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Jolly Glot

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Posts posted by Jolly Glot


  1. 2eg9t7Q.jpg

    1 Insect monster
    You can also use a face-down “Krawler” monster as material to Link Summon this card. And if you do, add 1 "Krawler" or "World Legacy" card from your Deck or GYs to your hand. Once per Chain, when your opponent activates a card or  effect (Quick Effect): You can make a "Krawler" Monster you control lose exactly 600 ATK, and if you do, the effect becomes "Change the battle position of a monster your opponent control (your opponent's choice) to face-up Attack Position or face-down Defense Position. Also this card and monster(s) changed to face-up this way cannot be destroyed by battle this turn". If this card is destroyed by battle, or leaves the field because of an opponent's card effect: You can target up to 2 "Krawler" monsters with different names in GYs; Special Summon them in face-down Defense Position.


  2. 9 minutes ago, (?) said:

    you cannot reanimate the back of a mdfc

    I know, thats why divine phoenix is the front side

     

    9 minutes ago, (?) said:

    also, while "indestructible from" doesn't exist in the first place, it wouldn't protect from deathtouch if it did.

    Welp i guess i just have to simplified to regular indestructible then

     

    That being said any words for the whole package? Is it balance? No? Playeble in certain format or nah?


  3. 772Ipsq.jpg

    Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; Add 1 "Dis-Astray" card from your Deck to your hand. and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Citizen" once per turn

    aKGoKas.jpg

    Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; You can Set 1 "Dis-Astray" monster in addition to your Normal Summon/Set this turn, and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Delegates" once per turn.

    gT3fPE4.jpg

    Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; Special Summon 1 "Dis-Astray" Monster from you GY in facedown Defense Position. and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Taskforces" once per turn.

    CbJmPJL.jpg

    "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY. If this card is Fusion Summoned: You can Target a number of  "Dis-Astray" Monster and/or facedown monster in your control or in GY up to number of times your opponent activate card or effect this turn +1; Special Summon the targets in your GY in facedown Defense Postion. then all those targets cannot be targeted by opponent's card effect until the end of your next turn. You can only use this effect of "Anjikuni, Dis-Astray's Horror" once per turn

    EP8YQ6B.jpg

    "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY. If this card is Fusion Summoned during your turn: You can Target a number "Dis-Astray" Monster in your GY up to number of times your opponent activate card or effect this turn +2; Special Summon them in facedown Defense Postion. You can only activate the effects of "Marixelet, Dis-Astray's Beauty" once per turn

    wyhQBdV.jpg

    "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY.If this card is Fusion Summoned: You can send a number "Dis-Astray" card from your deck to GY up to number of times your opponent activate card or effect this turn then target a number of card on the field equal the card sent +1; Destroy them. You can only use this effect of "Qul-Tara, Dis-Astray's destroyer" once per turn.

    BbGp4WX.jpg

    Shuffle any number of "Dis-Astray" Monster in multiple of 2 with equal number card shuffled from your field and GY, Either Special summon Level 4 or lower "Dis-Astray" or Flip monster up to number the card shuffled from your Deck face-down OR Special Summon Level 5 or higher "Dis-Astray" Fusion or Flip Monster for each multiple of 2 card shuffled from you Deck or Extra Deck in either face-up or facedown defence position (Fusion Monster summoned this way is treated as being Fusion Summon). You can only activate 1 "Dis-Astray's Initiative" per turn

    RwPeMal.jpg

    When your opponent activate card or effects while all face-up non-Flip monster in your possession is either "Dis-Astray" and/or monster that has "change this card to face-down defense position" in its text: Pay 2000 LP; Negate the activation. and if you do, destroy it. You can also activate this card from your hand. and if you do, Set it when it resolved instead sending it to GY.

    7asjPso.jpg

    Reveal "Dis-Astray" card from your hand: You can send the revealed card and then draw 2 cards. otherwise, draw 1 card and send 2 "Dis-Atray" card from your Deck to GY. You can only use this effect of "Everpresence, Ronok's Commerce" once per turn. Face-down monsters and "Dis-Astray" Fusion Monsters that placed inbetween 2 adjacent face-down monsters you control cannot be destroyed by card effect.


  4. 10 hours ago, radio414 said:

    Can you walk me through Ra's design? I think I get what you're going for but I just want to be sure. I'm reading is as an mdfc where the front half is uncastable but wants to be put in play from the graveyard?

    More broadly, is there some edge case you're looking to allow with "Indestructible against abilities or effects" or is this just a wordier "Indestructible" (and is it okay to be asking formatting questions like that?)

    yes the ra one is mdfc with uncastable frontside so you do have to cast the back or somehow dump it for reanimation as intended

    Indestructible part is experimental it meant that its indestructible only from effects and abilities thus its still killable by combat (immune to deathtouch though) im all ears for better alternative to this wording


  5. l9KLTYy.jpg

    You can Ritual Summon this card with "Windchosen's everforging Arms". Must be Ritual Summoned. Unaffected by the card effects other than card(s) in the same column as this card. at the end of the Damage Step: You can move this card to an adjacent Main Monster Zone closer to an opponent monster this card haven't attack this Battle Phase (if there a monster on the zone you would move this card to, rearrange this card and that monster so both of them switch zones, instead). then if there a equip card in the same column as this card, this card can attack an opponent monster once again during this Battle Phase.

    3Fcy5J0.jpg

    Ritual Summon "Sir Windchosen" from your hand or GY to a Monster zone in the same column as this card, by Tributing 2 or more monsters from your hand or field whose total Levels equal to 9 or more, and equip this card to it. You can pay 1000 LP and shuffle any number of equip card you control; Excavate your deck until Excavated a number of Equip Spell card(s) equal to the number of card(s) you shuffled (if any) +1 and equip those card(s) among WIND monster you control. also place the rest on the bottom of the Deck in any order. You can only use each effect of "Windchosen's everforging Arms" once per turn


  6. On 3/14/2021 at 1:09 PM, (?) said:

    So I only just saw this now, but that activated ability is absolutely insane. Repeated removal, without tapping, and if you invest 5 mama into it it's essentially a one-sided instant speed boardwipe. Second ability lets you restack mutates, so that's cute I guess but hard to even consider in the wake of such overwhelming removal.

    welp super late reply from me lol

    yeah i can see what you mean, i prolly nerf so that it only remove 1 or 2 things only with tap cost and full sorcery speed


  7. University of Unorthodox Solutions

    Field Spell

    Once per turn, You can return up to 5 "Mal-Gamion cards from your hand, field, GY, and/or Banished face-up to the bottom of your Deck: Special Summon that many Mal-Gamion Token (DARK/Level 1/Aqua/ATK 0/DEF 0) it can be used as a substitute for any 1 Fusion Material, but the other Fusion Material(s) must be either correct OR only using "Mal-Gamion" Monster(s). also it cannot be used as Tribute or Material except to summon a Fusion Monster using "Mal-Polymerization". You can Target 1 each of "Mal-Gamion" Monster on your field and in your GY: Target on the field gain ATK equal to the ATK or DEF of the target in GY (whichever is lower). Additionally, if the target on the field is a Fusion monster, the target in the GY is treated as if its 1 of the Fusion Material of that monster while in your GY. You can only used this effect of "University of Unorthodox Solutions" once per turn

    "Welcome dear new interns! thank you for choosing and trusting us as your first experience in the eternally exciting work of high science! you must be exhausted from the long trip passing those 10 layer Level 100 securities on this not-yet-to-be-publicly-mapped island, so you may rest for a bit in either your dorms and our canteen...after following just 1 more security protocol of deep sanitazing. other than that, feel free to get our out of this world-Buttered-Hot Choco!  its so delicious its practically our second source of incomes and research fundings"

     

    Mal-Gamion Overblob

    FIRE / Level 2 / Aqua / Effect

    Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Mal-Gamion" card or "De-Fusion". This card can be used as a substitute for any 1 Fusion Material, but the other Fusion Material(s) must be either correct OR only using "Mal-Gamion" Monster(s). During your Main phase, you can Discard this card from your hand: Excavate the top card of your Deck until you Excavated atleast 1 each of "Mal-Gamion" card and "De-Fusion", add any number of "De-Fusion" among them, then you can either add up to same number of "Mal-Gamion" card and/or Special Summon "Mal-Gamion Overblob" among them equal to "De-Fusion" you add this way, also shuffle the rest to back to your Deck. You can only use this effect "Mal-Gamion Overblob" once per turn.

    ATK 50 / DEF 200

    "what?" "oh...that?" "well every failure is a milestone of success you know? so we keep it! growing...rooting in the building's frame...occasionally prank someone in the toilet whenever it gain temporary sentience in their boredom...they are good guys you know? saving maintenance budget by either fixing the wall or become the wall. you will get use to that fleshy-winking-ceiling in no time"

     

    Mal-Gamion Stagbile

    WATER / Level 6 / Beast / Effect

    Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of  "De-Fusion". This card can be used as a substitute for any 1 Fusion Material, but the other Fusion Material(s) must be either correct OR only using "Mal-Gamion" Monster(s). "Mal-Gamion" Monster you control cannot be destroyed by opponent card effect. Also they gain 400 ATK. While this card is face-up on the field or in your GY, "Mal-Gamion" Cards in your GY cannot be Banished or be returned to your Deck by opponent's card effect.

    ATK 2400 / DEF 1000

    "Great lab assistant. although to be fair, you do need to keep your distance from him. sure its somewhat-majestic-looking-centaur-deer skull headed prototype, but with lower half being semi-jellied digestive fluid that constantly morphing in to dozen of silently-screaming animal heads, its only matter time that at least 1 of 3 of you interns will get their first of many 2nd degree burn by the end of this week ahahahahahahaha~" "oh, you can get on his good side with Mint gum though"

     

    Mal-Gamion Genegator

    LIGHT / Level 7 / Reptile / Effect

    Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of  "De-Fusion". This card can be used as a substitute for any 1 Fusion Material, but the other Fusion Material(s) must be either correct OR only using "Mal-Gamion" Monster(s). When a card or effect is activated (Quick Effect); the card and/or activated effect becomes "Your opponent gain 1000 LP. and then, make him/her look at the top card of his/her deck, he/she then can return that card to the top or the bottom of his/her Deck.". You can only use this effect of "Mal-Gamion Genegator" up to a number of times you activate "De-Fusion" that target monster you control this turn +1 per turn

    ATK 2000 / DEF 3000

    "Oh you mobile gamer like me? well well well you gonna love the fact that the lab's electricity is free for all to use even for recreational activity! no milady, no salary-cutting to back it either! you see...our state of the art electric aligator clones provides free clean energies" "what's that?" "of course their swimming in orange-lemon-Lime flavored soda tank....its their natural habitat!"

     

    Mal-Gamion Ewe-reka!

    DARK / Level 5 / Pyro / Effect

    Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of  "De-Fusion". This card can be used as a substitute for any 1 Fusion Material, but the other Fusion Material(s) must be either correct OR only using "Mal-Gamion" Monster(s). If either this card OR Fusion Monster that summoned by "Mal-Polymerization" using this card as its Material is Summoned: You can pay 1500 LP and Target 1 card on the field; Destroy 1 card among either the Target or cards adjacent to it even in the column (Horizontally and Vertically). Your opponent cannot activate the targeted card or its effects to respond to this effect.

    ATK 2100 / DEF 2200

    "Amazing isn't it?" " a Sheep-Ghost that also a walking-Volcano, made purely by the sweat and blood of the previously unknown science!" " sure its hyper-destructive and nigh-impossible to contain other than on this lab, BUT STILL! my dear interns" "A SHEEP-GHOST-WALKING-VOLCANO! the stuff that dreams made of"

     

    Mal-Gamion Controlgrouper

    WIND / Level 3 / Fish / Fusion / Effect

    2 or more "Mal-Gamion" Monsters / During your Main Phase, You can Fusion Summon this card from your Extra Deck, using monsters listed on this card from your hand or field as Fusion Material. During your Main Phase: You can shuffle any number of "De-Fusion" 1 each from your field, GY, and/or Banished face-up to your Deck; Draw that many cards +1. also for the rest of this turn, the activation and effects of  your "Mal-Polymerization" and "De-Fusion" cannot be negated. You can only use each effects of "Mal-Gamion Controlgrouper" once per turn. Once Per turn, During the End Phase of the turn this card is Summoned or Flipped face-up: Destroy This card.

    ATK 0 / DEF 0

    "noble-cucko-old farts they are. i believe they from 1st through 20th generation? mad enough making themselves as test subject obviously. but even i find it odd why they keep repeating that Orangutan-Sea bass-hybrid-cyborg-transmutation project? to be fair i did tell you we keep our failures i guess"

     

    Mal-Polymerization

    Normal Spell

    (this card also treated as "Mal-Gamion" card) You can only activate 1 "Mal-Polymerization" per turn. You may apply the following effect when either this card is activated OR Whenever "De-Fusion" is resolved during the rest of this turn.Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. but for the rest of this turn, you cannot Fusion Summon monsters with the same name as monster summoned by "Mal-Polymerization" by using monster(s) with the same combination of names used by that summoned monster as Fusion Material , also you cannot Special Summon non-Fusion monsters from your Extra Deck. Banish any non-"Mal-Gamion" monsters that Fusion Summoned this way During the End Phase of this turn.

    "well boys and girls...this is the heart of operation" "pretty much the reason while this lab is built and still standing today despite our ungodly high numbers of work related accident"  "crux so important you will always alert to its constant instability" "yes billy, even you" "What? you only the janitor department's interns?" " hah, nonsense. you will also come to handle this when we call you and you will do it even when you currently scrubbing the furthest part of our facility"

     

    Mal-Gamion Efficiency

    Counter Trap

    You may activate one or more of the following effect. And if you, do it will resolved in sequence. 

    ● Banish 1 of either "Mal-Polymerization" or "De-Fusion" from your hand, Deck, or GY, this card name and effect (when that card is activated) become same as that card

    ● When your opponent Summon or Attack with a Special Summoned monster while all monster you control and in your GY is either Fusion monster and/or "Mal-Gamion" monster: you can negate that Summon or Attack and destroy that monster

    That wasn't so bad eh? Lets go get Curry Cutlet over rice~ [ LOG ENTRY 086653 - Intern Supervisor, Dr Oliver first words after he and his interns revived post-220th Instablity Incident]


  8. EeNlrKqUcAISbJU-1.jpg?resize=300%2C216&s
    PHRA-JP022
    Kikouga – Onkamikoto no Makami / Gizmek Mikoto, the Cut-throat Cyclone Canine
    Level 6 WIND Machine Effect Monster
    ATK 2150
    DEF 2150
    You can use each effect among the (2)nd and (3)rd effects with this card’s name only once per turn.
    (1) If you have 6 or more banished cards, you can Normal Summon this card without Tributing.
    (2) If this card is Normal or Special Summoned: You can discard 1 monster; add to your hand 1 monster from your Deck whose ATK equals its own DEF, except “Gizmek Mikoto, the Cut-throat Cyclone Canine”.
    (3) If this card in the Monster Zone is destroyed: You can shuffle exactly 6 of your banished cards into the Deck.

    source:

    https://ygorganization.com/windgizmekphra/


  9. zoomies

    794_20200427070946_img_1_goeU5QJVDfwPsB2
    Meklord Astro Dragon Triskelia
    DARK/Level 10/Machine/Special Summon/Effect
    ATK/3000 DEF/0
    Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 3 “Meklord” monsters with different names from your GY.
    (1): Once per turn, when this card declares an attack: You can equip 1 monster from your opponent’s Extra Deck to this card.
    (2): This card gains ATK equal to the total ATK of all monsters equipped to it by its effect.
    (3): While this card is equipped with a Synchro Monster, it can attack monsters up to 3 times during the Battle Phase.

    794_20200427070946_img_2_goeU5QJVDfwPsB2
    Meklord Nucleus Infinity Core
    DARK/Level 1/Machine/Effect
    ATK/0 DEF/0
    You can only use this card name’s (1) and (3) effects once per turn each.
    (1): If this card is Normal or Special Summoned: You can add 1 “Meklord” Spell/Trap Card from your Deck to your hand.
    (2): Cannot be destroyed by battle once per turn.
    (3): If this card is destroyed by a card effect: Special Summon 1 “Meklord Emperor” from your hand or Deck, ignoring its Summoning conditions, with a different Attribute from the monsters you control, also for the rest of this turn, only 1 monster you control can declare attacks.
    794_20200427071039_img_1_TgKimiC3JvmMsXq
    Kikou Heishou Obbligato (Meklord Army Arsenal of Obbligato)
    Level 4 LIGHT Machine Effect Monster
    You can only use the (1) and (2) effect of this card’s name once per turn.
    (1) During your Main Phase: You can destroy this card, and if you do, Special Summon 2 “Meklord Army” monsters from your Deck in Defense Position, except “Meklord Army Arsenal of Obbligato”, but you cannot Special Summon monsters for the rest of this turn, except Machine monsters.
    (2) If this card is sent to the GY: You can activate this effect; during the End Phase, inflict 100 damage to your opponent for each “Meklord” monster you control.

    794_20200427071039_img_2_TgKimiC3JvmMsXq
    DP24-JP020 Kikou Sousetsu (Meklord Assembly)
    Continuous Spell Card
    You can only activate a card with this card’s name once per turn, and you can only use the (2) and (3) effects of this card’s name once per turn each.
    (1) When this card resolves, you can add 1 “Meklord” monster from your Deck to your hand.
    (2) You can discard 1 card, then target 1 monster you control; destroy that monster.
    (3) If a face-up “Meklord” monster you control is destroyed by battle or effects: You can target 1 other face-up Spell/Trap on the field; destroy that card.
    794_20200427071100_img_1_fhdH4xMu0xG0HgX
    DP24-JP021 Kikou Tousei (Meklord Control)
    Quick-Play Spell Card
    You can only activate a card with this card’s name once per turn.
    (1) Target 1 “Meklord” monster you control; that monster’s ATK becomes equal to the total original ATK of all “Meklord” monsters on your field, but your opponent takes no battle damage from battles involving that monster until the end of the turn.
    (2) If a “Meklord” monster you control would be destroyed by battle or effect, you can banish this card from your GY instead.

    794_20200427071100_img_2_fhdH4xMu0xG0HgX
    DP24-JP022
    Konsetsu no Kikoushin (Cruel Mercy of the Meklord Astro)
    Normal Trap Card
    The (1) and (2) effect of this card’s name can each only be used once per turn.
    (1) Target 3 “Meklord” monsters in your GY (each with a different name); either add those monsters to your hand or Special Summon them ignoring the summoning conditions, but you cannot Special Summon monsters until the end of your next turn, except Machine monsters.
    (2) If you control a “Meklord Astro” monster: You can banish this card from your GY; destroy 1 Synchro monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK.

    794_20200427071115_img_1_glf79JvUYczvlIQ 794_20200427071115_img_2_glf79JvUYczvlIQ 794_20200427071125_img_1_gqoDAmB9vldfNoq
    Reprints of Meklord Emperor Granel, Meklord Emperor Wisel and Meklord Emperor Skiel

    source:

    https://ygorganization.com/josedobedointhedashonemtho/

    Triskelia, Nucleus, and Assembly is fine. the rest is.....questionable


  10. Malbonded, Juna

    CMC 3: G,U/W,R/B

    Legendary Creature - Nightmare Druid

    X: Exile up to X target non-land permanent with converted mana cost X or less from the battlefield or graveyards. Activate this ability only any time you could cast sorcery unless X is 5 or more

    You may cast permanent you own that exiled with Malbonded, Juna ability without paying its mana cost but you can only cast one permanent that cast without using its mutate ability each turn

    3/3


  11. Pridetaunter, Minoskenos

    FIRE / Level 4 / Beast-Warrior /  Pendulum / Effect

    Pendulum Scale 3 / Pendulum Effect:

    - NONE -

    Monster Effect

    Effects of face-up cards your opponent control that has "You can" listed in its card text are treated as if the "You can" is not listed on that effect. If this card is destroyed by battle or card effect and sent to either GY or Extra Deck face-up: You can Special Summon 1 Beast-Warrior monster with 1500 or less ATK from your Deck, then shuffle 1 monster with the same name as that summoned card that's in your GY or face-up in your Extra Deck (whichever the same place this card was sent to) into your Deck, except this card. You can only use this effect of "Pridetaunter, Minoskenos" once per turn.

    ATK 1500 / DEF 200


  12. Ener-D Gear

    Quick-play Spell

    Set 1 "Ener-D Gear" from your Deck then Shuffle 1 "Ener-D Gear" from your GY to your Deck. Additionally, if you activate this set card that were set by the effect of "Ener-D Gear" that shuffle an "Ener-D Gear", you can either draw 1 card OR Special Summon 1 Tuner monster whose its Level is equal or lower than difference between the number of cards on both player's hand from your hand or GY. destroy that monster either during the End Phase of this turn OR whenever a Synchro monster is Summoned
    You can only activate 1 "Ener-D Gear" per turn.


  13. Timefold

    Counter Trap card

    Active only as Chain Link 3 or higher. Declare 2 names that among cards in the same Chain Link as this card and both has Chain Link number lower than this card, switch the Chain Link number of those declared cards. 


  14. The Sacred Beast support we got no so long ago...is a nearly disappointing mixed bag to be honest. some card solved some problems or improving the previous wave of support while the rest is not amusing. which really irks me as an old time fan since they pretty much messed-up most of printed anime-god themed monster through out the entire series and they just play around and make either not viable or having the aforementioned bad support. well time to change that and inject some serious-but-fun  power ups to this bad boys:

     

     

    Dark Sacrifice Beast of Uria

    DARK / Level 1 / Fiend / Effect

    This card also always treated as FIRE attribute Pyro monster . To Special Summon “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Uria, Lord of Searing Flames” using its own procedure, you can either Tribute or send this card you control to the GY (whichever listed on procedure) instead of 1 of the cards listed in the procedure (or any combination of both), and if you do, that monster gains the following effect.

    ● You can activate the effects of Level 10 or higher monsters you control as Quick Effect. While you control this card, your opponent must Set Spell/Trap Card(s) before activating them. Whenever your opponent Set a card(s), he/she cannot activate those card or its effects until their next turn after Setting them.

    ATK 0 / DEF 0

     

     

    Dark Sacrifice Beast of Hamon

    DARK / Level 1 / Fiend / Effect

    This card also always treated as LIGHT attribute Thunder monster. To Special Summon “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Uria, Lord of Searing Flames” using its own procedure, you can either Tribute or send this card you control to the GY (whichever listed on procedure) instead of 1 of the cards listed in the procedure (or any combination of both), and if you do, that monster gains the following effect.

    ● Whenever a Level 10 or higher monster is summoned (including this card) by sending card(s) from the field to GY either as a Tribute and/or Material OR as its Procedure, that monster gain the effect of 1 of those card. Whenever Spell/Trap card you control would be destroyed: Place 1 counter on this card, instead. At the Start of your Battle Phase: Remove all counter on this card, this card can make an additional attack on monsters up to number each counter removed during this Battle Phase

    ATK 0 / DEF 0

     

     

    Dark Sacrifice Beast of Raviel

    DARK / Level 1 / Fiend / Effect

    The Summon of Level 10 or higher monster cannot be negated (This Effect apply even during the turn this card is removed from the field). To Special Summon “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Uria, Lord of Searing Flames” using its own procedure, you can either Tribute or send this card you control to the GY (whichever listed on procedure) instead of 1 of the cards listed in the procedure (or any combination of both), and if you do, that monster gains the following effect.

    ● Neither Player can Special Summon non-Level 10 or higher monster during his/her Main Phase 1 except during the turn he/she Normal Summon a monster. When your opponent either Special Summon a Monster OR activate his/her monster effect (Quick Effect): You can Tribute 1 Monster you control or in your hand: Negate that Summon or activation. And if you do destroy it. You can only use this effect once per turn

    ATK 0/DEF 0

     

    the brand new branch to the "Dark X Beast" family, design not only to ease the summon procedure but also reward you either with powerful effects that tailor to either cover or combo with the demon's pre-existing effect with all is potential and flaws AND even has generic Level 10 support in form of lingering effects. Hamon's Beast protect the the important Fallen Paradise while making the terrible Attack-theme of the SD spell and trap less clunky, Raviel's Beast will help Raviel Token Effect usable as potent interruption, while Uria's Beast maximize Uria backrow removal while locking down any attempt to bypass it

     

    Dark Spawning Beast

    DARK / Level 3 / Fiend / Effect

    During your Main Phase, You can Tribute this card and pay 2000 LP: immediately after this effect resolved, either Special Summon and/or Normal Summon from your hand up to 3  Fiend monster with 0 ATK and DEF  one each from your hand, Deck, and/or GY. And if you do, you cannot Summon monsters other than monster that has “Raviel, Lord of Phantasm”, “Hamon. Lord of the Striking Thunder”, “Uria, Lord of the Searing Flames” in its names and/or listed in its card text for the rest of this turn. You can only activate this effect of “Dark Spawning Beast” once per turn.

    ATK 0 /DEF 0

     

    This pretty much self-explanatory. help the deck to swarm the above Sacrifice Beasts. "But Doc" you may ask " why even bother to make this while Summon Beast exist" "because its meant to make Hyper Blaze useful, fool"

     

    Phantom of Fury

    Continuous Spell

    You can Banish opponent monsters for “Dimension Fusion Destruction”requirement. You can Shuffle 4 cards that has “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, “Uria, Lord of Searing Flames” as its name or listed on its card text from your GY or Banished: Target 1 Monster Your opponent control; that target name becomes same as one of shuffled monster name with the highest Level (if its a tie you get to choose) and treated as if it has Level equal to 10 until the End Phase and if you do, draw 1 card. When “Chaos Phantom” Fusion Monster is Fusion Summoned, Banish a number face-up card(s) your opponent control up to number of monster removed from your field by the Effect or procedure that Summon it +3. You can only use each effect of “Phantom of Fury”once per turn

     

    off course ill never forget the biggest of the bad boys, named after the best effect this boy got in the anime (besides that once jaw dropping 10000 ATK) this is Watson to the Sherlock that is Fallen Paradise. with Fallen being once per turn Pot of Greed now paired with this being once per turn Pot of Avarice. and thats not all! the effect change one of the opponent monster to a Sacred Beast of you happen shuffle one which combo with Dimension Fusion Destruction that got turned into pseudo-Super Poly and then Combo again with the final effect to possibly banish the entire board for OTK. even that dammed Trilojig can use this


  15. Dark Sacrifice Beast of Uria

    DARK / Level 1 / Fiend / Effect

    To Special Summon “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Uria, Lord of Searing Flames” using its own procedure, you can either Tribute or send this card you control to the GY (whichever listed on procedure) instead of 1 of the cards listed in the procedure (or any combination of both), and if you do, that monster gains the following effect.

    ● You can activate the effects of Level 10 or higher monsters you control as Quick Effect. While you control this card, your opponent must Set Spell/Trap Card(s) before activating them. Also whenever your opponent Set a card(s), he/she cannot activate those card or its effects until their next turn after Setting them.

    ATK 0 / DEF 0

     

    Finally a original post from me after so long. And we gonna do it with a bang by making 1 of my favorite god card (or demons if you want to be technical ) slightly usable in modern setting. Now your Uria will help fellow gods to react faster (even possibly activate their effect "twice", one each turn) while perform soft lock on the backrow ala stronger version of anti-spell fragrance to be abused by its exceptional backrow removal effect


  16. Please no reboot

    If they want to attract newer generation in simple format like Speed Duel and Rush Duel its fine. Its a viable marketing strategy that can be enjoyed by Master Duel players also as alternative. Even if the current anime completely revolved around the alternative format, as long they keep support the main format its should be no problem either.


  17. Tag Dueling Update!

    Duelists Unite for Victory

    Tag Duels is a popular alt format in Yu-Gi-Oh, especially in the casual community. After all, what’s not to love about the idea of two Duelists uniting together to combine strategies and crush their opponents? 

    As someone who has been really enthusiastic about the format in general, I can already recall spending weeks just planning with my Teammate on what exactly we would pair, how our decks would bounce off each other, and any weaknesses which the other could possibly patch.

    However, one of the major blemishes on the format, was a lack of clear rulings on key parts of the modern day. The previous rules were last released in 2013 (For those curious about how those went, I recommend you check out Ark’s article here.) But, finally, new rules have arrived, clearing up a lot of questions we all have been having.

    Now, I’d recommend you check out the official article here. But, the rest of this article is aimed at discussing the format and giving a few run down on the basics for those wanting to dive into it.

    How the Teams are Structured

    • There are two of you! Player A, and Player B. Decide this at the start of the tournament, this does not change so choose wisely.
    • The Teams are numbered 1 and 2. The Player A of Team 1 is Player 1A, for example.
    • Player A always goes before Player B. An example of how turn order works would be; Player 1A / Player 2A / Player 1B / Player 2B, assuming Team 1 went first.
    • Player A is the first name registered on the Team Registration Form, Player B is the second.

    Main Differences Between Tag Duels and the Yu-Gi-Oh! TCG

    • Each Team has a combined 16,000 LP. If this hits zero, the Team loses. If a Player would win or lose (such as by Exodia, the Forbidden One), the Team wins or loses.
    • You each have your own field, this includes Field, GY and banished. You must use only your own Deck and Extra Deck.
    • You can only activate cards or effects you control, but can use your Teammate’s cards for paying costs. (This includes using as material for Xyz, etc.)
    • There can be only one Field Spell per Team.

    More Technical Differences

    • On your Teammate’s turn, you can activate effects similiar to an Opponent’s turn. (So Forbidden Chalice can’t be activate from hand, but can be activated if set prior.)
    • You can talk, or share private information with your Teammate, such as showing a card in your hand or seeing a set card. Prior, there was a rule that players must speak verbally in a language all players understand. This has since been conspicuously removed.
    • In contrast to before, the Forbidden & Limited List is now applied per Player and not per Team. As such, both Player 1A and Player 1B can use a single copy of the limited Raigeki, but this does not mean Player 1A can use two if Player 1B forgoes using any.
    • Every Player has access to one of two Extra Monster Zones. When one is taken, the other automatically becomes the Opponent’s. (Total of 2 EMZ per Team, no word on how extra linking is meant to work, if it does at all.)
    • Pendulum Scales may only be used by the Player who controls them. As Tag Duels gets funny about what you “control”, it should be emphasised you can only use the scales on your own field.
    • SEGOC is ordered as such; Turn Player, Turn Player’s Teammate, then opponent’s may order as they wish.
    • With effects that affect an Opponent’s Field, GY, or Banished, they affect both Player’s. With effects that reference their Hand, Deck, or Extra Deck, you must choose which Player you are affecting. (Prior, you had to choose the player sat opposite.)
    • With effects that reference the Hand, Deck, or Extra Deck that state “both Players”, you choose which player from each Team you affect. Note: If a card says “Your” in reference to those, then you have to choose your own. (So Pot of Greed can’t draw from your Teammate’s deck.)
    • You count as controlling cards on your Teammate’s Field, as well as having them in GY, and Banished. For example, if Gozen Match was on the field, and Player 1A controlled a Fire Attribute Monster, Player 1B can’t attempt to summon a Water. You can also interact with these cards in ways like summoning them to your field with Monster Reborn. (They go back to their correct zones when it leaves the field.)

    So, why is this even worth bringing up?

    Alternative formats are a way to increase diversity in a game, to give different ways to play and encourage people to experiment with things that you might otherwise never do. From a deck building standpoint, Tag Dueling is similiar to Dungeon & Dragon’s Gestalt, a way to mesh together things which could never work well normally and see how they work. Do you work together to try and make a batch of crazy? Or, do you try and cover each other’s weaknesses, to create a hopefully unstoppable juggernaught?

    It’s also a way to help teach newer players, by pairing them up with a more experienced player who can freely offer advice. If Speed Duels is the format for learning the basics of Yu-Gi-Oh, then Tag Duels have the potential to act almost like a mentorship, for those interested in that sort of thing.

    Overall, I encourage people to give Tag Duels a shot. Unlike most alternative formats, they’re very similiar to the base game, which makes them easy to get into. But, the addition of a new partner, adds a huge level of depth to have fun tinkering with.


  18. At least we know their Types.

    A picture for one member of each of the new themes has been revealed:

    First we have a Rock-Type theme:
    701_20191204065641_h4ZiHHgK5DwJzQZTdplqN

    A Plant-Type theme:
    701_20191204065750_TJcf9Qfo75cqNF4efa8Pr

    And a Zombie-Type theme:
    701_20191204065826_T2HNBoOYqJeBxLqB7etME

    Right now we have no further information about names, effects or anything, so stay tuned for more info.


  19. A new Fish People theme based on banishing appears!

     

    image0.jpg?resize=206%2C300&ssl=1

    ETCO-JP013 Shinkai no Artisan (Deep Sea Artisan )
    Level 1 WATER Sea Serpent Effect Monster
    ATK 0
    DEF 500
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) If this card is added to the hand from the Deck or GY: You can reveal this card; look at your opponent’s hand.
    (2) If this card is Special Summoned: You can send the top card of your Deck to the GY, then target 1 Level 4 or lower WATER monster in your GY, except “Deep Sea Artisan”; Special Summon it, but its effects are negated.

    image0-1.jpg?resize=206%2C300&ssl=1

    ETCO-JP014 Shinkai no Sentry (Deep Sea Sentry)
    Level 2 WATER Sea Serpent Effect Monster
    ATK 400
    DEF 2000
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) If this card is sent to the GY to activate a WATER monster’s effect: You can banish 1 card from your opponent’s hand face-up until the End Phase.
    (2) If this card is Special Summoned: You can send the top 2 cards of your Deck to the GY, then target 1 Level 4 or lower WATER monster in your GY, except “Deep Sea Sentry”; add it to your hand.

    image0-2.jpg?resize=206%2C300&ssl=1

    ETCO-JP015 Shinkai no Minstrel / Deep Sea Minstrel
    Level 3 WATER Sea Serpent Tuner Effect Monster
    ATK 1200
    DEF 1500
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) You can discard this card and 1 WATER monster; reveal your opponent’s hand, and if you do, banish 1 card from there face-up until the End Phase.
    (2) If this card is Special Summoned: You can send the top 3 cards of your Deck to the GY, then target 1 Level 4 or lower WATER monster in your GY, except “Deep Sea Minstrel”; place it on the top or bottom of the Deck.

    image0-3.jpg?resize=206%2C300&ssl=1

    ETCO-JP042 Shinkaihime Prima Donona (Deep Sea Princess Prima Donna)
    Level 7 WATER Sea Serpent Synchro Tuner Effect Monster
    ATK 1500
    DEF 2700
    Materials: 1 Tuner + 1+ non-Tuner monsters
    You can only use this card name’s (1) and (3) effects once per turn each.
    (1) You can target 1 of your opponent’s banished cards; take 1 Level 4 or lower WATER monster from your Deck, and either add it to your hand or Special Summon it, and if you do, add the target to your opponent’s hand.
    (2) A Synchro Monster that was Synchro Summoned using this card as material cannot be targeted by an opponent’s card effect.
    (3) If this card is sent to the GY: You can target 1 banished card; shuffle it into the Deck.

    image0-4.jpg?resize=206%2C300&ssl=1

    ETCO-JP061 Shinkai no Aria (Deep Sea Aria)
    Normal Spell Card
    You can only activate 1 card with this card’s name per turn.
    (1) Banish 1 WATER monster from your GY; add 1 Level 4 or lower Sea Serpent monster from your Deck.


  20. More Senka cards debut!

    EDIT: Added notes on the names and their connection to characters from The Romance of the Three Kingdoms

    Cao-De.png?resize=407%2C593&ssl=1

    Senka no Mou – Soutoku / Senka Chief – Cao De
    Fire Beast-Warrior / Effect
    LV8 3000/2500
    You can only use this card name’s (1) and (3) effects once per turn each.
    (1) If a card(s) your opponent controls is destroyed by battle or card effect: You can send 1 other card from your hand or field to the GY; Special Summon this card from your hand.
    (2) Cannot be targeted by, or destroyed by, an opponent’s card effect while you control another “Senka” monster.
    (3) When this card destroys an opponent’s monster by battle and sends it to the GY: You can Special Summon it to your field in Defense Position.

    TL note: The name Cao De comes from Cao Cao, whose courtesy name is Mengde

    Zhang-Yuan.png?resize=407%2C593&ssl=1

    Senka no Rai – Chouen / Senka Herald – Zhang Yuan
    Fire Beast-Warrior / Effect
    LV6 2300/2000
    You can only use this card name’s (1) and (3) effects once per turn each.
    (1) At the beginning of the Damage Step, when a “Senka” monster you control battles an opponent’s face-up monster: You can Special Summon this card from your hand, and if you do, that opponent’s monster loses 1000 ATK.
    (2) “Senka” monsters you control cannot be destroyed by battle, except this card.
    (3) If an opponent’s card(s) is destroyed by battle or card effect: You can target 1 card your opponent controls; destroy it.

    TL Note: His name comes from Zhang Liao, whose courtesy name is Wenyuan

    Jia-Wen.png?resize=407%2C593&ssl=1

    Senka no Ki – Kabun / Senka Machinator – Jia Wen
    Fire Beast-Warrior / Effect
    LV4 1100/1800
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) You can target 1 Continuous Spell/Trap you control; send it to the GY, and if you do, halve the ATK of 2 face-up monsters until the end of this turn.
    (2) If an opponent’s card(s) is destroyed by battle or card effect: You can target 1 “Senka” card in your GY, except “Senka Machinator – Jia Wen”; add it to your hand.

    TL Note: His name comes from Jia xu, whose courtesy name is Wenhe

    Liu-Xuan.png?resize=407%2C593&ssl=1

    Senka no Chi – Shokatsukou / Senka Strategist – Zhuge Kong
    Wind Beast-Warrior / Effect
    LV4 1000/2000
    You can only use this card name’s (1), (2), and (3) effects once per turn each.
    (1) If this card is added from your Deck to your hand by a “Senka” card effect: You can Special Summon this card.
    (2) When a Spell/Trap Card is activated (Quick Effect): You can send 1 face-up “Senka” Continuous Spell/Trap you control to the GY; negate that activation.
    (3) When a monster effect is activated, and you control “Senka Noble – Liu Xuan” (Quick Effect): You can send 1 face-up “Senka” Continuous Spell/Trap you control to the GY; negate that activation.

    TL Note: This name is from Zhuge Liang, whose courtesy name is Kongming

    One-Hundred-Thousand-Arrows.png?resize=4

    Senka Shiryaku – Juuman no Ya / Senka Legend – One Hundred Thousand Arrows
    Spell Continuous
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) You can target 1 face-up monster your opponent controls and 1 “Senka” monster you control; until the end of this turn, halve that opponent’s monster’s ATK, and if you do, that monster you control gains that much ATK.
    (2) If this card is sent to the GY and you control 2 or more Attributes amongst “Senka” monsters you control: You can place 1 “Senka” Continuous Spell/Trap directly from your hand or Deck face-up on your field, except “Senka Legend – One Hundred Thousand Arrows”.

    This Spell is a scene from the famous battle of Chibi, where Zhuge Liang says “If we run out of arrows, we’ll just borrow theirs”, and sent out boats with a bunch of straw people in them to bait Cao Cao into launching a bunch of arrows at them, and then stealing them for use.

    Additional Commentary from our Eva – (Thanks to modern science and people who likes ruining fun, there’s no way this happened the way they described since the weight of the arrows would’ve capsized all the boats. People did math to find out)

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