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    Mr E watched as the group began to speak among themselves, reintroducing themselves for the third time, but adding their cards on top of it. He figured they'd have more questions, but hey, if they didn't, that wasn't his fault. He sat back down, opening his book and having a sensible chuckle at its contents. Zirco raised an eyebrow that the white haired man's antics. He was a strange one, but to him, it was a breath of fresh air compared to his scientists' extremely professional approach. Still, this all rubbed him the wrong way. This 'Magus of Knowledge' Mr. E (seriously, the hell kinda name was that?) didn't actually answer any of the important questions, but this group was just willing to play along, and not only that, but one was obviously trying to be the leader. Like hell he'd take that just lying down. "Are you all kiddin' me?!" Zirco called out suddenly, slamming his fist into the table, causing the confetti and balloons to scatter. Tamada made a move to step forward, but Mr. E raised a hand to stop her. "Y'all are just going along with this?" He stood up, pointing at Mr. E. "The Snow Rabbit seems nice and all, but think about it. All he did was just made the same vague promises that probably got most of us in this damnable situation in the first place!" He glared at Mr. E, clenching his fist. "If you're answering questions, tell me this. What exactly are we going to be doing? We gonna be some company hitmen with special powers or some shit like that?" "I assure you it's nothing like that," Mr. E stated as he placed his book down. "I'm also just not in the position to talk about it. Mr. Kaiba was very insistent that he spoke to you all personally, so my hands are tied on those specific details," Zirco shook his head and stood up. "Yeah, no, I'm not down with this. You all can go ahead and do whatever the hell it is y'all are doing, with your talking into the air and disillusions of leadership, but me, I ain't getting dragged into another shitstorm. I'm out," He turned to leave, but suddenly Mr. E was in front of him. "Da hell?" Zirco asked as he recoiled, looking back to where the white haired man was. "I didn't even see ya move. You a ninja or something?" "Look, I understand, you have every reason to be suspicious, and to not even like us," Mr. E said, ignoring Zirco's comment. "I only ask you wait for Mr. Kaiba before you storm out. He earnestly wants to present his case to all of you. After that, you're free to make any decision you want," Mr. E then whent back to his seat, picking up his book again. Zirco thought to himself before plopping down into his seat again. "Fine, fine, but I ain't doing none of that," He said, pointing to the group and their cards. "Not until I've bloody decided to join," "Fair enough, fair enough,"
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    It wasn't long before the pair were ambushed. She hadn't really been trying to avoid this so it didn't come much of a surprise to Valerie. She almost laughed when she saw the ice, in fact, and the heat around her body began to increase almost as though responding to the threat. Though it was mostly due to how much she had been moving around. Lesnar was able to rather quickly dodge out of the way of the beast-like boy's attack. Leaving a slight ringing in Valerie's ears that only got her more pumped up. "Be ready, cause it's about to get loud." This time she did laugh. "No worries. I like it loud." She then took a few steps towards the group that had ambushed her. "You're here to take our badges." She grabbed the bag around her shoulder and tossed it to the side. It landed with a heavy thud as over forty pounds of weight hit the pavement. Valerie slowly spun that arm in a circle, stretching it out. "Which means you must have a couple badges already between you all, right?" The Fiery Soul Emerges The heat increased more as the girl gave a wild grin. "So I guess at the end of this fight some of us are gonna be able to pass the test." "Sucks to be you." Flames erupted to life around Valerie's body, almost reaching Lesnar near Valerie's side, and she quickly moved into the position she wanted. A position which allowed her, with a grunt of effort, to send a column of flames roaring past the chain of arms that the girl had sent her way, blocking its path towards Valerie, and right towards the ice maker. "You're messing with the best now!" She shouted and, as the flames made their path, she ran towards the girl with the strange arms. She didn't seem like the strongest of them but from what Valerie could tell her Quirk would make it much harder to deal with the other two.
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    Lightray Diabolos doesn’t really meet the conditions of a retrain. There’s no new name, and its effect is basically just a slightly better version of its old effect without actually ding anything new. If I was scoring these out of 5, I’d have to give this a 1. Lycanthrope/Synthesis Spell fail for the same reasons. Both are just slightly better copies of their base cards. I do like that you were wanting to support a Ritual monster that wasn’t even good in the first place, but I would have done something like this: Savage Lycantrope EARTH - Level 6 - Beast-Warrior/Ritual/Effect - 2400/1800 Ritual Summoned with Synthesis Spell. This card’s name is treated as “Lycantrope” while in/on your hand, field, or GY. Gains 200 ATK for each Normal monster in your GY. Gene Synthesis Used to Ritual Summon "Lycanthrope". You must also Tribute monsters from your hand or field, or Normal monsters from your Deck, whose total Levels exactly equal 6. If a Beast-Warrior monster you control is destroyed, you can (Quick Effect): banish this card from your GY; Special Summon a Normal monster from your GY. Overall, I’ll give it 2/5. Meltiel, Hermit within the Lair is actually a very imaginative retrain! It serves as a “corrupted” version of Meltiel, Sage of the Sky and references the original card multiple times. First, in it’s “trigger” switching from the classic Counter Fairy trigger to the “tribute DARK” of “Lair of Darkness”. Second, in the 1000 ATK/DEF drop mirroring the original’s 1000 LP gain. Finally, the added card removal effect if you have a certain field spell. Overall a good retain. My only complaint is the final effect. Being able to tribute an OP’s monster to buff itself once a turn might just be too powerful an effect for a card that overall has no drawbacks. It is balanced out a bit though by all the effs being a HOPT, so I’ll let it slide. 4/5. Not a lot I can say about Trinity Construct - Gate Guardian. Overall, it’s a really good card, though It bugs me that it doesn’t really do anything with the original pieces. That may just be my own bias though, as I did my own retrain of the series back on the other forum. Still though I can’t really find any faults with him, so 4/5. Zone Devourer! Nice name. I’ll give you points for trying to work on what is basically one of the worst cards off all time, but the retrain you came up with is basically over powered. It has the field blocking power of Ojamas, the removal of Eater of Millions/ Destiny HERO - Doom Lord – without being OPT I might point out, making it impossible to get rid of my battle effects. I also want to give you a point for being the only person here to follow the judging criteria I put out regarding listing the name of the original card, so that gets to 3/5. Now for picking a winner. We have a tie going in between the new Gate Guardian and the new Meltiel. While I can’t really find anything at fault with Guardian other than his lack of support for the original cards, I’m just gonna have to give the win to Meltiel, for being a retrain of something no one really expected. Good job BringerofEnd!
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    First of all thank you for the review! I've been mulling over this archetype for a long time and it's good to get some feedback. I'm going to address your points one by one because I do think that you bring up some good ones. Flotsam Tools doesn't have an effect to get itself into the extra deck because Flotsam Fusion has an effect that lets you put a Flotsam monster from the ED into the pendulum zone, but I thought about what you said about rubbish as well and decided to make it a bit less, well, rubbish by changing it's pendulum effect. Flotsam Rubbish Pendulum Effect changed from "If a "Flotsam" card(s) you control would be destroyed by battle or by card effect, you can destroy 1 card in your Pendulum Zones instead." to "You can place 1 face-up "Flotsam" monster from your Extra Deck into your Pendulum Zone. You can only use this effect of "Flotsam Rubbish" once per turn." The destruction redirection doesn't matter so much in a pendulum archetype, and I wanted the deck to have a theme of using the extra deck as sort of a 'supply storage' of sorts. I think that by making this effect slightly more prominent it will solidify a bit more of the mechanical themes of the archetype. I also changed Flotsam Tools' Monster Effect from "If this card is Special Summoned: You can add up to 1 "Flotsam" card from your Pendulum Zone to your hand, also place 1 "Flotsam" Pendulum Monster from your Deck in your Pendulum Zone. You can only use this effect of "Flotsam Tools" once per turn." to "If this card is Special Summoned: You can add up to 1 "Flotsam" card from your Pendulum Zone to your hand, also place 1 "Flotsam" Pendulum Monster from your Deck or face-up in your Extra Deck in your Pendulum Zone. You can only use this effect of "Flotsam Tools" once per turn." I think that this doesn't change the power level too much while letting the deck be a bit more consistent once it's into it's plays. As for the genericness of the deck, I had designed this deck as being an archetype that's meant to be mixed with other archetypes (metalfoes being what I had in mind making this deck) so I didn't think that it should be too supportive of the water typing, but I do like the idea of the different types thing. I don't really know how to implement it though. I will say that water cards do have some decent support that help this deck a lot (salvage and white howling being the best). Opponent interaction was a bit less strong when I designed this archetype, but I do think that it's extremely important in the current meta-game. I designed the typing of this archetype so that it could go into both Toadally Awesome and Cyber Dragon Infinity with Rubbish and Vessel Respectively, and I think that between the ability of this archetype to churn out monsters for material, the ease with which you can combine it with other archetypes, and traps such as White Howling and Infinite Impermanence that this archetype shouldn't have too much dedicated interaction in its main kit. I'm not worried about the fusion summons of the Deck being negated since they're mostly free when summoned with Flotsam Fusion, but I do think that the interaction that it does have in Voyaging Flotsam should be stronger to reflect the current meta game. This is why I changed Voyaging Flotsams Pendulum Effect to include Trap cards. I felt full fledged removal would be too strong at that point, but now I think it probably needs it. I also changed its Monster Effect from "(Quick Effect): You can target 1 other card on the field; place this card in your Pendulum Zone, and if you do, return it to the hand." to "(Quick Effect): Return 1 face-up card on the field to the hand, and if you do, you can place this card in your Pendulum Zone." Being forced to have an empty Pendulum Zone to use the effect is just unrealistic, and too many cards have anti-targeting for a return to hand effect to be powerful. Your review left me a lot to think about to really solidify the deck and it's themes, and I hope that these changes help the deck to fulfill its role as a supporting archetype.
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    Bup No Noble Knight This: Even this one?
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