StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Multi-part Card Challenge Mon Oct 27, 2014 4:44 am | |
| There are a large number of cards in the anime that are made up of many cards but aren't fusions. Cards like Exodia, Armor Parts, Mekload Parts, and so on. The challenge here is to make a small archetype (5 - 26+ cards) or a really powerful monster that had to be broken into several part cards to limit its power like Exodia (2 - 5 cards). The archetype part of the challenge is for those feeling ambitious so don't go for it unless you think you can. As for the single monster, spell, or trap card made into several smaller cards. The cards can be monsters, spells, or traps and you can even take existing cards that are OP and break them into several smaller cards needing to all be on the field for the full effects. If the number of cards aren't going to fit either use spoiler tags or post them in a topic of the multiple cards section and post the link here. Especially so if you are planning on extending them later. - One into Many Example:
Victory Dragon: Yes I'm making it several cards just because for example's sake.
Core Of the Victory Dragon Continuous Spell If this card is face up on the field and Head Of the Victory Dragon, Left Arm Of the Victory Dragon, Right Arm Of the Victory Dragon, Left Leg Of the Victory Dragon, and Right Leg Of the Victory Dragon are all either in you hand or face up on your field and one of them makes a successful direct attack you win the duel, if all are on the field and one makes a successful direct attack you win the match instead. Once per turn you can add one card with Victory Dragon in its name from your deck to your hand or Special Summon one of Head Of the Victory Dragon, Left Arm Of the Victory Dragon, Right Arm Of the Victory Dragon, Left Leg Of the Victory Dragon, or Right Leg Of the Victory Dragon from your hand or deck to your field.
Head Of the Victory Dragon LIGHT / Dragon / LV 4 ATK 1500 / DEF 1000 If this card in Face up on the field with Core Of the Victory Dragon, Left Arm Of the Victory Dragon, Right Arm Of the Victory Dragon, Left Leg Of the Victory Dragon, and Right Leg Of the Victory Dragon you can tribute it this card and Left Arm Of the Victory Dragon, Right Arm Of the Victory Dragon, Left Leg Of the Victory Dragon, and Right Leg Of the Victory Dragon to Special Summon 1 LV8 Victory Dragon from your Hand, Graveyard, Deck, or Banish Zone ignoring Summoning Conditions. Once per turn while Core Of the Victory Dragon is face up on the field you can draw one additional card into your hand when you draw cards.
Left Arm Of the Victory Dragon LIGHT / Dragon / LV 2 ATK 500 / DEF 100 If this card is face up on the field with Head Of the Victory Dragon all LV 2 or lower Dragon monsters other than this one cannot be destroyed or banished by effect.
Right Arm Of the Victory Dragon LIGHT / Dragon / LV 2 ATK 500 / DEF 100 If this card is face up on the field with Head Of the Victory Dragon all LV 2 or lower Dragon monsters other than this one cannot be destroyed or banished by battle.
Left Leg Of the Victory Dragon LIGHT / Dragon / LV 2 ATK 500 / DEF 100 If this card is face up on the field with Head Of the Victory Dragon increase to ATK and DEF of all Dragon monster on the field by 100 X the number of Dragon Monsters in your Graveyard.
Right Leg Of the Victory Dragon LIGHT / Dragon / LV 2 ATK 500 / DEF 100 If this card is face up on the field with Head Of the Victory Dragon increase the number of attacks per battle phase of all Dragon Monsters by 1 for each Dragon Monster in your Graveyard.
Yep makes it a little more OP but it also makes things even more balanced as well. Next up: Yes this one could be extended into an Archetype - Combination Example:
Time/Space Caller's Helmet - Singularity LIGHT / Machine / LV 4 ATK 0 / DEF 0 When this card is Summoned or Special Summoned to your side of the field you can special summon from your Deck or Hand 1 Time/Space Caller's Right Arm, 1 Time/Space Caller's Left Arm, 1 Time/Space Caller's Left Leg, and 1 Time/Space Caller's Right Leg to your side of the field. If this card were to be destroyed you can discard 1 Time/Space Caller's card from your hand instead. Once per turn while you have at least 2 other differently named Time/Space Caller's cards on your side of the field that isn't a Time/Space Caller's Helmet you can draw one additional card when cards are drawn into your hand. If this card is destroyed or banished by battle or effect due to an opponent's card destroy all Time/Space Caller's cards on your side of the field.
Time/Space Caller's Right Arm - Big Bang Lock FIRE / Machine / LV 3 ATK 0 / DEF 0 Once every 2 turns while a Time/Space Caller's Helmet is face up on the field you can Evacuate 5 cards from the top of your deck and destroy all cards your opponent controls, the zones of the destroyed cards cannot be used until the second end phase of your opponent's turn.
Time/Space Caller's Left Arm - Time Skipper Clock WATER / Machine / LV 3 ATK 0 / DEF 0 Once every 2 turns during either player's turn while a Time/Space Caller's Helmet is face up on the field you can Banish 5 cards from your Graveyard and skip the next turn of the player this card's effect is activated in.
Time/Space Caller's Left Leg - Dodging Jet WIND / Machine / LV 2 ATK 0 / DEF 0 If a Time/Space Caller's card where to be destroyed or banished by effect or battle (Except a Time/Space Caller's Helmet) due to a non-Time/Space Caller's card while a Time/Space Caller's Helmet is face up on the field you can return a Banished Card of yours to the bottom of your Deck instead.
Time/Space Caller's Right Leg - Counter Jet EARTH / Machine / LV 3 ATK 0 / DEF 0 If a Time/Space Caller's card you control while a Time/Space Caller's Helmet is face up on the field is attacked or attacks your opponent takes all the battle or effect damage caused during that battle.
Time/Space Caller's Armor Core - White Snow Continuous Spell (Might also be a Continuous Trap too) If this card is destroyed or banished by effect due to an opponent's card destroy all Time/Space Caller's cards on your side of the field. Once per turn you can Special Summon one Time/Space Caller's Monster from your Deck or Graveyard and select one unused zone on the field; selected zones cannot be used as long as this card and a Time/Space Caller's Helmet card are face up on the field.
Well that should work for the examples so lets see what you guys all come up with. |
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