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  1. 1 hour ago, A Crap Guide to CC said:

    Well, with some dedication maybe you could make a consistent 200 DEF FIRE deck. For instance, Miscellaneousaurus is an easy Aeolo search, Tenki can grab Fire Fist Spirit and Leopard, and OCG has Needlefiber to grab whatever Level 1~3, 200-DEF FIRE Tuner they want, so you could makeshift engines from there, thinning the deck and setting up the GY for a Rekindling play.
    And to be fair this card is more for deck thinning than consistency. There is the risk of drawing this but not enough 200 DEF FIREs to take advantage of the effect or, worse, the card ends up dead.

    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.


  2. 1 hour ago, A Crap Guide to CC said:

    Performapal Recasting for 200 DEF FIREs, huh. Like Torcher, card is welcomed but still rather bland. I find amusing how you resort to adding consistency to Rekindling decks before making a card that directly searches Rekindling instead, or Spell/Traps that affect FIRE monsters with 200 DEF for that matter if you don't want to be too blatant and spice it a bit; feels as you were jumping through hoops for the sake of appearing to be fair xD

    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.


  3. 43 minutes ago, A Crap Guide to CC said:

    Not a fan, personally. It's basically a Lonefire for 200 DEF FIREs, and the effect is Quick apparently just because it can, or perhaps for grabbing it with Needlefiber and using the effect during the opponent's turn once the effect stun wears off. Still, cannot but see it as plain deck thinner + Rekindling feeder. Heck it can even Summon a copy of itself to speed up the Rekindling set-up if you hold on an extra turn. Can't say it's bad because searchers are almost always welcomed, and there is precedence in Lonefire as well as Shiranui Solitaire. It's the Quick Effect property that makes it come off as overkill, especially when it has that small yet sweet ATK boost.

    Sooo... Spell Speed 1 then?


  4. 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:

    Spoiler

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

    So it is based on relay racers with a torch instead of a baton. Like relay racer, it switches its "responsibility" by giving the next guy the torch, but via Tributing itself for a more favorable monster or another of himself.

    Design Notes:

    Spoiler

    So I still have the craze for Rekindling being unlimited so this is more or less here to support Rekindling builds via putting himself in the grave and getting out another Rekindling target. I figure Rekindling based Decks still have consistency issues so I think this could only help. The 500 ATK is to support Volcanic with the OG Blaze Accelerator.

     


  5. 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:

    Spoiler

    Viva la Rekindling !

    T'is great to have it back at 3.

    Great era to be a Laval/Flamvell/Jurrac player... Now if only these archetypes got modern day consistency/speed... Hmm.

     


  6. 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

    Spoiler

    So this is suppose to be a play off culinary terminology when referring to cutting food into smaller increments. The wordplay is that because the card involves a dice roll, the increment is represented as the roll result, and the halved ATK the token(s) have.

    To put it simply: Chop=Destroying your own monster, Dice= Rolling Dice, Mince= Summoning hopefully a multiple number of Tokens.

     


  7. 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:

     


  8. 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.


  9. 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.


  10. 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.


  11. 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.


  12. 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.


  13. Amorphage Mutation
    [Continuous Spell]

    "Amorphage" monsters you control gain 100 ATK for each Mutation Counter on this card. Once per turn, if a "Amorphage" monsters(s) would be destroyed by battle or by card effect, you can place 1 Mutation Counter on this card instead. Once per turn, if a "Amorphage" Spell/Trap(s) other than this card would be destroyed be card effect, you can place 1 Mutation Counter on this card instead. You can only control 1 "Amorphage Mutation".

     

    Support To:

     


  14. Nimble Dragon
    WIND
    [Reptile/Link/Effect]
    Link Rating:2
    Link Arrows: ⬆ (N), ⬇ (S)
    ATK: 1700

    2 monsters including at least 1 "Nimble" monster

    You can target up to 3 cards in your GY; shuffle them into the Deck, and if you do, all "Nimble" monsters you currently control gain 300 ATK for each  monster shuffled. If this card or a monster this card points to is destroyed by battle or by card effect: Special Summon 2 "Nimble" monsters from your Deck in face-up Attack Position or face-down Defense Position. You can only use each effect of "Nimble Dragon" once per turn.

     

    Support To:

    Flavor Notes:

    Spoiler

    So this is more of a take on the original Nimble monsters which represent flying squirrels and sugar gliders. Basically non-avian animals that can "fly"... The animal I picked in this case is the flying dragon https://en.wikipedia.org/wiki/Draco_volans

     


  15. Amorphage Despair
    EARTH
    [Dragon/Link/Effect]
    Link Rating:2
    Link Arrows: ⬇ (S), ⬋ (SW)
    ATK: 1850

    2 monsters, including at least 1 "Amorphage" monster

    During your Main Phase, you can conduct 1 Pendulum Summon of a "Amorphage" monster(s) in addition to your Pendulum Summon (You can only gain this effect once per turn.)  If this card is Tributed or destroyed by battle or by card effect: You can add 1 "Amorphage" monster that is either face-up in your Extra Deck or in your GY to your hand. During your opponent's turn (Quick Effect): You can place 1 "Amorphage" Continuous Spell/Trap from your Deck face-up in your Spell and Trap Zone, and if you do, destroy 1 card you control. You can only use this effect of "Amorphage Despair" once per turn.

     

    Support To:

    Design and Flavor Notes:

    Spoiler

    So what this would do for Amorphage in particular is not only provide a free Pendulum summon to try and relieve the maintenance cost of Scale effects (something Amorphage has been suffering from post MR4), but also quickly get out their searcher or their Scale/floodgate fixer and trigger them.

    As far as flavor goes... There was very minimal liberty here since they are based off this  https://en.wikipedia.org/wiki/Seven_deadly_sins (Greek Version) and they pretty much correlate to all of them. There is, however, as mentioned in the link, an eighth deadly sin (Latin Version) known as Tristitia (sorrow, despair, despondency)... So I took the opportunity to use that for the flavor. Although because of that... I am sure some people who considered making Amorphage support also did the same. So a little disclaimer here: It wasn't my intent to steal the name if it already exist... It is the only name I could use to relate to the flavor of Amorphage aside from calling it Sorrow, or Despondency which neither sound as cool.

     


  16. Teeter Trolley
    [Field Spell]

    During the Standby Phase, the turn player either gain or lose 1000 LP (their choice). While bother players' LP are different from each other, apply these effects.

    • The player whose LP is higher than their opponent takes doubled battle damage.
    • The player whose LP is lower than their opponent takes halved battle damage.

  17. Naturia Hummingbird
    EARTH
    ✪✪ (Level 2)
    [Winged-Beast/Tuner/Effect]
    ATK/ 1000 DEF/ 600

    If you control an EARTH Plant monster or an EARTH Insect monster, you can Special Summon this card from your hand or GY, but you cannot Special Summon monsters for the rest of this turn, except EARTH Synchro monsters and EARTH Fusion monsters. You can only use this effect of "Naturia Hummingbird" once per turn.

     

    Support To:

     

     


  18. Memory Lane
    [Field Spell]

    During the turn player's Draw Phase, instead of conducting their normal draw: They can add 1 card from their GY to their hand, and if they do, place 1 Memory Counter on this card. Once per turn, while you control no monsters: You can target 1 monster from either player's GY; Special Summon it, but its effects are negated. Each time a monster(s) is Special Summoned from the GY, place 1 Memory Counter on this card. Monsters Special Summoned from the GY gain 300 ATK for each Memory Counter on this card.

     

    Concept:

     


  19. Puppet Roulette
    [Normal Spell]

    Reveal 3  different "Gimmick Puppet" monsters or cards that specifically lists "Gimmick Puppet" in its text, have your opponent randomly add 1 of them to your hand, and send the rest to the GY. Immediately after this card resolves, you lose 1000 LP for each monster sent to the GY. You can only activate 1 "Puppet Roulette" per turn.

    Support To:

     


  20. You know... Now that you mention it, I was needing some raw power in some of my Rock builds (e.g. Pure Gorgonic and Rock Stun Koa'ki Meiru), they don't really have a good way of going 2nd considering they are stun Decks... So yeah this could really make up for that. As far as Malicious Bane goes, the possibility of what this engine could splash into seems umpteenth.

    As for a lot the older Evil Hero Fusions... I wish I could say the same. Their specific material requirements and their outdated effects leave little to be desired in the games current state. They are basically a time capsule full of dung... Was crap from the beginning, and are still crap now. But, hey, at least they got an engine, right?!


  21. Trickstar Peony
    LIGHT
    ✪ (Level 1)
    [Fairy/Effect]
    ATK/ 500 DEF/ 800

    You can Normal Summon 1 "Trickstar" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.) If this card is Summoned: You can look at your opponent's hand, and choose 1 Spell/Trap Card  in their hand, your opponent Sets it (if any), and if they do, that card cannot be activated until end of this turn. You can only use this effect of "Trickstar Peony" once per turn. Each time your opponent Sets a card, inflict 200 damage to them.

     

    Support To:

    Flavor Notes and Design Notes:

    Spoiler

    Flavor wise it is suppose to stick to the theme in that each Main Deck monster represents some form of flower. In this ones case, it represents a peony https://en.wikipedia.org/wiki/Peony

    How this would help Trickstar effect wise:

    • It offers a free Summon especially for the follow up of Trickstar Candina.
    • The force Set effect allows you to use the utility around the Field Spells, particularly Trickstar Light Stage and Trickstar Live Stage. It especially makes Live Stage more effective in first turn.
    • Also, makes Trickstar Divardis much easier to Summon.

     


  22. 2 hours ago, A Crap Guide to CC said:

    Seems solid enough as an archetype Rescue Rabbit so to speak, including  that it's Normal Summonable without Tributes. And the Secret Six Samurai-like effect is welcomed as well. However, IMO you can be even more flavorful with its Matryoshka theme. For instance, it could be a Normal Summonable without Tributes Level 9+monster, and with low stats, that Summons Gimmick Puppets from the Deck whose total Levels are equal or lower to its Level. That way, it can Summon either 2 Level4s for their recent Rank4, or a Level 8 + Gear Changer. Admittedly, this would make the effect more situational or cumbersome for the sake of flavor. On the other hand, you can add flavor with the second effect: for instance, instead of substituting the destruction, you could make it banish itself as cost to Summon a Gimmick Puppet from Deck, GY, etc. whose Level is lower than the Level of the destroyed monster. That way, Gimmick Puppets that like destruction or want to get in the GY get to trigger while you preserve your board presence.

    I would be for the Level combination thing... But, unfortunately Gear Changer has to have that really awkward restriction of not being able to be Special Summoned from the Deck.

    Edit: Although that floating effect isn't half bad idea... Might want to add Ranks with that though.


  23. Gimmick Puppet Matryoshka
    DARK
    ✪✪✪✪ (Level 4)
    [Machine/Effect]
    ATK/ 1000 DEF/1800

    During your Main Phase: You can Tribute this card; Special Summon 2 "Gimmick Puppet" monsters with different Levels from your Deck, except "Gimmick Puppet Matryoshka". You can only use this effect of "Gimmick Puppet Matryoshka" once per turn. If a "Gimmick Puppet" monster(s) would be destroyed by battle or by card effect, banish this card from your GY instead.

     

    Support To:

    Concept:

    Spoiler

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

    How this would play into flavor is that the actual Matryoshka have a number of dolls inside of them in the same way that this would take out a number of Gimmick Puppets from your Deck.

     


  24. Vanity & Envy
    DARK
    [Spellcaster/Link/Effect]
    Link Rating:2
    Link Arrows: ⬋ (SW), ⬊ (SE)
    ATK: 0

    2 monsters with the same name

    While you control monsters other than "Vanity and Envy", this card cannot be targeted for attacks or by card effect. (Quick Effect): You can target 1 face-up monster your opponent controls; Special Summon 1 "Reflection Token" (Fiend/LIGHT/Level 1/ATK ?/ DEF 0) (When Summoned, its ATK becomes equal to the current ATK of the target +100). You can only use this effect of "Vanity & Envy" once per turn.

     

    Concept

    Spoiler

    https://en.wikipedia.org/wiki/Magic_Mirror_(Snow_White)

    So it is suppose to be based off of the evil queen along with the magic mirror in Snow White. It portrays the evil queen's vanity, and her desire to be "The Fairest of them all" (Hence why the Token would be one step stronger than possibly the strongest monster on your opponent's board).

     

     


  25. 2 hours ago, A Crap Guide to CC said:

    Not a fan of this one, personally. It's a Type-specific Foolish Burial, TWRA and Reborn in one, and the latter gets to have extra flexibility by being both an on-field and in-GY effect, in turn benefiting from milling or Burial Goods support. Not to mention the stat boost as icing on cake. It's crazy good card, but I'm afraid it threats with restricting card design IMO, in the sense of "Reptiles shouldn't get any nicer things because this exists". I would suggest to cut at least 2 effects, but even then, it would remain as solid Type support that may break future Reptile archetypes or support. In other words, it would be lacking futureproofing.

    Well alright... Took out the the TWRA effect. I mean you can only use one of the effects per turn, making it slow to utilize them all in the long run, but I get what you mean.

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