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Summer Darj

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Posts posted by Summer Darj


  1. Well, BLS does appear to be a key monster in the Deck, even more if you decide to run more Primal Seeds, and the kit of Renaud + Equip of your choice that you can grab is rather advantageous for the 2 slots in the Deck that it requires. Heck, even Isolde's LIGHT Attribute contributes to BLS's Summon.
    Also, since your Deck is mostly DARK, another kit you can consider is Union Carrier + Dragon Buster Destruction Sword for the lock on EDs.


  2. Catastrophic Crown Virus
    Normal Trap
    Tribute 1 DARK monster with 3000 or less DEF; look at opponent's hand and all monsters they control, and shuffle into the Deck 1 monster in their field or hand for every 500 DEF that monster had on the field. If you Tributed a monster with 2500 or more DEF to activate this card, look at all cards they draw until the end of their 3rd turn after this card's activation, and shuffle into the Deck all those monsters among them with less DEF than the Tributed monster.

    Made this from inspiration on the current situation. Corona means crown in spanish, hence the name. Also the spinning effects are a nod to the quarantine, sending the monsters back home xD

    Thoughts?


  3. I'm usually not a fan of omni-negations, but in this case I'm fine with it because Naturias as a Deck need flexible negation like this IMO. I very much like and appreciate how it interacts with Naturia Forest, and I would say the way you wrote seems correct or at least understandable to me.
    If anything bugs me is the omni-search of the GY effect, since that's already covered by Sacred Tree. I would prefer if it searched for only certain Naturia cards. In this case, Spell/Traps would be more convenient so it can grab a Sacred Tree, or a copy of itself to keep the negations coming. Then again, this searching for anything along the Tree could be an start of an archetype trait/gimmick, similar to how most El Shaddolls share the floating Shadoll Spell/Trap retrieval effect.


  4. I can't tell without playtesting the deck of course, but at a glance,while it looks functional and fun and all, I would think it runs out of resources and steam quickly, since I don't see how it generates many pluses and most of the cards are 1-for-1s. If the opponent manages to beat your resources, you are pretty much screwed. IDK if Sangan, Griefing, Lost Wind and Dinomischus as source of pluses are enough to keep up.
    You run BLS and yet your only LIGHT is Snow Ogre, and you are not even running searchers for it like E-Tele or Needlfiber/Halqifibrax; you may want to address that.
    If you have little to no use for the ED, then Pot of Extravagance would fit in nicely. Although there are EDs you can run to strengthen the deck without harming your strategy. For example Linkuriboh and Relinquished Anima for Back Jack,and the aformentioned Halqifibrax. IDK if this is for IRL and you can get your hands on the cards, though.
    You could consider an small Warrior engine and a couple of Equips to Summon Isolde and search BLS. Flame Noble Knight Renaud is a solid tech along Isolde that let's you grab the Equip you milled for its Summon though isolde, effectively searching it.


  5. Heh, pretty sure it was Level 12 and wanted to mention how making it Level 10 could enable fun plays with Egyptian God Slime, either by letting your opponent get rid of it by using it as material along an Aqua, or dropping its ATK to 0 through an effect. But it seems you made it Level 10 already.
    That's all I had to suggest. The rest looks fine and fun. IDK how impactful it could be without proper testings, but IMO it got potential. An walking Skill Drain that moves into the player with the most advantage ought to be able to shake some things.


  6. Right, that Koa'ki is Drago, which stops the Summons of both DARKs and LIGHTs. That means it's not so good if you are a DARK Machine decks and are grabbing this with Orcust Crescendo ^^"

    On that note, the D.D. and D/D split was such a fiasco IMO, it didn't let D.D.s benefit from all the support D/Ds have. The former are even featured in an D/ support Trap, "D/D recruits".


  7. So amusing, didn't even know such card existed. To think something like this could find a niche down the line, after 15 years since it was first released in 2005. Teching Ninja Transformations in Merfaes sounds spicy too. You could even consider Apex Avian and Simorgh Link plays, but that sounds like an stretch.
    I'm no Merfae expert, the farthest I have gone with them is watching a couple of builds and gameplay from Yugitubers, but from what you describe it sounds like a solid tech. Even if draw it, with the self-SSing effects of Merfaes during the opponent's turn you should have little trouble with Normal Summoning it. IDK if its Level 5 provides any ED Summon potential (e.g. Synchros, Rank5s), but the possibility is there.


  8. I agree with removing the SS lock. After all, #87 Queen of the Night seems to be related to them, and it would be nice if the Spell could assist on her Summon. Also I suggest to make the first effect more flexible and make it check for either original ATK or DEF, to make it compatible with all of the big flower Princesses.


  9. A more potent Rescue Rabbit that is Summonable from the Deck and gets Machine support such as Gigant X and Ironwolf, in exchange of 5+ dead cards a.k.a. "garnets"? It actually sounds fun to me, the high risk-high reward can get real. You could make it riskier by making it require monsters with different Levels :v
    The card should be fine. It reminds me of Treasure Panda, which also has insane spamming power of Level1s, provided enough GY fodder of course, and yet one doesn't see it in the top tiers.


  10. Actually, Raviel got a monster retrain because it requires Fiends for its Summon while Hamon and Uria require Cont. Spells and Traps respectively, and they got a monster, a Cont.Spell in Cerulean Sky Fire and a Cont. Trap in Hyper Blaze accordingly. So, IMO it comes as off-theme to make these cards for Hamon and Uria without giving Raviel a card that lets it use face-down Fiends, or even from the hand, as parallel to Cerulean Sky Fire and Hyper Blaze.


  11. Oh, it's true, there isn't ant generic Beast Synchro6, not even for the plethora of EARTH Level 1~2 Beasts. You could be silly and run Nimble Beaver or Sea Otter to drop Dewloren under Obdedience Schooled, but that's barely a power play without anything to bounce and loop.
    Card looks mostly fine. The more non-Tuners you use for it, the more OTK power it has. It can pack a punch but other cards nowadays do too, namely the Tenyi Synchro8 and the more common Borrelsword. As Sleepy pointed out, the Level allows for its Summon by using a field full of Level 1s and maximize the number of attacks it can make, which I find amusing. The only thing that bugs me is that is has an above-average ATK for a generic Synchro6 with an stat-lowering effect. I would be more comfortable with it if it had less ATK, similar to how Frightfur Wolf has an original ATK of 2000, or require at least 2 non-Tuners to compensate for it.


  12. Thought about this card due to the coronavirus situation plus the state I currently live in issued curfew regulations just yesterday.

    NSgilWM.jpg
    Ally of Justice Quarantine | [OCG] Ally of Justice - D.D. Checker
    DARK/Machine/Effect/Level 4
    1700/1200
    Neither player can Special Summon LIGHT monsters.

    - Noteworthy searchers of this card are "Gear Gigant X", "Summoner Monk" and the GY effect of "Orcust Crescendo", and the latter is millable/pseudo-searchable by "foolish Burial Goods".
    - Potential meta call vs. LIGHT decks, albeit at the moment AFAIK there isn't any topping LIGHT deck, but that may change with the upcoming MR2020.
    - It's a target for "Black Salvo" for whatever that's worth nowadays.
    - Due to its OCG name it also actually is a "D.D." monster, so if ever "D.D." and "Ally of Justice" get any support, this card would benefit from it.
    - 1700 ATK is decent for a Level 4 monster with a floodgate effect such as this one.

    IMO it got potential to be a good meta call vs. LIGHTs now that Orcust Crescendo is a thing, which you can mill with Foolish Burial Goods. It wouldn't be the first time an AoJ maindeck monster pops up as a side card or meta call, Cycle Reader did at some point, IIRC when LSs were rampant but wouldn't be surprised if it was vs. Bujins as well.

    Thoughts?


  13. Sources:
    https://ygorganization.com/certainproblemsmustbedealtwithforashiningfuture/
    https://ygorganization.com/nomoreinfinitetrapexodia/
    https://ygorganization.com/drkarlmarxisreinstated/
     

    Spoiler

     

    Forbidden:

    Djinn Releaser of Rituals
    Guardragon Elpy
    Ib the World Chalice Justiciar

    Limited:

    ABC-Dragon Buster
    Galatea, the Orcust Automaton
    Orcust Harp Horror
    Junk Speeder
    Makyura the Destructor
    SPYRAL Quik-Fix
    Wind-Up Carrier Zenmaity
    Wind-Up Magician
    Dragun of Red-Eyes
    T.G. Hyper Librarian
    Cyber-Stein
    Trishula, Dragon of the Ice Barrier
    Predaplant Verte Anaconda
    Predaplant Ophrys Scorpio
    Toadally Awesome
    Linkross
    Red-Eyes Darkness Metal Dragon
    Instant Fusion
    Trickstar Light Stage
    Brilliant Fusion
    Union Hangar
    Red-Eyes Fusion
    Gateway of the Six

    Semi-Limited:

    Destiny HERO – Malicious
    Draconnet
    Danger!? Jackalope?
    Danger! Nessie!
    Symbol of Heritage

    Unlimited:

    Trickstar Candina
    Ash Blossom & Joyous Spring
    Babycerasaurus
    Nekroz of Unicore
    Lady Debug

    Source:
    https://yu-gi-oh.jp/index.php?page=details&id=773


    Note that Makyura and REDMD were nerf-erratad along the publication of the banlist:

    Makyura the Destructor
    DARK/Warrior/Effect/Level 4
    ATK 1600
    DEF 1200
    You can only use this card name’s effect once per turn.
    (1) If this card is sent from the Monster Zone to the GY: You can activate this effect; once during this turn, you can activate a Trap Card from your hand.

    Red-Eyes Darkness Metal Dragon
    DARK/Dragon/Effect/Level 10
    ATK 2800
    DEF 2400
    You can only Special Summon a card with this card’s name once per turn by the (1) effect, and can only use the (2) effect of this card’s name once per turn.
    (1) You can Special Summon this card (from your hand) by banishing 1 face-up Dragon monster you control.
    (2) During your Main Phase: You can Special Summon 1 Dragon monster from your hand or GY, except “Red-Eyes Darkness Metal Dragon”.

     


    Got barely any opinions on the banlist. MR2020 brings huge changes already so I got no idea on which will be the best decks. These hits ensure current topping decks won't be too high, but who knows if they would still be a problem with most of the Fusion Synchro and Xyz decks unleashed. I do find amusing the hits on the Red-Eyes Dragun kit since, except for Invoked Dragun, decks usually ran only single copies to go off anyway. It's a pity that Toadally got Limited, in pre-MR4 i normally ran 2 along Bahamut Shark so I could fetch a WATER monster with the float effect of the 1st one and just loop the 2nd.
     


  14. Source:
    https://ygorganization.com/whyarentyoubuyingddcrowsrightnow/

    Spoiler

     

    "The following will take effect in the OCG starting on April 1st 2020.

    Regarding the Activation of Monster Effects for Monsters Returned to the Deck or the Extra Deck Face-Down
    -Unless it is specifically referenced in the text, monsters that are returned to the Deck and the Extra Deck face-down cannot activate their effects (this includes mandatory effects).
    Example of Old Way of Resolving: If “Elemental HERO Absolute Zero” is returned to the Extra Deck by “Compulsory Evacuation Device”, its effect to destroy all monsters your opponent controls will activate.
    Example of New Way of Resolving: If “Elemental HERO Absolute Zero” is returned to the Extra Deck by “Compulsory Evacuation Device”, its effect to destroy all monsters your opponent controls will not activate.

    Regarding the Activation of Card Effects that Move Away from Their Activation Location Before Their Effects Activated
    -In card texts, cards refer to their effect activation requirement as well as their effect activation location. (For example, if it is an effect that activates when the monster itself is Normal Summoned, it activates on the field, if it is a Trap Card whose effect is activated if it is sent to the GY, it activates in the GY.) If a card moves location from its activation location to a different location before its effect activated, its effect cannot be activated (including mandatory effects).
    Example of Old Way of Resolving: “Sangan” is Tributed to activate “Crush Card Virus”, and “D.D. Crow” is activated in a Chain to banish the “Sangan” from the GY. “Sangan” activates its effect after this chain is done resolving. (In this case, “Sangan” is treated as activating its effect in the GY.)
    Example of New Way of Resolving: “Sangan” is Tributed to activate “Crush Card Virus”, and “D.D. Crow” is activated in a Chain to banish the “Sangan” from the GY. “Sangan” does not activate its effect after the Chain is done resolving.

    Regarding the Normal or Special Summoning of a Monster in Relations to Card Effects that Mention “During the turn you activate this card/effect”
    -Some cards will have text such as “During the turn you activate this effect, you cannot Special Summon monsters, except [blank] monsters” or “During the turn you activate this card, you cannot Summon monsters, except with this card’s effect”, which have activation requirements for whether or not you Summoned certain monsters during the turn. Cards with this text will now check whether or not the Summoning of the monster described in the text was successful for their activation requirements.
    Example of Old Way of Resolving: You cannot activate “Rage with Eyes of Blue” during the turn the Normal Summon of your “Maiden with Eyes of Blue” was negated by “Solemn Judgment”.
    Example of New Way of Resolving: You can activate “Rage with Eyes of Blue” during the turn the Normal Summon of your “Maiden with Eyes of Blue” was negated by “Solemn Judgment”.

    Regarding the Special Summoning of Monsters that Mention They “Can only be Special Summoned once per turn”
    -Certain cards have the text “You can only Special Summon [blank] once per turn” which means that you can only Special Summon card(s) with that name 1 time during this entire turn. Cards with this text will now only count the Summoning if the Summoning of a monster with that name was successful during the turn.
    Example of Old Way of Resolving: If your “Hi-Speedroid Chanbara” Synchro Summon was negated by “Solemn Judgment” during this turn, you cannot try to Synchro Summon “Hi-Speedroid Chanbara” or try to use any other type of card effects to Special Summon it for the rest of the turn.
    Example of New Way of Resolving: If your “Hi-Speedroid Chanbara” Synchro Summon was negated by “Solemn Judgment” during this turn, you can Synchro Summon “Hi-Speedroid Chanbara” or try to use any other type of card effects to Special Summon it for the rest of the turn.

    Regarding Continuous Trap Cards that Special Summons Themselves to the Monster Zone by Their Own Effects
    -Continuous Trap Cards such as “Embodiment of Apophis” which has the effect “Special Summon this card as a Normal Monster (Reptile-Type/EARTH/Level 4/ATK 1600/DEF 1800). (This card is also still a Trap Card.)” that can Special Summon themselves to the Monster Zone will now free up the Spell & Trap Zone they were placed in before.
    Example of Old Way of Resolving: You have 5 cards Set in your Spell & Trap Zone, you activate 1 of them, which is “Embodiment of Apophis” and Special Summons it to the Monster Zone. The Spell & Trap Zone that “Embodiment of Apophis” was in before cannot be used, so you cannot Set a new card in your Spell & Trap Zones.
    Example of New Way of Resolving: You have 5 cards Set in your Spell & Trap Zone, you activate 1 of them, which is “Embodiment of Apophis” and Special Summons it to the Monster Zone. Because the card of “Embodiment of Apophis”is now in the Monster Zone, the Spell & Trap Zone it was in before is now empty and available for use, therefore you can Set a new Spell/Trap Card into the Spell & Trap Zone it was in before.

    Source: https://www.yugioh-card.com/japan/notice/revision/#processing"

     


    In short:
    1. Monsters returned to the Extra Deck face-down, or to the deck, won't have any floaty effects activated unless the effect specifically mentions that it does. E.g. A bounced E-HERO Absolute Zero won't have its destruction effect activated. But effects like Serpentine Princess' should activate as usual. Also ED monsters that spin themselves into the ED, such as Ritual Beast and Gladiator Beast, still work as usual because those effects activate on the field and their self-spins are costs of said effects.

    2. Cards with effects that activate when sent to a specific location(s) (e.g. in the GY, banished), if they are sent to those locations but moved before their effects activate and start a new chain, then the effects won't activate. The example given is using D.D. Crow to banish a Sangan sent to the GY as cost to activate a Virus card. In this case, Sangan is banished before its effect activates in a new chain, and thus it's not activating anymore. AFAIK this rule will mainly apply in cost scenarios. It seems a common misconception is that you can use MST on a Spell/Trap upon its activation to destroy it and send it to the GY, in honor to the popular "MST negates" meme, but this is not the case because by then the targeted Spell/Trap already activated successfully on the field.

    3 & 4. Both basically mean that Summons and effects with follow-up drawbacks or restrictions, or monsters with "hard OPT" Summons (e.g. Mekk-Knights, but I think the alternate Summoning method of Cyber Dragon Infinity would apply as well) will no longer have said drawbacks or restrictions applied if their Summon or activations were negated.

    5. Trap monsters will no longer occupy a Spell/Trap Zone while in their "monster form". Although something I read in a Youtube comment that isn't addressed in the ruling is that if a Trap Monster treated as a monster is flipped face-down or negated by cards like Jinzo while all your Spell/Trap Zones are occupied, then the monster is sent to the GY by card mechanics as it doesn't have any Zone available to be Set as a Trap.


    My thoughts:
    - Big buff for Trap Monsters, and IMO it should have been always been this way, it's more intuitive.
    - Cards like D.D. Crow got better as well, and I'm guessing Burial from a Different Dimension could pop up as a meta call against banish-happy decks as well.
    - I find it so nice that you are no longer punished for having the Summon of monsters with drawbacks/restrictions negated by the opponent.
    - Spinning and bouncing as removal got stronger. Not sure if I like this because "When/if this card leaves the field" effects were good due to their reliability. but I guess it's good to have more tools to combat power effects and combos.


  15. Heh, the effect reminded me of Mystical Knight of Jackal, which I remember being played casually for the semi-loop it could enable if the opponent kept defending with a beatable monster. This is quite different though, it needs Flip set-up and you would have to top-spin a card you know is useless for the opponent to effectively make it skip its Draw Phase. Or just return a valuable card of yours to your top of deck. WIND/Zombie typing is cool, but IDK where the WIND is coming from. Stats look decent, too. Overall looks like a casual card to me, but could be decent pick in topdeck strategies.

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