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Summer Darj

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Everything posted by Summer Darj

  1. Agreed, the scale number can be better. IDK about changing its Level though. Grabbing it with Summoner's Art plus other Normal support is cool. i appreciate the LIGHT/Rock typing, there aren't many monsters with that combination. Not too sure about the effect, though. It's an OPT trade of Flips sure, but by Setting them it doesn't really open for follow-up plays, plus the banish drawback prevents combos by bringing back floaty Flips such as Shaddolls. Not to mention you need to get the Flips in the GY first. As a mere 1-for-1 it doesn't look that great to me, it can be improved. Actually I thought it could also send a Flip from Deck to the GY and thus was a revival effect. Also it leaves me wishing it could at least flip the revived monster face-up, perhaps through a 2nd effect, or under whatever condition.
  2. YGO cards from you? Now that's a surprise. Some thoughts: - Palathemes: the effect looks awkward. No opponent would ever play into this unless it's backed up with effect negation. Instead you could go for something like "Your opponent cannot activate Spell/Trap Cards or their effects when this card is Summoned". - Geraint and Guinivere have the same effect. IDK if it's intended or not. - Fateful Ceremony may deserve a hard "Once per turn" clause. Otherwise it's pretty much a copy of Upstart Goblin, and that one is currently limited due to its deck-thinning properties. - Holy Land may warrant at least a soft "Once per turn" clause. Otherwise you can keep banishing from hand to add archetype cards to hand and set-up a lot of banished Fighters. - "For Honor" makes me think they would appreciate a searcher for archetype Spell/Traps. That would allow for stronger opening turns as a stun card. Overall, they look good so far. They got a solid Spell/Trap lineup and the monsters may be a bit simple but their ability to Summon themselves while banished, and not as an effect that starts a chain, should make up for it. Being banish-friendly opens a handful of tech cards and maybe engines too. Looking forward to reading the remaining 5 cards.
  3. The effect places the counters once the card becomes a Monster. IDK if that lets it hold counters as Spell Card in a Pendulum Zone.
  4. Looks solid. It may not pack a built-in protection like beaters want to last a bit longer in nowadays' formats, but the Battle Phase stun and the big potential damage it can put on board should make up for it. Please consider giving it Dragon as its original Type, and make it a Zombie by effect, so Zombies can have Dragon's Mirror as a tech option. The revival effect can be improved by not making it not miss timing. ("If...: You can").
  5. Well, Thunder Dragons, a relatively relevant deck in the competitive scene, make use of Batteryman Solar, and I have seen 9-Volt a couple of times. Not to mention that Solar can set this up on its own once it Summons a Token, and then you can proceed to Summon this and use its effect to revive the Solar for an easy +1 monster, +2 if you have another Batteryman in GY already. Anyway, not sure to where I'm going with that. I agree Batterymen need some love, but in this card's case... Thunder Dragons and anything that runs Solar gets access to it, too. Normally I would suggest to make this card more xenophobic to get around that, but this being played outside of the archetype isn't a big issue since Thunder Dragons aren't exactly dominating and this would just be a little push in the shape of 1, or more situational 2, monsters to work with. Then again, they can easily turn that extra monster into Thunder Dragon Colossus.
  6. A new Endymion as Pendulum maindeck boss, and Breaker as a Link? I find cool to see the different monster types providing support. The flavor is strong on the Breaker Link. And it looks good, IMO. If only the (2) effect didn't have a hard OPT. Curious to see how its text will be printed in TCG. Endymion boss looks solid too. A single counter will give it that annoying protection reminiscent of Majespecters, pushing you to destroy it by battle... only to float into a Normal Spell xD Would be funny to loop its negation effect with 1 or 2 Pitch-Black Power Stones for more consistent OPT negations. Hopefully the rest of the support, if any, will allow these t integrate better with the Mythical Beast Pendulums. Would have been cooler if it could also hold Spell Counters while in a Pendulum Zone.
  7. You can always fall back on adding to hand with the search, but wanted to be a bit more creative withe a triple option effect. IDK, placing a scale directly could lead some plays, for instance a Dinomist for their protection effects. Qliphhorts can boost their ATK with some of their Pendulum effects, as well as Saqlifice, and that's +600 if you stack both. Not bad, IMO. Regardless, my intent with that protection is to keep it safe from most hand traps like Veiler and Snow Rabbit, while it can negate whatever bigger monster threats it. But if you think another kind of protection would be more appropriate or effective, I'm all ears.
  8. What are your resolutions for this new year?
  9. Lair of Darkness + DNA Surgery (Fiend) + Scapegoat + Moon Mirror Shield (optional) + this = win :v Not really, goats cannot be used or a Normal Summon. Make it Galaxy Tomahawk, Scapeghost or something else instead.
  10. Lovely drawing, she is so precious. I'm amazed at how you colored the skin. Looks so well... blended, IDK if that's the right word for it. The way you color and style her hair impresses me, too!
  11. I used to think like that but doesn't hurt to be open to ideas. Besides, card text can override card rules, and there actually is a card as precedent, Rainbow Ruins, although IMO it is important to note that its text is outdated.
  12. Im retrospect, yeah, it may not be that potent. It does take your BP if you want to deal with a problem monster, and Extra Deck slots are precious in most decks. Should be fine, then. I still find odd that it's a generic HERO Link. Thankfully it's not DARK for Law Mask Change xD inb4 Lair of Darkness combo :v
  13. Any particular reason to make the 2nd Link a Xtra HERO? Also, I don't like the genericness of its requirements. I would rather leave it to Konami to introduce first a Link1 that requires any monster. Regardless, it may be too good for a generic Link1. Even with the Verz Mandragora restriction, it still is such an accessible problem solver.
  14. Sure, give Salamangreats, one of the currently topping OCG decks, a Link5 that could potentially become a boss monster. Do you wan a tier 0 scenario? :v Actually, IDK if they would actually bother with this, since they need Salamangreats on board to make their backrows live. I cannot really think of a FIRE deck swarmy enough for this, but it should be possible for Fire Fists or decks built around Rekindling or Searing Fire Wall. And even then, spending resources into Link5 is risky if you are not netting pluses through a Link ladder. At the very least Knightmare Phoenix should be an flexible stepping stone.
  15. This is such a spicy tech. I don't think I ever imagined this monster would ever be potentially relevant xD
  16. Curious on why her name changes to "Doraido" :v You noted it yourself, it's accessible through the Spellcaster miracle Fusion, and even Necro Fusion, but it's only for decks that run enough different Attributes. I would say 5 Attributes are enough to make her good. Knightmares can help a lot with getting the Attributes, by the way. Overall a good card, IMO. It's almost on par to Quintet magician for Spellcasters, and that monster is not doing much even in the competitively relevant Altergeist, so this should be fine.
  17. That, and is no that different to dropping the True King. The main difference is that True King can be negated by Impermanence and Gamma if the opponent has no cards on its board yet.
  18. I see. Then I bet your best bet is Lair of Darkness + DNA Surgery calling Fiend xD Not familiar with Cubics so IDK how god the new card is. And Malefic Divide looks bad. You still have to Summon the Malefic monster properly first.
  19. Qliphort Defragenius EARTH/Machine/Link/Effect/Rating 3 ATK: 2400 Markers: bottom, bottom-left, bottom-right 2+ Machine monsters, including a "Qli" monster This Link Summoned card is unaffected by Spell/Trap effects and by activated effects from any monster whose original ATK is lower than this card's current ATK. Once per turn (Quick Effect): You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 or more monsters are Special Summoned at the same time to zones this card points to: You can take 1 Machine Pendulum Monster from your Deck, and either Special Summon it, place it in your Pendulum Zone, or add it to your hand. Posted this on YCM a while ago but have made some changes. It's a straightforward upgrade for Qliphort Genius. Admittedly, I made it mainly because I wish the negation effect of Genius was a Quick Effect. Can't say it's a really creative effect, but I tried to give it as much flavor as possible. The changes are making the material requirements more flexible, as it used to require at least 1 Qliphort Link monster, also I changed the protection, and made the search of the last effect more flexible. Trivia, flavor & stuff: - The name makes a reference to defragmentation. Also it hints at Genius compacting, or "defragmenting", itself by finding a body. - It has the same ATK as the Level6 Qliphorts. Thoughts?
  20. I would rewrite the protection effect as: While you have a DARK Normal Pendulum Monster Card in your Pendulum Zone, your opponent cannot activate cards or effects when you Pendulum Summon a monster(s). Anyway, I like the card. It may not search like "Field ROTAs", float or enable cards like Diagram or Sky Iris but being able to choose the results for your die rolls and coin tosses is big, IMO. Sucks that it needs some set-up, but it's only fair considering the shenanigans it can enable. I suggest to allow you to choose to result of 1 die or coin for effects that roll or toss multiple times, just to help such effects a bit.
  21. The BEWD Fusion looks good. Just tech Dragon's Mirror in Blue-Eyes :v Black Chaos looks like it wants to Ritual Summoned during the opponent's turn. I guess the Ritual Summoning Trap is there for that xD Oracle Mana is decent IMO, if only because it can float into DMG, and you can trigger it yourself. Exodia is a Maju Garzett at worst, a win condition at best. I'm still trying to remember ways to get a DARK/Fiend on the opponent's board besides Creature Swap shenanigans or Summon Sorceress. There is Shien's Spy as well. The rest don't look as good.
  22. Shouldn't it be other way around? Flame Dragon and Co. are the ones who don't want to change a.k.a. control, while Tormented and Co. want to be out, change things a.k.a. freedom? IDK.
  23. I'm on it actually xD Although IDK who is in charge of custom member groups in YCM anymore. Seems Flame Dragon would be it.
  24. This one has me thinking, and I like it already because of that. On one hand, it can be highly advantageous, especially since you can pop a card that floats when it is destroyed, letting you preserve or generate card advantage. So that means it can be a +2 at best, or a 1-for-1 at worst as pointed out on the opening thread. On the other hand, it involves column play, and it shins the most when the opponent places multiple cards in a column, so there is a bit of luck, and mind games if the opponent already knows you run this, involved. Similar to how Mekk-Knight players push their opponents to spread their cards around/ If anything I would consider either FIRE attribute for some flavor with the gun theme and name, or alternatively 0 DEF so it gets at least Recurring Nightmare support. A bit unsure about the base 1900 ATK, but if it can't attack after using its effect, it may be fine. Although one could play around the restriction by using it as material afterwards, done more easily with Links around. 1600~1800 ATK would be safer. I wouldn't make this a Quick Effect, though. Then it would be too good as a Normal Summonable Warrior with any kind of Special Summon restriction.
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