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Elemental Assassins
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Pyrah
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PostPosted: Sun Mar 09, 2008 8:52 pm    Post subject: Elemental Assassins Reply with quote


Click to download file


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(2) Assassin of Dark (Dark)
Category: Assassin
Text: [Assassin of Dark] gains 200 Atk for every continuous Trap card on the field.
Atk: 1500
Def: 2000

(1) Assassin of Fire (Fire)
Category: Assassin
Text: When [Assassin of Fire] is Summoned, add 2 [Elemental Assassins] to your hand from your Deck.
Atk: 1500
Def: 1000

(2) Assassin of Ice (Ice)
Category: Assassin
Text: [Assassin of Ice] gains 400 Def for every Trap on the field, and 200 Atk for every Spell on the field.
Atk: 1800
Def: 1400

(1) Assassin of Light (Light)
Category: Assassin
Text: When [Assassin of Light] is destroyed, Draw 1 card.
Atk: 1000
Def: 1500

(2) Assassin of Storm (Storm)
Category: Assassin
Text: [Assassin of Storm] gains 200 Atk for every continuous Spell on the field. Is immune to all Spells except for [Assassins' Training Grounds].
Atk: 1800
Def: 2000

(1) Assassin of Water (Water)
Category: Assassin
Text: [Assassin of Water] gains 200 Atk for every [Assassin of Water] on the field.
Atk: 1400
Def: 1800

As of yet, nothing is permanent on these cards. The series is not complete yet, and as for effectiveness, I have no idea if this series will hold out. Rate them if you want to, but I'm looking for advice for good or great effects for them.

Cards to come in the Elemental Assassins series:
[Monsters]
Assassin of Earth,
Assassin of Metal,
Assassin of Colourless,
Assassin King,
Assassin Lord,
Assassin Queen,
[Spells]
Assassins' Training Grounds,
Weaponry of the Assassin,
[Traps]
Assassin's Snare, and
Assassins' Graveyard.



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PostPosted: Wed Mar 12, 2008 6:37 pm    Post subject: Reply with quote

I dunno... most of them don't seem too good.

Assassin of Dark suffers from the fact that there are seven Traps in Shmod. None of which are Continuous.

Assassin of Fire is arguably too good. There's a card in Yugioh called "Elemental Hero Stratos". When it was summoned, the player could add an Elemental Hero from their deck to their hand. It became the most powerful and whined about card in Yugioh. I dunno how that would translate to Shmod, but I'm guessing pretty similar.

Ice is just weird. Since almost every Spell and Trap is sent to the Graveyard immediately after use, and facedown cards can't really be counted as either, I don't see how it would ever get said boost. If it said "300 ATK/DEF for each Spell or Trap card on the field", that effect would actually work. Also, Ice would be the only Ice monster in Shmod.

Light's fine. No problem with it at all.

Storm's weak for its level, and would rarely ever get an ATK boost.

Water's good. I downloaded the PSD; 1400 ATK and 1800 DEF. No problem with that either.

My advice is to try to find effects other than ATK-increases.

EDIT: One other thing. These guys would be ridiculously hard to make a deck based on, since each one needs a different kind of Mana. Remember the deck you made? And how hard it is for you to play any card?
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PostPosted: Thu Mar 13, 2008 2:18 am    Post subject: Reply with quote

"EDIT: One other thing. These guys would be ridiculously hard to make a deck based on, since each one needs a different kind of Mana. Remember the deck you made? And how hard it is for you to play any card?" This is where [Assassins' Training Grounds] comes into play.

I plan on its effect to be something like: "Summon 1 [Elemental Assassin] from your Deck per turn. Add 200 Atk/Def to each [Elemental Assassin on the field." Somewhere along those lines... And as I said above, these effects aren't permanent on most of these cards. I plan on making a lot of continuous Traps by the way.
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PostPosted: Thu Mar 13, 2008 2:33 am    Post subject: Reply with quote

Neh... making ridiculously overpowered cards isn't a good way to balance the weaker ones.

Just add something like what my Virtual/Adventures of Leric cards have, that lets them use Assassins instead of their type as Mana.
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PostPosted: Thu Mar 13, 2008 3:40 pm    Post subject: Reply with quote

My brain isn't focusing at the moment, that last part means.... what? I should just make the [Elemental Assassins] three or four elements?
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PostPosted: Thu Mar 13, 2008 4:16 pm    Post subject: Reply with quote

I agree with the genetic exteriment

Your monsters lack and sort of general focus, apart from gaining ATK, and lots of cards do that (a lotta Metadragons, per se). His idea is that your monsters be able to summon themselves with name-specific Mana instead of type Mana.

Ex. your cards could say, "You can tap any [Elemental Assassin] cards as mana for this card". OR you could write other effects that deal with them, such as (going with your theme) "+300 ATK/DEF for every [Elemental Assassin] you sacrifice". Lastly, you could make Elemental Assassin Fusions, like the Elements have, though discretion is advised.
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Last edited by Naardaas on Thu Jul 10, 2008 11:05 pm; edited 1 time in total
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PostPosted: Thu Mar 13, 2008 7:18 pm    Post subject: Reply with quote

Naardaas got it. The Virtual cards all have "A Virtual card used as Mana can be treated as INSERT TYPE HERE." Except I was thinking Category-specific Mana instead of Type Mana.

And about the ATK increasing thing, think about what Assassins actually do. They sneak and kill quietly. They don't wait around for Continuous Traps, nor do they rarely work together. In my opinion, they should be weak monsters with destruction effects, Trap negation and sneaky effects like returning to the hand to avoid destruction or something. Those are just examples.
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PostPosted: Thu Mar 13, 2008 11:27 pm    Post subject: Reply with quote

Okay, thanks. These will be a WIP for quite a while, plus said effects labeled currently on the cards were off the top of my head, hence why they lack coordination together.
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PostPosted: Sun Apr 20, 2008 3:23 pm    Post subject: Reply with quote

If I could rewrite the effects for more unity, I could have David use them instead of Elements.
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PostPosted: Sun Apr 20, 2008 3:24 pm    Post subject: Reply with quote

That'd require Pyrah's permission. I'm hanging out with her this afternoon - I'll tell her to get her butt back on the forums.
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PostPosted: Tue Apr 22, 2008 8:17 pm    Post subject: Reply with quote

You do have my permission, I just need to get them unified. Plus, lately I've been busy with my Creative Arts Focus Program, so I haven't had much time lately to get on or work on Shmods.
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PostPosted: Tue Apr 22, 2008 8:18 pm    Post subject: Reply with quote

Excellent. You have my utmost gratitude. This will create a better decktyp than fusion-saturated elements.
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PostPosted: Wed Apr 23, 2008 12:14 am    Post subject: Reply with quote

Says you. I beat the original maker of Shmod in almost every game with the first series of Elements.
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PostPosted: Wed Apr 23, 2008 8:08 pm    Post subject: Reply with quote

Not in terms of playability you Avatar-changing dragon you. Better in terms of an original decktype.
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PostPosted: Wed Apr 23, 2008 8:36 pm    Post subject: Reply with quote

Uh... whatever.
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PostPosted: Thu May 01, 2008 11:59 pm    Post subject: Reply with quote

Just make sure the effects are good.
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PostPosted: Fri May 02, 2008 12:00 am    Post subject: Reply with quote

Oh my god we're all online at once.
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PostPosted: Thu Jul 10, 2008 11:02 pm    Post subject: Reply with quote

Okay, these are my drafts for the Assassins of Shmod: Apocalypse.

(Level One) The Dark Assassin (Dark)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. Once per turn, Scrap an Assassin to draw cards equal to its costs. Then, play up to 2 Cost 1 Assassins among them. Scrap any other cards drawn.
Atk: 1700
Def: 1500

(Level One) Assassin of Hellfire (Fire)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. When you play this card with the effect of an Assassin, inflict damage to your opponent up to the number of Assassins with different names you control. (Max. 3) You cannot attack this turn.
Atk: 1700
Def: 1500

(Level One) Boulder Assassin (Fire)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. When you play this card with the effect of an Assassin, you can destroy cards up to the number of Assassins with different names you control. You cannot attack this turn.
Atk: 1700
Def: 1500

(Level One) Glacial Assassin (Ice)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. When this card is played, select Creatures on the field up to the number of Assassins you control with different names. Until the End Phase, their effects are negated.
Atk: 1700
Def: 1500

(Level One) Shining Assassin (Light)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. When you tap this card to play an Assassin with a different name, Draw 1 card.
Atk: 1700
Def: 1500

(Level One) Assassin of Stormwind (Storm)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. While you control an Assassin with a diferent name, this card can attack directly.
Atk: 1700
Def: 1500

(Level One) Assassin of the Depths (Water)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. When you play this card, you can select 1 Assassin with a different name from your Discard Pile and put it on top of your Deck.
Atk: 1700
Def: 1500

(Level Two) Great Steel Assassin (Metal)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. You can tribute 2 Assassins with different names to play this card from your Discard Pile. Your Assassins with different names cannot be destroyed by battle.
Atk: 2400
Def: 2000

(Level One) The Crystal Assassin (Colourless)
Category: Assassin
Effect: This card counts as any Mana for an Assassin. During your Draw Phase, instead of your Normal Draw, you can add a Cost 1 Assassin from your Deck to your hand.
Atk: 1700
Def: 1500
_________________
The seal on my existence is broken. My great dragon has arrived as pinnacle strength. And I have the last thing I need to exact revenge on those who banished me. I have the power over chaos, over life and death. The power of Drahondes.


Last edited by Naardaas on Tue Jul 15, 2008 1:46 pm; edited 2 times in total
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PostPosted: Thu Jul 10, 2008 11:26 pm    Post subject: Reply with quote

Ditch Rainbow Assassin for sure. Rainbow =/= stealth. Pyrah mentioned an Assassin King; you could make it that.

I'm not likin' the direct attacking or Hellfire's damage, but I like the ideas of all of 'em. (But I'm not making Glacier.)
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PostPosted: Thu Jul 10, 2008 11:33 pm    Post subject: Reply with quote

I know that Rainbow is a bad name, but I couldn't think of another word to give to a colourless.

Why don't you like direct attacks or Glacier?
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PostPosted: Thu Jul 10, 2008 11:34 pm    Post subject: Reply with quote

Make it Assassin King.

It's not that I don't like Glacier, but it'd be the only Ice monster. And I ain't adding more Types; we've got too many already and most aren't well supported.
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PostPosted: Thu Jul 10, 2008 11:38 pm    Post subject: Reply with quote

Then I'll just change they Type to Water. I was just trying to stick with Pyrah's idea. And you didn't finish answering the question.
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PostPosted: Thu Jul 10, 2008 11:40 pm    Post subject: Reply with quote

No point in having two Waters if they're Elemental Assassins.

And I figured direct attacks were obvious. There's only 10 Life. That's not much in the grand scheme of how damage works here.
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PostPosted: Thu Jul 10, 2008 11:44 pm    Post subject: Reply with quote

That's your big concern. Any Level One beatstick can beast Stormind to the curb.

With Hellfire, I guess I forgot part of the text. I'll fix it.
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PostPosted: Thu Jul 10, 2008 11:45 pm    Post subject: Reply with quote

Yes, but Level Ones don't go too much higher than 1700.

EDIT: Still not a huge fan of Hellfire. Buuut... I guess the effect is situational.
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PostPosted: Fri Jul 11, 2008 1:41 pm    Post subject: Reply with quote

Plus, there's still the fact that none of the Assassins have protection from anything. Any spell card can blow them away. They're cards for battle.
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PostPosted: Fri Jul 11, 2008 1:55 pm    Post subject: Reply with quote

Yeah, any of the four monster destruction Spell cards can blow them away. (Two of which are conditional)

Making monsters without immunities does not automatically balance them.
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PostPosted: Fri Jul 11, 2008 3:24 pm    Post subject: Reply with quote

Maybe not, but it does handicap them.

The other thing that would stop them is their later entry into Shmod. With Frogs, Virtuals, Skeletons and Dragons already ruling the roost, these warriors would have a tough time.

And to answer your next question: No, I am not giving them a boatload of ridiculous support cards.
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PostPosted: Fri Jul 11, 2008 3:28 pm    Post subject: Reply with quote

It's hard to tell that without actually testing. (Oh, and Dragon-based decks are really only as good as those others if they're based on Noble Dragon.)

Skeletons could probably take out the Assassins fairly easily - one Shadow Necromancy to Skeletal Knight and the only thing to worry about is Rainbow Assassin. Virtuals and Frogs would probably also be okay, provided they could Transform a monster soon enough. If they couldn't, though, they'd just get overwhelmed by a 1700-ATK swarm.
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PostPosted: Fri Jul 11, 2008 3:30 pm    Post subject: Reply with quote

With what those decks are designed to do, they'll always get a (T) off in time.
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PostPosted: Fri Jul 11, 2008 3:32 pm    Post subject: Reply with quote

Yeah, but it is harder for Virtuals. But even if they don't, Squwee and Leric can stand toe-to-toe with an Assassin ATK-wise.

FYI, if I put these in, I'd have to mess around with a few effects. Boulder Assassin just stood out as a Raigeki.
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PostPosted: Fri Jul 11, 2008 3:37 pm    Post subject: Reply with quote

Define "Mess around"; d'ya mean tweak with them, or overhaul them altogether?

And what others do you despise?
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PostPosted: Fri Jul 11, 2008 4:23 pm    Post subject: Reply with quote

Tweak. There aren't any specific 'zomg broken' cards, but I'll be thinking about the possibilities when/if I put them in card format.
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PostPosted: Sat Jul 12, 2008 12:01 am    Post subject: Reply with quote

I have an Idea for Glacial Assassin, it could be a Colourless and change the name to Assassin of the Planes. You could Remove From Play [Assassin of the Planes] once per turn to negate one attack or effect. Once the effect is used, instead of your next Draw Phase, return Assassin of the Planes to your Hand. As for the Assassin's artwork, leave that up to me.
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PostPosted: Sat Jul 12, 2008 1:58 am    Post subject: Reply with quote

Heh... planes. Because it's Colourless. And plain.

That effect works, and it's stealth as the Assassins should be. But I worry that it'd be used in every deck as a one-Mana reusable attack blocker.
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PostPosted: Sat Jul 12, 2008 2:17 am    Post subject: Reply with quote

I like the idea, but I have two complaints. The first is the same as Eric's. The second is it has nothing to do with the other Assassins.
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PostPosted: Sat Jul 12, 2008 7:20 pm    Post subject: Reply with quote

Well, Eric did say that he was going to tweak the other cards, and as for Assassin of the Planes' multi-deck issue, make this colourless assassin come into Play only when there are other Assassins on the Field. It's plainness will be removed once I revamp the art a bit.
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PostPosted: Sat Jul 12, 2008 7:21 pm    Post subject: Reply with quote

Okay, then only Assassins get to play a reusable 1-Mana attack blocker - or just throw a couple copies of the next best Assassin in your deck. That's not much better.
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PostPosted: Sat Jul 12, 2008 9:22 pm    Post subject: Reply with quote

I was kinda hoping on having Assassin King coming on to the Field by Removing From Play one of each peasant Assassin (excluding noble/hierarchy Assassins) and Assassin King would come on to the field officially via a Spell card at the end of your third Turn. Sorta Like your Chimera Tech Dragon-thing. The official effect could be edited so that it doesn't go exactly like it though... My mind is fuzzy at the moment....
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PostPosted: Sat Jul 12, 2008 11:28 pm    Post subject: Reply with quote

I'd like to avoid Chimeratech-ish effects, considering Skeletal Chimera is essentially... Chimeratech.

And if you come up with something for King, post it here. (I'm not too big on Rainbow Assassin)
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Naardaas
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PostPosted: Sun Jul 13, 2008 2:04 am    Post subject: Reply with quote

My plan for the Assassins tweaks the names for those a bit too. I've never liked the words King and Queen, so I referred to them as Assassin's Emperor and Assassin's Empress. As for their effects, they involve being played for one less Mana with 2+ Assassins of different names in play.
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PostPosted: Sun Jul 13, 2008 2:06 am    Post subject: Reply with quote

They're Pyrah's ideas - if she wants an Assassin King, it's called Assassin King.

This whole theme is starting to sound Six Samurai-y.
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PostPosted: Sun Jul 13, 2008 2:11 am    Post subject: Reply with quote

To me it has the whole time.

King is fine, I'm not arguing with Pyrah's right to name her cards. I'm just making a suggestion.
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PostPosted: Sun Jul 13, 2008 2:19 am    Post subject: Reply with quote

Can we try to avoid too many parallels? Namely the Great Shogun Shien effect?
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PostPosted: Sun Jul 13, 2008 5:14 pm    Post subject: Reply with quote

Okay, I'll try to do that. It's just I thought the idea would work well.

Oh, and to address this:

Aarikku wrote:
Ditch Rainbow Assassin for sure. Rainbow =/= stealth. Pyrah mentioned an Assassin King; you could make it that.


The effect can go to Assassin's King, sure. But The Rainbow Idea, I'll scrap it. Correct me if I'm wrong, but doesn't Clear = Stealth. Pyrah suggested changing Glacial Assassin to Assassin of the Plains, but you didn't like the effect. So, I move to change Rainbow Assassin, as a Colourless, to The Clear Assassin.
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PostPosted: Sun Jul 13, 2008 5:24 pm    Post subject: Reply with quote

I'm also not big on every theme relying on the Graveyard. I know that +X00 ATK per [blank] in the Graveyard is a very good effect, but the Assassins are supposed to rely on being on the field, not dead.
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PostPosted: Sun Jul 13, 2008 5:27 pm    Post subject: Reply with quote

So we change it to +X00 ATK per Assassin with different name on the field. No big deal.
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PostPosted: Sun Jul 13, 2008 5:28 pm    Post subject: Reply with quote

Fair enough.
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PostPosted: Sun Jul 13, 2008 5:29 pm    Post subject: Reply with quote

And how do you feel about The Clear Assassin? Nothing stealthier than transparent.
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PostPosted: Sun Jul 13, 2008 5:31 pm    Post subject: Reply with quote

The idea's good, but the name sounds lame.



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