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Zaziuma

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Everything posted by Zaziuma

  1. A little Rank 3 Pendulum Xyz, since I haven't made one of those in a while. It focuses on attaching cards to itself and messing with your opponent's Extra Deck, is able to send Pendulums from your Deck or Extra Deck to the GY to change its Pendulum Scale and boosts Xyz Monsters' ATK/DEF. It changes its effect depending on the zone it's Special Summoned to, either attaching a monster from your opponent's Extra Deck or your GY.
  2. A Level 10 Fusion Monster that uses Link Monsters, is able to blow up the whole field, gain massive amounts of DEF, which you can than switch to it's ATK, also protects itself from battle/effects by banishing Link Monsters from your GY.
  3. I recently made a Mathmech Deck, and well, it should be pretty obvious what I am supporting today, yeah, I normally don't make direct support, however this card is designed directly for them, though with some general Cyberse support options as well. So, this is a Pendulum Monster, which seems perhaps a little random, but I figured since they already use Synchros and Xyzs, they aren't shy about this sort of thing, and I was not sure if I should go with a monster or a Spell/Trap, so I did both! Anyway, this card is able to change its Pendulum Scale to 5 instead of 3, making you easily able to use multiple of this card to Pendulum Summon with, or if you want, use its effect to SS a Cyberse from your hand instead, along with that, it's a Tuner, and you can SS itself from the hand or Extra Deck by Tributing a Cyberse monster, and lastly, if it's sent to the GY, you get to add a Mathmech card from your GY to your hand, other than itself that is.
  4. Amphipteres is an Archetype consisting of Reptile and Wyrm EARTH, WATER and DARK monsters with various Levels. They focus on type changing, self milling and Link/Fusion Monster tactics. The Main Deck monsters are all Reptile, and are also in the Aura of the Amphipteres sub-Archetype, with the Link/Fusion Monsters being Wyrm. The Link Monsters are all able to make a monster they point to become Wyrm, which is how you get out Amphipteres Serpentine and Amphipteres Lindwyrm, as support from other effects. All Aura of the Amphipteres have an effect that banishes it and 2 other Amphipteres cards from your GY to add an Amphipteres card from your Deck to your hand, thus a lot of their effects are able to mill cards to the GY for this purpose, and they have various Special Summoning techniques in the hand to Link Summon fast and easily. Amphipteres are mythical snake-like dragons, and the theming around this Archetype is a parallel from our own where the reptile population are these mythical dragons instead, hence the "aura" being the Reptile monsters, and you can see more of this in the Spell/Trap support. The Extra Deck monsters are also based on reptile and dragon related things. So unlike my previous archetype Sinistar, this is intended for the current format, though as they mainly use Link Monsters, they would probably play mostly the same, the most significant difference being Lindwyrm, which would be able to be put into the Main Monster Zone more easily, hence why that effect is not as powerful (to me anyway) as the Extra Monster Zone effect it gains, so in some regard I did take the new format into consideration, but I still don't think it changes much. Also, happy new year! Last year, I was going to post an Archetype on the 1st as well, but well, YCM went down around this time, so I never got that chance, but at least I get to this time around. Main Deck Monsters: Aura of the Amphipteres - Gecko Reptile/EARTH Level 2 You can Special Summon this card (from your hand) to your zone on either field a Wyrm Link Monster points to. You can only Special Summon "Aura of the Amphipteres - Gecko" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Gecko" once per turn. 500/500 Aura of the Amphipteres - Skink Reptile/DARK Level 2 You can Special Summon this card (from your hand) by discarding 1 "Amphipteres" card. You can only Special Summon "Aura of the Amphipteres - Skink" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Skink" once per turn. 1000/0 Aura of the Amphipteres - Snake Reptile/DARK Level 3 When this card is Summoned: You can Special Summon 1 "Aura of the Amphipteres" monster from your hand or GY, except "Aura of the Amphipteres - Snake", but it is banished when it leaves the field, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Wyrm monsters. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Snake" once per turn. 1200/700 Aura of the Amphipteres - Turtle Reptile/WATER Level 3 If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Aura of the Amphipteres - Turtle" this way once per turn. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Turtle" once per turn. 700/1900 Aura of the Amphipteres - Iguana Reptile/EARTH Level 4 Once per turn: You can send the top 3 cards of your Deck to your GY, then if you sent any "Aura of the Amphipteres" monsters, you can Special Summon 1 of them from your GY. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Iguana" once per turn. 1500/1500 Aura of the Amphipteres - Crocodile Reptile/WATER Level 4 You can discard 1 "Aura of the Amphipteres" monster; Special Summon 1 "Aura of the Amphipteres" monster from your Deck in Defense Position, except "Aura of the Amphipteres - Crocodile". You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Crocodile" once per turn. 1800/900 Extra Deck Monsters: Amphipteres Shell Wyrm/WATER/Link Link Arrows: Down 1 Reptile Effect Monster with a Level A monster this card points to becomes Wyrm. When this card is targeted for an attack, or with a Spell/Trap effect that targets only this card (Quick Effect): You can target another monster you control that would be an appropriate target; that attack/Spell/Trap now targets the new target, also send the top 3 cards of your Deck to the GY. 0/LINK-1 Amphipteres Reptilian Wyrm/DARK/Link Link Arrows: Bottom, Right 2 Reptile Effect Monsters with a Level A monster this card points to becomes Wyrm. You can discard 1 Reptile monster; Special Summon 1 Reptile monster from your hand or Deck to your zone this card points to. (Quick Effect): You can Tribute 1 Reptile monster and 1 other Wyrm monster from your hand or field; send the top 3 cards of your Deck to the GY, also until the end of this turn, double this card's current ATK, also if this card battles, your opponent cannot activate cards or effects until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Amphipteres Reptilian" once per turn. 1500/LINK-2 Amphipteres Serpentine Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ Effect Monsters, including a Wyrm monster with a Level A monster this card points to becomes Wyrm. If this card is in your Extra Monster Zone: You can switch control of 1 Wyrm monster this card points to on each field. When your opponent activates a monster effect: You can Tribute 1 "Aura of the Amphipteres" monster from your hand or field; negate the activation, and if you do, destroy that card, then send the top 3 cards from your Deck to the GY. You can only use each effect of "Amphipteres Serpentine" once per turn. 2500/LINK-3 Amphipteres Lindwyrm Wyrm/EARTH/Fusion Level 10 "Amphipteres Serpentine" + 2+ Wyrm Effect Monsters with a Level Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards your opponent control up to the number of Wyrm monsters banished to Special Summon this card, then send cards from the top of your Deck to the GY equal to the number of cards destroyed. Once per turn (Quick Effect): You can activate 1 of these effects, depending on the zone it is in. ● Extra Monster Zone: Halve the ATK/DEF of all monsters your opponent control until the end of this turn. ● Main Monster Zone: All Wyrm monsters you control gain 500 ATK/DEF until the end of this turn. 3000/3000 Spells/Traps: Amphipteres Dimensions Field Spell When this card is activated: You can send the top 3 cards of your Deck to the GY, then if you sent any "Aura of the Amphipteres" monsters to the GY, draw 1 card. During your Main Phase, you can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Wyrm monsters in your Extra Monster Zone cannot be targeted by or destroyed by your opponent´s card effects. Wyrm monsters in your Main Monster Zones cannot be be destroyed by battle. You can only activate 1 "Amphipteres Dimensions" per turn. Amphipteres Conception Normal Spell Excavate the top 5 cards of your Deck, add 1 excavated "Amphipteres" card to your hand, also, after that, send the remaining cards to the GY, unless you excavated no "Amphipteres" cards, in which case, shuffle the excavated cards into your Deck. If this card is in your GY: You can banish this card, then target 5 of your banished "Amphipteres" cards with different names, except "Amphipteres Conception"; shuffle them into your Deck, then draw 2 cards. You can only use 1 effect of "Amphipteres Conception" per turn, and only once that turn. Amphipteres Metamorphosis Quick-Play Spell Target 1 Reptile monster you control; it becomes Wyrm. If this card is in your GY, during either player's turn: You can target 1 "Amphipteres" Wyrm monster you control; return it to the hand, also add this card to your hand. You can only use each effect of "Amphipteres Metamorphosis" once per turn. Amphipteres Creation Normal Trap Special Summon 1 "Aura of the Amphipteres" monster from your hand or Deck. If you control "Amphipteres Dimensions" and this card is in your GY, during your opponent's End Phase: You can Set this card from your GY. You can only activate 1 "Amphipteres Creation" per turn. Amphipteres Parallels Continuous Trap Once per turn: You can target 1 Reptile or Wyrm "Amphipteres" monster you control; if its Type is Reptile, it becomes Wyrm OR if its Type is Wyrm, it becomes Reptile. If you control both a Reptile and a Wyrm monster that was Special Summoned from the Extra Deck, your opponent cannot Special Summon monsters from their Extra Deck, except Reptile and Wyrm monsters. If this card is sent from your Deck to the GY: You can Set this card from your GY, or activate it if you control "Amphipteres Dimensions".
  5. Just learned you can upload gifs as avatars, so that's fun, too bad I had to convert the gif to a lower resolution so it would work with the limited space, wish it was 1MB instead, that would have been perfect for this gif.

    1. Ash

      Ash

      Probably something I can increase, I'll take a look.

  6. Oh yeah that may be right, looked at Question which didn't say that, but that is an old card, I should know better heh. Fireworks! They can be quite dangerous if you are not careful, and it being during the End Phase, as in the end of your turn, the end of the year, it made sorta sense. I was more so working from the effect perspective first, rather than a theme, but the card came together with a semi-theme to it i thought.
  7. Happy new year everyone! It's 2020, wow that is wild. I mean, it means nothing, we made all this crap up, but I can't feel like that's significant still. Well, to another crazy ass year on planet Earth

  8. Happy New Year everybody, there's about 5 hours until the year changes in Denmark, so to celebrate, I made holiday themed card, and it got some interesting things to it! Firstly, while it has Festival Counters, nobody take battle damage, this is no time for attacking each other, and you can remove 1 of them for an effect similar to that of the card "Question", which picks the bottom-most monster in both GYs and Special Summons them, like a parade! Lastly, during the End Phase, you remove a Festival Counter from the card and both players take 1000, remember to be safe out there!
  9. What are some games or genres you played this year that you wouldn't normally play? Mine are in the comments.

    1. norI worK

      norI worK

      Outer Worlds. I usually don't have time nor the want to play RPG games. They haven't clicked with me in almost a decade. When I was young I played lots of RPGs but now I got bored usually 15 minutes in. It was free on game pass so I downloaded it and gave it a shot. I've beat the game 5 times now. It's a great game and I'm impressed that it kept me so immersed.

    2. mido9

      mido9

      Speaking of outer worlds, I played outer WILDS. It's basically a walking simulator, which I usually dont even bother with, but the exploration aspect of the game just gripped me so hard and the variety and secrets and revelas in the game all made me look forward to the next thing that will happen

    3. Zaziuma

      Zaziuma

      Played both Outer games as well, both are fantastic games.

    4. Show next comments  3 more
  10. Yeah, they can be strong, though gotta get the right set-up, and unless you want to pay the discard cost on your own turn, getting an Xyz out on your own turn can be tricky, so not sure if I would say they are slow, that is just how they work, but I think the cost is worth the pay-off.
  11. Izar is intended as a comeback card, since it on its own is able to bring back a dead Xyz and give it a material, since its condition of attaching instead of returning to the hand becomes active after reviving the Xyz. It's also meant to be a card that brings another Sinistar on the field, then letting you use that one's effect, along with the ability to discard itself to SS another copy of itself, which then results in another copy of itself, which makes you able to Special Summon another monster from your hand or GY, since remember, their first effect is not tied behind a hard OPT clause.
  12. Ever had your 5-year old half-brother watch you play a game? He watched me play Link's Awakening on the Switch for quite a while, he commented on ever little bit of the game he could, it was both annoying and fascinating to see someone who has no idea what's going on and no concept of games try to figure out what the hell is going on.

    1. Nyx

      Nyx

      My little cousins watched me play Hyrule Warriors. One of them said the music was cool, but Tingle was funny.

  13. I don't know about that, I do take what people say into consideration, however I do have a different idea of where I what I want from my Archetypes, for one, I don't ever aim to make a competitive Deck, if I were to do that, I would find that my Archetypes would be made to combat the current meta, which I find a horrible way to design something, Ally of Justice is no fun to anyone if you ask me. However I do suppose these are some of the stronger Archetypes I have made recently, mainly because I am not sure how the new format is going to look like yet, so I was maybe thinking of balance in the regard it is now. I do find it interesting that you call the Spells/Traps lackluster, Sinistar Lust I can understand a little bit, though the idea is to use it when you have only 2 cards with the same name in your hand, which then let's you grab another copy of Lust and whatever else you want, and as for Wrath, I find it quite powerful, giving them up to 5000 extra ATK, but well, to each their own. Oh and about Air Torpedo, I thought that there was a card similar to mine when I made it, but it wasn't directly inspired by that. Anyway, I saw this after I already made the rest of the cards, though I am willing to take feedback on the new cards, speaking of which... Last cards are up! New Cards: Sinistar Karaka (Level 4 Effect Monster) Sinistar Izar (Level 4 Effect Monster) Sinistar Revati (Rank 4 Xyz Monster) Sinistar Nosaxa (Rank 4 Xyz Monster NOTE: The way I intended this to work is that it will not negate the activation of Normal Spells/Traps and such, only face-up cards will be negated, like Continuous Spells and Pendulums, so you could still use Dark Hole and it would resolve normally) Sinistar Pride (Field Spell) Sinistar Gluttony (Quick-Play Spell) Sinistar Envy (Normal Trap)
  14. Just made a new Archetype that uses the new Master Rules. Check it out here:

     

  15. Sinistar is an Archetype of Level 4 Fairy/DARK monsters. They focus on Xyz Summoning, using effects in your opponent's turn and negating effects. Each Main Deck Monster has a Quick Effect that can only be activated in the opponent's turn, which is boosted if you control one of their Xyz Monsters in your Extra Monster Zone, and another Quick Effect that discards itself and another Sinistar card to Specials Summon a copy of itself from the Deck. The Xyz Monsters all have an effect that state "While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zone", which doesn't mean much to you for the most part, as most effects only work in the opponent's turn, and Sinistar Tegmine is even supported by having its effects negated, as it normally has an effect that halves its ATK while you control more monsters than your opponent, with it becoming a 3000 ATK powerhouse while negated, and playing the Xyz Monsters together provides a powerful force. Along with that, they have powerful Spells/Traps, the primary support card being the Continuous Trap called Sinistar Sloth, which let's you Xyz Summon in the opponent's turn and can end the Battle Phase as well, and also Sinistar Wrath, which boosts the ATK of your Xyz Monsters by 1000 for each monster your opponent controls, but locks down attacks from any of your other monsters, unless you use the build in effect that switches the equipped card to another Xyz Monster. Their name is a portmanteau and pun on a few things, Sinister, referencing the DARK Attribute, Sin, referencing the Spells/Traps being based on the seven deadly sins, and Star, referencing the monsters, which of course are based on the proper name of stars. As the title says, this Archetype uses the new Master Rules that will become the standard on April 1st 2020, which in short means that you no longer need Link Monsters to Special Summon Extra Deck monsters to the Main Monster Zone, so this Archetype plays around with that concept, by utilizing both the Extra Monster Zone and the Main Monster Zones in a way that would be significantly harder previously. Read more about the new rules here: https://ygorganization.com/extra-deck-rules-update-also-arriving-to-the-tcg-04-01-2020/ Main Deck Monsters: Sinistar Saiph Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" card in your GY or among your banished cards; place it on top of your Deck, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can add it to your hand instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Saiph" from your Deck. You can only use this effect of "Sinistar Saiph" once per turn. 1900/0 Sinistar Malmok Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" monster in your GY, except "Sinistar Malmok"; add it to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, Special Summon it instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Malmok" from your Deck. You can only use this effect of "Sinistar Malmok" once per turn. 1200/1600 Sinistar Elnath Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can add 1 "Sinistar" Spell/Trap from your Deck to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can activate it directly from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Elnath" from your Deck. You can only use this effect of "Sinistar Elnath" once per turn. 1500/1500 Sinistar Citala Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand, except "Sinistar Citala", or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can Special Summon it from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Citala" from your Deck. You can only use this effect of "Sinistar Citala" once per turn. 1000/2000 Sinistar Karaka Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can discard 1 "Sinistar" card; draw 2 cards, then place 1 of the drawn cards on top of your Deck, or if you control a "Sinistar" Xyz Monster, you can reveal it to your opponent instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Karaka" from your Deck. You can only use this effect of "Sinistar Karaka" once per turn. 1800/1100 Sinistar Izar Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand or GY, except "Sinistar Izar", then return this card to your hand, or if you control a "Sinistar" Xyz Monster, you can attach this card to 1 of those monsters instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Izar" from your Deck. You can only use this effect of "Sinistar Izar" once per turn. 1600/1200 Extra Deck Monsters: Sinistar Bellatrix Fairy/DARK/Xyz Rank 4 2 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control a "Sinistar" Xyz Monster in both your Extra Monster Zone and in your Main Monster Zone, your opponent cannot target other monsters you control with effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent control up to the number of "Sinistar" Xyz Monsters you control; destroy them. This is a Quick Effect if this card is in the Extra Monster Zone. 2000/2000 Sinistar Tegmine Fairy/DARK/Xyz Rank 4 2 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control more monsters than your opponent, halve this card's ATK, but it cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target 1 Spell/Trap your opponent control; destroy that target, then if they activated the card in response to this effect's activation, draw 1 card. This is a Quick Effect if this card is in the Extra Monster Zone. 3000/0 Sinistar Revati Fairy/DARK/Xyz Rank 4 2+ Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. If this card Xyz Summoned: You can move 1 face-up monster in your opponent's Extra Monster Zone to their Main Monster Zone, and if you do, halve its ATK/DEF. Once per turn: You can detach any number of materials from this card, then target the same number of face-up cards your opponent control whose effects are negated; destroy them, and if you do, inflict 500 damage to your opponent for each card destroyed this way. This is a Quick Effect if this card is in the Extra Monster Zone. 2000/2500 Sinistar Nosaxa Fairy/DARK/Xyz Rank 4 3 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control "Sinistar Pride", negate the effects of cards that are already face-up cards in your opponent's Spell & Trap Zones. Once per turn: You can detach 1 material from this card; your opponent discards 1 random card from their hand, then if the discarded card is a monster, you can Special Summon it to your opponent's field in Attack Position. This is a Quick Effect if this card is in the Extra Monster Zone. 2500/2500 Spells/Traps: Sinistar Lust Normal Spell Reveal your hand, then if you revealed any cards with the same name, shuffle 1 copy of each into your Deck, and if you do, add 2 "Sinistar" cards from your Deck to your hand with different names. You can only activate 1 "Sinistar Lust" per turn. Sinistar Wrath Equip Spell Equip only to a "Sinistar" Xyz Monster you control. It gains 1000 ATK for each monster in your opponent's Main Monster Zones, also other monsters you control cannot attack. If the equipped monster destroys an opponent's monster by battle: You can target 1 other "Sinistar" Xyz Monster you control; equip this card to that target. You can only use this effect of "Sinistar Wrath" once per turn. You can only control 1 "Sinistar Wrath". Sinistar Pride Field Spell When this card is activated: You can place 2 Pride Counters on this card, also you cannot Special Summon monsters, other than "Sinistar" monsters for the rest of this turn. While this has a Pride Counter on it, negate the effects monsters in both players' Main Monster Zones, except "Sinistar" monsters'. Once per turn: You can remove 1 Pride Counter from this card; excavate the top 5 cards of your Deck, add 1 excavated "Sinistar" card to your hand, also send the remaining cards to the GY. Once per turn, during your opponent's End Phase, remove 1 Pride Counter from this card, or destroy this card. Sinistar Gluttony Quick-Play Spell Target 1 "Sinistar" Xyz Monster you control; detach as many material from that target as possible, and if you do, draw the same number of cards +1, then place cards from your hand on top or bottom of your Deck up to the number of materials detached, also that target is unaffected by other cards' effects until the end of this turn. If a "Sinistar" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead. Sinistar Greed Normal Trap Draw 1 card for each "Sinistar" Xyz Monster you control. During your opponent's Standby Phase: You can banish this card and 1 "Sinistar" Xyz Monster from your GY; draw 2 cards. You can only use each effect of "Sinistar Greed" once per turn. Sinistar Envy Normal Trap When your opponent Special Summons a monster(s) to their Main Monster Zone(s): Special Summon the same number of "Sinistar" monsters with different names from your Deck. You can banish this card from your GY, then target 1 "Sinistar" Xyz Monster you control: detach 1 material from that target that was originally a "Sinistar" Monster Card that began the Duel in the Main Deck, and if you do, Special Summon 1 monster with the same name as that card from your hand or Deck. You can only 1 effect of "Sinistar Envy" per turn, and only once that turn. Sinistar Sloth Continuous Trap Once per Chain, during your opponent's turn, you can: Immediately after this effect resolves, Xyz Summon 1 "Sinistar" Xyz Monster using monsters you control as materials. If you Xyz Summon a "Sinistar" monster during your opponent's Battle Phase: End the Battle Phase. Once per turn, during your Standby Phase: You can target 1 "Sinistar" Xyz Monster you control; return it to the Extra Deck, and if you do, Special Summon the materials that were attached to it from your GY. You can only control 1 "Sinistar Sloth".
  16. I like the presentation here, looks fancy! Anyway, I said my thoughts on YCM, but I should probably talk a little about the new card look. It's about time, Magic the Gathering changed after a while and that was for the better, as iconic as the cards are, they are outdated, with small card images and counting the Levels I still mess up if a Level is very high sometimes, and honestly hope they just do this for regular cards, though it sounds like that may not be how they handle things, since they are releasing these separate from the main set from what I gather. The cards look modern, yet you can still tell it's a YGO card immediately, some say they look like Bandai cards, which okay, I can see that, but what makes that so bad?
  17. Oh my god, PS5 confirmed for holiday 2020. Which holiday is anyone's guess, but they probably mean Christmas, and it would be weird for it to come our early in the year without a date. Also, while it may have been confirmed before, the name PS5 seems all but official: bit.ly/2p3BO5U

    1. Phantom Roxas

      Phantom Roxas

      That's as official as it gets. Holiday usually does mean Christmas. I would probably expect an event similar to the PS4 reveal, maybe around February like before.

    2. Thar

      Thar

      Let's just hope they have enough done to be ready for the launch when it comes. Would hate to have them rush everything just to get it out for people to buy their spoiled kids the newest console for Christmas.

  18. Primal Predator is an Archetype of Dinosaur/EARTH and FIRE monsters, being mostly Level 3 and 6. The are based around the opponent controlling monsters with 2000 or more combined ATK/DEF, which activates or boosts their effects in various ways, as well as battling and Synchro Monsters. Their main playstyle revolves around spamming as many of their Synchro Monsters as possible, though with the new rules, it made their previous playstyle slightly harder to replicate, though they had a few cards that made it more possible than I thought, though I still gave them a new Link Monster, as well as search and resurrection options. I normally put the Spells/Traps in order of Spells first, then Traps, though the original had a little story in the card names of those cards, meaning that in order for it to make sense chronologically, I had to put them in that specific order, so if that annoys you, I am sorry, but that's just how they were made back when I made these originally. Original Version (15/15): Main Deck Monsters: Primal Predator - Troodon Dinosaur/EARTH/Tuner Level 3 If your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, other than Dinosaur monsters. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can banish this card from your GY; draw 1 card. 1300/1200 Primal Predator - Kritosaurus Dinosaur/EARTH/Tuner Level 3 You can send 1 "Primal Predator" monster from your hand to the GY; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck, or if your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon any other "Primal Predator" monster instead, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Dinosaur monsters. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. 1500/900 Primal Predator - Labocania Dinosaur/EARTH Level 3 (Quick Effect): You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn, also monsters you control cannot attack for the rest of this turn, except Dinosaur monsters. If this card destroys an opponent's monster by battle: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania", or if that monster whose combined ATK/DEF were 2000 or higher on the field, you can Special Summon a monster instead. You can only use each effect of "Primal Predator - Labocania" once per turn. 1600/800 Primal Predator - Hadrosaurus Dinosaur/EARTH Level 3 You can discard this card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn. You must control a Dinosaur monster to activate and to resolve this effect. You can banish this card from your GY, then target 1 Level 3 "Primal Predator" monster in your GY; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use 1 "Primal Predator - "Hadrosaurus" effect per turn, and only once that turn. 1400/1600 Primal Predator - Ozraptor Dinosaur/EARTH Level 3 When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as a Link or Synchro Material, except for the Summon of a Dinosaur monster, also it cannot be used as an Xyz Material. While you control a monster Summoned by this effect and your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can treat this card as a Tuner for the Synchro Summon of a Dinosaur monster. 1600/500 Primal Predator - Brachiosaurus Dinosaur/EARTH Level 3 When a monster your opponent controls declares an attack: You can Special Summon this card from your hand, then if that monster's combined ATK/DEF are 2000 or higher, negate that attack. During your opponent's Battle Phase, you can (Quick Effect): Immediately after this effect resolve, Link or Synchro Summon 1 Link or Synchro Monster using Dinosaur monsters you control as material, including this card. 0/2000 Primal Predator - Duriatitan Dinosaur/EARTH Level 3 If this card is in your GY: You can send 1 "Primal Predator" monster from your hand or field to the GY; Special Summon this card in Defense Position, but it cannot be used as material for an Xyz Summon, also banish it when it leaves the field. You can only use this effect of "Primal Predator - Duriatitan" once per turn. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK/DEF are 2000 or higher. 1700/100 Extra Deck Monsters: Primal Predator - Raptorex Dinosaur/FIRE/Link Link Arrows: Bottom Left, Right 2 Dinosaur Effect Monsters When this card is Link Summoned, if your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can Special Summon 1 "Primal Predator" monster from your Deck to your zone this card points to, but it cannot be used as material for a Summon, except a Synchro Summon of a Dinosaur monster. If you Synchro Summon a Dinosaur monster to your zone this card points to: You can draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Primal Predator - Raptorex" once per turn. 1500/LINK-2 Primal Predator - Vulcanodon Dinosaur/FIRE/Synchro Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK/DEF are 2000 or higher; destroy that target. If a Dinosaur monster you control battles a monster whose combined ATK/DEF are 2000 or higher, your opponent cannot activate cards or effects until the end of the Damage Step. 2600/2100 Primal Predator - Sarcosaurus Dinosaur/FIRE/Synchro Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK/DEF are 2000 or higher lose ATK/DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the GY. Once per turn: You can banish up to 2 Dinosaur monsters from your GY, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK/DEF. 2400/2400 Primal Predator - Cetiosaurus Dinosaur/FIRE Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster Monsters your opponent control whose combined ATK/DEF are 2000 or higher cannot activate their effects in response to Dinosaur monsters' effects. Once per turn (Quick Effect): You can banish 1 Dinosaur monster from your GY, then target 1 Dinosaur monster you control; it gains 500 ATK until the end of this turn, but any further battle damage it inflict this turn is halved. 2500/1700 Spells/Traps: Primal Predator - Approaching Herd Normal Spell If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: Add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Approaching Herd". You can only activate 1 "Primal Predator - Approaching Herd" per turn. Primal Predator - Scavenging Herd Normal Trap Target 1 Dinosaur monster you control; until the end of this turn, it gains 500 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. If you control a "Primal Predator" monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "Primal Predator - Scavenging Herd" Primal Predator - Scurried Herd Quick-Play Spell If a Dinosaur monster(s) in your possession is destroyed by your opponent's card and sent to the GY: Target 1 Spell/Trap your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the GY: You can banish this card from your GY, then target 1 "Primal Predator" Spell/Trap in your GY; add that target to your hand. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use each effect of "Primal Predator - Scurried Herd" once per turn. Primal Predator - Reunited Herd Normal Spell Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn. Primal Predator - Aggressive Herd Continuous Spell All Dinosaur monsters you control gain 300 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. Once per turn: You can banish 1 Dinosaur monster from your hand or field, then target 1 "Primal Predator" monster in your GY; Special Summon that target. Primal Predator - Ultimate Herd Continuous Spell Activate this card by targeting 1 Dinosaur Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able (even if this card leaves the field). If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can send this face-up card and that target target to the GY; Special Summon 1 Dinosaur Synchro Monster from your Extra Deck with the same Level as that target in your GY (this Special Summon is treated as a Synchro Summon). You can only control 1 "Primal Predator - Ultimate Herd". Primal Predator - Fallen Herd Continuous Trap Activate by targeting 1 "Primal Predator" monster in your GY or among your banished monsters; Special Summon it. While that monster is on the field, once per turn, if your opponent Special Summons a monster(s) from their Extra Deck: That ATK/DEF of that monster(s) becomes 1500. If that target would be destroyed, you can destroy this card instead.
  19. Kind of odd that I never thought of Rituals simply Ritual Summoning with their monster effects, rather than a Ritual Spell, I gotta do something with that eventually, though these guys seem to be gimmick overload, with using only Ritual Monsters, no Ritual Spells at all, and having Quick Effect Ritual Summons too. I like them, how they play is hard to say though, they do have 3 Ritual Spells in their monsters, though it does hurt not being able to actually use the great Ritual Spell support, though some of the generic stuff can work I suppose.
  20. Anamanaguchi's new song Air On Line just came out and I am happy for the first time in a long time:

     

  21. Huh, Beast-Warrior that are WATER and WIND of all things together, I dig that combination, not something you see often, and with Beast-Warrior getting it, that's fun too, even though these guys look like humans, not animals, but I guess it's not the first time they have done that either. Their playstyle seems similar to Fur Hire a little bit, being Main Deck focused and using effects that will trigger each other, though they do have quite a different feel to them, and they seem a little strange to play, but have some powerful effects in there too, so it's hard to say. I like that they can make Rank 4s and 7s too, throwback to Harpies.
  22. Been playing Bloodstained, and the music is real good, but then it turned freaking brilliant: youtu.be/TheGUOlWzp4

  23. I made an Archetype based on Alebrije, it's quite a strange one, so check a look:

     

  24. ¡Alebrije! is an Archetype of Flip monsters with various Types, Attributes and Levels. They focus on Flip effects, Fusion Monsters and battle mechanics. All monsters have an effect that makes it so any monster they battle is unable to attack or activate their effects, locking your opponent's field down with useless monsters, which is also their main playstyle, as their Field Spell ¡Alebrije! World protect them from being destroyed in battle, as well as giving them a second attack and attack directly. In other words, you run into an opponent's monster and then get to attack directly afterwards. That's not all though, as they have two other cards that help this work even better, Creation and Obsession. Along with this, you have their Fusion Monsters, which help both bring out the two former cards, as well as having effects that make their Flip mechanics easier, as well as their ramming tactics work even better. They are intended to work with Polymerization, as many of their effects are able to fetch it, and they have a gimmick that makes you instantly able to Fusion Summon with it while ¡Alebrije! World is on the field. The Archetype name comes from the word Alebrije, which are Mexican sculptures and supposed mythical creatures, which have brightly colors and weird creatures, typically animals that are fantastical, and if you have never seen them before, they look amazing. The reason for the inverted exclamation mark is for two reasons, the first being that I thought it was cute to reference the way Mexican (and other Spanish speaking countries) write an exclamation, and that it sounds like "Wow, that's an Alebrije!", and the other reason being that it makes it easier to search for them on Duel Portal, in case others were to use the name. I was first introduced to them when watching Coco and knew I had to make an Archetype based on them one day, but it took a while until I found out what I wanted to do with them, and the concept got really weird really quick, but I think that the final concept is both a lot of fun and fits the theme of their unknown origins quite well. Main Deck Monsters: ¡Alebrije! Finned Scorpion Reptile/WATER/Flip Level 2 FLIP: You can target 1 card on each field; destroy them. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand. You can only use each effect of "¡Alebrije! Finned Scorpion" once per turn. 700/400 ¡Alebrije! Glimmering Gopher Beast/LIGHT/Flip Level 3 FLIP: You can add 1 "¡Alebrije!" card from your Deck to your hand, except "¡Alebrije! Glimmering Gopher". An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. When this card is Normal or Special Summoned: You can target 1 "Polymerization" in your GY; add it to your hand, then if you control "World", you can activate it directly from your hand. You can only use each effect of "¡Alebrije! Glimmering Gopher" once per turn. 1000/500 ¡Alebrije! Scaly Chicken Winged Beast/DARK/FLIP Level 3 FLIP: You can Special Summon 1 "¡Alebrije!" monster from your hand or GY. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect: You can inflict 1000 damage to your opponent. You can only use each effect of "¡Alebrije! Scaly Chicken" once per turn. 400/1500 ¡Alebrije! Flaming Coyote Beast/FIRE/Flip Level 4 FLIP: You can Special Summon 1 "¡Alebrije!" monster from your Deck in face-down Defense Position, except "¡Alebrije! Flaming Coyote". An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If an ¡Alebrije! monster you control is targeted for an attack: You can destroy the attack target, and if you do, Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. 1800/200 ¡Alebrije! Winged Tortoise Reptile/WIND/Flip Level 4 FLIP: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. You can Tribute this card; add 1 "¡Alebrije!" card from your Deck or GY to your hand, except "¡Alebrije! Winged Tortoise". You can only use each effect of "¡Alebrije! Winged Tortoise" once per turn. 1000/2000 ¡Alebrije! Metallic Flamingo Winged Beast/EARTH/Flip Level 4 FLIP: You can Set 1 "¡Alebrije!" Spell/Trap directly from your Deck, or if you control "¡Alebrije! World", you can activate it directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "¡Alebrije!" monster in your GY, except "¡Alebrije! Metallic Flamingo"; Special Summon it in face-down Defense Position. You can only use each effect of "¡Alebrije! Metallic Flamingo" once per turn. 1600/900 Extra Deck Monsters: ¡Alebrije! Lunar Dragon Dragon/DARK/Fusion Level 8 2 "¡Alebrije!" monsters with the same Type When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Creation" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card inflicts battle damage to your opponent: You can target 1 face-up monster on the field; change it to face-down Defense Position. (Quick Effect): You can target 1 monster on the field; change its battle position. You can only use each effect of "¡Alebrije! Lunar Dragon" once per turn. 2500/0 ¡Alebrije! Shining Demon Fiend/LIGHT/Fusion Level 8 2 "¡Alebrije!" monsters with different Types When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Obsession" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. Any battle damage your opponent takes from battles involving this card is doubled. If this card is in your GY and you control "¡Alebrije! Lunar Dragon": You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "¡Alebrije! Shining Demon" once per turn. 0/2500 Spells/Traps: ¡Alebrije! World Field Spell All "¡Alebrije!" monsters on the field cannot be destroyed by battle. Once per turn: You can target 1 "¡Alebrije!" monster you control; this turn, it can make a second attack during each Battle Phase. If an "¡Alebrije!" monster battles an opponent's monster, at the end of the Damage Step, it gains this effect. * This card can attack your opponent directly. ¡Alebrije! Creation Continuous Spell When this card is activated: You can Special Summon 1 "¡Alebrije!" monster from your hand and 1 "¡Alebrije! Token" (Rock/EARTH/Level 5/ATK 2000/DEF 2000) to your opponent's field. It cannot be used as material for a Summon. All "¡Alebrije!" monsters you control gain 500 ATK, but lose 500 DEF. Once per turn, if an "¡Alebrije!" monster you control is destroyed by battle: You can Special Summon 1 "¡Alebrije!" monster from your Deck with a different Type. ¡Alebrije! Fusion Quick-Play Spell Fusion Summon 1 "¡Alebrije!" Fusion Monster from your Extra Deck by banishing the materials from either field. Your opponent cannot activate cards or effects when that monster is Fusion Summoned, also it cannot be destroyed by card effects this turn. You can only activate 1 "¡Alebrije! Fusion" per turn. ¡Alebrije! Mystery Normal Trap Destroy as many "¡Alebrije!" monsters you control as possible, then draw cards equal to the number destroyed, then you can Special Summon 1 monster from your hand in face-down Defense Position. You can banish this card from your GY, then target 1 "¡Alebrije!" monster and 1 "Polymerization" in your GY; add them to your hand. If you control "¡Alebrije! World", you can activate this card from your hand. You can only use 1 effect of "¡Alebrije! Mystery" per turn, and only once that turn. ¡Alebrije! Obsession Continuous Trap When this card is activated, if you control an "¡Alebrije!" monster: You can target 1 monster in either GY; Special Summon that target to your opponent's field, but it cannot be used as material for a Summon, also its ATK is halved. Once per turn: You can target 1 monster your opponent controls and 1 "¡Alebrije!" monster you control; change the first target to face-up Attack Position if it is in Defense Position, also this turn, the first target must attack the second target, if able. Your opponent takes any battle damage you would take from battles involving "¡Alebrije!" monsters you control.
  25. I am playing Unravel 2, and it is a lot of fun, but man the music! Just listen to this track, also I suggest Thrilling Chase and Garden Party: youtu.be/Ao1RsShPkAg

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