Jump to content

Recommended Posts

A new Hallo hero has arrived, in a form of Cyberse Wizard, to support Hallo Rituals, specifically Cyberse Neo Hallohallo.

ae14e4e663df454b14a83274c8649711.png

Neo Hallohallo
Level 3 DARK
Once per turn: You can roll a six-sided die and shuffle Pendulum Monsters from your GY and/or face-up Extra Deck into the Deck up to the result.

<Pendulum Scale 2>

[Spellcaster/Pendulum/Effect]

If this card is Normal Summoned: You can banish 1 "Hallo" card from your hand; Add 1 "Hallo" Ritual Monster to your hand, and 1 Ritual Spell from your Deck to your hand whose name is listed on that Ritual Monster, then you can place this face-up card in your Pendulum Zone. If this card is Special Summoned from the Pendulum Zone: You can target 1 card on the field; return it to the hand. You can only use each monster effect of "Neo Hallohallo" once per turn.
1600/800

Edited by Hallohallo

Share this post


Link to post
Share on other sites

That's a guaranteed free draw-1 every time you place it in the Pendulum Zone as long as you have something in ED/GY

Edit: Just read the monster effects and they can both place it in the Pendulum Zone lol

Edited by Alice

Share this post


Link to post
Share on other sites

The die roll is a bit strange. I think I'd mostly gravitate towards choosing 1 to shuffle back no matter the result, unless I was running out of deck. 
If you forced the pendulum effect to match the exact number.... well it's not like it's unbalanced as is, but it probably demerits the need for a die roll a bit.

The monster effect is beautiful with Pendulum Switch.
Also, considering the Ritual is a Level 6, it almost doesn't need to be "equal level or more" for the Ritual Spell requirements, but can't complain about the possibility of ditching any other kinds of vanilla Pendulums to support builds. 

Does it need to banish the card? It's fair but it hurts a little xD

Share this post


Link to post
Share on other sites

A bit too advantageous IMO. The draw effect is easy to fulfill, and grabbing 2 cards from its Normal Summon may be a bit too much, especially when it can grab any Ritual Spell for splashabilty potential.

Share this post


Link to post
Share on other sites
18 hours ago, Alice said:

That's a guaranteed free draw-1 every time you place it in the Pendulum Zone as long as you have something in ED/GY

I wanted to make it Hard OPT at first, but... it ruins the text. Hallohallo has soft OPT Pendulum Effect so I kinda want this to be similar to the original. I guess I could remove the drawing effect.

15 minutes ago, Darj said:

A bit too advantageous IMO. The draw effect is easy to fulfill, and grabbing 2 cards from its Normal Summon may be a bit too much, especially when it can grab any Ritual Spell for splashabilty potential.

Well then gonna go with Plan B - Make it so it searches a Ritual Spell that has its name on the Ritual Monster. It's like a reverse Pre-Prep. That should balance it a bit.

Edited by Hallohallo

Share this post


Link to post
Share on other sites
1 minute ago, Hallohallo said:

Well then gonna go with Plan B - Make it so it searches a Ritual Spell that has its name on the Ritual Monster. It's like a reverse Pre-Prep. That should balance it a bit.

Yeah, that should do.
By the way, 1800 ATK is a bit to much for a Level 3 monster with an advantageous effect.

Share this post


Link to post
Share on other sites

Ok I made some changes. I removed drawing cards from the Pendulum Effect and balanced the Ritual Spell searching. Gonna update the image tomorrow.

6 minutes ago, Darj said:

Yeah, that should do.
By the way, 1800 ATK is a bit to much for a Level 3 monster with an advantageous effect.

Actually I'm gonna switch around a bit. Gonna reduce the ATK to 1600 and increase the DEF to 800. I think having a Level 3 monster with that high ATK is fine imo.

Share this post


Link to post
Share on other sites

Yeah, 1600 ATK is fine. In a way it actually can act as a balance factor by disabling it from being searchable by cards that grab monsters with 1500 or less ATK.

Share this post


Link to post
Share on other sites
3 hours ago, Darj said:

A bit too advantageous IMO. The draw effect is easy to fulfill, and grabbing 2 cards from its Normal Summon may be a bit too much, especially when it can grab any Ritual Spell for splashabilty potential.

Grabbing 2 cards is fine considering its cost

Issue was it was actually grabbing 3

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Similar Content

    • By Truffle Shuffle
      Cyber Jammer
      ⭐⭐⭐⭐⭐
      EARTH Warrior/Effect
      ATK 2000, DEF 2400
      If a Fairy or Warrior monster made a direct attack this Battle Phase, you can (Quick Effect) reveal this card in your hand: Normal Summon 1 monster OR Fusion Summon 1 Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Material. You can only use this effect of "Cyber Jammer" once per turn.
       
      I hope you weren't expecting a Cyber Dragon card! The Cyber Girls are a group of mostly-EARTH Warrior monsters also originating from Yugioh GX that really never took off the way their successors, the Cyber Angels, eventually would. I felt like making one of my own to at least relate to what most of their effects did as several of the Cyber Girls have effects relating to direct attacks and their boss monster, Cyber Blader, happens to be a Fusion Monster. The Cyber Girls all have something to do with female sports or athletics, so for this one I felt like going with roller derby since I haven't really seen that used as an aesthetic for anything in the game to the best of my knowledge. Enjoy!
    • By Truffle Shuffle
      Angelfood
      ⭐⭐⭐ LIGHT FIend/Effect
      ATK 1000 | DEF 1800
      If this card is sent from the hand or field to the GY: You can Ritual Summon 1 Non-Effect Ritual Monster from your Deck. This effect of "Angelfood" can only be used once per turn.

      The result of some drawing practice I felt like making into a full card. A pretty straightforward effect that's probably significantly more powerful than I imagine it to be. But hey, those dusty Performance of the Swords and Crab Turtles in your box of old cards deserve some love.
    • By The Chayncemaniac
      When this card leaves the Field, you can add 1 "Spellbook" Spell card from your Deck to your Hand.
    • By Truffle Shuffle
      Power Creep
      Trap Card
      Tribute 1 face-up monster on either side of the field: Its controller can Special Summon 1 monster from their hand or Deck with the same Type and Attribute and an ATK or DEF greater than the tributed card. Card effects cannot be activated for the rest of this turn, except for the effects of a monster Special Summoned by this card. You can only activate 1 "Power Creep" per turn.
       
      Spent a while trying to come up with an effect for the image. If you have any more fitting ideas, let me know.
    • By AexDEye9
      Myutant Soldier
      EARTH Psychic/Link/Effect | ATK/ 0 LINK-1
      1 Level 4 or lower Psychic monster
      When this card is Link Summoned, You can add 1 "Myutant Evolution lab" from your deck to your hand. You can Tribute this card, then banish 1 card from your GY or face-up field, except "Myutant Soldier"; Special Summon 1 monster from your hand or Deck, based on the banished card.
      ● Monster: "Myutant Beast" ● Spell: "Myutant Mist" ● Trap: "Myutant Arsenal"
      You can only use each effect of "Myutant Soldier" once per turn.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...