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BringerofEnd

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About BringerofEnd


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  • Member ID: 109


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  • Joined: 01/11/2019


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  1. Epiales, the Dream Mirror's Evil DARK Fiend/Effect 3/1200/900 (Quick Effect) You can discard this ; take 1 "Dream Mirror of Terror" from your Deck, GY, or among your banished cards, and either add it to your hand or put it in either Field Zone. During the Main or Battle Phase, if "Dream Mirror of Joy" is in a Field Zone (Quick Effect): You can Tribute this card; add 1 "Epiales, the Dream Mirror's Purity" from your Deck to your hand. You can only use each effect of "Epiales, the Dream Mirror's Evil" once per turn. Epiales, the Dream Mirror's Purity LIGHT Fiend/Effect 3/900/1200 (Quick Effect) You can discard this card; take 1 "Dream Mirror of Joy" from your Deck, GY, or among your banished cards, and either add it to your hand or put it in either Field Zone. During the Main or Battle Phase, if "Dream Mirror of Terror" is in a Field Zone (Quick Effect): You can Tribute this card; add 1 "Epiales, the Dream Mirror's Evil" from your Deck to your hand. You can only use each effect of "Epiales, the Dream Mirror's Purity" once per turn. Nixelos, Creator of the Dream Mirror DARK Spellcaster/Fusion/Effect 12/3300/2300 1 Fairy "Dream Mirror" monster + 1 "Dream Mirror" monster with a different Attribute While face-up on the field, this card is also LIGHT-Attribute. The activation and effects of "Dream Mirror" cards cannot be negated. You can only use each of the following effects of "Nixelos, Creator of the Dream Mirror" once per turn. (Quick Effect) You can Tribute 1 "Dream Mirror" monster; Special Summon 1 "Dream Mirror" monster with a different name from your Deck. If a "Dream Mirror" monster was Tributed to activate a "Dream Mirror" card or effect: You can add, from your Deck or GY to your hand, 1 "Dream Mirror" monster with a different Attribute than the Tributed monster. Reflection of the Dream Mirror Quick-Play Spell Apply 1 or both of the following effects, based on the monsters you control: ~ LIGHT "Dream Mirror" monster: Add 1 "Dream Mirror" Trap, or "Dream Mirror of Terror", from your Deck to your hand. If you control a Fusion monster, you can add 1 other "Dream Mirror" Trap from your GY to your hand. ~ DARK "Dream Mirror" monster: Add 1 "Dream Mirror" Spell from your Deck to your hand, except "Reflection of the Dream Mirror". If you control a Fusion monster, you can add 1 other "Dream Mirror" Spell from your GY to your hand. The main problems with Dream Mirror are consistency and disruption: It's a deck about field spells that doesn't want you to open too many of them or you can't play. They have an in-theme ROTA, and a bazillion ways to get field spells out, but sometimes that isn't enough, even with a terraforming, a metaverse, the in-theme trap, the list goes on. The monsters being branded the way they are means that the ROTA can dig them out, and they also benefit from Level 3 fiend support (which means TGU mostly). The Fusion is a bandaid to block disruption, and also helps break up all monster hands (because poly AND their in-theme poly is enough for this card to be worth it). Reflection is another consistency booster, effectively letting you search the entire deck and get yourself started, especially if you have one of the fusion monsters out.
  2. Trunade of Decay WIND Zombie/Link/Effect 2300/LINK-3 2+ WIND monsters If this card is Link Summoned: Return all Spell/Traps to the hand. If this card declares an attack: Shuffle the GYs into the Deck. If this card leaves the field because of an opponent's card effect: Both players shuffle their hands into the Deck. You can only use each effect of "Trunade of Decay" once per turn. We just saw the reveal of 3 new Link monsters, each one supporting an anime character theme or a card art storyline. Pick an archetype that is either directly related to an anime character, and has not received LVP support in this fashion and make a Link monster for that archetype.
  3. The intention is to help more with Chateau's wincon of enabling a Machu Mach OTK, but I realized, however, that Machu Mech doesn't actually do anything to modified ATK, it just picks up the bonus for itself (which is cool, but making the opponent's monster stronger isn't the point). The problem is that it's hard to give the card some character without it being another Isolde (in that it just does a search and summons a guy for minimal cost). I agree, after looking at it again, it's a little underwhelming. I've changed some things around to give it a more interesting niche and be a bit more helpful in getting out Xyz.
  4. Chronomaly Dendera Lamps LIGHT Machine/Link/Effect SW SE 1800/LINK-2 2 "Chronomaly" monsters If this card is Link Summoned: You can target 1 "Chronomaly" monster in your GY: take a "Chronomaly" monster from your Deck with a different Level from that monster in the GY, and either add it to your hand or Special Summon it. You can only use this effect of "Chronomaly Dendera Lamps" once per turn. Once per turn (Quick Effect): You can target 1 monster on the field; Special Summon 1 "Chronomaly" monster from your hand or GY, and if you do, that monster gains original ATK equal to the ATK of the Summoned monster. If this card leaves the field by battle or card effect: Add 1 "Chronomaly" card, or 1 "Rank-Up-Magic" Spell Card from your Deck or GY to your hand.
  5. Treeman of Kamptes DARK Plant/Synchro/Effect 8/2800/3300 "Sea Monster of Theseus" + 1+ monsters If this card is Synchro Summoned, Special Summon 2 "Pityokamp Tokens" (Level 4/DARK/Plant/ATK 0/DEF 0) to your opponent's field, such that the tokens are one Main Monster Zone apart. You can only use this effect of "Treeman of Kamptes" once per turn. While you control this Synchro Summoned card, "Pityokamp Tokens" cannot be Tributed or used as Material for a Summon, also any monster in a Monster Zone whose column is between 2 "Pityokamp Tokens" is banished. Your choice of either another Fortune Lady Synchro or a Melodious Synchro (you can even throw in an in-Archetype Tuner as a bonus)
  6. Heroic Gift Normal Trap Give control of 1 "Heroic Challenger" monster on your field to your opponent until the next turn's End Phase; Draw 2 cards. Rather than silly nonsense with LP, instead we just go Golden Moon Coin with this thing. Let's talk about Enlightenment.
  7. Unbreakable Spirit Normal Trap Target a monster you control; until the end of this turn, it gains ATK equal to the ATK of the monster your opponent currently controls with the lowest ATK (your choice, if tied). You can only activate 1 "Unbreakable Spirit" per turn. The "needing only 1" thing is kinda nonsense, especially since better atk boosters exist. However, put a hard OPT to dodge potential 3x honest drop style shenanigans. Bending Destiny
  8. Abyss Actor - Improptu Designer DARK Fiend/Link/Effect 1900/LINK - 2 SW SE 2 "Abyss Actor" monsters If this card is Link Summoned: You can take 1 "Abyss Actor" card, or 1 Spell that lists "Abyss Actor" cards in its text from your Deck or GY and either add it to your hand or Set it on the field. While you control a Set Spell/Trap, your face-up Spells/Traps cannot be targeted or destroyed by your opponent's effects. Once per turn, if your opponent activates a card/effect: You can Tribute 1 monster this card points to; that effect becomes "Destroy 1 Set card your opponent controls." Why do they gotta separate props, scripts, and the theater, it makes it really hard to design a "search everything" effect... Ported from YCM, but made it slightly better by giving it synergy(-ish) with Curtain Raiser. One of the Actors' main issues is that having parity with the scripts and the monsters is necessary to do basically anything, and opening too many of either one is game. While this doesn't do anything about having too many scripts, at the very least you can make a link monster under mellow that helps your gamestate. Having a Script set up keeps your scales alive, meanwhile going one for one at the least for "negation" is doable and something that AA can do with a dedicated link. Also, yep that's not a hard OPT search, and it's probably fine, though if a convincing case can be made for why not, it's within reason for a hard OPT to happen.
  9. Rank-Up-Magic Reforging of the Phantom Knights Normal Spell Target 1 DARK Xyz Monster with no Xyz Material you control; Xyz Summon 1 DARK Xyz monster that is 1 Rank higher than that target from your Extra Deck, using that target, any material(s) it has, and this card as Xyz Material. You can banish this card from your GY and target 1 of your other banished "Phantom Knights" cards; attach it to an Xyz monster you control as material. You can only use 1 effect of "Rank-Up-Magic Reforging of the Phantom Knights" per turn, and only once that turn. PK Launch is probably getting the big ban hammer, and I wanted to pay tribute to the most flexible RUM in the game, and what better way to do that than by replacing it with a RUM that is strictly worse, but still accomplishes the basic function of getting Requiem. To make up for the fact that it's a Normal Spell, its banish effect is far and away better, getting your banished PK monsters onto your break sword/Requiem, or funny things like putting used PK traps onto time thief redoer.
  10. My opponent activates Mystical Space Typhoon, targeting my set Compulsory Evacuation Device. I respond with Compulsory as Chain Link 2, targeting a monster and returning it to the hand. What happens to the Compulsory? 2nd question: My opponent activates the first effect of Knightmare Unicorn, targeting my set Compulsory Evacuation Device. I respond with Compulsory as Chain Link 2, targeting Unicorn and returning it to the Extra Deck. What happens to the Compulsory?
  11. Valhol, Domain of the Valkyries Continuous Spell If this card is activated: Add 1 "Valkyrie" card or "Goddess" Spell/Trap from your Deck to your hand. "Valkyrie" monsters you control gain ATK equal to the total Levels of "Valkyrie" monsters you control x200. While you control a "Goddess" Spell/Trap, your opponent cannot target this card with cards/effects. Once per turn, if you control 3+ "Valkyrie" monsters, you can activate this effect: Until the start of your opponent's next turn, they cannot activate cards/effects. You can only control 1 "Valhol, Domain of the Valkyries". Valkyries are smol, and also they have some issues getting a ton of their combos started. This seeks to remedy those problems to an extent, by being able to search out any monster in the deck (I guess Nordic likes it because it searches the tuner, but getting to the link is way easier than this), or you can use it to turn on your goddess stuff, which has its advantages. I decided to make it a continuous spell to synergize with Zweite, but honestly this could do way more as a field spell. The stun effect is powerful, and works with Mischief to get you 2 really free battle phases. The lack of an OPT restriction on activation (which is the standard) is balanced by locking you to 1 copy at a time: it's more recoverable if the opponent disrupts it, since you can activate another copy, but it allows for you to not get stupid with the ATK increases. 200 might be a bit much on its own, so feedback about how to handle that would be ideal.
  12. Demand for Witchcraft Continuous Spell You can use the following effects of "Demand for Witchcraft" once per turn. (1) If a "Witchcraft" card is sent to the GY to activate the effect of a "Witchcraft" monster: You can banish 1 "Witchcraft" monster from your GY; add "Witchcraft" Spell(s) from your GY or that are banished to your hand, up to the Level of that banished monster, but you cannot activate cards with those names this turn. (2) If you would discard from the hand to activate the effect of a “Witchcraft” monster, you can send this card to the GY instead. (3) During the End Phase, if you control a “Witchcraft” monster while this card in the GY: You can place this card in your Spell & Trap Zone face-up. Requires a bit of ordering, but the goal is to circumvent the exhaustive restrictions of the Witchcraft Spells while still keeping in theme. It's kind of bonkers how sunk with restrictions the deck is, without the real power to compensate, and this serves to try to give them some flexibility.
  13. RIP D.D. Savant Hawking DARK Fiend/Pendulum/Effect Scale 0 7/2600/0 Pendulum Effect: During the turn you place this card in your Pendulum Zone, you can activate this effect: Destroy this card, then your opponent cannot activate cards/effect in response to your "D/D" and "Dark Contract" effects until the end of the turn. You can only use this effect of "D.D. Savant Hawking" once per turn. Monster Effect: If this card is Special Summoned: You can banish 1 "Dark Contract" card from your GY; for the rest of the turn this card gains that banished card's effects. You can only use this effect of "D.D. Savant Hawking" once per turn. Make a Pendulum for Melodious, keeping in the Arc V theme.
  14. Gale Lizard WATER Reptile/Effect 3/1400/700 If this card is Normal Summoned: target 1 monster on the field; return it to the hand. Flip effects are whatever, and this may even find a home in a low effort control deck because bouncing is still cool. Chaosrider Gustaph
  15. Honestly, yeah, a lot of Firewall's main problems were based on the fact that it could use its effects an unlimited number of times per turn, so slapping a HOPT clause on it makes it a lot more manageable, and it could probably come back to the game like this. it's basic, but it's solid.
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