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  1. 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?


  2. 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:

    Spoiler

    So it is a triple entendre name wise: It combines the concept of a "Wicked Witch", along with the wick and wax of the candle, and the phrase "Wax and Wane". Visually if I were to try and put it together for you it would be a witch with a candle holder for a hat that has melted wax on top that shapes similar to the top of witches hat curved down. As for other details, I don't know... Just what I have thrown together before I actually attempt to draw it.

     


  3. 13 minutes ago, A Crap Guide to CC said:

    Got no idea. Even if you were to reduce the card draws to 1, and limit it to Spell/Traps or monsters, it would still be better than Dark Bribe/Recall, which still see some use, although at the moment they are mostly outclassed by the Solemn Traps.

    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.


  4. 16 minutes ago, A Crap Guide to CC said:

    IIRC I have seen custom cards with a similar effect or intent: to force the opponent to drop its monsters from the hand, not only neutering most hand traps, also giving you the chance to pick on them before they turn into combos. Not sure if I like it because depending on the match-up it can be devastating for the opponent, or for you. Thus, it's a meta call at best, which is not a bad thing, but makes its effectiveness dependent on the format.

    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.


  5. 10 minutes ago, A Crap Guide to CC said:

    Quick fix:
    When your opponent activates a card effect: They can have you draw 3 cards, otherwise negate the activation, and if you do, destroy that card.

    Anyway, not a fan. I cannot think of any situation where the opponent would rather give you 3 card draws, even if they would have to forsake their combo starter like Knightmare Mermaid and whatnot, because chances are the 3 draws will provide tools to counter whatever follow-up it has. Thus, this is practically a better Solemn Judgment because it has no LP cost, and unlike Judgment it can stop monster effects anywhere.

     

    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?


  6. 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


  7. 2 hours ago, A Crap Guide to CC said:

    I assume the first effect intents to protect the Koa'kis from their self-destructions. If so, it won't work, because as maintenance costs those are destructions by card mechanics, not so much by effect. That's why the Diamond Core protects from destruction in general, without specifying from an effect, battle, nor both.
    That aside, I like the first and third effects: first one nicely balances the drawing of Iron Core, which is often a dead card unless you make use of it by discarding and whatnot; and the last makes the Link a fun meta call for decks that can drop it. The second effects bugs me, however, because not only it can be an easy +1 by milling a Core, also it can bring Urnight for spamming power. Maybe if it was limited  to discarding a Core, and reviving from the GY, but even then, It's asking for Urnight combos. Which is not exactly a bad thing, but IMO is prone to abuse, since Urnight lacks a hard OPT.

    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.


  8. 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:

    Spoiler

    So most of what I gathered at looking at the other Koa'ki Meirus in terms of naming... A lot of them seem to be named simply in accordance to what represent their typing... For instance Koa'ki Meiru Boulder is a Rock Type, or Koa'ki Meiru Ice is an Aqua Type and so forth. In this case, I kind of took the route of making a double entendre while Cortex can relate to it Psychic typing as in referencing the cerebral cortex of the brain... It also plays into the "Core" aspect of the archetype because Cortex has the sound of the word "core" in its name.

     


  9. 51 minutes ago, TKk said:

    At first I thought this looked too strong (and if it was real, would probably get limited to 1), but this is nothing worse than something like Soul Charge (which didn't get forbidden for a long time). It needs the text "(min. 1)". I've never seen a card like this that doesn't have that clause.

    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.


  10. 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):


  11. Swift wording fix:

    When this card is Synchro Summoned: Declare 1 Phase; skip that Phase during your opponent's next turn.

    Anyhow... It is an interesting revisit of the old Genex Synchros that actually use Genex Controller. Chrono means time which works against the flavor of Genex that use Genex Controller since they all relate to some source of energy (e.g. wind powered, solar, geothermal, hydroelectric). Not sure how DARK would correspond as an energy source though thinking about it which is probably why Konami left it alone until they made Genex go different directions... Twice. One being when they became R-Genex, the other being when they became Genex Ally. Perhaps if you made it one of those 2 it would fit the flavor better since they really let the theme go there.

    With flavor out of the mind, though this effect is... Hmmm. Interesting. So if one was going skip Phases the ideal ones to hit are the Draw Phase, Main Phase, or the Battle Phase. Standby Phase doesn't pose much of a threat to be skipping, Main Phase 2 is skippable by  skipping Battle Phase so you can already kill two birds with one stone there, and nobody is skipping the End Phase.  Skipping any of the 3 Phases that I mention to be ideal can be devastating: Hitting the Draw Phase means your opponent essentially minus and gets no new resources, skipping Main Phase 1 means your opponent is forced to conduct their Battle Phase before they can do anything on their Main Phase 2, and skipping their Battle Phase can halt the advancements your opponent makes in beating you to the pulp and prevent them from going to Main Phase 2.

    Another thing to note is that since this doesn't have a hard once per turn, you can pull this effect off a multiple number of times in a single turn... How might you ask? De-Synchro https://yugioh.fandom.com/wiki/De-Synchro If hitting one Phase wasn't bad enough, hitting two or more is more than debilitating to make them unable to make a single play that turn. Now because this has an outdated tuner to use and it requires a DARK non-tuner it could definitely be acceptable in todays standard until Genex get some kind of way to make things more quickly.

    Now the real question in my honest opinion is does this help Genex.... Kinda, not really. I mean yeah they get a new Extra Deck member great, but uhhh yeah this thing would probably rather be used in another Deck that can just splash in Genex Controller and maybe Unexpected Dai and use that De-synchro strat I mentioned earlier. Genex unfortunately still aren't going anywhere with what they currently have Main Deck wise: no means to get out multiple members on the field (except some Machine Duplication shenanigans), really clunky and convoluted searchers, and to top it off no Spells or Traps that relate to archetype at all. It is a great Extra Deck tool don't get me wrong, but what is the point of if Genex struggle to make it in the first place.


  12. 5 hours ago, A Crap Guide to CC said:

    You can try with a filter of "Element" monsters with 1500 ATK and 1200 DEF, although that would also include HERO Ocean unless you further limit it to DARK or LIGHT monsters.
    Anyway, for flavor you could consider declaring EARTH, FIRE, WATER or WIND since those are the Attributes the Element monsters work with.

    Thank you that one is certainly a good filter... I sometimes forget about stats and attributes for some reason... And I will consider the last suggestion... Just going make sure there isn't some options with merit they could get off of being LIGHT or DARK.


  13. Within One's Element

    [Equip Spell]

    Equip only to a DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF. Activate this card by declaring 2 Attributes; the equipped monster is treated as them. It gains 1000 ATK. If the equipped monster destroys a monster by battle: You can Special Summon 1 DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF from your hand or Deck.

    Support To:

    Design Notes:

    Spoiler

    So I struggled with this one a bit... Because there really wasn't an elegant way to label the archetype in this card's text... Considering "Elemental Hero", "Elemental Lord", and worse yet "Elementsabre" exist. Perhaps OCG would have a much easier time labeling theirs, but my mind is set on the TCG side. XD I hope they don't come up with more non-relating "Element" to add to the list.

    If I had to guess... If this archetype was to ever actually be revisited (which I doubt... this thing is about as archaic and forgettable as regular "Phantom Beast"), they would rename it altogether.

     


  14. Chef's Choice
    [Normal Trap]

    When a card or effect activates: You can have the activated effect become 1 of these effects.

    • Your opponent destroys 1 card they control.
    • Your opponent discards 1 card.
    • Your opponent banishes 2 cards from their GY.
    • Your opponent returns 2 cards they control to the hand.
    • You draw 1 card.

  15. Trapsaction
    [Normal Spell]

    Send 1 Trap from your hand or side of the field to the GY; draw 2 cards. You can only activate 1 "Trapsaction" once per turn.

    Wordplay:

    Spoiler

    Trap + Transaction = Portmanteau

     

     


  16. So it is a windowed-time Summoner Monk for Zombies with a greater reward and has more locations to summon from, but has an extremely limited scope for what it can bring out being copies of itself... Aight it is cool I love a plus. As far as what can easily be summoned via this there isn't a whole lot at the moment: Vampire Sucker and Avendread Savior. Vampire Sucker probably won't benefit much from this unless you have a follow up play to get Balebroch or Glow-up Bloom in the GY. Avendread on the other hand... Can be a pretty nifty for Vendread with this as you can pitch an Vendread Ritual Spell only to get it back with the +1 you initial got from the other copy... Haven't played Vendread enough to know this potential, but I have a strong feeling it is there.

    The only thing that I see being a missed opportunity... With this is that if it can Special Summon copies of itself from even the GY, why not also have it be able to trigger its effect by Special Summoning it, but make it a hard once per turn. That way you can Mezuki it (it is Zombie trademark to Special Summon from the GY, afterall) , One for One it, or something along the lines. I mean it is only reasonable since you are always pitching a Spell and it is xenophobic to Zombies.

    Here is the quick rework with my suggestion:

    When this card is Normal Summoned or Special Summoned: You can discard 1 Spell from your hand; Special Summon up to 2 "Ghost Cell" from your hand, Deck or GY. You can only use this effect of "Ghost Cell" once per turn. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

    Aside from that, I love the name... Has a nice ring to it. I don't even know anything about the flavor of the card other than what is presented, but it seems to pay some sort of homage to cellular biology: particularly mitosis. And that would be in A in my book if that is what you intended it to represent. But, if not the idea is still cool.


  17. Shuffllin' Fleas
    DARK
    ✪ (Level 1)
    [Insect/Effect]
    ATK/200 DEF/ 100

    Cannot be used as Link Material. Each time a player(s) shuffles their Deck, switch control of this card. Once per turn, during the End Phase: The controller shuffles 1 card from their hand or side of the field into the Deck, except a "Shufflin' Fleas" they control.

    Concept:

    Spoiler

    https://en.wikipedia.org/wiki/Flea

    So it is suppose to be a humorous combination of the shuffle mechanic and fleas. The shuffles are akin to scratching which makes the fleas "jump" from field to field. The once per turn effect would be in essence like the fleas biting the host and thus making them scratch.

    Mechanic Explanation:

    Spoiler

    So just to clarify one bit that may confuse some folks. When the once per turn effect is exhausted by the former controller, it cannot be used on the same turn for the new controller. So there wouldn't be loops as far as that goes.

    Oh and also this is only for mandatory shuffling from things like adding cards from Deck to hand or shuffling things back into the Deck via card effects. No negotiated shuffles based on trust, underhanded stacking prevention, or whatever.

     


  18. Witchcrafter Blomste
    WIND
    Level 1
    [Spellcaster/Pendulum/Effect]
    ATK/ 500 DEF/ 300

    ◄4                                          4►

    [Pendulum Effect]

    Spellcaster monsters you control gain 500 ATK and DEF. If a "Witchcrafter" monster you control would discard to activate an effect, you can destroy this card instead.

    [Monster Effect]

    During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Blomste". You can shuffle 1 "Witchcrafter" Spell in your GY, then Special Summon this card from either your hand or face-up in the Extra Deck. You can only use this effect of "Witchcrafter Blomste" once per turn.

     

    Support To:

    Flavor Notes:

    Spoiler

    So Witchcrafters are based off artisan crafts. Additionally, how they are named is based on the said crafts in different European languages. In this case, the craft I chose is floral work. Blomste is a corruption of the Swedish word for florist: "blomsterhandlare"

     


  19. 9 hours ago, A Crap Guide to CC said:

    One of these effects is not like the others. Perhaps the defensive one could be more like Stardust Dragon, which negates an effect that would destroy a card?
    If the monster's text has the words for 2~3 effects, is it able to use each effect up to once per turn? IDK if that may be fair, I would be more comfortable with a Dragon Ruler-like shared hard OPT.

    What about the Defensive one like Stardust Flash Dragon? https://yugioh.fandom.com/wiki/Stardust_Spark_Dragon

    Anyhow, yes I intend the effects to stack if the Normal Monster does have words from each bulleted category.

    From what I've seen so far only a handful have more than one of the categories: Dark Magician and Flame Manipulator that I can think of so far... And both don't have the most oppressive combination of the bulleted effects: Dark Magician gets bullet #1 and #2, and Flame Manipulator gets bullet #2 and #3.

    Of course, there is always the lingering possibility of norms getting more members with possibly all 3 in the combination... And rest assured I am going to play around more with the mechanic idea... But, in the essence I am entertaining the mechanical idea behind the card more so than the actual balance of the card. When I get to making the archetype I'll focus on balance then...

    But, yes maybe a Dragon Ruler shared OPT would make it balance... I am just not sure how I would word the OPT since the Normal Monster inherits the effect from the Equip Spell rather than having the effect itself. Normally, the OPT is followed by the name of the monster. Any ideas? I might need it when making the archetype. XD


  20. Allegoric Code

    [Equip Spell]

    Equip only to a non-Gemini Normal monster. It gains 800 ATK. The equipped monster is also treated as an Effect Monster with this effect based on corresponding words specifically listed in the equipped monster's card text (if the equipped monster is also a Pendulum Monster you do not include its Pendulum card text).

    • "Destroy", "Melt", "Feeds", or "Attack": Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; destroy that target.
    • "Defense", "Shield", "Solid" or "Wall": This card cannot be destroyed by battle or by card effect.
    • "Soul", "Spells", "Flames",  or "Legendary": Once per turn (Quick Effect), when Spell or Trap card is activated: You can negate the activation.

    Concept:

    Spoiler

    https://en.wikipedia.org/wiki/Allegory

    The idea is that the Normal Monster gets its hidden power from the "story" and words presented in its text in the same way that some stories get their power from their underlying metaphor.

    Design Notes:

    Spoiler

    So I am trying to utilize an aspect of "Magician's Rod " 's  card effects: utilizing the card text, but instead of pin-pointing cards based on a name a card mentions I thought it would be cool for a card to condition itself based on words mentioned from Normal monster flavor text. So that is what I am trying to do. I'm thinking of making an archetype with the same idea somewhere down the line as well.

     


  21. Hm there is only a handful of the said Continuous Spells and Traps being 3... And of the 3 of them... You would only want to run 1 being Zoodiac Barrage in most practical cases, but if you really wanted that trap protection you have to run Zoodiac Gathering (really bad attach to Xyz card) and/or Majespecter Supercell (a blanket against negation for an archetype that is already a nuisance in terms of what it is protected from, with S/T recycling). And of those 2 I'd rather run Supercell. But, that being said it is still quite accessible to Tribute Summon considering Zoodiace Barrage gets out a Zoodiac without expending a Normal Summon, and Majespectors are a Pendulum arch (although you might be making your Majespector Spell and Traps dead if you Tributed Majespectors you Pendulum Summoned).

    In terms of how well it meshes with Majespecters, and Zoodiac.... Let alone how Majespecters and Zoodiac mesh together... Mmm. I don't know about this one... I thinK Majespectors would rather have members of their own arch present on the field to keep their backrow live than have an occasional Zoodiac stifle their stunning capabilities.

    As far as this thing being a True Draco, sure it is searchable via Dragonic Diagram, but there isn't much of anything else you want to search considering you are probably going to mish-mash the other two arches together to be able to play this...  Also, Dragonic Diagram is only going to most likely net a flat 0 in advantage with the 2 arches in mind and it doesn't really do much for them, except trigger Zoodiac Ramram effect.

    In all, I think it is manageable to combine the archetypes to run this.... But,  getting this out could work against you.

     

    Suggestion: Make it able to "Tribute"  Majespecter Pendulum Cards in Pendulum Zone to mesh better with Majespecter, and make that count towards Spell Immunity.


  22. Volcanic Homingshot
    FIRE
    ✪✪✪ (Level 3)
    [Pyro/Effect]
    ATK/ 500 DEF/1800

    While you control a "Blaze Accelerator" card (Quick Effect): You can banish this card from your hand or GY and target 1 face-up card your opponent controls; destroy the target, and if you do, inflict 500 damage to your opponent. You can only use this effect of "Volcanic Homingshot" once per turn.

    Support To:

    Concept:

     

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