Jump to content

Leaderboard


Popular Content

Showing most liked content on 09/13/2019 in all areas

  1. 2 likes
    As Geoff made his comment to her, she couldn't help but feel as though anywhere would be safer than next to a Chosen. It didn't take long for the universe to show her once more that peril followed them at every turn. As the group had approached the farm, abandoned and vacated, the group went to examine it. The girl had felt there was something wrong with the scene, something obvious to likely everyone, and thus kept her wits about her, cautious for anything that may come. It didn't take long, once they had made their way to the wagons, for that something wrong to happen. Looking around, it became clear why this village had become so abandoned. A group of gnolls, a large pack that seemed armed and ready to fight, had ambushed them. Ryia grimaced at the sight. They were outnumbered by more than 3 to 1, and she couldn't imagine any of these were flat out incompetent at fighting. Add to that the beast the leader-like one rode, and things certainly didn't seem to be in their favor. Yet still, they had been outnumbered by bandits before, and in terrain that was far less agreeable. Here, they had a clear position to defend, and Ryia knew precisely where it was she had to be. Though she wished that she could also help safeguard Geoff, she simply had to believe that he was good in a fight as well, and that Lindow would offer any support he needed to. So, Ryia stood in front of Keres, simply seeing fit to guard the water mage from whatever threats may come her way. Pulling out her crossbow, the girl attempted to help make their initial charge less of an issue, firing it out into the crowd of gnolls. This, unfortunately, didn't work out quite well and the girl had found herself firing the bolt directly into the ground then any of the enemies. The girl sighed, thinking that she really needed to learn how to aim properly one of these days.
  2. 2 likes
    Even after the fix,the first effect is still off xD Instead, I suggest to write it as it is written on Invoked Caliga, a card more recent than Dark Door: Each player can attack with only 1 monster during each Battle Phase. If you want to make more strict in case repeated Battle Phases ever become a thing, then replace "during each Battle Phase" with something like "per turn". The rest of the effects look written properly. A bit unsure about the last one, in particular the "the player who targeted..." part but cannot think of official cards with anything like that effect to take as reference, and it's understandable enough, anyway. Onto the effect, it seems annoying for sure, and even a bit oppresive because you cannot target it to remove it without being punished for it unless your deck is Fabled, Dangers!, Dark World or other discard-happy deck. Actually, DW opponents would have a blast with this, since technically the discard is done by an opponent's card effect. But that's too situational to be taken as a relevant factor. Overall, the concept/theme is cool, but not a fan of the card. It's an annoying floodgate Field Spell that punishes the opponent for trying to remove it by targeting, the most common form of removal methods. It may not be on the level of Mystic Mine, but damn it's close, IMO.
  3. 2 likes
    Card A: Card name and art feels a bit off-theme because most Ice Counter monsters are not associated with any storage room. But that aside, the effect looks good, and seems to work well with Ice Counter monsters. That 7+ Counter Lose-1-Turn-like floodgate effect is nasty, too. And the first effect allows for combos like Draconic Diagram does. Heck it doesn't even have a hard OPT clause like Diagram. Card B: Not looking good, IMO. The long effects not only make it look clumpy, if not even unrealistic as AFAIK it would be the card with the longest printed text ever, also it is too convoluted, and doesn't help Vennominaga in a practical manner. Basically the effect can be summed up as "float from Vennominaga and vice-versa", and yet it has a lot of text for that effect, and I'm feeling there should be more practical ways to support Vennominaga than a safety blanket floater. As if that wasn't enough, alternate win conditions are usually frowned upon because of their "not actually play YGO" nature and can easily be derailed into non-interactive and, thus, unfun strategies. So, personally alternate win conditions are things that shouldn't be supported to begin with, and that includes Hyper Venom Counters. I find amusing that from all the counters this card's creator could have supported it chose Hyper Venom Counters, but the fact that those are related to a win condition doesn't help this card's case. Considering the above, I vote for Card A.
  4. 1 like
    Mektech Synchro Signature [Continuous Spell] Once per turn: You can target 1 face-up monster your opponent controls; it is treated as a Synchro monster until your opponent's next End Phase. You can add 1 "Meklord" card from your Deck to your hand, and if you do, destroy 1 card you control. You can only use this effect of "Mektech Synchro Signature" once per turn. Support To: Concept:
  5. 1 like
    Time Thief Rift [Field Spell] "Time Thief" monsters you control gain 300 ATK. While you have a "Time Thief" monster banished by your own card effect, any battle damage you take is halved. You can banish 1 card from your hand until your next Standby Phase, and if you do, Special Summon 1 "Time Thief" Spell/Trap Card from your hand or GY as a Normal Monster (Machine/DARK/Level 4/ATK 0/ DEF 0), also you cannot Special Summon monsters for the rest of this turn, except "Time Thief" monsters. You can only use this effect of "Time Thief Rift" once per turn. Support To:
  6. 1 like
    Happy Birthday!!! What kind of cake do you prefer?
  7. 1 like
    D.D. Warrior Lady Ghost Belle & Haunted Mansion
  8. 1 like
    Dark Gates of Deej Field Spell You cannot activate or Set a Field Spell. Each player can attack with only 1 monster during each Battle Phase. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. Just a generic field spell (because it doesn't feel like we have enough of those). Honestly, I didn't feel too inspired with this one, but I really liked the picture in my mind's eye when I thought of the card. Basically, a monster flies through the circular gate to attack the enemy, but cannot pass back though from the other side and the other side's world corrupts them.
  9. 1 like
    Last year was the only major flop other than the very first year, and that was because people had trouble with the theme. If there’s no strict theme, then there shouldn’t be an issue, provided people keep interest up.
  10. 1 like
    Reinaan had been on guard from the moment they'd first encountered dead bodies. And yet he hadn't noticed the sheer numbers of gnolls that were beginning to surround them as they came to the farm they'd set out for. Curiosities like the abandoned wagons and provisions and a trail of blood. But there the group was, staring down twenty of these strange dogman creatures. The young Draken had never encountered anything like them but the weapons and the way they moved spoke well enough to their desire to fight. The boy readied his halberd he'd bought in town and with his amulet in place about his neck he... still didn't feel ready to handle this many. That was when Lindow approached him with a crossbow and a proposal both of which he accepted as he lowered his new weapon to accept the ranged one. "Just remember dragons are the very top." he quipped back, teasing his friend to relieve his own nerves for the situation. He wasn't about to be hunted, not a by a long shot. He prepared his first bolt and took aim on the nearest enemy, the same that Ryia had fired on and missed. The boy trained his eye for a moment, remembering from the battle in the desert how these things operated and how the bolts traveled. He saw his chance and fired, lodging the bolt well into the creature's chest, though not downing it. Had it been a headshot maybe but this was fine. Every injury before they got up close the better. He began immediately readying his second bolt. With only four more on hand without returning the mule he fully intended to use what he had then move to the front line to assure the monsters didn't reach the others.
  11. 1 like
    what do you think of the different borders and text box?
  12. 1 like
    Not too familiar with Time Thieves except for Redoer, but I do find this as a clever way of attaching Time Thief Spell/Traps to Redoer by using them as Xyz Material and access the different effects. Not too comfortable with the with the Summon lock on the last effect, but I guess it's only fair? IDK, personally I'm just not a fan of such restrictions in general.
  13. 1 like
    This card looks cool to me. Gives the Meklords an much needed indirect upgrade, and the card also works like a Dragonic Diagram, allowing combos, and without taking the Field Spell. Although the hard OPT makes it more like Sky Iris, but the purpose is the same. Actually I'm not sure if you the effect lets you grab a Meklord and Summon it right away after the destruction effect, since it's an "A, and if you do, B" simultaneous effect. I would need to check rulings, and if that's the case, you may want to fix it because searching and dropping, let's say, Wisel right away, which will be able to snatch an opponent's monster, seems a bit scary to me.
  14. 1 like
  15. 1 like
    Mayosenju has "yosenju" in its name so it's redundant to specify that this card applies on both Yosenju and Mayoseju monsters, sticking to only "Yosenju" as keyword inherently covers both. Similar to your CyDra monster, the name feels off-theme and stands out from the official Yosenjus, which AFAIK have names based on different youkais, but "Leader" doesn't really references any youkai. Regarding the rest of the card, 1900 is low for a Link3 but the fact that this is a x3 card bouncer makes it for it, so it's more like a semi-nuke button for Yosenjus than a go-to Link monster. Besides, Yosenjus don't rely that much on ED summons and there should be a handdul of Links they can resort to for board-extending purposes. That should make this card a decent addition to their pool of options. The last effect is unclear, though. "deal half of that monster's ATK". What is that supposed to mean? inflict LP damage equal to half the ATK? and which player is being damaged?
  16. 1 like
    Interesting take on alternative Spell/Trap removal for sure. IMO it would be mostly played for its first effect, though. Makes me think it could be a decent tech in True Dracos, since they can pop Spell/Traps on board with Diagram. Other decks should be able to consistently Summon it, and as a Level 5 Tuner it allows the access to higher Synchros than the more common Level 1~3 Tuners do.
  17. 1 like
    It may not be searchable, but an OPT Double Summon for Level2s would be welcomed, IMO. Although Beast-Warriors already have one in Tensu, and it's even searchable, and yet not all Beast-Warrior decks run it, but the Level 2 pool is different to the Beast-Warrior pool, and they have little support to they should be taking what they can get. Not to mention the second effect makes it a bit less awful when you have multiples, as the discard effects would stack AFAIK (I would need to check on rulings on multiple Supply Squads or similar cards). Drawing into multiples of this but not enough Level 2s to make plays would still be a problem, though.
  18. 1 like
    The name feels a bit off. Most maindeck CyDras have a name in german or reference a part, like CyDra Core, so naming this as "Pristine ver." definitely stands up. Not that it's wrong or a bad thing to break the theme, but makes me curious on why give it such name when it could also be named, let's say, Fünf ("five" in german) or some other word like Neo or IDK. Name aside, the card looks mostly fine. First effect is good for extending ED plays and the main purpose of the last one would be to revive Xyzs or mess with changing this card's Level and access Xyzs you normally wouldn't be able to, since you only have to meet the number or materials required, bypassing Level conditions. What I struggle with is how to properly write that last effect, because it seems it Xyz Summons by an effect, so you would have to write it as a Special Summon treated as an Xyz Summon.
  19. 1 like
    Eltain. What is it now? We've got a problem. A gnoll problem. Vile creatures. And a whole pack of them, at that! Five, ten... twenty? Yeah. Three groups of five, one group of four, and what seemed to be a leader of the bunch. These guys must have been behind all the trouble around here. Putting them down sounded like a good course of action. Gnolls. You don't say. How incredibly observant you are. I want you to get behind them. If they make it to these carts, we'll need to swap out. Although she could totally use an axe, calling her skilled in a straight fight where she was outnumbered three to one was a bit of an exaggeration. With those kinds of odds, she was better off staying in the back and thinning out the herd with arrow after arrow. That was her role in this group, and she didn't have any intention of fighting against it. As Lindow readied a crossbow of his own and supplied Reinaan with one as well, before firing upon the gnolls, Pyrrha opted for the new bow she'd picked up at the market. This was a great chance to try it out. Besides, she'd tried out using a crossbow once before. Not a big fan. Once Lindow had settled on his target, Pyrrha wasted no time turning her bow, aiming her arrow appropriately to the same group as she hurried to one of the wagons, taking aim from what she considered the best possible angle. Taking out a whole group at a time would give them more angles to breathe from. Probably. Pyrrha was never much of a tactician beyond what she herself was capable of. At the very least, she'd have an easier time where she was dealing with this group, even if the rise in elevation wasn't that much. And so, Pyrrha fired off an arrow, intent on helping either cripple or finish off the beast Lindow had already gotten started on.
  20. 1 like
    Hello, fine person! Just thought I'd pop in and check out your card. I'm not the best at writing card text but I thought I might be able to help clean it up a little bit. I took some liberty though, so if it isn't what you intended, please let me know: Spoiler This card's name becomes "Cyber Dragon" while on the field or in the GY. If you control a "Cyber Dragon" monster, you can Special Summon this card from your hand. You can only Special Summon 1 "Cyber Pristine Dragon" per turn this way. Once per turn, while this card is face-up on the field: You can target 1 Xyz monster you control; attach this card to that target as Xyz Material. If you control no Xyz monsters: You can Special Summon 1 Xyz monster from your GY whose Rank equals this card's Level, by using the required number of Xyz materials. Anyway, as for the card itself... I'm not sure honestly. From what I recall, the Xyz path is more defensive so it is a bit odd to focus on it - especially in a highly aggressive deck like CyDra. However, this card can make some neat loopong plays with Nova and doesn't interfere with your Normal Summons which is always nice. I think the card's biggest downside though is that you can't search it with "Cyber Emergency". I'd strongly recommend changing up the order of the name a bit so you can search it out. Overall though, neat support!
  21. 1 like
    for some reason im picturing Witch-Hunter using Whip/Chain Weapon (kinda like Castlevania's Belmont family) the removal effect is definitely interesting.... "If this card declare an attack: You can target 1 Spell/Trap card your opponent control; Special Summon that target as Normal Monster (ATK 0/DEF 0) in face-down Defense Position and then change this card attack target to that Summoned Monster. probably the most realistic take on this, its slow but it should be good if the monster has access to multi attacking or piercing
  22. 1 like
    PSCT Fix: Only 1 monster may declare an attack per turn. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. I made this fix with the intent of it saying what I think you mean for the 2nd effect since I didn't fully understood it (it said you gave control of monsters that attack to your opponent which didn't make sense when it came to their own monsters) until I really thought about it. 1st effect is a built in https://yugioh.fandom.com/wiki/The_Dark_Door, but I can appreciate this because: If you don't feel like having your opponent attacking anything successfully, you could pair this with https://yugioh.fandom.com/wiki/Scrap-Iron_Scarecrow to stop their only attack every time you wanted to. Also, you can get around the switch control effect by playing Spirit or Yosenju monsters and attacking with them since their return to your hand effect is mandatory from either side. Last effect hmm... Well I hope the person that would need to remove this thing has a card that doesn't target.... Otherwise yikes... That is a painful effect to deal with... Especially if Twin Twisters or Knightmare Phoenix is their only answer. XD As for the card as whole, it is pretty stally and not a lot Decks can work around it with their playstyle. But, for the Decks that can utilize this... It acts as a way for their opponent to be playing in an uphill battle.
  23. 1 like
    Lilith, Lady of Lament Performance of Sword Yubel
  24. 1 like
    I do appreciate the additional Summoning. Sure, Trickstars can Special Summon, but it's felt a little slow to me when compared to other archetypes. And it's Level 1, allowing you to access more of the Trickstar monsters like Divaridis; before this, the most you'd make that with is Lycoris. I would imagine the Spell/Trap effect is to help out or stall cards like Evenly Matched or Infinite Impertinance. All in all, I pretty nifty card for Trickstars. I really felt they needed a little more Summoning.
  25. 1 like
    Mechanic-wise cards in the hand cannot be targeted, or rather there is no precedence of an effect doing that as of now. An acceptable alternative is using the "choose" mechanic instead. In fact, there is no precedence of "looking at the opponent's hand" as a cost, but as an effect. So, you can very well skip the targeting part and integrate the "look" part into the effect. Card and effect-wise, well, last time I checked Trickstars sometimes show up at a metagame level as an engine of Light Stage, Candina and Corobane, for the purposes of getting 2 monsters on board for a Link Summon, usually a Link2 such as Cerberus/Phoenix to follow-up into Mermaid. Thus, I imagine this card would both become an option to strengthen that engine. IDK if it would be worth to devote more to a Trickstar engine when its main purpose is fielding a Link2, but then Link3+ Summons could become more feasible, and yet if they really wanted to do that, there is already Lilybell as an option although it has the risk of being dead-drawn. In pure Trickstars, this card ought to be a go-to pick, though. On top of that, this has an effect that IMO is deceptively potent: knowledge on the opponent's hand, and stunning a Spell/Trap. Cannot but compare it as an Spell/Trap-hurting version of Neo Spacian Dolphin with the benefits of being a Trickstar. Level 1 is neat for One for One and Linkuriboh plays, too. All in all, a really good card for Trickstars, IMO, but I'm not sure if it's card they deserve due to their lingering, albeit diminishing, relevance in the meta.
  26. 1 like
    That's an odd way to write the conditions, PSCT-wise. You may be better off with sentences similar to the conditions that allow Traps to be activated from the hand. I mean something like "If there are 5 or more counters on the field, you can activate this card from your hand. If there are 7 or more counters on the field, your opponent cannot activate...". Anyway, looks solid enough as a meta call or side deck card against counter-heavy decks, although IDK if it would actually be worth dedicating side deck space to this card instead of other, more flexible side cards that can assist in multiple match-ups. The most promising decks I can think of that involve counters are the recent Endymion Pendulum support, but even then, cards like, for example Typhoon to destroy Pendulum scales, may be more desirable, IDK.
×
×
  • Create New...