Friday 31 July 2015

Made Up Cards.Post

So I made the mistake of watching 10 episodes of Arc-V in a row and as the result it has me brainstorming ideas for X-Stars and how to go about writing duels, the characters and most importantly decks.  The last two stories I've written involved the use of actual Archetypes (Estrel's Constellar Deck in X-Stars, Prisma's Gem-Knight Deck in Overdrive Generation) with original cards sprinkled in with the intention of upgrading character decks to original archetypes or archetypes with original support to make them better.

Ironically some of the archetypes I picked on Konami has since given support (Gem-Knights) which made several of my ideas moot.  That being said I'm still going to post up some of the things I've come up with over the years and maybe reuse some of them (but with updates for 2015 Yu-Gi-Oh! as opposed to 2010 Yu-Gi-Oh!)

Let's start with the really early stuff that Estrel Galaxia used in a friend's Fanfiction;

Storm Warning
Normal Spell
Add one Level 4 or lower Thunder Type Monster from your deck to your hand.

Chain Lightning
Normal Trap
Activate only if there is a face up Thunder Type monster on the field.  Special summon up to two Thunder Type Monsters from your graveyard to the field.

Thunder Trickster
Level 1 Light
Thunder/Effect
If you control no monsters, you can special summon this card from your hand.  If this card is sent to the graveyard for a Synchro, Ritual, Fusion or Overdrive Summon you can reveal one Trap Card in your hand and activate it this turn.  The effect of Thunder Trickster can only be used once per duel.

0/0

Obelisk the Green Slayer
Level 4 Wind
Thunder
A famous lancer said to have defeated a hundred foes in one strike.  By drawing upon the power of comrades a greater power can be obtained.
1900/1200

Thunder God Obelisk
Level 8 Wind
Thunder/Overdrive/Effect
Obelisk the Green Slayer + 2 or more Effect Monsters
When this card is Overdrive Summoned you can choose either Monster, Spell or Trap cards.  Check all monsters your opponent controls if you choose monsters or all Spells and Traps if you choose Spells or Traps and destroy them.  Once per turn when this card battles, you can discard one Thunder type monster from your hand to have this card gain 500 attack and inflict piercing damage.
3000/2500

Remember that post I made about coming up with a new Summoning Method?  This was a product of the first attempt, "Overdrive Summoning."  It was basically a more convoluted Xyz Summoning before Xyz Summoning was done.

Bolt Leader
Level 3 Wind
Thunder/Tuner/Effect
When this card is Normal Summoned, you can discard one card from your hand to special summon a Level 4 or lower Thunder Monster from your deck to the field.  Its effect is negated and it cannot attack.
1500/1000

Thunder King Susano-o
Level 4 Wind
Thunder/Synchro/Tuner
1 Tuner monster + 1 or more non tuner monsters
When this card is Synchro Summoned, you can add one card from your graveyard to your hand.  During your opponent's main phase you can perform a Synchro Summon by using this card as one of the Synchro Material Monsters.
2100/1600

"From the speed a new power is born!  With this a new possibility is unlocked!  Synchro Summon!  Charge up a new future, Thunder Synchron!"

Astral Dragon
Level 12 Light
Thunder/Synchro/Effect
1 Synchro Tuner Monster + 1 or more Non Tuner Overdrive Monsters
Once per turn you can negate the effect of one monster your opponent controls and halve its attack, until the end phase.  Once per turn you can send the top five cards from your deck to the graveyard.  Increase the attack of this monster by 500 points for each Thunder Type Monster discarded by this effect until the end phase.  Once per turn you can remove from play one Thunder Type monster in your graveyard to negate the activation of a Spell, Trap or Monster effect that targets this card and destroy it.
4000/3000

Estrel's deck type back in the day was a Thunder Synchro type mishmash.  It used things like Thunder King Rai-Oh, Thunder Nyan Nyan and suchforth.  A thing I've noticed reading these over is that alot of these monsters are WIND Thunder Type and not light.  The design of these monsters shows that Estrel was supposed to Accel Synchro which worked with her backstory of being the Signer Clone from Stardust Accelerator, giving her the same plothax powers as Yusei and co.  Looking back some of these cards are actually designed decently well, if a bit overcosted in the case of Bolt Leader and Obelisk's Overdrive Form.  Speaking of them I found the rest of the Overdrives I planned on inserting into Lost Star Prelude;

Adramelech, the Black Thunder
Level 10 Dark
Thunder/Overdrive/Effect
1 Dark Normal Monster + 2 Effect Monsters
When this card is summoned, destroy all other face up effect monsters on the field and increase this card's attack by the number of cards x 1000.  Card effects cannot be activated in response to this monster's effect.  When this card is removed from the field, destroy all cards on the field.
3000/2500

Belial, the Black Fire
Level 10 Dark
Pyro/Overdrive/Effect
1 Dark Normal Monster + 2 Effect Monsters
This card is unaffected by spell and trap cards.  When this card is summoned inflict 500 damage times the total level of face up effect monsters on your opponent's side of the field.  While this card is face up on the field inflict 1000 damage each time the opponent summons an effect monster.
4000/3500

Zalera, the Black Death
Level 10 Dark
Zombie/Overdrive/Effect
1 Dark Normal Monster + 2 Effect Monsters
You can negate the activation of a spell or trap that targets this card and remove it from play.  When this card is summoned you can select and remove three effect monsters in your opponents graveyard from play and gain half of each card's attack.  While this card is face up on the field effect monsters sent to the graveyard are removed from play.
3500/3500

Thunder God Obelisk
Level 8 Wind
Thunder/Overdrive/Effect
Obelisk + 1 or more Effect Monsters
When this card is Overdrive Summoned, destroy all face up monsters your opponent controls.  Once per turn when this card battles, you can discard one Thunder type monster from your hand to have this card gain 500 attack and inflict piercing damage.
3000/2500

Grand Luster Dragon
Level 8 Wind
Dragon/Overdrive/Effect
1 Normal Monster + 1 Wind Effect Monster
While this card is face-up on the field, your opponent cannot activate trap cards during the battle phase.
2900/2100

Crimson-Eyes Black Dragon
Level 9 Dark
Dragon/Overdrive/Effect/3400/3000
Red-Eyes B. Dragon + 2 Effect Monsters
This card is treated as 'Red-Eyes B. Dragon' while face up on the field and in the graveyard.  Once per turn you can negate the effect of one monster on the field and inflict damage equal to its attack to your opponent's life points (a monster with 0 attack is destroyed).  Once per turn during your opponent's turn you can negate the attack of one monster and inflict damage equal to that card's attack to your opponent's life points.

Gem-Knight Ultima
Level 10 Earth
Rock/Overdrive/Effect/3000/2500
Gem-Knight Crystal + 2 Effect Monsters
This card cannot be destroyed by your opponent's card effects.  Once per turn, during either player's turn you can negate the activation of a spell or trap card and destroy it.  Once per turn during your main phase you can select one "Gem-Knight" monster in your graveyard and have this card be treated as that monster and gain its effect until the end phase.

Eidolons and Espers were going to be the major Archetypes of the story with Eidolons being powerful Ritual Monsters Ryu Azura would use to defeat the Espers of Xanthos which were Overdrive Monsters.  Eventually Ryu would switch to a Red-Eyes/Disaster Dragon hybrid and start summoning all kinds of dragons.  Thunder God Obelisk gets a much better errata and Prisma Shatterstone got an "ultimate" boss monster for her deck as Master Diamond wasn't a thing yet.

Oh and she also got some more fusion cards;

Miracle Gem-Knight Fusion
Remove from your side of the field or your graveyard, monsters listed as Fusion Material Monsters for a "Gem-Knight" Fusion Monster and special summon that card from your Extra Deck (This is treated as a Fusion Summon).  You can remove this card from your graveyard to return 2 removed from play "Gem-Knight" monsters to your hand.

Gem-Knight Jade
Level 8 Wind
Dragon/Fusion/Effect/2450/1950
1 "Gem-Knight" Monster + 1 Dragon Type Monster
This card can only be special summoned from the extra deck by Fusion Summon.  This card gains 300 attack for each Dragon type monster on the field and in all graveyards.

Seriously Gem-Knights need a Miracle Fusion!  

But wait, I mentioned Eidolon Ritual Monsters a moment ago, right?  Here they are!

Eidolon Summoning
Ritual Spell
Reveal one "Eidolon" Ritual Monster in your hand and tribute monsters from your side of the field or in your hand whose total levels are equal to or greater than the level of the revealed card.  Ritual Summon that card.  While this card is in the graveyard; select one "Eidolon" Ritual monster you control and Banish this card.  During this turn that monster can attack all monster your opponent controls.  Other monsters you control cannot declare an attack the turn this effect is used.

Eidolon Calling
Ritual Spell
Tribute one monsters you control; Ritual Summon one "Eidolon" Ritual Monster from your deck whose level is equal to or less than the monster tributed.

Eidolon Seeker
Level 2 Warrior/Effect/1000/400
When this card is Normal Summoned; Banish one "Eidolon" card, except "Eidolon Seeker" from your deck.  When this card leaves the field; add one banished "Eidolon" card, except "Eidolon Seeker" to your hand.

Shiva, Eidolon of Ice
Level 7 Water
Aqua/Ritual/Effect/2500/2000
This card can only be summoned by an "Eidolon" Ritual Spell.  When this card is Ritual Summoned; randomly select cards in your opponent's hand up to the number of monsters you used for the Ritual Summon: Send those cards to the graveyard.

Ifrit, Eidolon of Fire
Level 8 Fire
Pyro/Ritual/Effect/2800/2300
This card can only be summoned by an "Eidolon" Ritual Spell. When this card is Ritual Summoned; inflict 1000 damage x the number of monsters you used for the Ritual Summon.  When this card destroys an opponent's monster by battle; inflict damage equal to its attack.

Ramuh, Eidolon of Thunder
Level 6 Wind
Thunder/Ritual/Effect/2000/1600
This card can only be summoned by an "Eidolon" Ritual Spell. When this card is Ritual Summoned; select cards your opponent controls up to the number of monsters you used for the Ritual Summon: destroy those cards.

Titan, Eidolon of Earth
Level 5 Earth
Rock/Ritual/Effect/1600
This card can only be summoned by an "Eidolon" Ritual Spell. When this card declares an attack; increase its attack by 1000 x the number of monsters you used for the Ritual Summon, until the end of the Battle phase.

Diablos, Eidolon of Darkness
Level 8 Dark
Fiend/Ritual/Effect/3000/2500
This card can only be summoned by an "Eidolon" Ritual Spell. When this card is Ritual Summoned; reduce the attack and defense of all monsters your opponent controls by 1000 x the number of monsters you used for the Ritual Summon.

Bahamut, King of the Eidolons
Level 9 Light
Dragon/Ritual/Effect/3500/3000
This card can only be summoned by an "Eidolon" Ritual Spell. When this card is Ritual Summoned; change the positions of monsters your opponent controls up to the number of monsters you used for the Ritual Summon.  This card inflicts piercing damage.

So the gimmick of the deck was to Ritual Summon easier (Gishki hadn't been invented yet so I didn't grasp the idea of Ritual Summoning outside of the Jus) and to make the Ritual Monsters have bonus effects based on the number of tributes in order to even out the minuses of the mechanic.  When the term Banish became a thing I went back and updated card text accordingly.

Now let's get to the fun stuff: Ryu's Red-Eyes support.  Let's see how these things have aged!

Dragon Calling
Continuous Spell Card
Once per turn, if you control no monsters, you can special summon one Dragon-Type monster from your hand. It is destroyed during the end phase.

Red-Eyes Black Drake
Dark/6/Dragon/Synchro/Effect/2100/1700
1 Tuner + 1 or more Non-Tuner monsters
When this card is Summoned, add one "Red-Eyes" Card from your deck to your hand.  When this card is sent to the graveyard, you may special summon one "Red-Eyes B. Dragon" from your hand, Deck or Graveyard.

Red-Eyes Wyrm
Dark/2/Dragon/Tuner/1000/800
If you control a face up "Red-Eyes" monster, you can special summon this card from your hand in face up attack position.  While this card is on the field, it is treated as "Red-Eyes B. Dragon."  When this card is sent to the graveyard, add one "Inferno Fire Blast" from your deck to your hand.

Red-Eyes Fledgling
Dark/3/Dragon/Tuner/1400/1000
If you control a face up "Red-Eyes" you can special summon this card from your hand or Graveyard in face up defense position.  If "Red-Eyes B. Dragon" is on the field, you can raise or lower one face up Monster's level by one or two until the End Phase.

Red-Eyes Silencer
Dark/1/Dragon/Tuner/300/200
You may remove this card from your graveyard as one of the Tributes to summon "Red Eyes B. Dragon" from your hand.  As long as the "Red Eyes B. Dragon" summoned by tributing this monster remains face up on the field, you can negate the activation of a Trap or Magic Card and destroy it.

Red-Eyes B. Defender
Dark/1/Dragon/Tuner/300/200
You may remove this card from your graveyard as one of the Tributes to Normal summon "Red Eyes B. Dragon." As long as the "Red Eyes B. Dragon" summoned by tributing this monster remains face up on the field, it is unaffected by your opponent's Spell, Trap and Monster effects.

Red-Eyes Sealer
Dark/2/Dragon/Tuner/1400/1000
You may remove this card from your graveyard as one of the Tributes to summon "Red Eyes B. Dragon" from your hand.  As long as the "Red Eyes B. Dragon" summoned by tributing this card remains on the field, your opponent cannot special summon monsters.

Red-Eyes Shadow Dragon
Dark/12/Dragon/Fusion/Effect/3500/2000
2 Different "Red Eyes" Monsters
This card cannot be destroyed by card effects.  Once per turn, you can select one "Red Eyes" Monster in your graveyard and treat this card as that monster and have its effect until your next Standby Phase.  When this card is sent to the graveyard, special summon one "Red Eyes" from your graveyard except "Red-Eyes Shadow Dragon" in face up attack position, ignoring the conditions.

Red-Eyes Demon's Dragon
Dark/9/Dragon/Synchro/Effect/3200/2500
Red-Eyes B. Dragon + 1 or More Tuner Monsters
When this card attacks, before the Damage Step you may select and destroy one Defense Position Monster your opponent controls and inflict damage equal to half of its Defense to their Life Points.  During the End Phase, destroy all monsters you control that did not declare an attack and inflict 800 points of damage to your opponent's Life Points

My, my.  So basically I was going down a route of "summon Red-Eyes and stack bonus effects ala the Ritual Djinns."  Definitely sounds like an upgrade from Ryu's Northwemko deck.  I was also toying with the idea of having Red-Eyes get new forms of each summon type, something that Konami is doing with Odd-Eyes which means I CAN SEE THE FUTURE.

So basically the idea of this deck was Future Fusion Five Headed, send a bunch of Mini Red-Eyes to grave and tribute summon a Red-Eyes B. Dragon as an Uber monster.  Sounds about right.

And that's all I've got from 2010-2011.  Stay tuned for when I finally create that damned Thunder-Archetype that's been on my to-do list for the last year.

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