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Posts posted by Ultimagamer
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These were a couple cards I thought of to support the Nephthys archetype. They make the archetype quite a bit faster, and gives them some good consistency options.
Any kind of review is always appreciated!
Nephthys Temple
Spell - Field
The effects of "Nephthys" Monsters and FIRE Monsters that activate in the GY either during the next standby phase after being destroyed by a card effect, or during your next standby phase after being destroyed by a card effect, can be activated immediately after being destroyed instead. If this face-up card would be destroyed by a card effect, you can destroy 1 “Nephthys” Monster from your Deck instead. If the effect of a “Nephthys” Monster you control would destroy a card in your hand, you can destroy a card you control instead, except itself.
Nephthys Rites
Spell - Normal
Add 1 “Nephthys” Spell/Trap card from your Deck or GY to your hand, except "Nephthys Rites". If the card added to your hand by this effect is a Ritual Spell card, you can also add 1 “Nephthys” Ritual Monster from your Deck or GY to your hand. If this card is destroyed by a card effect and sent to your GY: You can set this card from your GY to your field. You can only use each effect of “Nephthys Rites” once per turn.
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A couple thoughts on this banlist.
Banning REDMD has gotta hurt for those guard dragon players. Not being able to keep getting free revives for your link plays will definitely hurt.
The ocg has 3 Denglong, but the tcg can't even get one? To be fair though, the ocg has a few more dino hits than the tcg, so it's kinda understandable.
If the ocg is now getting Raigeki back, what are the odds we get Harpie's Feather Duster back? ( Something to note, Raigeki is getting reprinted in the newest structure deck, following the banlist announcement. Maybe it foreshadows something in the tcg? )
The ocg has, 2 Solemn Strikes, 2 Solemn Judgements, and 3 Solemn Warnings? Must be nice.
Terrortop should probably either stay at 1, or get an errata.
Having 2 Toadally Awesome and 2 Hero Lives is interesting.
A format with 3 Fairy Tail Snow and 2 Grass Looks Greener will be interesting for sure.
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If anyone has the time, I would really appreciate a review of these sets I created. Not too many people like to review sets.
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These were some support cards I thought of to support the two archetypes, F.A.s and Vendreads. These cards are designed to give the decks a good consistency boost, as well as give them a much more clearer and easier to achieve win condition.
Any kind of review is appreciated!
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This is a series of cards I thought of based around the board game Monopoly. This archetype focuses around taxing the opponent, maybe not out of their money, but rather, out of their life points! Each time your opponent visits one of your properties, they will not only pay a fine, but they might even experience something a little nastier! From getting a free draw, to destroying one of their cards, to getting a free add from the grave, to shufflling a card in their hand away! The Monsters in this archetype focus around swarming and help give the archetype more consistency in how they place their properties. This easy swarm and placements allow for Rich Uncle Pennybags himself to make an appearance! Allowing for total board control and making sure the opponent won’t be missing any of their taxes!
Any review is always greatly appreciated!
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These were some support cards I thought of to help out the Ice Barrier archetype. These cards are designed to give the archetype a lot more swarming and plussing abilities to maintain advantage.
I'm trying something rather interesting; breaking the pendulum mechanic. The ability to pendulum summon from your GY instead of from your Extra Deck. This would help the deck, since it would give the deck a lot of recovery.
The spells and trap are designed to give the deck more consistency, more recovery, and stopping power --> allowing you to keep on using your graveyard resources to continue your places.
Please leave your thoughts below.
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According to the yugioh card database, there are 674 normal spell cards in the game. Let's see what I get.
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4 hours ago, TheLegalNinja said:I may be no expert, But I can tell somethings need to be worked on, First off Clarity:
with the way the text is separated it would suggest these are pendulum monsters with the unpreventable summon restriction
Second: Ease down on the summoning restriction, because with all this swarming your preventing yourself from accessing some useful and strong monsters that can help, atleast make only for a turn that makes you only special summon them or atleast their type.
The summon restrictions are used to keep the archetype in check. Without them, you have a series of level 4 earth warriors ( a really good level / typing / attribute ) to be used in any strategy for free summons each turn. That isn't my intention with these cards. Keeping the restrictions from being negatable prevents you from using things like skill drain to negate your own monster effects.
Even with them being locked into only archetypal monsters, that shouldn't be a problem for the deck. The link monsters are quite versatile ( having a searcher, token spawner, negation, non-targeting shuffle, and a trishula style shuffle effect ) so not being able to summon things like borrels or isolde won't hurt the deck much.
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This card seems interesting. Being semi-generic is nice, can get up to 2100 attack by itself, and even more with it's negation effect. A quick ruling question however.
If the monster is in the EMZ, would it point to the spell/trap cards in the columns adjacent to it, or, the ones two columns over?
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These were some cards I thought of to support the Witchcraft archetype coming out in Infinite Ignition. These cards are designed to help out the Deck keep it's advantage up and gain plusses, while making it's plays. The new Link monster is designed similarly to Isolde, and helps out Witchcraft in the same way that Isole helps out Noble Knights: good GY set-up, searching, and even recursion. The new level 1 Monster offers another good normal summon for the deck, while allowing you to gain field presence when it's in the GY. The new spells offer many ways for the deck to get free advantage during the end phase. The continuous spell offers targeting protection for all of your Witchcrafts, one of the quickplay spells offers the deck some powerful stealing and disruption for the deck, and the other quickplay spell offers the deck an advantage gain to match that of Spellbook of Judgement! A powerful counter trap card is here that also helps out the theme, negating any card effect, and while having a GY effect to recur spell cards from your GY.
Something interesting to note about the naming of these cards ( These are designed to keep the naming theme of the archetype consistent )
Mestiere means "Craft" in Italian ( and yes, that does make her name "Witchcraft Craft" )
Bijuterii means "Jewelry" in Romanian ( related to Haine, which means "Clothing" in Romanian )
Bye Street is a reference to Harry Potter, in which Harry, trying to get to Diagon Alley, calls it "Diagonally" instead. ( By Street always makes me think of Diagon Alley whenever I see it )
Witchcraft Mestiere
Link 2 / Light / Spellcaster / Link / Effect
Link Materials: 2 Spellcaster Monsters
Link Markers: Bottom, Left
2000 attack
If this card is Link Summoned: You can add 1 “Witchcraft” card from your Deck to your hand. During your Main Phase: You can send any number of “Witchcraft” Spell/Trap cards with different names from your Deck to your GY; Special Summon 1 “Witchcraft” Monster from your Deck whose Level is equal to the number of cards sent by this effect. During your end phase: You can target 1 “Witchcraft” Spell/Trap card in your GY; either add it to your hand or set it to your field. You can only use each effect of “Witchcraft Mestiere” once per turn.
Witchcraft Bijuterii
Level 1 / Wind / Spellcaster / Effect
500 attack / 1000 defense
During the Main Phase (Quick Effect): You can Tribute this card and discard 1 Spell card; Special Summon 1 “Witchcraft” Monster from your Deck, except “Witchcraft Bijuterii”. During your Main Phase, if this card is in your GY: You can banish this card from your GY; Special Summon 1 “Witchcraft” Monster from your hand, then you can reveal another “Witchcraft” card in your hand to draw 1 card. You can only use each effect of “Witchcraft Bijuterii” once per turn.
Witchcraft Promise
Spell - Quickplay
During the end phase of the turn in which this card is activated, add “Witchcraft” cards with different names from your Deck, GY, and/or banished cards to your hand up to the total number of “Witchcraft” cards that were sent to the GY during this turn, then you can Special Summon 1 “Witchcraft” Monster from your Deck or GY whose Level is less than or equal to the total number of cards added to your hand by this effect. During your end phase, if this card is in your GY and you control a “Witchcraft” Monster: You can add this card from your GY to your hand. You can only use one effect of “Witchcraft Promise” per turn, and only once that turn.
Witchcraft Bye Street
Spell - Continuous
Your opponent cannot target “Witchcraft” cards you control with card effects. You can only use 1 of the following effects of “Witchcraft Bye Street” per turn, and only once that turn.
- If a “Witchcraft” Monster you control would discard a Spell card from your hand to activate it’s effect, you can send this card to the GY instead.
- During your End Phase, if this card is in your GY and you control a “Witchcraft” Monster: You can place this card face-up in your Spell/Trap Zone.
Witchcraft Control
Spell - Quickplay
If you control a “Witchcraft” Monster: Target 1 Monster your opponent controls; take control of it. While you control that Monster, it is treated as a Spellcaster Monster. During your End Phase, if this card is in your GY, and you control a “Witchcraft” Monster: You can add this card from your GY to your hand. You can only use 1 effect of “Witchcraft Control” per turn, and only once that turn.
Witchcraft Decision
Trap - Counter
When a card or effect is activated while you control a “Witchcraft” Monster: you can discard 1 Spell card; negate the activation, then banish that card face-down. During either players Main Phase, if this card is in your GY: You can banish this card from your GY; add 1 “Witchcraft” Spell card from your GY to your hand, then you can add 1 Spell card from your GY to your hand with a different name from the first added card. You can only use 1 effect of “Witchcraft Decision” per turn, and only once that turn.
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These are a bunch of cards I thought of based around a spectacular swarming method to gain great advantage and summoning good in archetype links. Every card in the archetype that stays up on the field longer than it's activation or summon restricts your summons to within the archetype. All of the monsters in the archetype have effects to summon themselves, and gain effects on summon.
Also, the inspiration behind this archetype was Disney's The Three Musketeers ( a movie I personally like ).
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These were a couple cards I found a couple days ago. They seem pretty interesting, and after testing them out for a bit, they tend to work out pretty well.
Flame Bufferlo
Level 3 / Fire / Cyberse / Effect
1400 attack / 200 defense
Effect: If this face-up card leaves the field: You can discard 1 Cyberse monster, and if you do, draw 2 cards. You can only use this effect of "Flame Bufferlo" once per turn.
Backup Secretary
Level 3 / Light / Cyberse / Effect
1200 attack / 800 defense
Effect: If you control a Cyberse monster, you can Special Summon this card (from your hand). You can only Special Summon "Backup Secretary" once per turn this way.
They feel like nice budget options for the deck.
Flame Bufferlo has a pretty nice draw effect that can help you dig for your combo pieces. You can even chain block with it's effect by using it as a link material for Balelynx ( Doing Bufferlo as CL1, and Balelynx as CL2 ). The card doesn't even discard for cost, so if your opponent hits it with something like called by the grave, you don't lose any advantage. Being that it can put Salamangreats in the GY, it can help you set up effects like Spinny and Foxy, and set up Gazelle's hand effect, all while drawing 2 new cards. It being a level 3 also allows it to be used as an Xyz material for Mirage Stallio, and being a fire monster allows it to be used for Sunlight Wolf and Heatleo.
Backup Secretary is a nice budget alternative to Pyschic Wheelder. It does a very similar thing, special summoning itself from the hand, but has an added utility to it. While Wheelder only summons itself while you control a level 3 monster, Secretary can summon itself if you control any Cyberse type monster. This means that if you control things like Mole, Meer, Fowl, Jack Jaguar, or Falco, you can still summon it from your hand. Being a level 3 Cyberse gives it the utility of being possible Link material for Balelynx, or Xyz material for Stallio.
These cards seem pretty neat. From what I've tested so far, they work with Salamangreats pretty well.
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3 hours ago, Darj said:A rather amusing card. Part of me thinks it would be more interesting as a Spell speed 3 Counter Trap, but then it would be 1 turn slower. IMO this has potential, at least as a side card. There are a handful of effects you can disrupt by rearranging the chain order. Chaining thing to Mind Crush comes to mind, but there should be other interesting examples.
Called by the Grave: rearrange the chain links so that the effects get negated after they resolve ( or, in the case that a monster is being special summoned from the gy, the effect of called wouldn't even resolve )
Effect Veiler: same thing as called, rearranging the chain so the effect get negated after it resolves
Something I'm kinda concerned about with this card though, how do effects that directly chain to negate work with this? Say for example, your opponent controls a Crystal Wing Synchro Dragon, and you attempt to activate the effect of Isolde. The chain order would initially go: Isolde CL1, Crystal Wing CL2. With this card though, you could make it so that the chain links were: Crystal Wing CL1, Isolde CL2, Knotted Chain CL3. How would Crystal Wing's effect resolve in this situation? Would it just fizzle with no actual negation?
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These were a few cards I found while looking around for spell counter cards ( thinking about the new Endymion cards ). Found these interesting ones.
Endymion, the Master Magician
Level 7 / Dark / Spellcaster / Effect
2700 attack / 1700 defense
You can Special Summon this card (from your hand or Graveyard) by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. If Summoned this way: Target 1 Spell Card in your Graveyard; add that target to your hand. Once per turn: You can discard 1 Spell Card, then target 1 card on the field; destroy that target.
Mega Ton Magical Cannon
Spell - Normal
Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.
Anti-Spell
Trap - Counter
Remove 2 Spell Counters on your side of the field to negate the activation of a Spell Card and destroy it.
This magician might possibly be the reason the new continuous spell card for Endymion also treats itself as the Citadel, so this guy can remove counters from it to summon himself ( that spell can also hold just exactly enough counters for this guy to summon himself, coincidentally ). Having a field nuke for 10 spell counters might be tricky to reach, but is pretty nice when you can pull it off ( and it's also searchable with the new sorcerer supreme ). Generic negation is also always a nice thing, given that you only have to remove 2 spell counters for a generic spell negate, and it's not even a hard once per turn, so if you open multiples, they can all be used.
Thoughts on these cards?
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This is a field spell I thought of to support the Burning Abyss archetype.
Please leave your thoughts below.
9 Circles of the Burning Abyss
Spell - Field
You can only use the 2) and 3) effect of "9 Circles of the Burning Abyss" once per turn.
1) The effect "If you control no Spell/Trap cards: You can Special Summon this card from your hand" of "Burning Abyss" Monsters becomes "If you control a "Burning Abyss" card: You can Special Summon this card from your hand".
2) If you Special Summon an Xyz Monster: You can detach 1 Xyz Material from that Monster; add 1 "Burning Abyss" card from your Deck to your hand, except "9 Circles of the Burning Abyss".
3) During your Main Phase, if you control no Monsters: You can send 1 "Burning Abyss" Monster from your Deck to your GY.
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Me: Plays Chaos MAX in real life
People at my Locals: Defeats me with Borreload and Borrelsword every time
Also Me:
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16 hours ago, Darj said:Heavy Union Support Platform
It's decent I guess. The extra NS is not any more helpful than Silver/Gold Gadgets and its Level 3 may clash with Rank4 summon attempts. The GY effect is fin to fall back into, becoming a floater at worst, or netting some pluses with milling strategies. ABCs got their toys unlimited in TCG's latest banlist though, so they may not want this card too much.
Super Union Combination Machine
Not a fan of this one. I don't like that it is so specific at protecting contact Fusions. The effect is fine but probably can be written in a classier way, or at least not this blatant. For instance, you may as well protect all Fusions and get rid of the "that do not use a card effect for that Summon" text.
Then, the other effect is a bit overpowering, IMO. Normally summoning an Union from Deck and equipping an appropriate Union from GY or banished would be fine in a vacuum... but ABCs are a thing, and 2 of their Union members are floaters as you should know, so this can easily translate into additional pluses depending on what you Summon and equip.14 hours ago, The Old Charlelot said:Hey there,
Heavy Union Support Transport seems fine, if a little generic. Although I think you made a little mistake in its effect since its not a Union monster, making it impossible for it to target itself with its own effect.
I gotta admit I an also not a fan of Super Union Combination Machine either. It seem to be catering way to much for the ABC Archetype even though they really dont need it. I would prefer if this card would support lesser known Union monsters. Knoami made a bunch back in the day and it would be fun to see those make a comeback.
I see what you guys are sayin. These cards apply too specifically to ABCs. It's true. While they may be the best Unions, we should probably make generic Union support that supports all of the Unions, mhm.
Edited both monsters to make them better.
Changes
First Monster
- No longer has a GY effect
- Now is a Union monster with Union effects
- Now is level 4
Link Monster
- Now interacts generically with Union monsters
- No longer protects contact Fusion monsters
- Now allows for normal monster interactions
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A couple union supports I thought of ( somewhat focuses on ABCs but can be applied generically as well ).
Please leave your thoughts below.
Heavy Union Support Transport
Level 4 / Light / Machine / Union / Effect
1000 attack / 1000 defense
During the turn this card is Normal Summoned, you can Normal Summon 1 Union Monster in addition to your Normal Summon ( you can only gain this effect once per turn ). Once per turn, you can either: Target 1 Union Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If a Monster equipped with this card would be affected by an opponent's card effect, you can destroy this card instead of applying that effect.
Super Union Orgranizer
Link 2 / Light / Warrior / Link / Effect
Link Materials: 2 Monsters, including a Union Monster
Link Markers: Bottom Left, Bottom Right
1200 attack
Cannot be used as Link Material during the turn it is Link Summoned. If this card is Link Summoned: You can add 1 Union Monster from your Deck to your hand, then you can send 1 Normal Monster from your Deck to your GY. During your Main Phase: You can reveal 1 Union Monster in your hand; Special Summon 1 Monster from your hand or GY that can be equipped with the revealed Union Monster, then Equip the revealed Union Monster from your hand to the Summoned Monster ( Treat this equip as if it were done by the Monster's effect ). You can only use each effect of "Super Union Organizer" once per turn.
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Herald's more of like a 6-7 card investment, given it's effect.
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If you have the time, I would like a review of this archetype here. :3
Been working on this for a while, so I think you will enjoy reviewing this.
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This was an archetype I thought of based around the card Temple of the Minds Eye, where all battle damage any player takes becomes 1000. This deck takes that idea and make's it an official gimmick. Spamming Links and recurring cards from your graveyard nicely while removing cards from your opponent's field with the effect of powerful link monsters.
Also, enjoy this music while you read! It will set the theme and mood nicely.
Please leave your thoughts below.
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If it doesn't have any microtransactions, depending on how it looks and plays, I might end up getting it.
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This was a little thing I thought of.
Please leave your thoughts below.
Suppression Pin
Spell - Quickplay
Pay half your LP; Look at your opponent's hand. Choose 1 Monster in it that can be Special Summoned, and Special Summon it to your opponent's field in face-down defense position. The Monster Summoned by this effect cannot have it's battle position changed until the end of the next turn after it was Summoned, also it cannot be used as a Fusion Material Monster or be Tributed while it is face-down. You can only activate 1 "Suppression Pin" per turn.
[DP23] Yami Yugi’s Cards
in Card Discussions
Posted · Edited by Ultimagamer
Video on Lithiums channel showcased a rather interesting idea of using the new Level 1 in combination with Spyral Master Plan ( a level 7 spellcaster ), special summoning itself from the hand, then using it's ability to send spells and traps to draw cards to send important backrow with graveyard effects ( assault and rescue ) to draw free cards. Seems like an interesting idea, especially over in the ocg where they have 2 quick fix and drone ( making machine dupe a playable card over there ).