except the monsters are (from front to back) "Berfomet", "Rude Kaiser" and "Battle Steer".
I figured that, with the gradual increase in the ATK of Level 4 monsters, Level 5 ones needed something to stop them becoming obsolete. Also, it makes "Millennium Shield" and "Labyrinth Wall" much more playable.
018 - Gryphon Mage
Wind, Level 5, Winged-Beast/Effect
ATK/1900, DEF/1800
-
When this card is Normal or Special Summoned, add 1 "Gryphon" Spell or Trap card from your Deck to your hand.
[Rare]
019 - Gryphon King
Wind, Level 7, Winged-Beast/Effect
ATK/2300, DEF/2100
-
This card gains 100 ATK for each "Gryphon" monster you control. This card cannot be destroyed by the effects of "Harpie" cards.
[Super Rare]
020 - Baby Gryphons
Spell, Quick-Play
-
Activate only while you control a face-up "Gryphon" monster. Special Summon as many "Baby Gryphon Tokens" (Wind, Level 1, Winged-Beast, ATK/100, DEF/100) as possible in Defense Position. "Baby Gryphon Tokens" cannot be tributed for the summon of a "Gryphon" monster.
[Common]
Picture: Here's a hint, it's got lots of cute animals in it.
021 - Gryphon Wing
Trap, Normal
-
Activate only when your opponent activates "Harpie's Feather Duster". All of your opponent's Spell and Trap cards are destroyed instead of your own.
[Common]
This card needed re-releasing.
022 - Overpopulation
Trap, Continuous
-
Neither player can draw if they control more than 3 monsters. During their Draw Phase, they can Tribute 1 monster and take damage equal to its ATK or DEF, whichever is higher.
[Common]
Picture: Various monsters crammed into a small valley. Fighting ensues.
By now, it should be obvious that this set is all about slowing stuff down and preventing curb-stomp battles.
023 - Earth Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower EARTH monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
024 - Water Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower WATER monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
025 - Fire Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower FIRE monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
026 - Wind Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower WIND monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
You think I'm doing LIGHT or DARK versions of this? Are you crazy? Chaos would kill everything.
027 - Gryphon Defender
Wind, Level 4, Winged-Beast/Effect
ATK/1200, DEF/2000
-
"Gryphon" monsters you control cannot be destroyed by battle, except "Gryphon Defender".
[Common]
Picture: A gryphon behind a rectangular shield.
028 - Gryphon Nest
Spell, Normal
-
Add 1 "Gryphon" card from your Deck to your hand.
[Rare]
029 - Quick Attack
Spell, Quick-Play
-
Activate only when you Special Summon 1 Fusion monster during a turn when you can conduct your Battle Phase. Immediately proceed to the Battle Step and attack with that Fusion monster. Your opponent cannot chain to this card, except to negate its activation.
[Rare]
A card from the Anime that people write off as useless. Change its effect slightly, and it's actually very dangerous. I summon BEUD, call Priority to activate "Quick Attack" and now you can't use Bottomless on it, even if you do use "Magic Jammer".
030 - Gryphon Cliff-Top
Spell, Field
-
"Gryphon" monsters you control gain 200 ATK and DEF. If your opponent attacks one of your "Gryphon" monsters with a non-WIND monster, you can discard 2 cards to negate the attack.
[Rare]
031 - Swap Magician
Dark, Level 3, Spellcaster/Effect
ATK/1200, DEF/1000
-
If your opponent activates a Spell or Trap, or summons an Effect Monster, you can select 1 Spell or Trap in your Deck that specifically mentions the activated card. Return 1 face-down Spell or Trap to the Deck, and chain your selected Spell or Trap to your opponent's. The effect of "Swap Magician" does not use the Chain.
[Rare]
Same as "Gryphon Merchant", except Spellcasters are more splashable. It's only fair that other decks should be allowed this effect too.
032 - Gryphon Talon
Spell, Equip
-
Increase the ATK and DEF of a "Gryphon" monster by 300. If the equipped monster would be destroyed, destroy this card instead.
[Common]
033 - Common Rat
Earth, Level 1, Beast/Effect
ATK/100, DEF/100
-
This card cannot be Tributed, nor can it be used as Material for any kind of summon. This card is treated as a Normal Monster at all times. You are allowed more than 3 copies of this card in your deck.
[Common]
Picture: A rat similar to the ones appearing in the Doma arc (only without the glowing red eyes, as it's not enhanced by the Seal of Orichalcos).
The first card that specifically states it can violate the 3 card rule. Apart from that, it seems pretty useless...
034 - Rat Swarm
Spell, Normal
-
Pay 1000 Life Points. Special Summon as many copies of "Common Rat" as possible. All copies of "Common Rat" attack at the same time and are treated as one attacking monster, with their ATK and DEF added together. During the End Phase, return all copies of "Common Rat" you control to the Deck.
[Common]
035 - Rat Power
Spell, Quick-Play
-
"Common Rat" has an Original ATK and DEF of 500 during this turn.
[Common]
036 - Toy Weapons
Trap, Continuous
-
Pay 1000 Life Points to activate this card and during each of your Standby Phases. If you do not, this card is destroyed. At any time, if you have an Equip Spell card(s) in your Deck or Graveyard with one of these formats:
:Attribute gains 400 ATK and loses 200 DEF,
OR
:Type gains 300 ATK and DEF,
you can equip that card(s) to a monster you control.
[Super Rare]
All those cards like "Dragon Treasure" and "Book of Secret Arts" are suddenly useable. You can instantly attach a whole heap to one monster, and when it's destroyed just use this card to attach them to another.
037 - Tornado Gryphon
Wind, Level 4, Winged-Beast/Effect
ATK/1500, DEF/1400
-
FLIP: Destroy 1 Spell or Trap card your opponent controls.
[Rare]
Picture: A gryphon attacking from within a tornado.
038 - Total Regeneration
Spell, Normal
-
Activate only while you control no other cards and have 1 or fewer cards in your hand. If either player's Life Points are lower than they were at the start of the Duel, they gain Life Points equal to the difference.
[Ultra Rare]
Resets the life count, unless your opponent has "Bad Reaction to Simochi" in play. In that case, you probably just killed yourself.
039 - Chaos Control
Trap, Counter
-
Activate only when a LIGHT or DARK monster is Special Summoned by removing cards in the Graveyard from play. Take control of that monster, as well as any effects it has activated.
[Super Rare]
Should I call Priority on my Envoy's effect, given that I'd still be the one paying the cost? If I do, I could kill myself. If I don't, they might use this or Bottomless.
040 - Interdependent Attributes
Trap, Continuous
-
Players cannot attack with their monsters unless they control monsters of different Attributes.
[Common]
041 - Interdependent Types
Trap, Continuous
-
Players cannot attack with their monsters unless they control monsters of different Types.
[Common]
042 - Armoured Knight
Earth, Level 4, Warrior
ATK/1500, DEF/1000
-
"A knight in a suit of armour. His plate mail protects him from attacks, but it is hot and difficult to move in."
[Common]
043 - Magical Crossfire
Spell, Normal
-
Activate only while you control a face-up Spellcaster-Type monster, and there is a card in each player's far right and far left Spell and Trap Card Zone. Destroy all cards your opponent controls, except those two cards.
[Rare}
Inspired by that episode of Capsule Monsters where "Dark Magician" wipes out everything in some temple with this move.
044 - The Liberator
Light, Level 7, Warrior/Synchro/Effect
ATK/2300, DEF/2100
-
1 Tuner + 1 or more non-Tuner monsters.
You can remove this card from your Extra Deck to negate the effects of all Continuous Spell and Trap cards until the End Phase. You can pay 1000 Life Points to return this card to the Extra Deck.
[Super Rare]
Just to keep things interesting...
045 - Temporal Glitch
Trap, Normal
-
Activate only when a Replay occurs due to the number of monsters on the field changing during the Battle Step. If possible, destroy the attacking monster, the intended attack target and/or any new monster whose summoning triggered the replay. Then end the Battle Phase.
[Common]
046 - Peasant Archer
Wind, Level 4, Warrior
ATK/1300, DEF/1500
-
"A peasant armed with a bow. He gets lots of practice hunting, and his shots are very accurate."
[Common]
047 - Peasant Farmer
Earth, Level 3, Warrior/Tuner
ATK/900, DEF/1100
-
FLIP: Draw 1 card for every "Peasant Farmer" on the field, then return 1 card from your hand to the bottom of your Deck.
[Common]
048 - Council of Evil Wizards
Spell, Field
-
If you control a Spellcaster and a Fiend-Type monster, increase the ATK of both by 500. If a Spellcaster-Type monster you control is destroyed, take control of 1 opponent's monster, except Spellcaster, Fiend, Fairy or Divine-Beast-Type monsters. If a Fiend-Type monster you control is destroyed, draw 1 card.
[Rare]
Pic: Something resembling the Witch's Sabbat.
049 - Hungry Cat
Earth, Level 3, Beast/Effect
ATK/1100, DEF/1100
-
Any copies of "Common Rat" summoned are destroyed and their ATK is added to the ATK of this card.
[Common]
Picture: Big, fat, ginger cat.
050 - Duelist's Redemption
Spell, Normal
-
If your opponent has 3 or more monsters, you control none, you have no other cards in your hand, and you have at least 30 cards in the Graveyard, you can activate this card. Shuffle 10 cards from your Graveyard into your Deck and draw 2 cards. For each Spell card drawn with this effect, gain 1000 Life Points. If you draw a monster, Special Summon it in Defense Position.
[Rare]
Our title card, which means we're done for now. Let me know what you think of these cards, and what deck you'd build at the Sneak Preview.
As it says in the title. Some of these are cards I think Konami should create, along with an explanation of why. Some are cards they probably shouldn't make, which I trust you'll point out to me. I'll format it like a booster set. The general theme is that the game's become unbalanced due to corporate and player stupidity, so we'll title it...
DUELIST'S REDEMPTION
001 - Road to Immortality
Trap, Continuous
-
This card can only be activated during your Main Phase, while your Life Points are 20,000 or higher. This card is destroyed if your Life Points are lower than 20,000, or if your opponent's are equal/higher. At the end of your opponent's 3rd turn after this card is activated, you win the Duel.
[Ultra Rare]
I read somewhere that gaining Life Points doesn't win you duels. Well, now it can. If you gain enough life energy, you become immortal and therefore win.
002 - Gryphon - Harpie Hunter
WIND, Level 4, Winged-Beast/Effect
ATK/1300, DEF/1400
-
You can Tribute this card to destroy 1 "Harpie" monster on the field, except "Harpie's Brother".
[Common]
Picture: A gryphon holding a sniper rifle.
003 - Gryphon Merchant
WIND, Level 3, Winged-Beast/Effect
ATK/1300, DEF/1400
-
If your opponent activates a Spell or Trap, or summons an Effect Monster, you can select 1 Spell or Trap in your Deck that specifically mentions the activated card. Return 1 face-down Spell or Trap to the Deck, and chain your selected Spell or Trap to your opponent's. The effect of "Gryphon Merchant" does not use the Chain.
[Common]
Picture: A gryphon sitting behind a stall.
"Anti-Raigeki", "Gryphon Wing", "White Hole", "Jar Robber" and "Call of the Grave" are suddenly much more playable.
004 - Bird Cage
Spell, Equip
-
You can equip this card from your hand or Deck to a face-up Winged-Beast type monster on the field. The equipped monster cannot attack and has its effects negated. This card is Spell Speed 2.
[Common]
Picture: Yata locked in a cage.
I got the idea from Pook's Place, a blog on Pojo.com. I was originally going to go with Pook's suggestion of using this to counter "Yata-Garasu", but then I remembered that Blackwings are just as annoying.
005 - Super Drooling Reptile
EARTH, Level 7, Reptile/Effect
ATK/2400, DEF/2000
-
This card gains the following effects if it was Tribute Summoned by Tributing the appropriate monster:
"Drooling Lizard": This card cannot be destroyed by Spells or Traps that target this card.
"Grappler": This card cannot be targeted by Effect Monsters' effects. When this card destroys an Effect Monster as a result of battle, draw 1 card.
[Rare]
Picture: "Drooling Lizard" flexing its muscles and showing its chest, but looking kind of silly with its tongue hanging out.
"Drooling Lizard" is a joke, so I thought I'd make it more useful.
006 - Grappler
Water, Level 4, Reptile
ATK/1300, DEF/1200
-
"A devious snake with a thick body that wraps around an enemy monster and squeezes the life out of it."
[Common]
"Grappler" was never released in the TCG, so it would make its debut here. And because "Drooling Lizard" is probably out of print by now...
007 - Drooling Lizard
Earth, Level 3, Reptile
ATK/900, DEF/800
-
"A blood-sucking snake in human form that attacks any living being that passes nearby."
[Common]
008 - Circuit Breaker
Trap, Normal
-
You can remove this card from your field, hand or Deck, along with 1 Normal Monster. Declare 1 card name. If your opponent has activated the effect of that card 3 or more times this turn, they cannot activate it again this turn.
[Common]
Perfect counter to OTKs. And because it requires a Normal Monster, most Meta Decks will be unable to save themselves with it.
009 - The Winged Dragon of Ra
This will be exactly the same as the one available now, except it CAN be Special Summoned and gets the ATK/DEF of its Tributes. The current version is also rewritten. Konami sincerely apologises, and will be happy to buy back the nerfed crap we sold you in the first place, or provide you with a replacement. Expect the same to happen with "Orichalcos Shunuros" when we release the cards from the Doma arc in the next set.
010 - Card of Sanctity #2
Spell, Normal
-
Both players draw until their hand is at the legal limit or contains 6 cards, whichever is lower. You cannot add cards from your Deck to your hand by other card effects you control in the turn you activate this card.
[Super Rare]
Same logic as Ra, except the current Card of Sanctity has been out too long and may play a big role in people's decks. Hence, we release a different version.
011 - Dragon Capture Spirit
Dark, Level 1, Fiend/Effect
ATK/0, DEF/200
-
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control "Dragon Capture Jar". This card can be summoned from the Deck by its effect. This card cannot be in Attack Position. If your opponent controls a Dragon-Type monster that is affected by "Dragon Capture Jar", equip it to this card if possible. If "Dragon Capture Jar" is destroyed by the effect of "Dragon Piper", Special Summon as many of this card's equipped Dragons under the control of the controller of that "Dragon Piper".
[Rare]
Inspired by "Spirit of the Pot of Greed", this card aims to recapture (pun intended) the Anime/Manga effect of "Dragon Capture Jar". Suddenly, Dragon Decks are going to get a nasty thorn in their side... assuming they don't start siding "Dragon Piper" or "Remove Brainwashing" to steal their monsters back.
012 - Fusion Authority
Spell, Continuous
-
Fusion Monsters are unaffected by the effects of other types of monsters stored in the Extra Deck, and gain 1000 ATK when battling them.
[Common]
Picture: "Thousand Dragon" large in the background, glaring down at Stardust and Utopia in the foreground.
013 - Fusion Enforcement
Spell, Continuous
-
Pay 2000 Life Points. All monsters are treated as Fusion monsters while in the Extra Deck. Monsters in the Extra Deck must be summoned with "Polymerization", but are still treated as being summoned correctly. The Materials required for that Fusion Summon are the ones listed on the card.
[Common]
Gladiator Beasts got nerfed just a bit. Future Fusion OTKs are impossible. Synchros (which still require Tuners) and Xyz are screwed. Trish loses its effects because it's Fusion and not Synchro Summoned. Xyz lose their effects because their materials are sitting in the Graveyard. Formula and Librarian... ha...
014 - Gryphon Swordsman
Wind, Level 4, Winged-Beast
ATK/1800, DEF/1700
-
"A gryphon who learned to wield a sword. He strikes fear into the hearts of his enemies, especially the dreaded harpies."
[Common]
Picture: Gryphon flying at us with a sword.
015 - Rude Kaiser
Earth, Level 5, Beast-Warrior
ATK/1800, DEF 1600
-
"With an axe in each hand, this monster delivers heavy damage."
[Common]
Why re-release "Rude Kaiser"? Hmm...
016 - Forearm Slash
Spell, Normal
-
Activate only while you control "Rude Kaiser". Destroy 1 monster your opponent controls. If the attack of "Rude Kaiser" is higher than the destroyed monster's ATK or DEF (whichever Position it's in), inflict the difference as Battle Damage to your opponent's Life Points.
Picture: "Rude Kaiser" destroying "Parrot Dragon".
017 - Tribute Upgrade
Spell, Continuous
-
Level 5 or higher monsters with less than 2000 ATK can be Normal Summoned without Tributing. Level 7 or higher monsters with less than 2500 ATK can be Normal Summoned with 1 Tribute. Monsters in both categories gain 500 ATK while they are on the field.
[Rare]
Picture: Similar to "Goblin Elite Attack Force", except the monsters are (from front to back) "Berfomet", "Rude Kaiser" and "Battle Steer".
I figured that, with the gradual increase in the ATK of Level 4 monsters, Level 5 ones needed something to stop them becoming obsolete. Also, it makes "Millennium Shield" and "Labyrinth Wall" much more playable.
018 - Gryphon Mage
Wind, Level 5, Winged-Beast/Effect
ATK/1900, DEF/1800
-
When this card is Normal or Special Summoned, add 1 "Gryphon" Spell or Trap card from your Deck to your hand.
[Rare]
019 - Gryphon King
Wind, Level 7, Winged-Beast/Effect
ATK/2300, DEF/2100
-
This card gains 100 ATK for each "Gryphon" monster you control. This card cannot be destroyed by the effects of "Harpie" cards.
[Super Rare]
020 - Baby Gryphons
Spell, Quick-Play
-
Activate only while you control a face-up "Gryphon" monster. Special Summon as many "Baby Gryphon Tokens" (Wind, Level 1, Winged-Beast, ATK/100, DEF/100) as possible in Defense Position. "Baby Gryphon Tokens" cannot be tributed for the summon of a "Gryphon" monster.
[Common]
Picture: Here's a hint, it's got lots of cute animals in it.
021 - Gryphon Wing
Trap, Normal
-
Activate only when your opponent activates "Harpie's Feather Duster". All of your opponent's Spell and Trap cards are destroyed instead of your own.
[Common]
This card needed re-releasing.
022 - Overpopulation
Trap, Continuous
-
Neither player can draw if they control more than 3 monsters. During their Draw Phase, they can Tribute 1 monster and take damage equal to its ATK or DEF, whichever is higher.
[Common]
Picture: Various monsters crammed into a small valley. Fighting ensues.
By now, it should be obvious that this set is all about slowing stuff down and preventing curb-stomp battles.
023 - Earth Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower EARTH monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
024 - Water Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower WATER monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
025 - Fire Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower FIRE monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
026 - Wind Obliteration
Trap, Normal
-
Send 10 Normal, Level 4 or lower WIND monsters from your Deck to the Graveyard. Destroy all cards your opponent controls.
[Common]
You think I'm doing LIGHT or DARK versions of this? Are you crazy? Chaos would kill everything.
027 - Gryphon Defender
Wind, Level 4, Winged-Beast/Effect
ATK/1200, DEF/2000
-
"Gryphon" monsters you control cannot be destroyed by battle, except "Gryphon Defender".
[Common]
Picture: A gryphon behind a rectangular shield.
028 - Gryphon Nest
Spell, Normal
-
Add 1 "Gryphon" card from your Deck to your hand.
[Rare]
029 - Quick Attack
Spell, Quick-Play
-
Activate only when you Special Summon 1 Fusion monster during a turn when you can conduct your Battle Phase. Immediately proceed to the Battle Step and attack with that Fusion monster. Your opponent cannot chain to this card, except to negate its activation.
[Rare]
A card from the Anime that people write off as useless. Change its effect slightly, and it's actually very dangerous. I summon BEUD, call Priority to activate "Quick Attack" and now you can't use Bottomless on it, even if you do use "Magic Jammer".
030 - Gryphon Cliff-Top
Spell, Field
-
"Gryphon" monsters you control gain 200 ATK and DEF. If your opponent attacks one of your "Gryphon" monsters with a non-WIND monster, you can discard 2 cards to negate the attack.
[Rare]
031 - Swap Magician
Dark, Level 3, Spellcaster/Effect
ATK/1200, DEF/1000
-
If your opponent activates a Spell or Trap, or summons an Effect Monster, you can select 1 Spell or Trap in your Deck that specifically mentions the activated card. Return 1 face-down Spell or Trap to the Deck, and chain your selected Spell or Trap to your opponent's. The effect of "Swap Magician" does not use the Chain.
[Rare]
Same as "Gryphon Merchant", except Spellcasters are more splashable. It's only fair that other decks should be allowed this effect too.
032 - Gryphon Talon
Spell, Equip
-
Increase the ATK and DEF of a "Gryphon" monster by 300. If the equipped monster would be destroyed, destroy this card instead.
[Common]
033 - Common Rat
Earth, Level 1, Beast/Effect
ATK/100, DEF/100
-
This card cannot be Tributed, nor can it be used as Material for any kind of summon. This card is treated as a Normal Monster at all times. You are allowed more than 3 copies of this card in your deck.
[Common]
Picture: A rat similar to the ones appearing in the Doma arc (only without the glowing red eyes, as it's not enhanced by the Seal of Orichalcos).
The first card that specifically states it can violate the 3 card rule. Apart from that, it seems pretty useless...
034 - Rat Swarm
Spell, Normal
-
Pay 1000 Life Points. Special Summon as many copies of "Common Rat" as possible. All copies of "Common Rat" attack at the same time and are treated as one attacking monster, with their ATK and DEF added together. During the End Phase, return all copies of "Common Rat" you control to the Deck.
[Common]
035 - Rat Power
Spell, Quick-Play
-
"Common Rat" has an Original ATK and DEF of 500 during this turn.
[Common]
036 - Toy Weapons
Trap, Continuous
-
Pay 1000 Life Points to activate this card and during each of your Standby Phases. If you do not, this card is destroyed. At any time, if you have an Equip Spell card(s) in your Deck or Graveyard with one of these formats:
:Attribute gains 400 ATK and loses 200 DEF,
OR
:Type gains 300 ATK and DEF,
you can equip that card(s) to a monster you control.
[Super Rare]
All those cards like "Dragon Treasure" and "Book of Secret Arts" are suddenly useable. You can instantly attach a whole heap to one monster, and when it's destroyed just use this card to attach them to another.
037 - Tornado Gryphon
Wind, Level 4, Winged-Beast/Effect
ATK/1500, DEF/1400
-
FLIP: Destroy 1 Spell or Trap card your opponent controls.
[Rare]
Picture: A gryphon attacking from within a tornado.
038 - Total Regeneration
Spell, Normal
-
Activate only while you control no other cards and have 1 or fewer cards in your hand. If either player's Life Points are lower than they were at the start of the Duel, they gain Life Points equal to the difference.
[Ultra Rare]
Resets the life count, unless your opponent has "Bad Reaction to Simochi" in play. In that case, you probably just killed yourself.
039 - Chaos Control
Trap, Counter
-
Activate only when a LIGHT or DARK monster is Special Summoned by removing cards in the Graveyard from play. Take control of that monster, as well as any effects it has activated.
[Super Rare]
Should I call Priority on my Envoy's effect, given that I'd still be the one paying the cost? If I do, I could kill myself. If I don't, they might use this or Bottomless.
040 - Interdependent Attributes
Trap, Continuous
-
Players cannot attack with their monsters unless they control monsters of different Attributes.
[Common]
041 - Interdependent Types
Trap, Continuous
-
Players cannot attack with their monsters unless they control monsters of different Types.
[Common]
042 - Armoured Knight
Earth, Level 4, Warrior
ATK/1500, DEF/1000
-
"A knight in a suit of armour. His plate mail protects him from attacks, but it is hot and difficult to move in."
[Common]
043 - Magical Crossfire
Spell, Normal
-
Activate only while you control a face-up Spellcaster-Type monster, and there is a card in each player's far right and far left Spell and Trap Card Zone. Destroy all cards your opponent controls, except those two cards.
[Rare}
Inspired by that episode of Capsule Monsters where "Dark Magician" wipes out everything in some temple with this move.
044 - The Liberator
Light, Level 7, Warrior/Synchro/Effect
ATK/2300, DEF/2100
-
1 Tuner + 1 or more non-Tuner monsters.
You can remove this card from your Extra Deck to negate the effects of all Continuous Spell and Trap cards until the End Phase. You can pay 1000 Life Points to return this card to the Extra Deck.
[Super Rare]
Just to keep things interesting...
045 - Temporal Glitch
Trap, Normal
-
Activate only when a Replay occurs due to the number of monsters on the field changing during the Battle Step. If possible, destroy the attacking monster, the intended attack target and/or any new monster whose summoning triggered the replay. Then end the Battle Phase.
[Common]
046 - Peasant Archer
Wind, Level 4, Warrior
ATK/1300, DEF/1500
-
"A peasant armed with a bow. He gets lots of practice hunting, and his shots are very accurate."
[Common]
047 - Peasant Farmer
Earth, Level 3, Warrior/Tuner
ATK/900, DEF/1100
-
FLIP: Draw 1 card for every "Peasant Farmer" on the field, then return 1 card from your hand to the bottom of your Deck.
[Common]
048 - Council of Evil Wizards
Spell, Field
-
If you control a Spellcaster and a Fiend-Type monster, increase the ATK of both by 500. If a Spellcaster-Type monster you control is destroyed, take control of 1 opponent's monster, except Spellcaster, Fiend, Fairy or Divine-Beast-Type monsters. If a Fiend-Type monster you control is destroyed, draw 1 card.
[Rare]
Pic: Something resembling the Witch's Sabbat.
049 - Hungry Cat
Earth, Level 3, Beast/Effect
ATK/1100, DEF/1100
-
Any copies of "Common Rat" summoned are destroyed and their ATK is added to the ATK of this card.
[Common]
Picture: Big, fat, ginger cat.
050 - Duelist's Redemption
Spell, Normal
-
If your opponent has 3 or more monsters, you control none, you have no other cards in your hand, and you have at least 30 cards in the Graveyard, you can activate this card. Shuffle 10 cards from your Graveyard into your Deck and draw 2 cards. For each Spell card drawn with this effect, gain 1000 Life Points. If you draw a monster, Special Summon it in Defense Position.
[Rare]
Our title card, which means we're done for now. Let me know what you think of these cards, and what deck you'd build at the Sneak Preview.
Last edited by Occultdude17 on 2011-10-31, 19:35; edited 1 time in total
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
some cards are kinda silly and wouldnt see play, and why reprint gryphons wing blast? harpies feather duster is banned
S.S.A.- Posts : 1010
Join date : 2011-10-16
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
S.S. Anaconda wrote:some cards are kinda silly and wouldnt see play, and why reprint gryphons wing blast? harpies feather duster is banned
The point is that with "Gryphon Merchant" and "Swap Magician", it's fairly easy to make it backfire and so Harpie's could be unbanned. All you need is 1 face-down card and you can swap it for Wing - or "Anti-Raigeki", "White Hole", "Jar Robber" or "Call of the Grave", depending on the card activated. I'll admit that "Raigeki" is still broken and really shouldn't have been printed, but "Pot of Greed" isn't and Harpie's works the same way people use Heavy - destroy the opponent's cards but don't get your own. The strategy here might only work in an Anti-Meta deck, and all these cards would need beta testing prior to Konami releasing any of them.
Aside from that which cards in particular do you consider silly? I'm genuinely interested. And yes, of course the descriptive text is dumb, that's the style in this game.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
not going through all again to tell you, but the common rat is for one
S.S.A.- Posts : 1010
Join date : 2011-10-16
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
Specific Comments:
There's no "win if you have X+ LP" because there are alternate win conditions. Besides, you might deck out first.
Even with your merchant/magician, those traps likely won't be ran. General negation is still better than specific negation. And who's going to be stupid enough to activate those cards while those monsters are out, anyway?
It's too confusing to have a equip spell with SS2. Might as well make a trap that becomes an equip.
Circuit breaker's no good for meta, eh? Rabbit Laggia says hi. Not that they would run it anyway, but hey. A card like this was discussed elsewhere, but I'm against it. OTK decks have their cons, as well.
Card of Sanctity effect was changed from anime/manga effect for a reason. It's broken. Yeah, they nerfed it way too much, but that doesn't mean the original was ok.
Fusions have their place. It's called HEROs.
Way to make Yubel, Metaion, and others normal-summonable for free.
No one's willing to pay 1000 LP per turn for a mere 300/400 ATK power-up and wasted S/T space.
Setting LP to 8k is not a great comeback card. There are far better ways to "comeback". I'd much rather have something that can turn the duel around than something that will keep me alive for 1 turn... if even that.
Gaining control of BLS's effect that has already activated means nothing since it targets at activation.
General Comments:
We get it. You like Gryphons. Still doesn't make the weak vanilla playable.
Learn to word correctly. You wording is confusing, to say the least.
A lot of these cards will never see play.
All in all, I'm surprised I bothered to spend time reading them all.
There's no "win if you have X+ LP" because there are alternate win conditions. Besides, you might deck out first.
Even with your merchant/magician, those traps likely won't be ran. General negation is still better than specific negation. And who's going to be stupid enough to activate those cards while those monsters are out, anyway?
It's too confusing to have a equip spell with SS2. Might as well make a trap that becomes an equip.
Circuit breaker's no good for meta, eh? Rabbit Laggia says hi. Not that they would run it anyway, but hey. A card like this was discussed elsewhere, but I'm against it. OTK decks have their cons, as well.
Card of Sanctity effect was changed from anime/manga effect for a reason. It's broken. Yeah, they nerfed it way too much, but that doesn't mean the original was ok.
Fusions have their place. It's called HEROs.
Way to make Yubel, Metaion, and others normal-summonable for free.
No one's willing to pay 1000 LP per turn for a mere 300/400 ATK power-up and wasted S/T space.
Setting LP to 8k is not a great comeback card. There are far better ways to "comeback". I'd much rather have something that can turn the duel around than something that will keep me alive for 1 turn... if even that.
Gaining control of BLS's effect that has already activated means nothing since it targets at activation.
General Comments:
We get it. You like Gryphons. Still doesn't make the weak vanilla playable.
Learn to word correctly. You wording is confusing, to say the least.
A lot of these cards will never see play.
All in all, I'm surprised I bothered to spend time reading them all.
storyteller- Posts : 684
Birthday : 1991-10-25
Join date : 2011-08-09
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
S.S. Anaconda wrote:not going through all again to tell you, but the common rat is for one
How is it silly? Because it breaks the 3 card rule? Gonna have to explain why that's "silly".
@ Storyteller
1) "There's no "win if you have X+ LP" because there are alternate win conditions."
Why are they mutually exclusive? Besides, technically this is an alternate win condition, just one that's based on Life Points.
2) "Even with your merchant/magician, those traps likely won't be ran. General negation is still better than specific negation. And who's going to be stupid enough to activate those cards while those monsters are out, anyway?"
Answer: Nobody will be that stupid, which is a benefit in itself. You could probably just use them to bluff if you want. Like I said in an earlier reply, they probably wouldn't be run outside of specialised Anti-Meta Decks... or Gryphon Decks.
3) "It's too confusing to have a equip spell with SS2. Might as well make a trap that becomes an equip."
Don't really see what is confusing about it, but it could be changed. As long as it can still be sprung during the opponent's turn, because it's designed to catch and nerf Yata.
4) "Circuit breaker's no good for meta, eh? Rabbit Laggia says hi. Not that they would run it anyway, but hey. A card like this was discussed elsewhere, but I'm against it. OTK decks have their cons, as well."
Not familiar with that one. I was thinking more of Dark Worlds and Lightsworns, which would be slowed down by Normal Monsters. And I'm all for OTKs, but I'm sick of them trashing so-called "Original Decks". I figured this would be a good card to protect them. We shall agree to disagree. Btw, it was me that suggested the idea elsewhere.
5) "Card of Sanctity effect was changed from anime/manga effect for a reason. It's broken. Yeah, they nerfed it way too much, but that doesn't mean the original was ok."
Eh, I just threw this in to create controversy. You have a point, but their nerfing still pisses me off.
6) "Fusions have their place. It's called HEROs."
And what if I don't want to run Heroes? Besides, "Fusion Enforcement" was designed more to stop Synchro swarm than anything else.
7) "Way to make Yubel, Metaion, and others normal-summonable for free."
Not familiar with those, I shall do research.
"No one's willing to pay 1000 LP per turn for a mere 300/400 ATK power-up and wasted S/T space."
You forget, or maybe I just wasn't clear enough, that you can use this effect multiple times. "Dark Magician" attacks, activate this, equip 3 Books to it, destroy them, equip to a second. Not broken, but not useless.
9) "Setting LP to 8k is not a great comeback card. There are far better ways to "comeback". I'd much rather have something that can turn the duel around than something that will keep me alive for 1 turn... if even that."
That's debatable. It would all depend on the circumstances.
10) "Gaining control of BLS's effect that has already activated means nothing since it targets at activation."
I was thinking of the other Envoy. As you can probably tell, this set is designed to reduce the effectiveness of banned cards so they don't need to be banned.
11) "We get it. You like Gryphons. Still doesn't make the weak vanilla playable."
Don't give a crap about Gryphons, actually. I made it to jive with Wing. And weak vanillas are mandatory in any set.
12) "All in all, I'm surprised I bothered to spend time reading them all."
I'm surprised you bothered too, but not ungrateful. I value your input.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
X+ LP win and other winning conditions are not mutually exclusive. However, when there are so many cards in the game (The Agent of Judgement - Saturn, Ancient Sacred Wyvern) that allows you to make use of the LP difference to win, it seems rather superfluous.
Swarm control does exist. It's called Summon Limit. And the Fusion comment should have been in the "General Comments" section. There really aren't that many Fusions worth running. It's HEROs, GBs, FGD, Cyber Dragons, and the occasional Worm Zero, etc. On second thought, those cards do make up a good portion of existing fusions, don't they? What's there to complain about? I run fusions more often than Synchs or Xyz's in my main deck, personally.
The way you worded Toy Weapons, it would require the player to pay 1k per turn, and another 1k + 1 s/t space for every 300/400 ATK increase you apply. It is not worth it as it is. And even if you could attach any number of them for 1k, putting those equips in a deck is a waste in the first place.
The way Total Regeneration is worded, you can only have it and 1 other card in your hand for you to activate it. So unless you can somehow SS one of the LP advantage winners mentioned above after activation, I don't see how it can be a good comeback card. A much better "comeback" card, for example, is Rekindling, although that thing owns even without the need to make a comeback.
CED needs to stay banned. It must never come off the list. NEVER. No amount of cards added to the game is going to change that fact.
Swarm control does exist. It's called Summon Limit. And the Fusion comment should have been in the "General Comments" section. There really aren't that many Fusions worth running. It's HEROs, GBs, FGD, Cyber Dragons, and the occasional Worm Zero, etc. On second thought, those cards do make up a good portion of existing fusions, don't they? What's there to complain about? I run fusions more often than Synchs or Xyz's in my main deck, personally.
The way you worded Toy Weapons, it would require the player to pay 1k per turn, and another 1k + 1 s/t space for every 300/400 ATK increase you apply. It is not worth it as it is. And even if you could attach any number of them for 1k, putting those equips in a deck is a waste in the first place.
The way Total Regeneration is worded, you can only have it and 1 other card in your hand for you to activate it. So unless you can somehow SS one of the LP advantage winners mentioned above after activation, I don't see how it can be a good comeback card. A much better "comeback" card, for example, is Rekindling, although that thing owns even without the need to make a comeback.
CED needs to stay banned. It must never come off the list. NEVER. No amount of cards added to the game is going to change that fact.
storyteller- Posts : 684
Birthday : 1991-10-25
Join date : 2011-08-09
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
storyteller wrote:X+ LP win and other winning conditions are not mutually exclusive. However, when there are so many cards in the game (The Agent of Judgement - Saturn, Ancient Sacred Wyvern) that allows you to make use of the LP difference to win, it seems rather superfluous.
Swarm control does exist. It's called Summon Limit. And the Fusion comment should have been in the "General Comments" section. There really aren't that many Fusions worth running. It's HEROs, GBs, FGD, Cyber Dragons, and the occasional Worm Zero, etc. On second thought, those cards do make up a good portion of existing fusions, don't they? What's there to complain about? I run fusions more often than Synchs or Xyz's in my main deck, personally.
The way you worded Toy Weapons, it would require the player to pay 1k per turn, and another 1k + 1 s/t space for every 300/400 ATK increase you apply. It is not worth it as it is. And even if you could attach any number of them for 1k, putting those equips in a deck is a waste in the first place.
The way Total Regeneration is worded, you can only have it and 1 other card in your hand for you to activate it. So unless you can somehow SS one of the LP advantage winners mentioned above after activation, I don't see how it can be a good comeback card. A much better "comeback" card, for example, is Rekindling, although that thing owns even without the need to make a comeback.
CED needs to stay banned. It must never come off the list. NEVER. No amount of cards added to the game is going to change that fact.
1) Those cards might not work for the duelist. This card just lets you sit back and wait, acting only to protect your Life Points or negate S/T destruction effects.
2) Too bad if you have a "Thousand Dragon" sitting in the trade binder, huh? At any rate, "Summon Limit" only slows Synchro summoning, "Fusion Enforcement" would utterly rape it. I can guarantee you that many people would put it in their Side Deck to shut down their opponent's offensive power.
3) My mistake, I shall reword it. And I'd hardly call them a waste, given as they can be re-used over and over.
4) It makes a good comeback against Passive-Aggressive Burn Decks. That's ONE instance in which it works. If the other card in your hand is "Dark Hole" then both players are pretty much back where they started the duel. All depends how you use it.
5) It almost sounds like you're scared of it. CED is easy to dispatch even now, with 2 cards called "Divine Wrath" and "Barrel Behind the Door". One negates it, the other redirects the damage - which will hurt your opponent more after they paid a thousand Life Points. Sure, it might still be incredibly easy to get out, but there are a lot of potential cards that could make it useless. You will disagree with me, and that's fine. CED was a stupid card to make in the first place.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
And why would there be a need to utterly rape Synchro Summoning? You could always run vanity's/fossil dyna/kristya if you hate Synchros so much.
Yes, too bad. Some cards will be useless, and that is a key point to trading card games. One an off note, I pulled a Thousand Dragon out of a Metal Raider pack back when I was in Japan, when Metal Raider was the newest pack out.
It is a waste. You have to either find an outlet to send them to the Graveyard first, or end up drawing them one by one. There are almost certainly far better cards that could have been put in their place.
I AM scared of CED. Yes, you can stop it. You can stop raigeki, haprie's feather duster, etc, too, but they're still banned, aren't they now? The fact is that the effect is a frick'n game winner by and of itself if it goes through. Now, if it had a ridiculously hard summon/activation condition like Neo-Daedalus that would be another matter. But CED is so easy to get out. With a single go, it will easily burn for 3k+, and clear the field/hands. What scares me most is the fact that there are so many cards that work from the Graveyard nowadays that you could still easily get yourself a half-decent monster after nuking. If you tried hard enough, you could even get Quasar.
Yes, too bad. Some cards will be useless, and that is a key point to trading card games. One an off note, I pulled a Thousand Dragon out of a Metal Raider pack back when I was in Japan, when Metal Raider was the newest pack out.
It is a waste. You have to either find an outlet to send them to the Graveyard first, or end up drawing them one by one. There are almost certainly far better cards that could have been put in their place.
I AM scared of CED. Yes, you can stop it. You can stop raigeki, haprie's feather duster, etc, too, but they're still banned, aren't they now? The fact is that the effect is a frick'n game winner by and of itself if it goes through. Now, if it had a ridiculously hard summon/activation condition like Neo-Daedalus that would be another matter. But CED is so easy to get out. With a single go, it will easily burn for 3k+, and clear the field/hands. What scares me most is the fact that there are so many cards that work from the Graveyard nowadays that you could still easily get yourself a half-decent monster after nuking. If you tried hard enough, you could even get Quasar.
storyteller- Posts : 684
Birthday : 1991-10-25
Join date : 2011-08-09
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
These cards can be sorted into these catagories
-Broken to a huge extent (this would be the Gryphon archtype for the most part)
-Highly situational
-Plain useless
-Broken to a huge extent (this would be the Gryphon archtype for the most part)
-Highly situational
-Plain useless
Phoenix Wright- Posts : 2772
Birthday : 1993-12-14
Join date : 2011-05-16
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
@ Pox Equestria
This is a new take on it. How are the Gryphons broken? Merchant only applies to name-specific counters, in case that's what got your attention.
@ Storyteller
1) Why wouldn't you? Synchros are, on average, overpowered and far too easy to get out. And we already have "Non Fusion Area" so why not something to get rid of Synchros? I just made "Fusion Enforcement" so that it would counter not just Contacts, Synchros and Xyz, but also every other broken card type they try to stuff in the Fusion Deck. I can guarantee you, it will only get worse with each generation of cards.
2) I object to that, both that they're useless now and that they should be. When Metal Raiders was released, did it destroy Legend of Blue-Eyes or improve it? What about Magic Ruler? Pharaoh's Servant? I remember when I first started playing years ago that there were generally no "bad" cards. Some were Staples, some were better suited to certain decks than others, some were much more powerful than others, but every card had its good points if used correctly. That's what a game, Trading Cards or not, SHOULD be like.
3) Nope. Read the text. It says "Deck or Graveyard", and did so in the original before I reworded the text. Think of it as, best-case scenario, a 1500 ATK boost that can be transferred to a new monster when your old one is destroyed/tributed.
4) The Envoys are on my list of cards that should never have been printed. Raigeki and Harpie's are on my list of cards that were made more powerful than necessary (Yugi only had 1 monster for "Raigeki" to destroy, and Harpie's usually required a Harpie Lady to use. They could have been made less powerful in the TCG). Nevertheless, they are printed now, and it seems rather rude to ban them when they could just get insane amounts of anti-support.
This is a new take on it. How are the Gryphons broken? Merchant only applies to name-specific counters, in case that's what got your attention.
@ Storyteller
1) Why wouldn't you? Synchros are, on average, overpowered and far too easy to get out. And we already have "Non Fusion Area" so why not something to get rid of Synchros? I just made "Fusion Enforcement" so that it would counter not just Contacts, Synchros and Xyz, but also every other broken card type they try to stuff in the Fusion Deck. I can guarantee you, it will only get worse with each generation of cards.
2) I object to that, both that they're useless now and that they should be. When Metal Raiders was released, did it destroy Legend of Blue-Eyes or improve it? What about Magic Ruler? Pharaoh's Servant? I remember when I first started playing years ago that there were generally no "bad" cards. Some were Staples, some were better suited to certain decks than others, some were much more powerful than others, but every card had its good points if used correctly. That's what a game, Trading Cards or not, SHOULD be like.
3) Nope. Read the text. It says "Deck or Graveyard", and did so in the original before I reworded the text. Think of it as, best-case scenario, a 1500 ATK boost that can be transferred to a new monster when your old one is destroyed/tributed.
4) The Envoys are on my list of cards that should never have been printed. Raigeki and Harpie's are on my list of cards that were made more powerful than necessary (Yugi only had 1 monster for "Raigeki" to destroy, and Harpie's usually required a Harpie Lady to use. They could have been made less powerful in the TCG). Nevertheless, they are printed now, and it seems rather rude to ban them when they could just get insane amounts of anti-support.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
Useless cards will be useless. When 1800 atks came out, 1700 atk monsters became obsolete. At least, that's how it worked in the old days. The original yugioh in the days of LoB was "I have the most powerful monster. Win!". It has now come to a point where a lot of cards WILL be considered meaningless and not worth running. I like to mention a certain OCG monster that never made it to the TCG. Megirus Light. Lv 3 DARK Fiend vanilla with 900 attack. One of the first cards I ever got. Sure, you can search for it with Tour Guide. But there are so much more useful things you can search for with Tour. Why would you ever want to use it? The point of the TCG is so that the sellers can make money. As such they add in a bunch of cards that are not-so-useful so that you'd have to buy a whole bunch of not-so-useful cards just to try to pull a few useful cards. That's what the TCG is.
Yes, a 1500 ATK boost at best for 1000 LP per use and 1000 LP per turn. That is, if you wanted your entire S/T filled. It does, however, make 2 OTKs relatively easy to achieve. Woodland Sprite and Benkei OTK. And I thought you didn't like OTKs? Especially woodland sprite. Turn 1 set Toy. Turn 2 summon Woodland Sprite. Activate Toy. Pay 1000. Woodland eff. Deal 2000. Repeat. Win.
Yes, a 1500 ATK boost at best for 1000 LP per use and 1000 LP per turn. That is, if you wanted your entire S/T filled. It does, however, make 2 OTKs relatively easy to achieve. Woodland Sprite and Benkei OTK. And I thought you didn't like OTKs? Especially woodland sprite. Turn 1 set Toy. Turn 2 summon Woodland Sprite. Activate Toy. Pay 1000. Woodland eff. Deal 2000. Repeat. Win.
storyteller- Posts : 684
Birthday : 1991-10-25
Join date : 2011-08-09
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
storyteller wrote:Useless cards will be useless. When 1800 atks came out, 1700 atk monsters became obsolete. At least, that's how it worked in the old days. The original yugioh in the days of LoB was "I have the most powerful monster. Win!". It has now come to a point where a lot of cards WILL be considered meaningless and not worth running. I like to mention a certain OCG monster that never made it to the TCG. Megirus Light. Lv 3 DARK Fiend vanilla with 900 attack. One of the first cards I ever got. Sure, you can search for it with Tour Guide. But there are so much more useful things you can search for with Tour. Why would you ever want to use it? The point of the TCG is so that the sellers can make money. As such they add in a bunch of cards that are not-so-useful so that you'd have to buy a whole bunch of not-so-useful cards just to try to pull a few useful cards. That's what the TCG is.
Yes, a 1500 ATK boost at best for 1000 LP per use and 1000 LP per turn. That is, if you wanted your entire S/T filled. It does, however, make 2 OTKs relatively easy to achieve. Woodland Sprite and Benkei OTK. And I thought you didn't like OTKs? Especially woodland sprite. Turn 1 set Toy. Turn 2 summon Woodland Sprite. Activate Toy. Pay 1000. Woodland eff. Deal 2000. Repeat. Win.
I'm running "Warrior Dai Grepher", and my deck works just fine. A lot of my monsters are Normal, because that allows me to combo them with a wider variety of Spell and Trap cards. They're not useless simply for lacking effects and being around the 1500 ATK mark. Sure, I could upgrade Dai Grepher to "Dark Blade", but then I can't use "The Rock Spirit". "Gene-Warped Warwolf"? No "Reinforcement of the Army". "Dark Grepher"? No "Two-Man Cell Battle". Scoff at those cards if you will, but they do work and usually kick the crap out of Lightsworns.
I wasn't aware of that OTK possibility, and must admit that even "Circuit Breaker" would be useless against Sprite's minimum 6000 damage. Like I said, these cards would need tweaking and beta-testing before Konami could ever sell them - not that they ever would, this is simply a what-if scenario.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
Occultdude17 wrote:I'm running "Warrior Dai Grepher", and my deck works just fine. A lot of my monsters are Normal, because that allows me to combo them with a wider variety of Spell and Trap cards. They're not useless simply for lacking effects and being around the 1500 ATK mark. Sure, I could upgrade Dai Grepher to "Dark Blade", but then I can't use "The Rock Spirit". "Gene-Warped Warwolf"? No "Reinforcement of the Army". "Dark Grepher"? No "Two-Man Cell Battle".
http://yugioh.wikia.com/wiki/X-Saber_Anu_Piranha
RaveEdge- Posts : 5
Join date : 2011-07-12
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
RaveEdge wrote:Occultdude17 wrote:I'm running "Warrior Dai Grepher", and my deck works just fine. A lot of my monsters are Normal, because that allows me to combo them with a wider variety of Spell and Trap cards. They're not useless simply for lacking effects and being around the 1500 ATK mark. Sure, I could upgrade Dai Grepher to "Dark Blade", but then I can't use "The Rock Spirit". "Gene-Warped Warwolf"? No "Reinforcement of the Army". "Dark Grepher"? No "Two-Man Cell Battle".
http://yugioh.wikia.com/wiki/X-Saber_Anu_Piranha
Okay, you got me. I could run "X-Saber Anu Piranha". She's pretty much the same as "Warrior Dai Grepher", except with +100 ATK and -500 DEF. And she's not bad-looking either. Nevertheless, I already have "Warrior Di Grepher" and am not about to spend $30 (NZD) on a new Starter Deck just for an extra 100 ATK and 42 other cards I neither want nor intend to use. Besides, 100 ATK won't make much difference.
Also, she won't fuse with "Spirit Ryu" to form "Ryu Senshi", and "Ryu Senshi" doesn't accept Fusion Substitutes. And given Senshi's S/T negation effect, I'd say that's worth running Dai Grepher for.
Occultdude17- Posts : 582
Join date : 2011-09-14
Re: Duelist's Redemption (a.k.a. How to fix what Konami got wrong)
what deck do you run full of normals and fusions?
S.S.A.- Posts : 1010
Join date : 2011-10-16
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