Hidden 10 yrs ago Post by The Red Seelie
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sanctums 2nd effect is that instead of not being able to attack directly the damage is halved.
Hidden 10 yrs ago Post by The Red Seelie
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EDITS FINISHED
Ignore text errors i think only 2 cards have em XD
Hidden 10 yrs ago Post by The Red Seelie
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...
Hidden 10 yrs ago Post by Rethel34
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Okay. Just managed to get up a decent number of Normal Monsters. Now to check Charak's stuff and move on to Effect Monsters.
Hidden 10 yrs ago Post by Rethel34
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It's better, but I still think that those Fairies should be a little more restricted with their effects.
Hidden 10 yrs ago Post by The Red Seelie
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Rethel34 said
It's better, but I still think that those Fairies should be a little more restricted with their effects.


explain carefully what u mean i can't see much wrong with them because fairy of embers is pretty much dead after being attacked and deals half it attack almost. like a direct attack. in defense. so yea. that what i was going for.
Hidden 10 yrs ago Post by Rethel34
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Rethel34 said
Honestly, going over your first five Fairy-Type monsters, I would say that the entire archetype, as it were, needs a little bit of tweaking. As these seem to all fit together as Elemental Fairies, lets make them fit together a little more closely. Firstly, there seems to be a majority ruling for Flip Effects. Let's keep it that way across the board. Secondly, we can give them powerful points, but at least Embers and Light still need to be reduced. Then, to balance their powerful points, we restrict their effects by doing something as follows: "FLIP: If you control another Fairy-Type or DARK monster: Target 1 face-down Defense Position monster your opponent controls. Destroy that target." (Example is a rewrite of Fairy of Shadows)

Others should have similar restrictions. Perhaps Fairy of the Light would require you to reveal your entire hand, but you have to have two or more cards to activate it. Fairy of Waters should probably be a WATER monster with 1200 or less ATK that is Special Summoned in face-down Defense Position and returned to the hand during the End Phase. With Fairy of the Earth, perhaps reduce the Special Summoned monster's ATK and DEF to 0, but cannot be destroyed by battle and said changes last until the End Phase.
Hidden 10 yrs ago Post by The Red Seelie
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Taps face slowly... why would fairy of the light need to reveal the hand? its like De spell as a monster .

Fairy of waters I wanted to have that effect so it could keep play intergal by summoning either itself or Wielder of the Water sword. to shift play from fairy's to warriors (I wanted elemental Fairy to be the Support to the Elemental swords)

Shadows effect though I think i could edit
Along with fairy of the earth

Fairy of the embers i will reduce it from 800 to 600 hundred. to create a fair play.
Hidden 10 yrs ago Post by UnendingEmpire
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Rethel34 said While it's on my mind, I haven't poked around on the YCM forum for a while, but for everyone's sake so I don't rip out their hopes and dreams, Empire, do you think you could pull up a link for that big long tutorial thing from YCM on fair card effects and proper terminology? If not I might try to find it again myself, but it's been, like, a year at least since I've been there. Of course I won't be AS strict as that page, but it's for everyone's self-improvement.

Sadly, YCM is experiencing some virus problems, and I'm unable to access the site at present. The best I can do is link the 10 Laws of Cardmaking, which are almost as good as the tutorial you're thinking of.
Hidden 10 yrs ago Post by Rethel34
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Those work. You know what? I realized while reading through that, that Number C1000 negates the effects of All your "Cyber" monsters because it negates the effects of all monsters with a capital C in the card name. Sorry, Zane.
Hidden 10 yrs ago Post by Dandanken
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Rethel34 said
Those work. You know what? I realized while reading through that, that Number C1000 negates the effects of All your "Cyber" monsters because it negates the effects of all monsters with a capital C in the card name. Sorry, Zane.


No, cuz their Japanese names don't have "C" in their names.
Hidden 10 yrs ago Post by The Red Seelie
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well ive done melody s personality and now i have edited the cards as i said i would
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Dandanken said
No, cuz their Japanese names don't have "C" in their names.


but if your using english YOU DANMED SON
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It's still don't go because it's a Japanese card. It won't have different effect if you play it in different part of the world.
Hidden 10 yrs ago Post by Rethel34
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Ah, true. I think, though, that if it were a genuine TCG/OCG card, for the TCG it would likely be reworded to use "Number C" rather than just "C". Otherwise it would be played that way.
Hidden 10 yrs ago Post by The Red Seelie
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Rethel34 said
Ah, true. I think, though, that if it were a genuine TCG/OCG card, for the TCG it would likely be reworded to use "Number C" rather than just "C". Otherwise it would be played that way.


rethel i fixed 3 of the fairys is it better now?
Hidden 10 yrs ago Post by Rethel34
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Indeed they are
Hidden 10 yrs ago Post by MightyGos
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Having a great time making cards, but I think I might have gone a bit over the top with these:

http://i.imgur.com/VXf6lop.jpg
http://i.imgur.com/YPfOLSk.jpg

What do you think?
Hidden 10 yrs ago Post by UnendingEmpire
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Why are we discussing C1000 in an RP that (I pray) will never see it anyway?

That aside, I won't be signing up for this RP, but I do plan to stick around. I want to contribute to the custom cards database periodically and help other users with their own custom cards, but the former will have to wait since - as I said - YCM's having problems.

EDIT: Other than the "Tribute monsters to add counters" effect on Immortal Skull Knight, and his effect enabling him to banish Spell/Traps as well as monsters, they don't seem too ridiculous...
To balance them out, I'd add a "Once per turn" clause on the adding counters effects of both cards, or in Knight's case, remove that effect altogether. Otherwise, that effect becomes outrageously abusable with zombies, Hieratics, and Infernities to a lesser extent. If you go that route, perhaps make it so that Knight can use his one counter to avoid a destruction or banish any opposing card, but indefinitely rather than just for that one turn (think BLS).
Hidden 10 yrs ago Post by The Red Seelie
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you can't summon Skull knight cause Parasite brain is not Brain parasite Xd

Creating a beast deck
XD Its my fave type
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