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Gilles4President

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About Gilles4President


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  • Member ID: 606


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  • Joined: 10/01/2019


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Clubs

  1. Thanks for the feedback. As far as PSCT goes, I didn't exactly take a class on how to word cards. I just found cards with similar effects to what I wanted to make and copied their wording, in addition to just applying what I remembered from playing the game myself. I'm thinking I might go through this deck again and fire-proof it a bit better. For example, if a player summons supernova, and pays 5 counters for it's effect, they could just not attack, and Supernova would turn into a Skill Drain for your opponent's field. So, I should probably do something about that
  2. Gilles4President

    Embertorch

    General Play-style: Spoiler You probably read the tags. But, I'll just reiterate. Embertorch cards generate and spread Torch Counters and use them for searching and basic control effects. I intended for this strategy to take advantage of existing generic FIRE support like Rekindling, which is why so many of the monsters have 200 defense; and Royal Firestorm Guards, which is why so many of the monsters are pyro type. Which is why there aren't very many main deck monsters with inherent Special Summoning conditions, because top decking Rekindling after the first few turns in this deck is essentially gg. Flavor/What Inspired me to do this: Spoiler I found a notebook from a few years back wherein I wrote about adapting different anime and whatnot into the game. This one started out as an idea to adapt Shakugan on Shana. But, for one, my opinion on the show has soured quite a bit since first writing about this; and on the other hand... nowadays, I feel like making cards about anime is kind of lame. But, I still thought some of the gameplay ideas I had at the time were kind of cool. So, instead, I decided to just make something up on my own. The Embertorches are a cult of fanatics that worship "The Embertorch Rune", an ancient magic seal that allows them to channel the powers of some fire-themed lovecraftian monsters. I wanted the Embertorch cards represent something like a Monkey's Paw, granting great power at a high cost. But, keeping that idea in mind, and maintaining a decent level of playability for the strategy is kind of counter-intuitive; because you usually want power at as little a cost as possible. But, in the end, I feel like I was able to reach a decent compromise between the two. Main Deck Monsters Text: You can target 1 “Embertorch” monster you control; equip this card from your hand to that target. You can only use this effect of “Mask of the Embertorch Rune” once per turn. The equipped monster gains 500 Attk. You can remove 2 Torch Counters from your Field, and if you do, Special Summon to your opponent’s Field 1 Ash Token (Pyro/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. Book of the Embertorch Rune Lv. 1 FIRE Pyro/Effect Attk: 0 Def: 0 You can target 1 “Embertorch” monster you control; equip this card from your hand or field to that target. You can only use this effect of “Book of the Embertorch Rune” once per turn. The equipped monster gains 500 Attk. If a Torch Counter(s) are added to your field by another card’s effect, place 1 Torch Counter on this card. You can remove 3 Torch Counters from this card, target 1 card in your opponent’s hand, and shuffle it into the deck. Pendant of the Embertorch Rune Lv. 1 FIRE Pyro/Effect Attk: 0 Def: 0 You can target 1 “Embertorch” Monster you control; equip this card from your hand or field to that target. You can only use this effect of “Pendant of the Embertorch Rune” once per turn. The equipped monster gains 500 Attk. (Quick Effect) If the Equipped monster would be destroyed by Card Effect, you can remove 2 Torch Counters from your field, negate that effect. Text: If this Monster is Normal Summoned, place 3 Torch Counters on it. Every time this monster is targeted by a Card or Effect, remove one Torch Counter from it. Once per turn, you can remove one Torch Counter from a card you control; and if you do, add one “Embertorch” monster from your Deck to your Hand, you can only activate this effect of "The Frist Embertorch" once per turn. This monster cannot be destroyed by battle or by Card Effects while it has Torch Counters. If this card has no Torch Counters, banish it. Text: During either players turn, (Quick Effect) if a card is added from either player's deck to their hand except during the Draw Phase, you can Special Summon this monster from your Hand. You can only activate this effect of "Embertorch, the Anonymous" once per turn. If this monster is Special Summoned by its own Effect, you can target one monster on either player's field, destroy it, and if you do, place Torch Counters on this card equal to the level of the destroyed monster. Embertorch Cantor Lv. 4 FIRE Spellcaster/Effect Attk: 1900 Def: 200 When this monster is Normal or Special Summoned, Place 2 Torch Counters on it. Once per turn, you can remove 1 Torch Counter from your field, and add one “Embertorch Rune” card from your Deck to your hand. Text: Once per turn you can remove up to 4 Torch Counters from your field, and if you do, increase the level of this monster equal to the number of Counters you removed. If this card is in your Graveyard, you can banish this card, and equip one “Embertorch Rune” monster from your Deck to one "Embertorch" monster you Control. Hollow Embertorch Lv. 2 FIRE Spellcaster/Effect Attk: 0 Def: 200 Once per turn, if you control no monsters, you can Special Summon this monster. While face-up, each time a FIRE monster is Normal or Special Summoned to either player’s field, Place one Torch Counter on this card. This card cannot be destroyed by Battle or Card Effect while it has Torch Counters. Embertorch Mentor Lv. 7 FIRE Spellcaster/Effect Attk: 2700 Def: 200 While face-up, place 1 Torch Counter on this card during each of your Standby and End Phases. Once per turn, you can remove 2 Torch Counters from your field and activate one of the following Effects. - Special Summon one Level 4 or lower “Embertorch” monster from your Hand or Deck. - Add one “Embertorch” card from your Graveyard to your hand. Extra Deck Monsters Text: 2 FIRE monsters including at least one is an "Embertorch" monster During your Main Phase, you can Normal Summon 1 "Embertorch" monster in addition to your Normal Summon/Set. If an "Embertorch" monster this card points to is sent to the Graveyard, place Torch Counters on this card equal to that monster's level. Text: 1 FIRE Tuner, any number of non-Tuner FIRE monsters If this monster is Synchro Summoned, place Torch Counters on it equal to the number of “Embertorch” monsters on your field and in your Graveyard. You can remove 5 Torch Counters from this card, and if you to, negate the effects of all non-FIRE attribute monsters on the field and change them to face-up Attack Position. During the turn this Effect is activated, this monster can attack all non-FIRE attribute monsters your opponent controls. Text: 2 Level 4 "Embertorch" monsters You can detach 2 materials from this card, then destroy all other cards on the field, and if you do, place Torch Counters on this card equal to the number of cards destroyed by this effect. Spell Cards Text: This card gains the following effects depending on the number of Torch Counters on cards you control. - 3 or more: Place a Torch Counter on this card during each of your Standby Phases. - 5 or more: Once per turn, you can remove any number of Torch Counters on your field, and if you do, Special Summon one "Embertorch" monster from your deck who's level is equal to the number of counters you removed. - 8 or more: You can destroy this card, if you do, destroy cards on the field up to the number of Torch Counters that were placed on this card when it was destroyed. During the End Phase after this effect was activated, you can activate one "Crucible of the Embertorch Rune" from your Deck. Contract of the Embertorch Rune Normal Spell Special Summon two Embertorch Tokens (Pyro/FIRE/Level 2/ATK 500/DEF 500) in Defense Position. If either of the Tokens are used as material to Synchro or Link Summon a monster, you take damage equal to that monster's attack points. You can only activate one "Contract of the Embertorch Rune" per turn. If you've read this far, you have my sincerest thanks. Consider taking the time to write a review and tell me what you think about this series of cards. Otherwise, I hope you enjoyed the Ideas I've posted.
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