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Sleepy

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Everything posted by Sleepy

  1. Alternative Soul Offering [Spell Card] Once during this turn, if you would Tribute a monster(s) for the Tribute Summon of a monster that requires 2 or more Tributes, you can Tribute an opponent's set or Level 4 or lower monster(s) even though you do not control it. - - - - - - This is an alternative "Soul Exchange". Not to particularly outclass it or fight with "The Monarchs Stormforth". It is to fix discrepancies between the IRL and anime/manga versions of it. It was never used to Tribute your opponent's boss monsters and I am pretty sure the writers always had a hassle looking for ways to excuse it not being used that way. It was also never used to bring out a mid-boss-sized monster like a Summoned Skull. It was always 2 or 3 monsters. Yes I understand "Level 4 or lower" kills its uses vs virtually anything Extra Deck related (not just Xyzs and Links since even Fusions and Synchros usually have higher Levels). But I also wanted its power level to be believable by the standards of when the card was used by Kaiba. It still should be an ok card. Grammar is directly lifted from the text of "The Monarchs Stormforth".
  2. Sounds like a very good generic searcher, reminiscent of the Dragon Rulers in terms of the cost, though the extra discard makes disruption a bit too painful. On the other hand, I don't think this would work with Charmers at all. It needing a WIND and sealing you into WINDs for the turn contrasts too much, and she doesn't have any on-field uses that would make her stand out over the Familiar Possessed series. In fact, the high Level means she's actually a bit worse. Didn't the Charmers Trap give them battle protection? The discard can't really be taken advantage of by Charmer cards either, nor the battle float... I guess Gustos were more in mind for that one... I guess this would be art directed to the Structure Deck if they had beaten Shaddolls in the poll? xD And here we go again with a set of 6 that'll take a couple years to come out in full at the very least..... I thought there weren't gonna be more JUMP promos after the Trish/DAD/REDMD/JD set, or is this something else? Art is cute though. I am digging that bat familiar and it seems Petit Dragon wasn't kicked out after the "possessed" business.
  3. I think Yugioh's Kaijus are anatomically impressive and indeed look more threatening, but they don't give me the Tokusatsu Kaiju vibe. Even their King Gidora looks more like "C107" lite. And Gamaciel looks too clean and consistent xD These are meant to look like they could be figures with limited articulations haha. For the play-style, the idea I have is so different, though that'd be expected when Yugioh's Kaiju are based on the Godzilla series where a giant monster fights another one, as opposed to the Tokusatsu-like Kaijus that are monsters of the week meant to fight a giant mecha or sentai hero. I'd focus on the "destroys the city" aspect of it for a theme, xP
  4. The flavor is that she moves through dreams and causes others to fall asleep (which is why she requires a Set monster and flips down any other possible monster out there). She also heals LP because sleep is rest and rest replenishes, though it does it before the flipping bit for game-play reasons. Those bits got to stay xP I guess I could make it trigger on any Trap without stripping off the Trap's effect. Especially because transforming an opponent's Trap effect would be weird for how THEY would resolve it anyways if I were to do "either player". She's a healing kind that has to do with nice dreams so she can't be DARK. As for the Spellcaster vs Fairy bit, fair enough that if Fairy is in the name, she should probably be a Fairy xD The PSCT I'm not so on board with. I did not save up samples but I think I've seen effects done in this sort of fashion. They'd be stating "from hand" twice in the effect in a bit of a pointless way if they did, and I don't think anybody reads the first bits of an effect and goes on to resolve it before reading the resolution/full effect. EDIT: Edited the Type and effect~
  5. The best it could do is immediately drop Cluster (which is a Breakthrough Skill for your opponent's entire field) and with the Bonding DHO Trap they already have, they could have Cluster Tribute itself to give 2 regular Water Dragons (quick effect) and using the Trap to return the materials my Spell put in the GY to re-Summon Cluster and get a second wave of negation, ending the turn with a decent 3 dragons but without having the regular Water Dragons able to float into anything, and only making Cluster able to float if one of the regulars is killed off first (so you Tribute Cluster for a 3rd regular Water Dragon from the Deck and the one they killed that you'd be recovering to your hand on the spot by Bonding DHO's GY effect). My spell also provides that kinda recovery because Cluster should be able to bring out "up to 2" Water Dragons from anywhere...... but it doesn't for some reason. Sounds like a pretty OK thing still though, to have like 3 big dragons for having the right 2 Bonding cards to play it off..... It is probably still casual as it'd be a main play for the turn and a single Ash can wreck it pretty bad.
  6. That sounds like a good plan. The searching effect for Water Dragons is off theme but I really wanted to compensate the shortcomings of the IRL Bonding S/Ts that are more restrictive than they should be. If it was up to me to make the archetype, the Bonding S/Ts would be forms of Polymerization-like effects, but yeah xD
  7. That Special Summon as cost bit was an oversight xD I need to change it indeed. The trap is not immediately usable when drawn but it still is the best Bonding S/T to date as a setup card that drops Fire Dragon as a +0 a lot of the time. The idea is that it can stun a non Continuous S/T that the opponent might just be activating, with the FIRE related effect being mostly a bonus since non-targeting quick banishing sounds worth it. The majority of the Deck already focuses on the Water Dragons with Fire Dragon cards here being made so the setup needed is minimal as to not disrupt the Water Dragon's flow (no pun intended) due to how some materials are a bit incompatible. The Bonding trap already does that, although for just 1 opponent monster rather than all of them. On a side note, if you were to include my other threads dedicated to Water Dragon support, the boost would be considerable as you'd only need an Oviraptor to drop a Carboneddon and you'd instantly get like a +4 or +5 in plays there xP I should really overhaul the concept as a clean archetype and compress it in one thread.... On another note, other ATK reducing effects are "Wall of Disruption" and "Ghosts from the Past". Kinda clunky to add into a deck that's already tight enough but still wanted to mention them.
  8. So I was watching this anime called "SSSS Gridman" last night... pretty much all in one sitting. Then I went out to look at the original live action sow from the early 90s (episode 1 of it at least). Then I went on to looking up Kaiju designs. None of my doodles are as awesomely detailed as the monsters I found, but still, it inspired me to try to sketch up a couple ideas xD I wanna do a few more later. I wanna use them for card art too. The Yugioh Kaijus are pretty good art on their own merit but looking back they don't quite give me the same "Kaiju" feel I get from monsters from Tokusatsu shows. Also for flavor, since they are always wrecking the city I think the effect concept would be to destroy field spells to drop them on the board and get bonuses x different field spells in the GYs, or something along those lines. Might iron up the concept once I get around to finish the drawing part of it xP
  9. Ashlyn, Dream Fairy LIGHT Level 3 [Fairy/Tuner/Effect] 0/1800 If a Trap Card is activated while you control a Set monster: You can Special Summon this card from your hand, then gain LP equal to the total ATK of all face-up monsters on the field, and if you do, set as many other face-up monsters as possible. - - - - - - A bit of a sucker for LP gain effects, and I am aware that Links make this hard to be a real huge disruptor nowadays unless timed really REALLY well, plus it asks for a Trap to trigger to top it off, but I didn't wanna compete with Nibiru entirely. Wanted to make an archetype of around 6 cards in terms of drawing the images and this is the first one I've gotten to ink and color in months, but I ended up only being able to complete 1. Hopefully I can rehabilitate my drawing habit a bit more from here xP
  10. Fire Dragon FIRE Level 8 [Pyro/Effect] 2800/2600 Cannot be Normal Summoned/Set. Must be Special Summoned with "Bonding CON". If this card is Special Summoned: You can activate this effect; Spell/Traps and Effects your opponent currently controls have their effects negated. Also, banish all monsters your opponent controls with 0 ATK. When this card is destroyed and sent to the GY: You can target 1 "Carboneddon", 1 "Oxygeddon" and 1 "Nitrogeddon" banished or in your GY; Special Summon them. Nitrogeddon WATER Level 4 [Dinosaur/Effect] 1900/700 If your Dinosaur monster battles a monster: You can Special Summon this card from your hand; your opponent's battling monster has its ATK and DEF halved and effect negated, and if your opponent's monster is a FIRE or Pyro monster, it's ATK and DEF become 0. Bonding CON [Trap Card] Tribute 1 "Carboneddon", 1 "Oxygeddon" and 1 "Nitrogeddon" from your hand or field; Special Summon 1 "Fire Dragon" from your hand, Deck, or GY. If your opponent controls a monster Special Summoned from the Extra Deck, you can Tribute any of these monsters from your Deck instead. You can banish this card from your GY to target 1 monster on the field; It becomes a FIRE Pyro until next turn's End Phase. - - - - - - I did not intend for this to be more than one card, but it somehow happened... huh....
  11. Bonding Re-Testing [Quick Play Spell] Send 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand, field or Deck to the GY; Special Summon 1 "Water Dragon Cluster" from your hand, Deck or GY. You can banish this card from your GY to target up to 2 "Water Dragon" in your GY; Add them to your hand. You can only use each effect of "Bonding Re-Testing" once per turn. - - - - - - - Sounds like it does a lot for the theme but is it really too much to ask to skip 3 turns of outdated cards setting up to bring out a boss that doesn't float as well as it should? Their current best Bonding card (the trap) still requires the Water Dragons to be out of the Deck somehow, the OG Water Dragon wants the materials on the GY to float, and Cluster wants the Water Dragons to not be in the GY..... what a hassle xD
  12. Compressed Heated Diamond Dragon LIGHT Level 3 [Dragon/Effect] 800/2200 (This card is always treated as a Normal Monster). All monsters your opponent controls are treated as FIRE Pyro monsters, in addition to their original Type and Attribute. If this card is Summoned by the effect of "Carboneddon": You can add up to 1 "Hydrogeddon", 1 "Oxigeddon", and 1 "Duoterion" from your Deck to your hand. If this card is sent to the GY: You can send any number of "Water Dragon" or "Water Dragon Cluster" from your hand or Deck to the GY. Then, draw 1 card for each monster sent from your hand this way. - - - - - Even Fossil Dig and Souleating Oviraptor aren't quite proving to be enough to support the consistency of Bastion's chemical archetype. "Bonding DHO" not pulling the Water Dragons form anywhere, as if having Dragons and Sea Serpents in an otherwise Dinosaur deck wasn't complicated enough. Said Trap also restocks the materials into the Deck so it's a bit hard to recur after enough Clusters have dropped. This makes regular Water Dragons permanent weakeners for the opponent's field, and does both Type and Attribute as a double lock. If they run Zombie World, their Zombies are still FIRE. If they run the DARK field Spell, their DARKs are still Pyro. Soooo yeah xD Carboneddon having a reason to be ran with the other chemicals should open up the possibilities to finally mix with them as the missing element needed for that Fire Dragon from the GX opening that we never got to see in action.
  13. Can't say the thought didn't cross my mind but it'd need extra clutter for those options. Purely in monster form would make it more fragile and require other stuff to put on board on top of the plays that'd trigger it. Being a Pendulum for instance would require the extra form to be thought out. Sounds a bit complicated.
  14. I was thinking on reserving the Special Summon one for a different card, but it indeed does sound like this card could afford to include both, so it is worth considering that option. Especially since the Type/Attribute match up is not quite guaranteed ( I don't think there's a vanilla with Ash Blossom's combination for example).
  15. The Warrior DARK 1600/1200 Level 4 stats are based off of the original Makyura, as well as the fact the effect doesn't activate (it was mostly copied word by word) As for the rest, I'll re-read the post more carefully when I'm back from the Halloween house xD
  16. It's been a while. I've been tired from work and also into other projects, but I always lurk around at least xD This year I sketched up some of my own characters trying to fit into the Inktober entries. Though I could not afford to do the finished images I usually like to upload (and still managed to not finish the challenge). Ring Mindless Bait Freeze Build Husky Enchanted Frail Swing Pattern Snow Dragon Ash Overgrown Legend
  17. Ice Cream Man of the Underworld [Continuous Trap] If you control no face-up Effect Monsters and no face-up Trap Cards: You can activate this card from your hand. Once per turn, if a Normal Monster is Special Summoned from the GY; you can draw 1 card. Once per turn, if a card/effect targets 1 Normal Monster in the GY, you can have it target 1 additional Normal Monster. - - - - - I'm torn between wanting this to be quick and wanting it to be immediately usable upon drawing them, so against my usual policy of evading the "activate from hand" shortcuts, I decided to add it to this one. It's a "Card of Safe Return" for vanillas, that's more like a Supply Unit in terms of how often it can draw you stuff... it turns revival effects into double ones for vanillas. The Ice Cream man theme comes from how normal monsters are "vanillas" and from vaguely thinking of Mortos der Soulstealer (from Invader Zim) as a funny thought while I was writing it.... *shrugs*
  18. Reverting Overworld [Trap Card] Target 1 Field Spell in any GY and 1 banished Spell/Trap; Activate the first target and shuffle the second target into the Deck. You can only activate 1 "Reverting Overworld" per turn. - - - - - - - - - The limit to Terraforming and Metaverse hint at the generic easy search of Field Spells being a bit too good for the game, ever so increasingly. So I'm testing the waters with a recovery one instead since needing any small amount of setup usually makes quite a difference, and this would need something more along the lines of "Foolish Burial Goods" to be added into the mix to work. Also, I've been wanting a banished S/T recycle option for a while, and Pot of Acquisitiveness, Burial from a Different Dimension, and similar effects all go just for monsters. It goes back to the Deck though because A ) this Metaverse-like card actually fattens the deck, and B ) kinda messed up to just give you an extra "Lost Wind" as the bonus effect... probably. Note: It can grab the Field Spell from the opponent's GY, for no immediate use I can think of but I'm sure it can have its uses.
  19. Makyura the Mild Destructor DARK Level 4 [Warrior/Effect] 1600/1200 During the turn this card was sent to the GY, you can activate Traps from your hand. Also, this turn, cards drawn or added to your hand by the effect of a Trap must remain revealed this turn. Traps revealed this way cannot be activated from your hand by this effect. - - - - - - - We know that Makyura's original effect leads to infinite loops. Yet the easy and mostly universal answer of adding a hard OPT clause to it is way too tame to make the card playable for the most part (unless you are going for one of those Fusion Gate plays I guess). So here I offer the idea that you can do it so long as your Legacy of Yatas, Jar of Greeds, and Reckless Greed plays cannot lead into drawing extras for usage right away.
  20. I like the part where the Tributes can be sent from the Deck and it has to use Djinns no matter from where. That's neat support they really need. Though the GY effect is odd. Their gimmick is that they get a reuse from the GY by themselves already, so Special Summoning 2 of them is kind of pointless from the GY and kind of overkill from the banished pile by giving them 2 extra uses.... or a Link Summon and a use (maybe that's the intention?) I guess I can't see the player Ritual Summoning a ton in a single turn either way when it comes to the generic support of these cards. Hmmm.. Random idea but: It's a pet peeve of mine that Preparation of Rites only grabs the Ritual Monster from the Deck, and the Spell from the GY, so if you have them the other way around it is kind of useless in a strategy that is kind of cramped already. Pre-Prep does grab the monster from either but has the "need to be listed" clause, and the Spell does need to be in the Deck. Sooo since you are doing Ritual stuff, maybe something that can cover the missing niches? Impcantations kinda do improve consistency, but I end up ditching whatever Ritual Deck I'm doing because the Impcantations don't tend to need them, but I want the generic rituals to have toys that don't overshadow them xD
  21. Yeah I gotta love that quick effect that steals a boss and gives a floodgating Impcantation monster in return. Reminds me of Iblee's use a while back, but without an easy out.
  22. Pact from the Grave [Spell Card] Target 1 monster in any GY; banish it, and if you do, add 1 Normal Monster from your Deck to your hand with the same Type and Attribute as the target. You can banish this card from your GY to target 1 Normal Monster you control; it gains the following effect. -Once per turn: You can discard 1 card to target 1 monster in your GY with this card's Type and Attribute; add it to your hand. You can only use each effect of "Pact from the Grave" once per turn. - - - - - - - - The main idea was for this to give a vanilla the "Zombie Master" effect, but in the form of a walking "Monster Reincarnation" instead of a "Monster Reborn". It could be used as pure vanilla support, as Gemini support, or you could see if there's vanillas whose Types/Attributes coincide with your favorite hand traps. After all, "Foolish Burial Goods" and any discard cost could help you ditch this card's first effect if you can't operate it. Finally, the first effect technically shouldn't be missing the timing with "Dark Desertapir"...
  23. Up to 6 if you do it on both Extra Monster Zone columns while the opponent extra Links or something...... technically speaking. Though you'd usually only affect 1 to 3 cards this way. Don't forget the Zone clogging since you can do stuff like steal a Scale and put the equip on their Scale Zone still benefiting your side. It doesn't say it has to equip to your own monster, just that you reap its benefits no matter what. *wink wink*
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