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Sleepy

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Everything posted by Sleepy

  1. A couple of them need a couple things added before inking, and these are meant to serve as potential card art (even though I don't have anything thought out game-wise to use them on). # 9 Rudolph # 8 Blitzen # 7 Donner # 6 Cupid # 5 Comet # 4 Vixen # 3 Prancer # 2 Dancer (pending) # 1 Dasher - - - - - Non-colored:
  2. Nephthys's Firestorm Wingbeat [Trap] You can activate this card from your hand by revealing a WIND monster. If a monster(s) is Summoned: Destroy all monsters on the field, and if you do, gain LP equal to the total ATK of FIRE monsters destroyed this way, and halve all battle damage to your LP this turn. Also, if this card was activated from your hand, destroy 1 WIND monster in your hand. If another "Nephthys" card(s) in your GY would be banished, you can banish this card from your GY instead. - - - - - - - Nephtys have low stats and slow revivals, so heal and damage stall is what I can think of to be able to make use of their self-revival effect gimmick. All of them are WIND chumps and FIRE bosses so it should be live often enough. It is searchable and can hinder an opponent's setup board on your turn 0 while your WIND piece gets back to you on your Standby Phase. Plus, Torrential Tribute is a good effect for the deck, but the card itself is not quite enough and can be unreliable (surprisingly coming from a near field nuke). The last effect is just an anti "Called by the Grave" since the theme can't setup a ton of things on its own and depends too heavily on that one GY play you'll be doing that turn. Wish I could have found a way to incorporate Dark Nephthys too but one can't win them all xD It doesn't have a hard OPT clause because I don't think you can really resolve the hand effect twice without losing all your hand anyways, and the other effects exist in non-restricted cards out there and are not really doing anything... should be ok hopefully.
  3. The only real option to bypass that is that you set it and wait for the turn-long lock to pass. It is not ideal but you can probably get something out of C69, C101, or C103.
  4. I think Heraldics themselves as a theme are very much an outdated concept that explored the early days of the Xyz mechanic. Satellarknights and Star Seraphs being more potent engines for Rank 4 and even them being a bit underused nowadays. The archetype is essentially made to to have a sort of +0.5 average on advantage in place (+1s occationally but often just +1s, and very little -1 plays that are meant to setup the GY to start playing, which pay off if future turns do come around in the duel). Just the fact they need GY setup is already almost an outdated thing that was more common during the Synchro era a decade ago. The boon my RUM gives is more or less in line with that. It won't make or break the deck but for the pace they have, it would be sorta consistent. and definitely functional. Also, it is a Quick-Play so Augmented Heraldry can still be somewhat dodged and you can bring out C69 during the opponent's battle phase. I need to probably drop the "same attribute" bit since CXyzs are pretty much always DARK and their base forms not necessarily..... IDK why I lifted that from Astral Force's design as if the card was as generic to warrant it..... I'll edit that bit. Augmentation's drawback is not something you can untie yourself from by getting rid of it on the field.... Mostly all field spells like that have "even if it leaves the field" written. This is no exception. PD: Yeah I also will change it to 2 returned for easier usage I suppose. 2 instead of 3 is still pretty good.
  5. Btw, are there any plans for potentially putting the Rush Duel templates as an option for the card maker down the road? Sometime when merging the code of the card maker into the site has been successfully implemented and is out of the way. 

    1. Blake

      Blake

      As the CC rework thread brings up, yes indeed! But it’s quite a ways off, considering we only have the template for effect monsters atm.

  6. It is not exactly generic searchability, but "Augmented Heraldry" can search it up in the deck. That is all the searchability I had in mind, though yeah the drawback is excessively bad. Also, there's one extra application: The GY effect of Heraldic Beast - Twin Headed Eagle, it applies to any Xyz that might find itself with no materials. As lame as it sounds, I used to have a Number 17 made by a pair of Tour Guides when that was possible, and I'd restock its materials with heraldics from the GY to keep boosting up the ATK and re-enable it to do direct attacks. It means a mixed theme could potentially make the spell work on virtually anything so long as Twin Headed Eagle attached something to them. Of course making a mix archetype build is hard for Heraldics. I think they only really tolerate pieces that allow them to Xyz quicker like Kagetokage but not much else....
  7. Rank-Up Magic Heraldry Force [Quick-play Spell] Target 1 Xyz Monster with a "Heraldic Beast" attached to it; Xyz Summon a "Number C", "CXyz", or Psychic Xyz Monster with the same Type, but 1 Rank higher, than that monster, using the target and all cards attached to it as material. If this card is in the GY: You can target 2 "Heraldic Beast" monsters with different names banished; return them to the GY, and set this card to your field, but banish it when it leaves the field. You can only use each effect of "Rank-Up Magic Heraldry Force" once per turn. - - - - - - I want a searchable RUM in the archetype. It also dubs as "Burial from a Different Dimension" or "Pot of Aquisitiveness" in a more searchable/controllable manner so their plays can be repeated a few more cycles.
  8. It'd be a terrible choice if they were to reboot the game all of a sudden like that without easing things in. It is still one of the top selling card games in the world, if not the one on top, so I don't think it'll be the case. I think it is mostly about the anime getting their new gimmick out there. When 5DS got announced, they talked about Riding Duels. When Arc V got announced, they talked about Action Duels. When VRAINS got announced, they talked about Speed Duels. Now SEVENS is announced, they are talking about Rush Duels.s If you look at the MR news, they don't take effect until April and that's to start taking effect from there onward. It involving 5 mechanics that wouldn't be immediately introduced in a simplified version of the game if it was gonna become the main thing, especially Pendulums. it hints that at it won't be a reboot.
  9. On the anime. Studio Gallop is not listed for it, but Studio Gallop makes nothing but Yugioh last time I heard, so what's gonna be the deal with them? The new studio used is apparently one that worked on Vanguard G, so makes sense that it looks like something out of Bushiroad like Buddyfight. I guess my thoughts on it all are for a different subject. On Rush Duels. Hmm so, you start your turn and Summon everything you want from hand, and can immediately Tribute for bigger things, but I'm guessing for that turn you have only the 5 cards of the starting hand. Then during the Draw Phase it is hand-refill time and always goes back to 5 without worrying about card advantage. Well, yes actually worrying if it comes to field presence. The idea is not as bad as it sounded to me last night on a passing glance, but the format needs something against OTKs if this is how it is, and it also sounds like Spells/Traps have less of an impact compared to monsters than in the normal game. On revised MR. My fist impression is that I didn't like it one bit, but thinking about it, it might be worth a shot. --I don't like how it affects Links since a number of them were only played for the arrows and I thought it was an alright balancing factor. Stuff like LANphorinchus has just become utterly pointless for the game, and it already was not a very good card but it had some sort of a niche to maybe consider. Then they can extend to other mechanics that can just disregard the arrows, and that sounds like a way to extend plays somewhere... --Fusion, Synchro, and Xyz Decks appreciate the buff but stuff like HERO have gotten enough support to pretty much not need to worry under MR4 as it already is. This is gonna probably make that Link 3 HERO bad again. --I like Pendulums still having to follow. Sure they don't do anything in the game for most of the time but whenever they do anything, they usually overkill.... and I never wanna see a mindless "Pendulum Summon 5 from Extra Deck because I top-decked a 1-card scale play" ever again. All in all, I think something's gonna definitely break somewhere, but it is gonna be interesting to see what happens. PD: On the card aesthetic. I'm too used to how cards already look and Levels as stars always seemed pleasing to me as much as it can become a pain to count them, but I'd welcome this. It looks like the information is conveyed more simply. Makes things look bigger too, so now they'd need to still find ways to improve effect text if possible and we would have a much better (functionally speaking) design.
  10. This is meant for some sort of card art maybe.... Still figuring out stuff to change. The circles on the cloak and chest I still don't know what to fill in with. Bits of the clothing are still kind of bland. No idea about the color scheme yet. All in all a work in progress although I would have liked to finish it in one sitting with no interruptions. However I am going outside in around an hour or so, so I'm gonna have to sit on it. Any input and suggestions are greatly appreciated.
  11. Hmmm..... It misses the traits required for the Gokibore build. No Resonance Insect either, but I suppose those are being dodged intentionally. Being Level 3 instead of 4, and being LIGHT in itself is also an issue there, but on the other hand I do appreciate it when Insects have some variety to the Attributes and whatnot. Hmm looking at it, this is probably meant to be played with Digital Bugs, but nothing really combos out of it so I guess this effect for now is meant to be played straight for the E-Tele Summon instead of comboing with anything that furthers the play. Well, it is welcomed to make the Centipede live a little more often. You Summon the Spider, use this to Summon the Centipede, Spider switches Centipede to Defense Position to bring out the ladybug or the cocoon from hand and the centipede brings the other one from the deck, you use 2 of them for a Link and use Cocoon to revive 1 and still have 3 monsters in play. Sounds like it makes them... functional as a deck xD
  12. Sooo I just found out Cow had a thread with an art competition back in October 3rd.... xD

    1. DragonSage

      DragonSage

      Didn't realize there was a thread.

    2. LordCowCow

      LordCowCow

      I even advertised it QQ

    3. Unlisted Member

      Unlisted Member

      Got to advertise it like your like your life depends on it~

  13. YouTube is drunk. Many of its thumbnails and even titles at the moment I'm writing this don't coincide with the video once I click, and notifications icon pops up with (0) marked...

  14. Flavor-wise I approve of the concept. Summoned Skull was an Archfiend that combined with a dragon (Red-Eyes) and had a bit of a lightning theme (Magical Mist combo during Duelist Kingdom, and getting a weird boost from Alpha the Magnet Warrior at the beginning of Battle City). Your card gives off that kind of feel. Play-wise, this makes me think it'd be similar to what Djinn was to Nekroz... as in, a card that has the potential to stun its own theme and is likely to cause mirror matches to be about who pulls it out first to stop the other player. Even if it is not for a tier 0 kind of strategy, I don't think such an idea is all that good for the game. I like the potential of its materials, especially with the equips, but fulfilling thee scenario of 2+ effects resolving like that first, that still causes the card to not be all that splashable. Is that good or bad you ask? IDK.... just an observation.
  15. Foolish Burial Goods is currently the only card capable of this but: Proton Blast's GY effect would make her for sure get 2 heads, although just one time. If that Trap had a more reliable recruiting method and the game offered some way of recycling S/T that banish themselves back into the GY, it'd be a pretty decent engine IMO. I once custom made a Spell Striker-esque monster that did the "return 1 banished S/T to GY".... I'm surprised it isn't a thing yet in an archetype. There's a ton of cards something like that could make a use of. Her hard OPT clause is currently beating a dead horse. Her effect is so unreliable on its own that currently it'd be fair if she just flat out did it forever whenever something activated. Though I understand future proofing is behind it since any spark of support for the concept could make a ton of difference pretty quickly. TBH sounds like a pain to go through (the Sariyuja combo there).... otherwise she's not too bad of a card. I think she's got potential.
  16. Super Ritual Flash [Quick Play Spell] Reveal a Ritual Spell from your hand/field that lists a non-Effect Ritual Monster, and activate it, and if you do, the Ritual Monster can be Ritual Summoned from your hand, Deck or GY, its original ATK, DEF, and Level are doubled, it cannot be targeted or destroyed by effects, and you can Tribute monsters from your hand or either side of the field as Tributes. Your opponent cannot activate cards/effects in response to this card's activation. During your Main Phase: You can banish this card from your GY; add 1 "Super Ritual Flash" from your Deck or GY to your hand. - - - - - Super Poly for Rituals, though there's no telling how Rituals might evolve down the road so I'm keeping it for Ritual vanillas like Dokuro Raider or Zera the Mant. The +Level part is so that future Ritual Summoning is easier should you ever need/want to stack a Ritual using this Ritual. Also Mound of the Bound Creator was in mind but since it already carries the immunity, maybe not anymore xD Use Foolish Burial Goods, it'll give you a kickstart. Also it works with the OG Ritual Spell so maybe you have a reason to run Sonic Bird over Senju in Ritual Decks.... err Manju beats them both and Impcantations go beyond that I suppose, but the latter stuff the Deck a bit too fast.
  17. In response to the above post, I think you should edit the main post up there with the new drawing(s), but also write a comment down here to mention what you updated. It's not like you are posting twice when doing so, so it should be fine. I very much like these drawings. You capture the air of older Yugioh card art very well. Well, Malice Doll makes me think of Gimmick Puppets from ZeXal instead, but that's on me and my exposure to it being more recent than that of DM.... I understand it is a nod to that one puppet that always went with Ectoplasmer. The harpy is not only stealing the clothes but also the pose xD Your latest one looks very good. I could tell right away it was meant to be a Ritual (which is more than most modern Ritual monsters in the TCG can say) even without relating it to Performance of Sword, which random trivia but that's the first Ritual I ever pulled from a pack waaaaay back. I'm not a fan of the 50s in stats and didn't come with the Ritual Spell until like half a year later when I had assembled Crab Turtle's cards anyways, but still xP
  18. I picture this as a sort of beefier updated art of Jirai Gumo, and I very much approve of that notion if it were to be like that xD 2500 ATK Level 4 even back in the DM era would be ok considering it cannot destroy monsters by battle and couldn't steal monsters away unless you flipped a Waboku on them. Well, back then it would have needed you to be the attacker instead of whenever it battles... On its own seems like those cards that sound better at first sight than they actually perform in practice, especially considering your opponent can now be the one to swap. Not that they'd be prepared to combo the needed cards to have it survive and perform against bigger bodies I suppose. If it is deemed a bit casual, let me throw out a random idea of a yet still casual "buff" that just occurred to me: What if the effect was "during the battle phase (quick effect): switch control of this card and all monsters it has battled in this battle phase." So like, you could do battle mania + waboku and steal the whole field, or at the very least other casual cards used with it reward the setup more than just a creature swap that needs aid to function vs bigger bodies.
  19. Weird moment where I put off commenting on a card, not because of the card itself but because I couldn't put enough time on reading the comments about it (until now) xP I very much like this card. Traptrick and Lilith can search for it. I kinda would like for it to have a self-re-setting clause. Not the "set from GY but banish it when it leaves if you do", but rather a twist from it like "if banished, and X happens, you can set this" and have it not be ideal in the GY until something banishes it somehow. That way you could reuse it off of the banished one via Trap Trick, or do Gold Sarc, or be able to perpetuate it under Macro Cosmos's-like effects. Something like "Destroy 2 Tokens anywhere on the field" or IDK as cost... just throwing ideas around. As per the Token-generating effects. Scapegoats, Scapeghosts, Cosmic Compass, Ojama Duo/Trio, Nightmare Archfiend Tokens, Phantom Skyblaster, that Umi card for Phantasm Spiral, Void Expansion, Photon Sanctuary, Revival Gift, Christon Phoenix, Doppelwarrior, the "Hippo Carnival" Spells..... There's all sorts of things. I like how the effect being on a 1 turn timer gives you a bit of control for turning effects on and off. I know it is like, one of the lamest uses possible, but I like the idea of Ojama Trio + this to give Barbaros or Fulisier Dragon their 3000 and 2800 ATK stats.
  20. That is another thing I probably need to update. I need to use the "always treated as". This morning I was recalling this card's past as a banned/limited card and somehow it translated in my head to "I wanna be able to have 3 of this if I want to" xD I'll fix it to prevent the issue, regardless of if it ends up working face-down or not. Also I forgot to explain in the card description that it was for Doom Virus Dragon, although I guess I didn't need to xP Yeah vanilla support could be a lot more varied. We have some stuff like Carboneddon being for Dragon vanillas, but it is so scarce that I can't even recall another sample. Even the Phantasm Spiral cards are mostly generic for vanillas or specific for a single name card. We also need vanillas to experiment more with Type/Attribute combinations. A FIRE Dragon Normal as an old school 1800 beater sounds like something that should exist in some way in the classic game, or the Flame Swordsman should have been a Level 4 FIRE vanilla. FIRE Warrior Normal is a combination that still doesn't exist in the game (other than Gemini but those are something else). The battle dependence is to match the anime/manga uses where Kaiba always had his infected monster be a vanilla DARK destroyed in a battle. It should be usable in the same scenarios, and not feel as cheap/easy/problematic for the same resolving effect as the pre-errata Crush Card. I suppose I could give it a clause that makes it quicker to use under certain scenarios. Maybe not outright a hand trap clause straight up, but something. Maybe something like "if you activate a Trap, you can negate and bounce it and activate this card from your hand instead" or "use from hand if the DARK is Saggi the Dark Clown", or "if the monster's ATK is lower than its original, this card use this card from hand"... or IDK.
  21. I was conscious of that and removed it originally.... IDK how it ended up crawling back into the text... must have gotten lost on the edits, but yeah, it's not supposed to have "effect activation" there... xD Huh.... also "3rd" was meant to be in the text...... I really hate how my typing is betraying me this morning......
  22. On the plus side, you can combo it with things like Book of Eclipse to intercept the play, although Eclipse's draw is too much of a drawback at times. Then you can have an Obelisk or something to get rid of 3 of the monsters, no drawbacks. There's also technically Ultimate Conductor's disruption although I can't think of double Tributes that deck would run.
  23. Doom & Devastation Virus [Trap Card] (This card is always treated as "Crush Card Virus") Target 1 DARK Normal Monster you control with 1000 or less ATK, whenever it is destroyed by battle: Look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this effect resolves, and if you do, destroy the monsters among them with 1500 or more ATK. - - - - - Anime version of the trigger, but pre-errata IRL version of the effect. This is a Crush Card retrain of sorts. The card plants the mine on the monster and then goes to the GY, and the monster will still be carrying the plague regardless of how many turns come around, but it doesn't instantly work as it needs battle interaction which makes it more avoidable. Also, Kaiba usually used Crush Card with either Saggi the Dark Clown or with a Vorse Raider affected by Shrink, instead of something like a Sangan. This would keep it in theme with Kaiba's plays and promote vanilla usage. the "destroyed by battle and sent to the GY" bit is mainly non-support for Pendulums, but it also gives a use to "banish x when it destroys it by battle" effects as counters (this thinking old school gameplay).
  24. Curse of Diminution [Quick Play Spell] Target 1 face-up monster on the field; Halve its ATK and DEF. Then until the End Phase, if it is a Normal Monster, all other monsters your opponent controls lose ATK and DEF by the amount lost. You can only activate 1 "Curse of Diminution" per turn. - - - - - -"Shrink" remake that supports old school play in the form of working with vanillas. -The halving at the beginning is permanent. The second weakening effect is temporary. -The "all OTHER monsters" part is in case the vanilla targeted was an opponent's monster, but it doesn't have to be... just there to make sure it doesn't foolproof turns vanillas into 0 ATK/DEF on its own.
  25. Like the concept a lot. Though I'm thinking in terms of old school gameplay. Making a Magician of Faith 2300 ATK and then getting the equip plus another Spell in hand sounds fun. Then again, hearing Darj mention Shaddolls, Krawlers, and me thinking of Subterrors (although these flip themselves) makes me see there's better stuff than Goat era cards for it xD Still, speaking Dekoichi..... your card gives me an idea for something that flipped a FLIP down and then was like: "until next End Phase, your opponent cannot attack, except that monster, and cannot target that monster with effects while you control other monsters". This so Bokoichis would be warded off as Dekoichi draws you 4 more cards next turn.... Good stuff. Anyways. back to your card.... I kind of could see it as one of those Traps that self equip like Kunai with Chain or Blast with Chain. Sudden boosts and a renewed FLIP are worth it, though maybe a normal Trap like that would be too slow for today's game. It wouldn't be live right away and that can be a detriment by itself..... Guess both would have their perks. All in all, sounds fun.
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