Ash's Card Game
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Post by Aquamarius 30th September 2014, 11:17 pm

Monsters:

Spells:

Traps:


Last edited by Aquamarius on 8th October 2014, 5:07 pm; edited 13 times in total

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Post by seattleite 1st October 2014, 7:10 am

Ferocius the Untamed - Since this game is slower I don't think this'll be run much, damage will add up

Lightning Dragoon - Fine

Rage Rallier - Fun little card

Rainbow Knight - The stats are a little high for a standard lv 4, otherwise good

Extremely Obvious Trap Hole - Very interesting, choosing the level is strategic.

Insurance - Goodcard

Trailed Traitor - It's not for every deck but is splashable & useful in many, I like cards like that.

Anticipation - Harder to use than Reverse Guillotine but possible high damage, would be fun to use.

V.B.A. - Seems like a balanced form of ST removal.






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Post by Aquamarius 1st October 2014, 1:54 pm

Added descriptions for every card, added Herald of Madness and Despair and Lightbeacon, lowered Rainbow Knight's ATK to 1500.  Also, Ferocius is probably better in a slower meta than in a faster meta, because that means it's harder to get out boss monsters, and the less boss monsters there are, the more Lv4s Ferocius can run over with his high ATK.
Herald of Madness and Despair:
Lightbeacon:


Last edited by Aquamarius on 1st October 2014, 7:33 pm; edited 2 times in total (Reason for editing : forgot img tags)

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Post by Tungsten Butterfly 1st October 2014, 7:05 pm

I think Herald should have some incentive not to negate its effect a.s.a.p, unless its run in a deck that can tutor/search when destroying its own cards.

Wouldn't you need a LV7 to kill it?
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Post by Aquamarius 1st October 2014, 7:34 pm

Rephrased Herald so that it's a cost, meaning effect negation won't stop it's effect anymore.

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Post by Tungsten Butterfly 1st October 2014, 7:37 pm

ooooooo
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Post by Aquamarius 2nd October 2014, 9:17 pm

Day of Misfortune:
Ticking Time Bomb:
Time Vortex:
Added these three.

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Post by seattleite 3rd October 2014, 8:01 pm

Day of Misfortune is alright

Ticking Time Bomb seems like a fair nuke, it's a lot like Psychic Demolition from the LCCG.

Time Vortex looks fun to play, you could maybe use it for a quick rush on the opponent
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Post by Tungsten Butterfly 4th October 2014, 4:22 am

So on turn 14 you can activate it?

I like them all, but Time Vortex seems weird since you can activate it first, then NS/SS after, where Ticking Time Bomb doesn't.
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Post by Aquamarius 5th October 2014, 12:09 am

Soul Binding:
Dark Carnival:
Added these two. Also, Time Vortex has a rather less powerful effect than Time Bomb does, seeing as it only removes the field for a single turn. In addition, Time Vortex only works on face-up monsters, so your opponent could still have some degree of board presence if they are Setting monsters. And yeah, Day of Misfortune is 14 or later. It's worded the way it is now because of flavor reason. And I don't want to just make it 13 or later because everyone constantly picks first if they win the coin toss: and Day of Misfortune currently actually favors the player going second, seeing as they will reach turn 14 first, followed by the first player reaching turn 15.

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Post by Ash 5th October 2014, 4:39 pm

day of misfortune is an absolutely unplayable card, i have no idea why anyone would use a card that is a dead draw until at least your 7th turn.

i would be horrified if i drew that card in my first 5
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Post by Tungsten Butterfly 5th October 2014, 10:11 pm

Con: Until the turn requirement is met, it is unplayable dead draw
Pro: After that, wipe everything of the face of the fucking earth. It's children, its spouse, it's pets, its family. Kill them all fucking dead field with a card aimed to crush high-traffic fields.
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Post by Aquamarius 6th October 2014, 9:21 pm

Sniper Wasp:
Gale Pixie:
Chains of Reaction:
Moar cards.

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Post by Tungsten Butterfly 6th October 2014, 9:24 pm

Chains of Reaction is nice, although, what it could be equipped to might be a problem sometime. Until a problem occurrs though they're all okay.
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Post by Aquamarius 8th October 2014, 2:37 pm

Disposable Ninjabot:
Trapweaver Ninja Spider(and 1 support card):
Targeted Tornado:
Decoy Tomb:
Added these four, removed Gale Pixie and Day of Misfortune. Also lowered Ferocius's burn to 800 from 1000.

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Post by Tungsten Butterfly 8th October 2014, 9:15 pm

Ninjabot, Spider and Tomb are nice!

I think Targeted Tornado is too break-even for its effect considering it can activate during the opponent's Battle Phase and +0s afterwards. Bad maths and figuring out it returns means it's fine
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