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  1. The champion monsters mechanic is a new idea that I have came up with (borrowing slightly from the MTG champion a creature thing) with some twists and turns to make it truly unique and cool.

     

    - The champion monsters are really cool looking with a white frame with gold diagonal stripes.

    - The champion monsters go in your MAIN deck. 

    - You can only Champion Summon during your Main Phase 1.

    - If your champion monster is level 5 or higher, you still need a tribute summon. (same logic applies for level 7 and 8 needing 2 tributes and etc.)

    - The champion monsters have regular levels and etc. but, have their way of getting summoned on the field and how they interact when they are there.

    - The champion monsters have to be Champion Summoned first and can not be set. (When they are Champion Summoned they can go into Defense Position through.)

    - When you champion summon a champion monster you place it in the main deck monster zone (either in Attack Position or Defense Position.) if the champion card is in fact a Champion monster.

    - Once per turn during your Main Phase 1, you can move 1 of your champion card in to the soul stack. (The soul stack is pretty important and yes you want to build it up to some degree.)

    - Once per turn during your Main Phase 2, you can move 1 of your champion card out of the soul stack. (The soul stack is pretty important and yes you want to build it up to some degree.)

    - Champion cards have champion effect(s) IF they are in the Soul Stack and use the Soul(s) in the Soul Stack as fuel to use their effects.

    - Champion cards can not use champion effects if they are not in the soul stack.

    - Spell Cards and/or Trap Cards can also be Champion cards as well.

    - The champion spell cards and the champion trap cards also go in your main deck, duh. 

    - The champion spell cards are green with gold diagonal stripes.

     - The Champion Trap cards are purple with gold diagonal stripes.

    -  You can champion your champion Spell cards but they will be activated face-up or set. (when you champion a spell or trap, you reveal it then it is either activated or set face-down.) 

    - You can champion your champion Trap cards but they will be set face-up down. 

    - Champion Spells cards (so can Champion Trap cards) can be activated normally but will get their regular effect ONLY.

    - Your Soul Stack Zone must be empty in order to activate and use a Champion Spell card for its champion spell card effect or Champion Trap card for its champion trap card effect.

    - The champion summon a champion monster, you must send 1 monster that shares a type, attribute, level or etc. with the champion monster you are trying to champion summon plus 1 additional OTHER card from your side of the field or 1 card from your hand to the SOUL Stack.

    - Soul Stack is a new zone where champion cards can exist at but only 1 can occupy that zone at a time. (your opponent will get their own soul stack so there will be no fighting for it. XD)

    - If a Champion monster leaves the field, you get back ONE card that shares a level, attribute, type or etc. with that champion monster back on the field.

    - If a Champion Spell or Champion Trap card leaves the field, (if it was championed) you get back ONE card that is either a Spell card or Trap card back to the field (That card is set face-down.)

    - Champion cards that uses their champion card effects shuffle cards in the soul stack back into the deck to use the champion card's champion effect. (EX soul 2: draw 1 card.)

    - Use too much of your soul stack and your champion card leaves the field, you get nothing back so if you are not careful, you lose the recovery that the champion cards offer.

    - You can champion, a champion card (but if you have already move something in and/or out of the soul stack then you are out of luck because you will not be able to move the new champion into the soul stack.)

     

    Here is an example of a Champion Monster Card:

    Mirvor Soul Wen : | Level 4 | EARTH | Warrior-Type | Champion Monster | Effect monster | 1000 ATK | 1550 DEF |

    1 Warrior Type monster + 1 card you control or 1 card in your hand.

    Champion Effect: Soul 2: Add 1 level 3 or lower monster from your Deck or GY to your hand.

    Regular Effect: If this card is Summoned: you can add 1 level 3 or lower Champion monster from your Deck to your hand.

     

    Here is an example of a Champion Spell card

    Mirvor Soul Binding : | Normal Spell | Champion Spell |

    1 Normal Spell card + 1 card your control or 1 card in your hand

    Champion Effect: Soul 1: Special Summon 1 level 4 or lower non-Champion monster from your Deck or GY to your Main Monster Zone.

    Regular Effect: If this card is activated: you can add 1 level 4 or lower Champion monster from your Deck to your hand.

     

    Tell me what you think of this!


  2. This is a MTG EDH Commander deck. This deck is a Legendary Tribal deck that focuses around getting creatures with keywords on the field to deal massive damage to opponents. Plays aggressively and beat the pulp out of your opponents, quickly. Cards like entomb, buried alive, jarad's orders is in the deck to thin the deck while getting cards like brawn, anger, filth, genesis and etc. to give creatures on the field keywords.

    //Main Commanders
    Commander 1: 1 Ikra Shidiqi, the Usurper
    Commander 2: 1 Bruse Tarl, Boorish Herder

    //Other Commanders that I am considering instead, maybe

    1 Tana, the Bloodsower

    1 Ravos, Soultender

    //Main Deck (98 Total)
    1 Anger
    1 Arguel's Blood Fast // Temple of Aclazotz
    1 Ash Barrens
    1 Aurelia, the Warleader
    1 Berserkers' Onslaught
    1 Beseech the Queen
    1 Birds of Paradise
    1 Blackblade Reforged
    1 Blood Crypt
    1 Brainspoil
    1 Brawn
    1 Buried Alive
    1 Captain Sisay
    1 Chromatic Lantern
    1 Chrome Mox
    1 Clifftop Retreat
    1 Command Tower
    1 Cryptic Caves
    1 Cultivate
    1 Dark Petition
    1 Demonic Tutor
    1 Doomed Necromancer
    1 Dragonskull Summit
    1 Driven // Despair
    1 Entomb
    1 Exotic Orchard
    1 Farseek
    1 Filth
    1 Fires of Yavimaya
    1 Fleshwrither
    4 Forest
    1 Genesis
    1 Gisela, Blade of Goldnight
    1 Godless Shrine
    1 Gorm the Great
    1 Grand Abolisher
    1 Greed
    1 Guardian Project
    1 Hammer of Purphoros
    1 Harrow
    1 Iroas, God of Victory
    1 Isolated Chapel
    1 Jarad's Orders
    1 Kodama's Reach
    1 Magus of the Wheel
    1 Mirri, Weatherlight Duelist
    4 Mountain
    1 Mox Diamond
    1 Odric, Lunarch Marshal
    1 Overgrown Tomb
    1 Pathbreaker Ibex
    1 Phyrexian Reclamation
    4 Plains
    1 Raise Dead
    1 Return to Nature
    1 Rhonas the Indomitable
    1 Rhythm of the Wild
    1 Rootbound Crag
    1 Sacred Foundry
    1 Sakura-Tribe Elder
    1 Saskia the Unyielding
    1 Signal the Clans
    1 Skullwinder
    1 Smothering Tithe
    1 Sol Ring
    1 Solemn Simulacrum
    1 Stomping Ground
    1 Sun Titan
    1 Sunpetal Grove
    3 Swamp
    1 Swiftfoot Boots
    1 Swords to Plowshares
    1 Temple Garden
    1 Teshar, Ancestor's Apostle
    1 Thalia, Heretic Cathar
    1 Time of Need
    1 Torment of Hailfire
    1 True Conviction
    1 Tymna the Weaver
    1 Urborg, Tomb of Yawgmoth
    1 Vindicate
    1 Virtus the Veiled
    1 Viscera Seer
    1 Whip of Erebos
    1 Woodland Cemetery
    1 Xenagos, God of Revels
    1 Yahenni, Undying Partisan

     

    //Sideboard (13 Total)
    SB: 1 Abzan Charm
    SB: 1 Anguished Unmaking
    SB: 1 Arcane Signet
    SB: 1 Commander's Sphere
    SB: 1 Darksteel Ingot
    SB: 1 Evolving Wilds
    SB: 1 Lotus Petal
    SB: 1 Manalith
    SB: 1 Mortify
    SB: 1 Path to Exile
    SB: 1 Sylvan Library
    SB: 1 Terramorphic Expanse
    SB: 1 Toxic Deluge

     

    Tell me what you think of it!


  3. The Mirvor Archetype focuses around quick link plays and equipping creatures out of the gy for advantages while setting up the GY with ideal targets that will equip to other creatures.


    Ancient Mirvor Summoning Scroll: Quick-Play Spell
    Special Summon 1 level 4 or lower "Mirvor" monster from your Deck. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "Acient Mirvor Summoning Scroll" once per turn.


    New Mirvor Calling Scroll: Normal Spell
    Add 1 level 4 or lower "Mirvor" monster from your Deck to your hand. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "New Mirvor Calling Scroll" once per turn.


    Mirvor Temple: Field Spell card
    When this card is activated: you can add 1 "Mirvor" Spell or Trap card except for Field Spell card from your Deck to your hand. If a "Mirvor" monster your control is equipped with a "Mirvor" monster in your Spell & Trap Zone, the equipped monster gain ATK and DEF equal to the ATK of the equip monster's ATK. If this card would be destoryed or targeted by your opponent's card effects, you can send 1 "Mirvor" monster in your Spell & Trap Zone to the GY instead. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand.


    Tricky Mirvor Equip Scroll: Normal Trap
    Discard 1 card then, Target up to 2 level 4 or lower "Mirvor" monster(s) from your GY and equip the targeted card(s) to 1 face-up "Mirvor" monster you control. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "Tricky Mirvor Equip Scroll" once per turn.


    Mirvor Shi : | Level 3 | EARTH | Pyro-Type | Effect monster | 1200 ATK | 1150 DEF |
    You can discard this card to shuffle 1 "Mirvor" monster with a different name in your GY into your Deck, send 1 "Mirvor" monster from your Deck to the GY then draw 1 card. If this card is Summoned: add 1 Level 4 "Mirvor" monster from your GY to your hand. If this card is in your Spell & Trap Zone and equip to a "Mirvor" monster, once per turn you can Special Summon 1 "Mirvor" monster in your Spell & Trap Zone.


    Mirvor Li : | Level 4 | WIND | Aqua-Type | Effect monster | 1300 ATK | 1250 DEF |
    While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can target 1 Spell or Trap card your opponent controls and if you do banish the targeted card face-down. You can only use each effect of this card's name once per turn.


    Mirvor Mei : | Level 4 | WIND | Aqua-Type | Effect monster | 1400 ATK | 1350 DEF |
    While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can have your opponent randomly banish 1 card from their hand face-down. You can only use each effect of this card's name once per turn.


    Mirvor Zhi : | Level 4 | WIND | Aqua-Type | Effect monster | 1500 ATK | 1450 DEF |
    While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can target 1 other monster your opponent controls and if you do banish the targeted card face-down. You can only use each effect of this card's name once per turn.


    Mirvor Rou : | Level 3 | EARTH | Pyro-Type | Effect monster | 1100 ATK | 1050 DEF |
    You can discard this card to shuffle 1 "Mirvor" monster with a different name in your GY into your Deck, send 1 "Mirvor" monster from your Deck to the GY then draw 1 card. If this card is Summoned: add 1 Level 4 "Mirvor" monster from your Deck to your hand. If this card is in your Spell & Trap Zone and equip to a "Mirvor" monster, once per turn you can Special Summon 1 "Mirvor" monster in your Spell & Trap Zone except this card.


    Mirvor Wen : | Level 4 | WIND | Aqua-Type | Effect monster | 1000 ATK | 1550 DEF |
    While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can banish the top 3 cards of your opponent's Deck face-down then draw 1 card. You can only use each effect of this card's name once per turn.


    Mirvor Xing : | Link 2 | WIND | Aqua-Type | Link Effect monster | 2000 ATK | Link-2 | Pointers: Points south and south east | 2 non-Link "Mirvor" monsters |
    When this card is Link Summoned: you can discard 1 card then, target up to 2 level 4 or lower "Mirvor" monster(s) from your GY and equip the targeted card(s) to this card. While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard 1 level 4 or lower "Mirvor" monster to send 1 "Mirvor" monster with a different name then, draw 1 card. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can inflict damage to your opponent's Lie Points equal to the number of banished face-down cards x 200 then banish the top 3 cards of your opponent's Deck face-down. You can only use each effect of this card's name once per turn.

     

     


  4. Bezalel Archetype focuses around low attack high defense multi attribute rock type monsters that you throw at your opponent's monster and taking advantage stat abuse.

     

    Obelisk of Bezalel: Continuous Spell

    All "Bezalel" monsters you control can not be destroyed by your opponent's card effect. If you discard a Rock-Type monster: you can inflict 300 Damage to your opponent. When this card is activated: add 1 "Bezalel" monster from your Deck or GY to your hand. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card; add this card to your hand.

     

    Throwing Rune Rocks: Quick-Play Spell

    Discard 1 card: add up to 2 "Bezalel" cards with different names from your Deck to your hand. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card; add this card to your hand.

     

    Spell Absorbing Rocks: Normal Spell

    Can only activate this card if your control a face-up "Bezalel" monster: Target 1 Spell or Trap card your opponent controls, banish the targeted card then draw 1 card. During your Main Phase while this card is in the GY except the turn this card was sent to the GY; you can discard 1 card; add this card to your hand.

     

    Bezalel Rat: Level 3 |
    | DARK | Rock-Type | Effect monster |
    | 0 ATK | 1700 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, the targeted monster loses DEF equal to this card's DEF. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can add 1 level 2 or lower monster with 0 ATK from your GY to your hand.

     

    Bezalel Cat: Level 2 |
    | LIGHT | Rock-Type | Effect monster |
    | 0 ATK | 1500 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, send the targeted monster to bottom of the Deck. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can send 1 monster with 0 ATK from your Deck to your GY.

     

    Bezalel Wolf: Level 4 |
    | FIRE | Rock-Type | Effect monster |
    | 0 ATK | 1800 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, the destroy the targeted monster into the Deck. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can add 1 monster with 0 ATK from your Deck to your hand.

     

    Bezalel Dog: Level 1 |
    | WIND | Rock-Type | Effect monster |
    | 0 ATK | 700 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, the banish the targeted monster. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can Special Summon 1 level 5 monster with 0 ATK from your Deck then destroy this card.

     

    Bezalel Leopard: Level 5 |
    | WATER | Rock-Type | Effect monster |
    | 0 ATK | 2100 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, return the targeted card to the hand. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can Special Summon 1 level 4 or lower monster with 0 ATK from your GY then banish this card.

     

    Bezalel Tiger: Level 6 |
    | EARTH | Rock-Type | Effect monster |
    | 0 ATK | 2300 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, destroy the targeted monster then both players draw 1 card. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can Special Summon 1 level 5 or lower monster with 0 ATK from your Deck then shuffle this card into your Deck.

     

    Bezalel Lion: Level 7 |
    | FIRE | Rock-Type | Effect monster |
    | 0 ATK | 2500 DEF |

    While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, banish the top 3 cards of your opponent's Deck and the targeted monster. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is Summoned: You can draw 1 card.

     

    Bezalel Elephant: Level 8 |
    | WATER | Rock-Type | Effect monster |
    | 0 ATK | 3000 DEF |

    Must be Tribute Summon by Tributing 2 level 7 or lower "Bezalel" monsters you control. While this card is in your GY except the turn this card was sent to the GY, all face-up monsters you control gain 100 DEF. During your Main Phase 1, while you control a face-up "Bezalel" Rock-Type monster, you can discard this card: target 1 face-up monster your opponent controls, the targeted monster loses DEF equal to this card's DEF. When this card attacks before the damage step, this card gains ATK equal to this card's DEF until the End Phase. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card leaves the field: You can Special Summon up to 3 "Bezalel Rat" from your hand and/or Deck and/or GY.


  5. Trying to make a new tcg. Want to use a resource management system. Placing cards down from your hand in the resource zone, they are now recourses. I want the cards place-down yet cards come in different colors therefore they tap for different resource colors. I'm thinking of a side deck that will be exclusively resource deck. That get shuffled and reveal the top. It cost 1 card in your hand to place 1 resource card from your resource deck on the battlefield. Resource cards have 2 sides. 1 side will tap/exhaust itself for general resource color while other side will tap/exhaust itself for other things. Resource cards come on the battlefield tapped/exhausted on the general side. You can not use it during the turn it comes in to play. When it is untapped/unxhausted you can either tap it/exhaust it for general resource color or choose to tap it/exhaust it to flip it over. If flipped over it enter play tapped/exhausted. The card(s) under the card can be return to the hand when you want to skip your draw phase. certain cards will have effects that interact with face-down cards.

    colors will tell what you can/can not play or have in your deck. colors will also be based on things like speed, wisdom, intelligence, strength and etc.

    each group of colored cards focuses on different things (wisdom seeks as such allows control of deck by swapping out cards on top of the deck and altering the flow of the game to their more mellow tempo)

    speed wants to go fast gathering as much resources possible as fast of possible

    strength well if you are not sure, just big things that pack a wallop

    intelligence set's up traps and trips up the competition.

    combining different color group of cards together to maximize their abilities.

    strength packs up a punch but can be slow or simple to mess up their "beat everybody up" plan if they can not overwhelm the opponent enough.

    intelligence can be hand full once their trap is sprung but paired up with wisdom, that trap is now nearly impossible to beat or pair it with speed to get online quickly or strength to defend you while laying down the trap.

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