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Fearful of X is likely broken right now. Pick a method below you think can fix it!
Change the number of turns to half (except for Fearful of X 1 and 2, which would still be 2 like it is now, though 3 would go up to 2) 0 (0%)
Half the range of the effect 0 (0%)
Add some form of cost (comment on the kind below!) 0 (0%)
Something else I didn't think about (comment below) 0 (0%)
Total Votes: 0
The Nightmare Circus
Topic Started: May 25 2010, 08:13:03 AM (294 Views)
Milevan Faent
Nightmare Ring Master
[ *  *  * ]
Alright. Those of you who know me know that I used to create Yugioh cards for YVD. Among those many cards was a set known as the Nightmare Circus. I'll admit, many of those original cards weren't that original. However, now I'm remaking the entire set for Project Hybrid, with new twists and turns, and a lot more originality. So hang on to your seats, cause this is going to be a crazy (and scary) set!

First, an explanation of the major keyword my Archetype introduces.

Fearful of <name> <number>
(This Summon cannot move within <number> steps of a <name> Summon your opponent controls. <name> gain <half of number rounded down> Attack and Guard when they battle this card. If a <name> Summon moves within <number> steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for <number> Turns.)

Fearful stacks together, so when a Summon gains Fearful of Nightmares 2, and then gains Fearful of Nightmares 3 during the same turn, that Summon would gain Fearful of Nightmares 5. However, the length of the effect is only the affected by the most recent Fearful of Nightmares effect, in this case Fearful of Nightmares 3. This means it only lasts 3 turns, but has an effect as though it was Fearful of Nightmares 5.



Lydia the Nightmare Acrobat
5 Training, 5 Unknown
Hybrid Summon -- Human -- Nightmare

Agile (This card can move diagonally. This card can move in any direction adjacent to it as if it were facing that direction. This card does not take a penalty when being attacked from the side or behind.)
Dodge Roll 10 (Pay all of this card's Stamina. Move this card to an empty space within 10 Steps of it.)
Counter Edge 3 (When this card makes a Counter Attack, it gains 3 Attack until the end of that Attack.)
Edge Guard (Cards with Edge Guard do not get -1 when being attacked from the side, and opponent’s cards do not get +1 when flanking. Cards with Edge Guard can attack cards to the Left or Right without turning or moving.)
Parry 1 (When this card is attacked you can pay 1 Stamina to move this card to the left or right.)
Flash (When this Summoned declares an attack, move it to the other side of the Opposing Summon after the Attack.)
When this card Parries an attack or Counter-Attacks but does not kill the attacked Summon, the opposing Summon gains Fearful of Nightmares 4 (This Summon cannot move within 4 steps of a Nightmare Summon your opponent controls. Nightmares gain 2 Attack and Guard when they battle this card. If a Nightmare Summon moves within 4 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 4 Turns.).
4/1/2/6

Byorro the Nightmare Juggler
2 Unknown, 3 Training
Hybrid Summon -- Human -- Nightmare

When this card comes into play, add 3 Flaming Baton Counters to this card.
Remove a Flaming Baton Counter from this card: Target Summon within 2 Steps takes 1 damage, gains Fearful of Nightmares 2 and “all Tiles this card steps on gains Scorched 1”.
Death by Battle — Treat the number of Flaming Baton Counters on this card as A. Remove all Flaming Baton Counters from this card. The Summon that killed this card takes A Damage, gains Fearful of Nightmares A*2, and “all Tiles this card steps on gains Scorched A”.
(This Summon cannot move within A*2 steps of a Nightmare Summon your opponent controls. Nightmares gain A Attack and Guard when they battle this card. If a Nightmare Summon moves within A*2 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for A*2 Turns.)
Pay |GR: Return this card to your hand.
2/1/1/2

Accitos the Immortal Nightmare Clown
4 Unknown
Magical Summon -- Human -- Nightmare

Endurance (During Rest, if this cards Health is 0 or less, Recover all of this cards health.)
Survivor (If this card would be destroyed by a card effect, its Health becomes 1 instead.)
Battle Ready (When this card is attacked, it Counter Attacks the opponent. The damage from this Counter Attack is applied first.)
When this card counter-attacks, the attacked Summon gains Fearful of Nightmares 1 (This Summon cannot move within 1 steps of a Nightmare Summon your opponent controls. Nightmares gain 1 Attack and Guard when they battle this card. If a Nightmare Summon moves within 1 step of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 2 Turns.).
2/2/2/2

Credan the Nightmare Clown Shapeshifter
1 Unknown, 1 Training
Hybrid Summon -- Freak -- Nightmare

Aura 3 (Reduce all damage this Summon takes to 0. If this effect negated more than 3 Damage with this effect, it loses Aura.)
Pay half the Resource Cost of a Summon in your hand, flip this card face-down, and put that Summon on top of this card. Halve that Summon’s Attack, Guard, Health, and Stamina (rounding down everything but Stamina, which rounds up). This card and the Summon on top of it are treated as one card, using the face-up card’s Stats and effects. The Summon on top of this card gains the following effect:
Death by Anything — Separate this card from Credan the Nightmare Clown Shapeshifter, and flip Credan the Nightmare Clown Shapeshifter face-up. (When this card is Killed by Anything, Separate this card from Credan the Nightmare Clown Shapeshifter, and flip Credan the Nightmare Clown Shapeshifter face-up)
2/1/1/1

Drent the Three-Armed Nightmare
3 Variable, 3 Training
Summon -- Freak -- Nightmare

As an additional cost to play this Summon, Offer 1 Summon you control that shares a Type or Sub-Type with this card. This card can gain 1 Keyword Effect the Offered Summon has.
Edge Guard (Cards with Edge Guard do not get -1 when being attacked from the side, and opponent’s cards do not get +1 when flanking. Cards with Edge Guard can attack cards to the Left or Right without turning or moving.)
Reverse Edge (Cards with Reverse Edge do not get -2 when being attacked from behind, and opponent’s cards do not get +1 when flanking if they are attacking from behind. Cards with Reverse Edge can attack cards behind them without turning or moving.)
This card cannot Counter-Attack.
When this card battles, this card can battle upto 3 adjacent Summons at once. If it does, divide its Attack among the Summons it is battling. This card cannot apply more than 6 Attack to a single Target. If this card attacks multiple times in a single turn, it cannot apply more than 3 Attack to any card during that turn.
Damage this card inflicts to a Tactician is reduced to 1. Damage this card inflicts to a Structure or Ruin is reduced to 3.
9/2/2/6

Arza the Nightmare Madman
2 Training, 4 Unknown
Hybrid Summon -- Freak -- Nightmare

Crazy House (When this card battles, the opposing Summon gets +1/+1/+1/+1, “this card can Attack Summons you control”, and “this card must move closer to the closest Summon you control whenever possible.”)
Death by Battle — The Summon that killed this card gains Fearful of Nightmares 6. (This Summon cannot move within 6 steps of a Nightmare Summon your opponent controls. Nightmares gain 3 Attack and Guard when they battle this card. If a Nightmare Summon moves within 6 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 6 Turns.) and Target Nightmare Summon gains Crazy House.
3/2/2/3

Nightmare Pony
3 Variable, 3 Unknown, 3 Energy
Hybrid Summon -- Beast -- Nightmare

Spectral (Treats all Tiles as Normal Tiles and is unaffected by Panel Cards. Can move through other Summons.)
Tangibility UU (When this card comes into play, this card is flipped face-down. While this card is face-down, this card cannot be targeted. While this card is face-down, you can declare that you are moving this card and flip it face-up, but can only spend its Stamina to move it, and when you finish moving it, it flips face-down again. If this card is face-down by the effect of Tangibility, you can pay UU to flip it face-up until the beginning of your next Command.)
Flash (When this Summoned declares an attack, move it to the other side of the Opposing Summon after the Attack.)
Recall 3 (This card returns to your hand during your third Rest after it was sent to your Graveyard.)
3/0/1/5

Nightmare Tiger
2 Energy, 3 Unknown
Hybrid Summon -- Beast -- Nightmare

Shaver (When a card with Shaver inflicts damage to a Summon, reduce that Summon’s Defense by the damage.)
Battle Ready (When this card is attacked, it Counter Attacks the opponent. The damage from this Counter Attack is applied first.)
Poison 1 (Permenantly reduce this cards Health by 1 during each of your Redeployments.)
Flash (When this Summoned declares an attack, move it to the other side of the Opposing Summon after the Attack.)
When this card attacks a Summon twice in the same turn, all Summons your opponent controls within 3 Steps of this card gain Fearful of Nightmares 5 (This Summon cannot move within 5 steps of a Nightmare Summon your opponent controls. Nightmares gain 2 Attack and Guard when they battle this card. If a Nightmare Summon moves within 5 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 5 Turns.).
When this card uses Flash, you can pay UUUU to Reverse this card.
3/1/3/4

Nightmare Lion
2 Variable, 2 Unknown
Magical Summon -- Beast -- Nightmare

Synergy Beast — This Summon gains 1 Attack, Guard, and Stamina for each Beast within 3 steps.
Synergy Nightmare — Overkill — Summons controlled by your opponent within 3 steps of this card gain Fearful of Nightmares 4. (While Nightmare Lion is within 3 steps of a Nightmare, when you Overkill an opponent’s Summon with this card, all Summons your opponent controls within 3 steps of this card gain Fearful of Nightmares 4 (This Summon cannot move within 4 steps of a Nightmare Summon your opponent controls. Nightmares gain 2 Attack and Guard when they battle this card. If a Nightmare Summon moves within 4 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 4 Turns.).)
1/1/3/2

Daydream
2 Variable, 4 Energy, 4 Unknown
Spell -- Dream Magic

You can Reinforce this card with UUU|G|G|G to move any Summons moved during this turn to the Tile and position they were in during this turn’s Command, and return any cards played this turn to their owner’s hand, undo any effects, and return any costs paid this turn during the next Rest.
Retaliate an effect that deals damage or Kills, or damage dealt by Combat (This card can form an Action Cue with an an effect that deals damage or Kills, or damage dealt by Combat.)
During the next Rest, put into play any cards that were Killed this turn from the Graveyard, and recover any Health lost due to card effects or Combat.

Nightmare Barrier
6 Unknown
Spell -- Nightmare Magic

Area 9 by 1 (This card affects Target location, taking up a section of Tiles 9 across and 1 vertically.)

(This card can only target an Area with at least 3 Nightmare Summons in it.)

Tiles targeted by this card the following effect until another card effect gives that Tile an effect:
When a non-Nightmare Summon steps onto this Tile, that Summon gains Fearful of Nightmares 2 (This Summon cannot move within 2 steps of a Nightmare Summon your opponent controls. Nightmares gain 1 Attack and Guard when they battle this card. If a Nightmare Summon moves within 2 steps of this card, during your Tactical you must spend Stamina from this card to move this card as far away from that Summon as possible. This effect lasts for 2 Turns.).

Cursed Nightmare Mirror Technique - Black Reflection
5 Unknown
Artifact -- Nightmare Magic

(Equip only to a Tactician you control from the Nightmare Circus Troupe Army)
The Equipped card gains 5 Health. When the Equipped card has lost 5 Health since this card was equipped to it, destroy this card.
Pay 5: Put a “Nightmare Mirror” Structure Token into play on any Tile Adjacent to a Nightmare Summon. You chose the direction it faces when it comes into play, and it gains the following effects:

Health: 25

Pay 3: Turn this card.
Pay 7: Replicate Target Summon this card is facing on this card's Tile. You control the Replica and it is treated as a Nightmare Summon.
Non-Nightmare Summons cannot move on this Tile.
Nightmare Summons can move on this Tile, but only if they move onto it from the direction this card is facing, and they can only leave this card’s Tile by moving in the Direction this card is facing. If a Nightmare Summon is on this card’s Tile, you can move it to any other Nightmare Mirror Token.
If a Nightmare Summon attacks from this token, it cannot be Counter Attacked.
If this card is Attacked, a Nightmare Summon on this card’s Tile can Counter Attack the Attacking Summon. If it does, it has Battle Ready and this card takes all the damage. (When this card is attacked, it Counter Attacks the opponent. The damage from this Counter Attack is applied first.)
If this card is killed, kill any Nightmare Summon on this card.



Now that I have those over with, one last thing to mention. If you wish to help me with making cards for this set, feel free to post below. Help will be greatly appreciated. My current cards I'm working on figuring out how to make next are the Tactician (who will also be a Summon), Milevan Faent the Ring Master, and a Nexus card that will function as a circus tent. I have plans for the Nexus card, but nothing solid yet. My current plan is to have it incorporate the idea behind the Act cards from the original set, where by accomplishing certain things on a tile affected by the Nexus you advance to the next act and various things happen. Among these will be the ability to swap cards in the Deck and Resource deck mid-game with Nightmare Cards stored in the Special Deck, as well as switching to the new Act which will have different effects (using cards to represent the acts, also stored in the Special Deck).

Any help with any of this will be greatly appreciated. Thanks in advance!
Edited by Milevan Faent, May 26 2010, 10:05:36 AM.
If you don't fear me yet, you soon will.
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