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  1. Yeah the ruling I am not certain on.... I thought miss-timing wouldn't apply if the destruction is the last thing that happen, but then I am not entirely sure. I want to be more keen on the ruling before I consider changes, but I am kind of struggling on where to look for a good example. I'm not entirely concerned on snatches this could generate because this essentially makes all the Meklord Emperor into Relinquish which is not the most feared thing atm since it is quite often a 2nd turn strat... On top of that they all have that awkward Malefic-esque attack restriction. Though Wisel does have that Spell negation which is another thing that might offer some Decks a better ceiling with this card... Admittedly, I am not sure how I would want to change things if the ruling does favor the Meklord Emperor's not missing timing off this card's effect.
  2. So what if make the restriction exclusive to just Xyz in general... Would that be better? Rank 4 is a pretty diverse toolbox is the thing that makes me hesitant. XD
  3. So totally... Meh. I mean yeah cool extra mats for Redoer, but the fact that you need to set up to get 3 different Time Thief cards within the entire Main Deck spectrum of Yugioh is just awful. Most consistent way to do that atm is to use Flyback while you control Redoer and that cost you turn of set up on your opponent's turn. The hand Special Summon effect is kind of... Pointless considering you can run any other Rank 4 engine that was made in the Xyz era and still be good.
  4. Bog Frog WATER ✪✪ (Level 2) [Aqua/Effect] ATK/ 1400 DEF/ 800 (Quick Effect): You can send this card from your hand or your the field to the GY; take 1 "Wetlands" from your Deck, and either activate it or add it to your hand. While this card is banished, Aqua monsters you control gain 300 ATK and DEF. Support To: Referenced Field Spell (Wetlands):
  5. PSCT Fix: Only 1 monster may declare an attack per turn. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. I made this fix with the intent of it saying what I think you mean for the 2nd effect since I didn't fully understood it (it said you gave control of monsters that attack to your opponent which didn't make sense when it came to their own monsters) until I really thought about it. 1st effect is a built in https://yugioh.fandom.com/wiki/The_Dark_Door, but I can appreciate this because: If you don't feel like having your opponent attacking anything successfully, you could pair this with https://yugioh.fandom.com/wiki/Scrap-Iron_Scarecrow to stop their only attack every time you wanted to. Also, you can get around the switch control effect by playing Spirit or Yosenju monsters and attacking with them since their return to your hand effect is mandatory from either side. Last effect hmm... Well I hope the person that would need to remove this thing has a card that doesn't target.... Otherwise yikes... That is a painful effect to deal with... Especially if Twin Twisters or Knightmare Phoenix is their only answer. XD As for the card as whole, it is pretty stally and not a lot Decks can work around it with their playstyle. But, for the Decks that can utilize this... It acts as a way for their opponent to be playing in an uphill battle.
  6. Mektech Synchro Signature [Continuous Spell] Once per turn: You can target 1 face-up monster your opponent controls; it is treated as a Synchro monster until your opponent's next End Phase. You can add 1 "Meklord" card from your Deck to your hand, and if you do, destroy 1 card you control. You can only use this effect of "Mektech Synchro Signature" once per turn. Support To: Concept:
  7. Time Thief Rift [Field Spell] "Time Thief" monsters you control gain 300 ATK. While you have a "Time Thief" monster banished by your own card effect, any battle damage you take is halved. You can banish 1 card from your hand until your next Standby Phase, and if you do, Special Summon 1 "Time Thief" Spell/Trap Card from your hand or GY as a Normal Monster (Machine/DARK/Level 4/ATK 0/ DEF 0), also you cannot Special Summon monsters for the rest of this turn, except "Time Thief" monsters. You can only use this effect of "Time Thief Rift" once per turn. Support To:
  8. Hmmm... It makes you have to run Guardioak for Igunar and Marshaleaf for Meliae ( I am not even going to consider Mikorange that thing is the worst Sylvan XD). And if you really wanted to, you could include the even less used Level 4 Sylvan for Blackship of Corn or Traptrix Rafflesia. Sylvan builds as of late have been hesitant to use a lot of their members, but this would grant more incentive to do so. I like it... Great suggestion. Thank you.
  9. Hmmm I think I am fine with leaving it open ended to Plant Xyz to offer more utility to the deck: I made the decision to offer Sylvan access to 2 things in mind https://yugioh.fandom.com/wiki/Meliae_of_the_Trees https://yugioh.fandom.com/wiki/Fairy_Knight_Ingunar Sure we won't be able to determine what possible Plant Xyz powerhouse that they may concoct in the future, but to me it seems unlikely especially since Plant Xyz only have been represented in 2 archetype so far (Traptrix and Sylvans, and I am under the impression they won't make another Plant Xyz Traptrix without making an Insect 1 first, and given the span of things that even seems unlikely given their play style.) ... And they only made a handful of generic/semi-generic Plant Xyz. If they do manage to do so, well then I will look back at this idea as a bad one in the my Cloud storage time capsule in that future to come. XD However, I did in fact take your suggestion up on making a minimal requirement. Since yeah... Excavated mills have to look the effort.
  10. Sylvan Unity [Normal Spell] Target any number of "Sylvan" monsters with different Levels (min. 2); Special Summon 1 Plant Xyz monster from your Extra Deck whose Rank is same as 1 of the target's Levels, and then attach all of the targets to it as material. You can only activate 1 "Sylvan Unity" once per turn. Support To:
  11. Toasterror FIRE ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/1500 DEF/1600 Once per turn: You can discard up to 2 cards; this card gains 500 ATK for each card you discarded until your next Standby Phase, also, during next Standby Phase, destroy a number of cards on the field equal to the number of cards you discarded. Concept and Wordplay:
  12. Well, in that case... I actually love the idea considering it warps the nature of the effects of monsters it turns into Normal Traps. I am trying to fathom as much of the possibilities from the card pool as I can... Haven't found anything problematic... Yet. EDIT: Except this win condition on legs https://yugioh.fandom.com/wiki/Flying_Elephant Although I am not sure how it would interact with this card considering the bullet effect. Would you have the option to ignore the conditions and have Chainable trap that would read "You win the Duel."?
  13. I kind of disagree with Konami's typing choice there... You see when I think of Pyro/LIGHT I think fireworks, or representation of suns or stars in the universe. As for a candle... I don't know I view it as more of your typical Pyro/Fire. Since the subject is based melted candle wax I thought I could take the artisitic license to make it either Pyro/WATER or Aqua/FIRE. It is a subjective topic though so... Yeah I'll leave it at that. As far as Level 4 with Quick Effect negation without a cost. There is good ol' Justice Bringer https://yugioh.fandom.com/wiki/Justice_Bringer ... But, he only stops Special Summoned monsters who activate their effects, and because of his small body he never left a lasting impression on anybody. XD
  14. So it is definitely a break away from the mold... My take away from this is... While Continuous Effects are out of the question, and you explained how Quick Effects work (Koaki stun). Genuinely how would you implement the Trigger Effects? For example, Traptrix Myrmeleo triggers off of being Normal Summoned or being Special Summoned. In the event that it becomes a Normal Trap, do you just omit the condition in which it is originally triggered?
  15. Wicked Wax Witch of Waning FIRE ✪✪✪✪ (Level 4) [Aqua/Effect] ATK/ 300 DEF/ 1800 Each time a Phase ends, all other monsters lose 100 ATK, then this monster gains 100 ATK for each monster that lost ATK. Once per turn, (Quick Effect): You can target 1 monster whose ATK is lower than their original ATK; negate its effects until the end of this turn. Concept:
  16. Well... Thing is unlike Dark Bribe and Recall. Your opponent has the option to keep their combo intact by giving you the plus. Whereas with Dark Bribe/Recall it is mandatory negation at the cost of potentially granting them cards that they can follow up on. I'd still say there would be use for those 2 even if this thing existed and Solemn is still stealing the show. XD EDIT: Went ahead and knocked down draw power via 1.
  17. Yeah it is iffy, but I think that sense of ambiguity of how potentially devastating it can be for either player makes it interesting. It kind of has that feel of a pack filler card that has a chance to shine. Plus, it could also be paired with things like Torrential Tribute and Needle Ceiling if want to make the card have more use than just forcing out hand traps. Yeah it is combo oriented at that point, but we have Trap Trick (that trap that searches Normal Traps and makes them live) for a little bit of consistency to pull it off.
  18. So then maybe limit it scope of what it can hit (maybe only Spell/Traps) or decrease the draw power via 1? What seems more ideal?
  19. Running of the Bulls [Normal Trap] Look at your opponent's hand, then they Special Summon as many monsters from their hand as possible, ignoring their Summoning conditions. Concept:
  20. Dark Ultimatum [Counter Trap] When your opponent activates a Spell/Trap, or monster effect is activated: They can have you draw 3 cards, otherwise negate the activation, and if you do, destroy that card
  21. So if I don't specify how they are destroyed... It works? Hmm... Okay. That maintenance shit always get me. Hmm... Yeah Urnight might be a pretty predominate play, but lets face it terms of spamming... That is the only card in the archetype so far that spams swarming potential... And it can't Special Summon itself. In a dedicated Koa'ki build your probably going to only pull off Urnights effect 2 times. One to make this Link, the other to Spam from this Link. I don't think it will have that much impact... On a good day you can either have a follow up 2-mat Rank 4 or Link 3 or 4.
  22. Koa'ki Meiru Cortex EARTH [Psychic/Link/Effect] Link Number 2 Link Markers: SW, SE ATK/ 1900 2 Effect monsters, except LIGHT or DARK monsters "Koa'ki Meiru" monsters this card points to cannot be destroyed. You can only use each of these effects of "Koa'ki Meiru Cortex" once per turn. If an "Iron Core of Koa'ki Meiru" is added to your hand: You can draw 1 card. Send 1 "Iron Core of Koa'ki Meiru" from your hand or Deck to the GY; Special Summon 1 "Koa'ki Meiru" monster from your Deck. Discard 1 card and target 1 LIGHT or DARK monster your opponent controls; take control of it. Support To: Flavor Notes:
  23. Yeah screw Soul Charge. Minusing hard is real way to play. I get what your saying about min. 1, but there are currently no Main Deck monsters that have 0 Levels... So by default you couldn't use this card hand-less if you wanted to. And a few examples of cards that do discard everything, yet don't have "(min. 1)" wording are Card Destruction, Beckoning of Light, and Elemental Training. Not sure why some have the wording and some don't (other than maybe some kind of notion of balance), but yeah it isn't consistent enough for me to be concerned at the moment.
  24. All for One [Normal Spell] Discard your entire hand; Special Summon 1 monster from your Deck whose Level is equal to number of cards you discarded.
  25. Word Rend [Normal Trap] Target 1 non-Gemini Normal Monster you control; all monsters your opponent currently controls loses 100 ATK for each word in its card text (if it is Normal Pendulum monster you do not include its Pendulum card text) (numbers do not count and hyphenated words count as one). Largest Word Counts on Normal Monster Text Thus Far (TCG English): Lowest Word Count On Normal Monster Text Thus Far (TCG English):
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