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  1. 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 Now because this has an outdated tuner to use and it requires a DARK non-tuner it could definitely be acceptable in todays standard until Genex get some kind of way to make things more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.
  2. 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.
  3. 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:
  4. 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.
  5. 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:
  6. 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.
  7. 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: Mechanic Explanation:
  8. 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:
  9. Chain Reactor Potion [Equip Spell] Once per turn, when the equipped monster's activated effect resolves: Destroy 1 card on the field, and then the equipped monster loses 500 ATK and DEF.
  10. 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
  11. 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: Design Notes:
  12. 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.
  13. 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:
  14. Ah yes Deck thinning is what I meant... But, let's face it Rekindling is a very potent card, and for whatever reason doesn't have a HOPT. Sure it requires set up... But, that is what this is suppose to do while Deck thinning. Yeah there are Decks that don't have a lot of the FIRE/200 to make up for it, but there is at least one good, splashable candidate that I can think of that can make this card live because it has a searcher: Red Resonator. Resonator Call searches it and offers you a chance to Deck thin with this card... I mean it is that and/or you can just play Decks that are already heavy on the motif: Laval/Flamvell.
  15. Well... They may be bland... But, all the Decks that I've seen with FIRE/ 200 DEF motif lack fundamental things on consistency, searches and/or draw power , except for maybe Infernoids and to a lesser extent Lavals. The pragmatic side of me finds this fair because the card actually nets 0 in advantage because you discard 2 or 1, and this card replaces itself. It is based upon whether or not you get Rekindling for you to actually get pluses. Another thing to consider is that you can go a hard -3 if you get Ashed while trying to get greedy via discard 2 for 3 draws. That is personally why I prefer draw power and luck of not getting Ashed (or having Called by the Grave) over directly searching Rekindling.
  16. Torch Racer FIRE ✪ (Level 1) [Pyro/Effect/Tuner] ATK/500 DEF/200 You can Tribute this card; Special Summon 1 FIRE monster with 200 DEF from your Deck, except "Torch Racer". You can only use this effect of "Torch Racer" once per turn. While this card is in the GY, FIRE monsters you control gain 100 ATK. Concept: Design Notes:
  17. Bonfire Fuel [Normal Spell] You can discard up to 2 FIRE monsters with 200 DEF; draw a number of cards equal to the number of cards you discarded +1. You can only activate 1 "Bonfire Fuel" once per turn. Inspiration From:
  18. Chop, DICE, Mince! [Normal Spell] Destroy 1 monster you control then roll a six-sided die, Special Summon a number of "Mince Meat Tokens" (Zombie/ DARK / Level 1 / ATK ?/ DEF 0) (When Summoned, their ATK become equal to half the original ATK of the destroyed monster.) , equal to the result, anywhere on the field. These Tokens cannot be used as Link Material for a Link Summon. You can only activate 1 "Chop, DICE, Mince!" per turn. Concept
  19. Atavistic Morph [Quick-Play Spell] Target 1 Effect Monster on the field; send it the GY, and if you do, Special Summon 1 Normal Monster from your Deck to the side of the field the monster was sent from, whose ATK is equal to or lower than the sent monster's ATK. You can activate 1 "Atavistic Morph" once per turn. Concept:
  20. That is an interesting activation cost and a potentially handy one in prolonged games as it can recycle pivotal stuff you might have banished like Raigeki, and the likes. While it is delayed, most D.D. monsters are actually defensive/grindy cards in nature particularly the ones you mentioned. It should be noted that D.D. has one member that was awkwardly named different from the rest of the archetype: https://yugioh.fandom.com/wiki/Different_Dimension_Dragon I don't know if you would want to include him as a search option.
  21. For that last effect.... You could use Imperial Iron Wall to prevent your monster you pulled from Deck from being banished. It is a 3 card combo with a usually turn delay (unless you have Temple of the Kings, but then that would make it a 4 card combo) and it would go against the core nature of D.D. so I am not concerned about it.
  22. While Dark Summoning Beast pulls out the Sacred Beast in much more reach by either adding them from Deck the to hand or Special Summoning them from the Deck or hand, this one is significantly more easier to get out and works well with Beast adding effect. Fallen Paradise pull is nice touch considering the Sacred Beast engine is still not well established. The Dark Spellcaster typing even got me thinking this could make Sacred Beast pairable with the Dark Magician engine as well with Dark Magic Veil and Magician Navigation in mind.
  23. Reconfigurator LIGHT ✪✪✪(Level 3) [Cyberse/Effect] ATK/ 1000 DEF/ 1000 During damage calculation, if a Cyberse monster battles a monster (Quick Effect): You can send this card from your hand to the GY; all face-up monsters switch their current ATK and DEF.
  24. Anticlimax [Continuous Trap] Your opponent cannot win the Duel by card effect, except by reducing your LP to 0 or if you have no cards in your Deck Zone when you would draw a card. You can activate this card in your hand, and if you do, send this card to the GY during the your next turn's End Phase. If this face-up card leaves the field, you lose the Duel.
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