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Summer Darj

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Everything posted by Summer Darj

  1. I meant a new move. For example, something like a Fairy-Type version of Aqua Jet, Bullet Punch, etc. or a ~90 base power Special Flying move that is missing because the next best thing is Air Slash with 75 base power, while Aeroblast and Oblivion Wing are exclusive for legendaries; Rocks would appreciate a more widely distributed ~80 BP Special move, too. Or it could be something new entirely, like a Fire-Type version of Stealth Rock or IDK.
  2. IIRC I asked what would be your personal move if you were a Pokemon, but now I ask: what move would you introduce to Pokemon if you were given the opportunity to do so? Please at minimum mention the type, if it's physical, special or status, base power if applicable, of course the effect (if any), and at least 3 Pokemon (and their lines if any) that would be able to learn it, the latter to get an idea of what niche or hole you would intent to fill. But more details like, for example, PP, or a longer list of Pokemon that learn it, would be appreciated.
  3. Double post but I recently realized this outright outclasses MST, which isn't as cool because MST remains relevant and sees some use in formats because it doesn't cost LP like Cosmic Cyclone does and that LP cost can make a difference in a tournament setting due to the time rules. A way that a card like this would be acceptable IMO is if MST gets some kind of support down the line, similar to the case of MF AFAIK, which was first outclassed by the elemental MF, then later got some support.
  4. Practically all my favorites are here. I don't like many of the new Pokemon of this generation. I like both forms of Toxtricity by the way, and their Gigantimax form as well.
  5. A Called by the Grave for Spells, huh. Now this is something cool. And clever too! Like, it's such an straightforward or intuitive concept that I'm surprised anyone else, including me, hadn't come up with it before. Or as least I haven't seen anyone make a card like this. And I find amusing how this can actually negate Normal or Quick-Play Spells if you catch them with this, making the old "MST negates" meme actually true. IMO it effectively does fill a niche compared to the other mentioned backrow coverage cards. It's even useful against floaty Spells too, as their GY effects should be negated as well.
  6. Nephenee (Radiant Dawn) Zelgius (Radiant Dawn) Echidna (Binding Blade) Maribelle (Awakening) Laegjarn (Heroes) Brave Ike (Heroes?) Grima-male Robin (Awakening?) Duma (Shadows of Valentia)
  7. Ebisu (Dorohedoro) Johnnyboya (2009 REDLINE) Shego (Kim Possible) Harley Quinn (Batman: The Animated Series) Elizabeth Liones (Seven Deadly Sins/Nanatsu no Taizai) Sally (Black Clover) Geno (Super Mario RPG) Midna (Legend of Zelda: Twilight Princess)
  8. Basically a Farfa for Dangers! The effect is useful to disrupting whatever Bigfoot cannot pop. Farfa still may be more flexible with the blinking effect, but at least this comes with the card drawing effect of Dangers! Also it has a handful of things going for it as a Level 1 DARK/Spellcaster with 0/0 stats, namely One for One, Dark Renewal, low-stat searchers, and IDK if it gets any other DM support.
  9. Which change(s) would you give to Granbull to make it jump a couple of Smogon tiers, preferably into OU? Either S/M or Sw/Sh formats.
  10. I find amusing that Megaliths should have little issues with Summoning this, but they would have to run Ritual Spells like Earth Chant to use her effect since they don't have any archetype Ritual Spells yet, the one they have is a Quick Play Spell xD IDK, card seems dangerous to me. While it does need the Ritual monster in hand rather than SSing from Deck, GY, etc. Ritual monsters are so easily searched nowadays so getting the potent ones should be easy, and then you shortcut the Ritual Summon skipping both the Spell and the Tributes... sounds like too much of a good deal.
  11. Indeed, it's not exactly a card that assists the archetype when going first beyond Setting this in an opening turn and wait for your opponent to control more monsters than you to drop the beater + Skill Drain. Also helps when you get Kaiju'd yourself. But that's fine IMO, I don't intent to support Kaijus when going first since they are about board breaking and opening turn support feels off-theme to me. Plus it could get silly with Gameciel + Kaiju Counters.
  12. BUMP because a rename and got a picture for the card.
  13. I like the idea, it would make it more like a Merkabah that takes the card from the field instead of the hand. You could make it destroy cards in hand too, but that may be a bit too conveniently flexible. Another idea I had is to give it a SS clause from the ED akin to Zefraath, so you can drop it even with inappropriate scales.
  14. You could make it a Pendulum so it behaves as a recurring negation boss like Endymion Pendulum and Jackal King. Not a fan of omni-negations, personally. I prefer when cards negate a single category (Monster, Spell/Trap, Summon, effect in the GY,etc.). I find them both more fair by letting the opponent do something, and even more creative since it doesn't feel like a "I will make it negate anything and call it a day" approach. I for one appreciate the Level 9 for the support it gets (WL Level 9s, Monstrosity, Generaids, True Kings, etc.).
  15. Aged Shurit with an armor from Locomotion R-Genex. Since it's Level 9, makes more sense for him to look like Nekroz of Trishula.
  16. My Hero Academia perks. But disregard their users or how they use them. In other words, about bias from the characters.
  17. AFAIK if you negate the effect of a Kaiju, the highlander clause is negated as well, letting you control another Kaiju, although you still can't Summon another one so it would be in scenarios like Skill Drain + Remove Brainwashing. Still, the condition is to be more clear on what happens in that instance, as unlikely as it is. I too like Kumongous, and the counter-generating effect of the Spell is a way to make it more desirable despite its low ATK compared to other Kaijus. I could go for an ATK/DEF boost for your Kaijus instead of cutting the stats of opposing Kaijus, but then you would not be as safe if you were to lose your Kaijus.
  18. Awakened Kaiju Superiority Continuous Trap If this card is activated while your opponent controls a "Kaiju" monster, or more monsters than you do: You can Special Summon 1 "Kaiju" monster from your Deck or GY, and if you do, place 3 Kaiju Counters on this card. The ATK/DEF of "Kaiju" monsters your opponent controls are halved, also their effects cannot be activated. While you control a "Kaiju" monster, negate the effects of all face-up monsters on the field and in both player's GYs whose original ATK are lower than the ATK of the "Kaiju" monster you control with the lowest ATK. Thought about making some kind of "The Monarchs Erupt" for Kaijus, depicting a Kaiju intimidating weaker monsters from using their effects, and rewarding you for playing Kaijus for more than their Tribute-based removal. Unlike Erupt, this will stop the effects of monsters in the GY as well, and should stop most discard hand traps, but on the other hand, it also negates your monsters too and thus isn't one-sided. It won't stop things like Nibiru, though. The Kaiju-weakening effect is to ensure your Kaiju is bigger than the opponent's, lock it from using its effect and the Kaiju Counters on this card, and also to lessen the risk of being beaten by the very Kaiju you gave to it. Thoughts?
  19. Wonder Evolution Pill Normal Spell Apply 1 of these effects. • Destroy 1 Reptile, Sea Serpent or Winged Beast monster you control or in your hand, and if you do, Special Summon, from your Deck, hand or GY, 1 Dinosaur monster whose Level is equal or 1 higher than the original Level of the destroyed monster. • Destroy 1 Dinosaur monster you control or in your hand, and if you do, Special Summon, from your Deck, hand or GY, 1 Dragon monster whose Level is equal or 1 higher than the original Level of the destroyed monster. • Destroy 1 Dragon monster you control or in your hand, and if you do, Special Summon, from your Deck, hand or GY, 1 Wyrm monster whose Level is equal or 1 higher than the original Level of the destroyed monster. You can only activate 1 "Wonder Evolution Pill" per turn. Got inspiration from Jewel Beast - Argosaurus. Basically a Transmodify of sorts that can be used to trigger some floaty effects of Reptiles, Sea Serpents, Winged Beasts, Dinosaurs and Dragons. Dinos can play it along Oviraptor, Diagram, Argosaurus, etc. to extend their pop combos, although they would have to run Dragons with the appropriate Level to make it live. Thoughts?
  20. Bump because the upcoming MR2020 maks this card better.
  21. BUMP because with Colossus gone in TCG, this is, like, the bext best thing Thunder Dragons have without focusing on Titan. Although they wouldn't be able to drop this as easily since they would rely on Dragonduo and that Dragon with BLS summoning conditions, as this requires a Level 7+ monster. I'm considering dropping the Level requirement to 5+. Not to mention that, regardless of Colossus status in the banlists which is bound to change practically randomly, with the upcoming MR2020 that makes easier the Summon of ED monsters, this may need a rework anyway.
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