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o_smily from YCM

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o_smily from YCM last won the day on March 25 2019

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About o_smily from YCM


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  • Member ID: 152


  • Title: Cannot be used in a Duel


  • Post Count: 25


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  • Total Rep: 11


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  • Joined: 01/15/2019


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  1. Territory: Add 1 “Temple of the Monkey King” from your Deck or GY to your hand. You cannot activate Field Spells the turn you activate this effect, except “Temple of the Monkey King”. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Territory of the Monkey King” once per turn. I would make it a SHOPT: a hard once per turn for 1 effect. For example: You can only use each effect of “Territory of the Monkey King” once per turn. Otherwise, it's good. Temple: If a "Monkey King" monster you control inflicts battle damage to your opponent, you can make that damage 1000. When either player takes effect damage, or when either player pays LP, it is treated as battle damage. During your Main Phase, if you control no monsters: You can Special Summon 1 “Monkey King” Monster from your hand, then draw 1 card. You can only use this effect of “Temple of the Monkey King” once per turn. This is the heart of your Deck, I see. Well, it's not bad. There really isn't much to say other than that this is the card that will make the whole Deck viable. However, as I have stated before, not every card needs a draw effect. Remove the draw effect, and then it will be fine. Super Power: Target 1 “Monkey King” monster you control; double it’s current attack, also if it would inflict battle damage to your opponent for the rest of the turn after this effect resolves, it becomes exactly 1000. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Super Power of the Monkey King” once per turn. SHOPT, as with Territory. Also, I would have it to where other monsters you control cannot attack during the turn you activate this effect, and if you wanted to boost it just a bit more, you can have it to where your opponent cannot activate cards or effects in response to the attack of the targeted monster. Commands: I would redesign the card, since not only is it hard to word, but this can go around some costs that are supposed to make the cards balanced. Include SHOPT as well. Recruitment: Add 1 “Monkey King” monster from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except EARTH monsters. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Recruitment of the Monkey King” once per turn. SHOPT, then good. Comeback: Target 1 “Monkey King” monster in your GY: Special Summon it, then equip it with this card. If this card is destroyed, destroy the equipped monster. The equipped monster can attack your opponent directly. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Comeback of the Monkey King” once per turn. How would a piece of equipment be called the "Comeback"? Otherwise, SHOPT and good. Scare Tactics: If your opponent targets a “Monkey King” monster you control for an attack: Return all Attack Position monsters your opponent controls to the hand. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Scare Tactics of the Monkey King” once per turn. I would return only the attacking monster; all Attack Position monsters seems overkill. Also, considering how the Main Deck Monkey King monsters are simply there for Link fodder, since they themselves have no good effects, you might want to reconsider what requirements are needed to activate the card from the hand. Don't forget SHOPT. Poison Dart: Negate the effects of 1 face-up monster your opponent controls until the end of the next turn. You must control a "Monkey King" monster in order to activate and to resolve this effect. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Poison Dart of the Monkey King” once per turn. Effect is fine, though I recommend you do the same as Scare Tactics for your hand conditions and SHOPT. Final Thoughts: I like it. I really do. You do not see too many battle-orientated Decks these days, and it is nice to see how you went about creating your own. I liked the consistent damage trope, and your card effects were not overly powerful, with just a few nerfs required here and there. However, you did have an apparent problem with having multiple draw effects, which brings about a bit too much consistency. I have already lectured you on that however. What I have not stated is that I think it might be more balanced if the damage inflicted were 800 instead of 1000. It should not be too much of a change, but it should make the whole thing a bit more fair for the opponent. I do believe that if you follow my advice for your cards, it will be better.
  2. What I am first going to do is review each card individually and fix their PSCT (if any is needed), and also balance it. Once that has been done, I'll review the entire archetype together. I will be reviewing the monsters today. Recruit: If this card is Normal or Special Summoned: You can target 1 “Monkey King” monster in your GY, except “Recruit of the Monkey King”; Special Summon it. If this card inflicts exactly 1000 battle damage to your opponent: You can send this card to the GY; Special Summon 1 “Monkey King” Monster from your Deck, except “Recruit of the Monkey King”. You can only use each effect of “Recruit of the Monkey King” once per turn. For the first effect, I would have it to where the Special Summoned monster's effects are negated, which shouldn't be much of a problem considering how it may as well be used as Link Material. Otherwise, good. Scout: If you control no monsters: You can Special Summon this card from your hand. If this card inflicts exactly 1000 battle damage to your opponent: You can add 1 “Monkey King” card from your Deck to your hand, except “Scout of the Monkey King”. You can only use each effect of “Scout of the Monkey King” once per turn. Not as good as Recruit in my opinion. While this card can Special Summon itself while Recruit cannot, Recruit can still pretty much Summon any other Monkey King monster. Its second ability is also slightly better, considering how field advantage is always important. Recruit is also a Tuner—an added bonus. I would buff this card a bit, someway or another. Warrior: If you control a “Monkey King” monster: You can Special Summon this card from your hand. If this card inflicts exactly 1000 battle damage to your opponent: You can target 1 “Monkey King” card in your GY, except “Warrior of the Monkey King”; return that target to the bottom of the Deck, then draw 1 card. You can only use each effect of “Warrior of the Monkey King” once per turn. I would add a discard effect or such for the second effect. Otherwise, good. I have noticed that most of your cards have 1000 ATK, which honestly is a very low amount. I'm not sure if you have a way for those ATK amounts to work, but considering how your cards are so far, I would say you do. Assistant: If this card is Normal or Special Summoned: You can Special Summon 1 “Monkey King” monster from your hand, except “Assistant of the Monkey King”. If this card inflicts exactly 1000 battle damage to your opponent: You can draw 1 card. You can only use each effect of “Assistant of the Monkey King” once per turn. ? Commander: You can discard 1 “Monkey King” card from your hand, except “Commander of the Monkey King”; Special Summon this card from your hand or GY. If this card inflicts exactly 1000 battle damage to your opponent: You can Special Summon 1 “Monkey king” monster from your GY, except “Commander of the Monkey King”. You can only use each effect of “Commander of the Monkey King” once per turn. ? Jester: If this card is Link Summoned: You cannot Special Summon monsters for the rest of the turn after this effect resolves, except Beast monsters, also add 1 “Monkey King” Spell/Trap from your Deck to your hand. You can only use this effect of “Jester of the Monkey King” once per turn. Other “Monkey King” monsters you control cannot be destroyed by battle. Once per turn, if this card is in your GY: You can activate this effect; for the rest of the turn after this effect resolves, “Monkey King” monsters you control can attack your opponent directly. There we go, now we are getting somewhere. This will very much help the Deck, though there are a few things that I would change. First I would make it to where the last effect affects only main Deck monsters, or the non-Link monsters. Obviously, I think that it would be a bit unfair if you could have 3500 ATK monsters attacking your opponent directly. Also, just for good measure, and considering how this is a LINK—1 monster with support, I would add the following: Once per turn, if this card is in your GY because it was sent there this turn: [Effect] It should still be powerful and very helpful for the Deck; I am just balancing it for a LINK—1 monster. Princess: If this card is Link Summoned: You can add 1 “Monkey King” card from your GY to your hand. You can only use this effect of “Princess of the Monkey King” once per turn. Your opponent cannot target other “Monkey King” cards you control with card effects. If this card inflicts exactly 1000 battle damage to your opponent: You can target 1 card your opponent controls; return it to the hand, then draw 1 card. Non-destruction with an extra draw is too good; you should remove that effect. Honestly, it probably would still be fine with only the return, but for good luck, you could add an LP gaining effect, like gaining LP equal to its Level x 200. Otherwise, good. Prince: If this card is Link Summoned: You can target 1 “Monkey King” monster in your GY, except “Prince of the Monkey King”; Special Summon it. You can only use this effect of “Prince of the Monkey King” once per turn. Your opponent cannot destroy other “Monkey King” cards your control with card effects. If this card inflicts exactly 1000 battle damage to your opponent: You can target 1 card your opponent controls; shuffle it into the Deck, then draw 1 card. Same with Princess: replace the draw effect for something else. I have noticed that that that it seems like the rest of these Link monsters have effects that activate when they inflict 1000 damage to your opponent. However, considering how they have more than 1000 ATK, I am not sure how they are supposed to work, and there is a chance that my explanation on Jester may prove contradictory to the rest of the cards. We will just wait and see. Queen: If this card is Link Summoned: You can Special Summon up to 2 “Monkey King” Link monsters from your GY to your zones this card points to. You cannot Special Summon monsters during the turn you use this effect, except “Monkey King” monsters. You can only use this effect of “Queen of the Monkey King” once per turn. Other “Monkey King” cards you control cannot be banished by your opponent’s card effects. If this card inflicts exactly 1000 battle damage to your opponent: You can shuffle 1 card from your opponent's field and/or GY into the Deck, then draw 1 card. The first effect is too much. Summoning one would be enough, but Summoning two without any restrictions (not being able to Summon other monsters except Monkey King monsters is not much of a cost) is a lot. How about a revision as the following: If this card is Link Summoned: You can Special Summon 1 “Monkey King” Link monster from your GY to a zone this card points to, but it cannot attack or be used as Link Material for a Summon this turn. The second effect is really kind of situational, since your opponent may not have any effects that banish. You can instead have it to where you take no battle damage from battles involving Monkey King monsters, or something of the like. Finally, as with Prince and Princess, remove the draw for something else. King: I would just change the entire structure of the card, since it is very much overpowered. Remember: not every card has to give you hand or field advantage, and having a LINK—5 monster shouldn't have any game-breaking effects. I'll review the Spells/Traps next.
  3. I am very flattered at this server's apparent inclination to mushrooms.
  4. I do believe that this card is on the more powerful side. In essence, for 2 "HERO" monsters, you have a 2100 ATK Link monster at least and at most have a Link monster with 3100 ATK. It also inflicts effect damage. This might not be too bad by itself, but coupled by the fact that it transfers these effects to other "HERO" monsters this Link monster points to, it may need to be toned down a bit. However, I think that it would be completely fine if you were to just reduce the original ATK of this monster, which is pretty high for a LINK—2 monster.
  5. Link Duston WATER Fiend / Link / Effect 1000 / LINK—1 (Bottom-center arrow, Top-center arrow) 1 "Duston" monster Neither player can use "Duston" monsters on the field as Link Materials. If this card would be destroyed, you can destroy 1 "Duston" monster this Link monster points to instead. Once per turn, if you control more monsters than your opponent: You can Special Summon 1 "Duston" monster from your hand or GY to your opponent's side of the field.
  6. Bowl of Subjection WATER Spellcaster / Link / Effect 1300 / LINK—2 (Bottom-right arrow, Bottom-left arrow) 2 monsters, including at least 1 Spellcaster monster Must be Link Summoned. Gains 400 ATK for each Spell/Trap Card this Link monster points to. Once per turn, when a card or effect is activated in response to the activation of a Spell/Trap Card this Link monster points to (Quick Effect): You can negate the activation, and if you do, destroy it, then all Spellcaster monsters you currently control gain 300 ATK/DEF.
  7. What do you mean by your Extra Monster Zone? As far as I know, there isn't necessarily an Extra Monster Zone that belongs to a specific player. Anyways, Sky Striker is pretty much yelling in my ear when I read this card, which kind of brings up mixed feelings. On one hand... it's Sky Strikers. On the other hand, it is unsearchable and cannot be recovered by Sky Striker Spell/Traps. Considering however the recent nerf Sky Strikers apparently got, then the card could be alright. In any other case, this card is good.
  8. PSCT looks good. The only thing that I would do is remove ", if possible,". If you are able to apply the effect, then the effect will work. If not, then it simply won't do anything.
  9. I love Geminis! Thank you for making this support for one of my favorite series ever, and from the basic look of things, they're not bad. Chemicritter Phoenixide: I would decrease the ATK of Phoenixide. Otherwise, it's a pretty good card. (The real issue that we need to address is that you made it a WIND Winged Beast monster. That is unacceptable. Chemicritters are known to possess strange, unusual Attribute/Type combination. Take Chemicritter Carbo Crab for example. That combination isn't even healthy. Chemicritter Reaction: In my opinion, will be most useful as a Terraforming for Catalyst Field. That's good, considering how desperately Chemicritters (and Geminis in general) depend on that card. However, this really makes Xyz Summoning with a Gemini monster easy, and I mean like easy. I would nerf that last effect a bit, mostly just to restrict the amount of Xyz spam you could do with this card (and I don't mean like spamming multiple Xyz monsters onto the board; rather, just Summoning high Rank Xyz monsters with extreme ease). Otherwise, it should be good. Chemicritter Counter Agent: Have it to where you must target a Gemini monster with an effect. Otherwise, it's great. These are really cool cards, and you look like you have potential for making cards. There are some PSCT issues, and if you would like to know more, I will try my very best to teach so.
  10. Now, hello there, and welcome to my introduction! NEW: This was originally from the YCM, but there was a problem with the spoilers that no one seems to be able to fix. I've also edited the monster mechanics as well, so it should be playable. What I have right here is a new sub-type of monster—or more officially known as monsters with an ability—that I have been working on for the past week. I've always enjoyed the roles and mechanics of the different abilities found in YGO, and I've always pondered on how to make a new, effective, and overall acceptable addition to the different sub-types. So, I've crept into the darkest parts of my mind, conjuring up an idea for an ability with these 3 main thoughts in mind: ● Will this new sub-type: be consistent with other monsters that share that ability? ● Will this new sub-type: have good, strong effects in compensation or result of a different effect mechanic? ● Will this new sub-type: actually be worth giving an ability, or simply keeping it as an effect monster? After considering all of these factors, and silently listening, waiting for an idea to come up, I imagined this and that mechanic, continuously thinking and trashing ideas, until, not long ago, I thought of this mechanic, and not trashing it immediately, I thought up my mechanic. Once I had refined the idea in my head, I began to run drafts and examples, and soon, after some mind-based and OCG work, I had completed my first, prototype text effect for Aura monsters. Aura monsters are a sub-type that possess a "lingering" effect, which manifests itself in the form of an Aura Spell Card, a type of Spell Card that is made through an Aura monster's effect. If an Aura monster would be sent from the Monster Zone to the GY, it is instead placed and activated in the Spell & Trap Zone as an Aura Spell Card. This card, while treated as an Aura Spell Card, remains face-up on the field. When a certain requirement or condition is met, the card's controller, either by choosing to do so or by requirement, applies the Aura Spell Card with a following effect afterward. Once that has been said and done, the card is then sent to the GY. Sometimes, an Aura monster may have a normal monster effect, but mostly, for balancing purposes, most of my examples will only contain Aura Spell Card effects. Higher Level monsters may have a higher chance for a monster effect. The Aura monster universal card text (subject to change? [...] If this card in the Monster Zone would be sent to the GY: You can place it in your Spell & Trap Zone as an Aura Spell Card instead. [Activation requirements, Spell Speed, etc.]: You can apply this Aura Spell Card with the following effect: ● [Effect] As of now, for simplicity's sake, most of my Aura monsters for now will be Spell Cards that resolve during the Standby Phase of a certain player's turn, with little other conditions and effects. Examples & Support: Bonfire Wendigo - Aura monster Mekk-Knight Light Arc - Aura monster Puny Prune - Aura monster Black Tar Concoction - Aura monster Unihorn - Aura monster Fragrant Oak & Sacred Spirit - Aura monster Mystical Magi - Aura monster support Silent Highland - Aura monster support Staff of Release - Aura monster support I hope to create more examples and support later on, hopefully with more fleshed out ideas and variety, and perhaps edit preexisting cards for balance. The idea, mechanic, and texts/wording with these new Aura monsters may bring confusion to some people, or perhaps some have genuine questions about how these abilities work, in regarded to ruling, effectiveness, and so on and so forth. In order to bring this topic to the utmost highest quality, I will attempt to answer potential questions: Q: Why don't you just have them become Continuous Spell Cards? A: A good person suggested to me to have them become Aura Spell Cards, instead of unspecified Spell Cards (which was my original design), reason being so that it would be shorter and easier to write texts and effects. The reason I made Aura monsters this way is because I just wanted them to be that much more unique. Q: When Aura monsters activate as Spell Cards, does that mean I must chain potential cards or effects to that action, and can I not activate them in response to your Spell Card's resolving? A: If you want to negate or chain my Spell Card's activation in any way, then yes, you must activate cards or effects in response to my Aura monster becoming a Spell Card, and not in response to my Spell Card's resolution. Q: How effective or useful would you expect these monsters to be? A: I try my very best to make my cards balanced, effective, consistent, useful, and worthy as possible, and even more so with these monsters, which I have made with my own mind and shown in this long topic, so I would say that these monsters, at the very least, to be balanced and fair. Q: What brought you to make this monster ability? A: As stated before, I enjoyed the idea of a monster sub-type and I wanted to make one myself. Even if my monster sub-type were to fail, I would not regret ever thinking of these cards or writing this topic. So, the reason I made these was because it was an enjoyable experience. That is all that I have to say. If you read all of my introduction, ideas, explanations, examples, and such, then I thank you very much for doing so. (This topic, obviously long, was written on an older computer with the constant risk of accidentally canceling everything I've written.) If you have any questions, please do ask. If you have any ideas, please do suggest. If you have any advice, please do criticize. Finally, if you have any cards of your own, then please do submit. This has been a very enjoyable process, and I hope that you just had as good of a time.
  11. Hey. This card looks pretty fun to use. Well, I was going to say that you should increase the original ATK of the monster, because even if you were to manage to roll three 6's, you would still only have a 2300 ATK monster, and even then only if you get lucky enough to role 3 6's. I then noticed that there was no HOPT clause or even OPT clause. Anyways, still looks like a pretty fun card.
  12. Hey. Thank you for the response. I do guess that, if each of this card's effects are HOPT, then being able to Summon this card again shouldn't be too overpowered.
  13. Hunting Hound of Extinction DARK Level 8 Beast / Effect 2500 / 0 Cannot be Special Summoned, except by its own effect. If your opponent controls 3 or more monsters: You can Tribute 1 monster; Special Summon this card from your hand or GY. If this card is Summoned: You can target 1 monster in your opponent's GY; Special Summon it to your opponent's side of the field. If this card destroys an opponent's monster by battle: You can banish all cards with the same name as that monster from your opponent's hand, Deck, field, and/or GY. You can only activate each effect of "Hunting Hound of Extinction" once per turn.
  14. I am apparently missing something, because I have no clue how to post images I saved onto my computer.
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