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  1. Reptilious Vivarium
    [Field Spell]

    Reptile monsters you control gain 100 ATK and DEF for each Reptile monster in your GY. You can activate 1 of these effects of "Reptilious Vivarium" per turn, and only once that turn.

    • Send 1 Reptile monster from your Deck to the GY.
    • Target 1 Reptile monster in your GY; banish this card that is either face-up in your Field Zone or in your GY,  and if you do, Special Summon the target.

     


  2. Voltic Charge Plant
    [Field Spell]

    When this card is activated: Place a number of Charge Counters on this card equal to the number of Thunder monsters on the field. Each time a Thunder monster(s) is Summoned, place 1 Charge Counter on this card. Thunder monsters gain 200 ATK for each Charge Counter on this card. Once per turn: You can remove 1 Charge Counter on this card; activate 1 of these effects.

    • Draw 1 card.
    • Destroy 1 card on the field.

  3. Sidlewinder
    EARTH
    [Reptile/Link/Effect]
    Link Rating:2
    Link Arrows: W, E
    ATK: 1500

    2 Reptile monsters

    You can move this card to 1 of your unoccupied adjacent Main Monster Zones, and if you do, Special Summon 1 Reptile monster from your hand or GY to a Zone this card points to. You can only use this effect of "Sidlewinder" once per turn. Apply these effects depending on Zones occupied by monsters this card is pointing to.

    • Left Zone: This card and monsters it points to cannot be destroyed by battle.
    • Right Zone: This card and monsters it points to cannot be destroyed by card effects.

    Concept and Wordplay:

    Spoiler

    So it is based off the sidewinder snake: https://en.wikipedia.org/wiki/Crotalus_cerastes

    Wordplay:

    Sidle + Sidewinder = Portmanteau

     


  4. Sacred Bell's Toll
    [Normal Trap]

    Send 1 Fairy monster from your Deck to the GY; gain LP equal to that monsters original ATK, also, any battle damage you would take will be reduced by that monster's original ATK until the end of this turn. You can banish this card from your GY and target 1 Fairy monster in your GY; add it to your hand.


  5. 2 hours ago, A Crap Guide to CC said:

    " the Link Monster doesn't already point to but could "

    I don't understand that part of the effect. Due to the following effect, I assume it changes 1 of the markers/arrows of that Link monster into the direction towards that Main Monster Zone, but you may need to write it in a more PSCT-friendly way. For instance, write the arrow/marker shift effect first, then Special Summon the monster.
    Text issue aside, this card looks good to me. Free Summons from the GY are welcomed, one just has to think of Glow-Up Bulb, and the condition to make it live is a easy to set-up nowadays. This card not being a Tuner puts it on a weaker position than the aforementioned Bulb, as well as other monsters that generate monsters by interacting with the GY such as O-Lion and Steam, but that should be fine. Not every Level 3 or lower monster has to be a Tuner xD
    Still, it would give it an edge over a fellow self-revival EARTH, low-Level Cyberse monster, Dotscaper.
     

    Actually it is suppose to give the targeted Link monster a new marker added on to what it already has. The idea is that it Summons itself to a Zone an empty marker "points" to, and make it live when it is Summoned their. But, I am not sure how to write in a PSCT friendly way considering we haven't gotten anything that tinkers with Markers yet... It also doesn't help that Link Markers aren't referred to directly on any card text. So I was left improvise... Which is why it looks really ass-backwards. XD


  6. Cursor Guider
    EARTH
    ✪ (Level 1)
    [Cyberse/Effect]
    ATK/250 DEF/100

    You can target 1 Link monster in the Extra Monster Zone or in your Main Monster Zone; Special Summon this card from your hand or GY to 1 of your Main Monster Zones that the Link Monster doesn't already point to but could, and if you do, that Link monster now also points to the Main Monster Zone this card is in. You can only use this effect of "Cursor Guider" once per Duel.

     

    Concept:

    Spoiler

    It is a computer mouse; hence, it guides the cursor. It pays homage to the Link monster concept of pointing to things. If I were to do the art, it would combine the attributes of a computer mouse and the animal mouse (plastic body of computer mouse and ears, nose, whiskers, etc. of animal mouse) , and I would give it a cord tail that would have an cursor on the end.

    Design Notes:

    Spoiler

    To possibly help establish co-links, widen more pointed Zones, or break a U-Link .

     


  7. Counter Deflation

    [Normal Trap]

    Shuffle all cards on the field with counters on them into the Deck, then each player lose LP equal to 200x the number of counters on the cards they controlled that were shuffled into the Deck. These conditions apply based on the total number of counters on the field.

    • 5 or more: You can activate this card from your hand.
    • 7 or more: Your opponent cannot activate cards or card effects in response to this card's activation.

     


  8. Preposterous

    [Normal Spell]

    Your opponent declares a card type (Monster, Spell, or Trap). Each player excavate cards from the top of their Deck until they excavate a card that shares the declared card type, then each player adds their last excavated card to their hand and banish the remaining excavated cards, face-down. If a player(s) did not excavate a card of the declared card type, each of those players banish all the excavated cards, face-down. You can only activate 1 "Preposterous" per turn.

     

    Counterpart to:

    Spoiler

    Basically this card is suppose to be counterpart of Reasoning: https://yugioh.fandom.com/wiki/Reasoning

     


  9. Charlatan's Charade
    [Normal Spell]

    Reveal your hand, your opponent adds any number of cards from your hand to their hand (min. 1), then you draw a number of cards equal to the number of cards your opponent added to their hand +1. You can only activate 1 "Charlatan's Charade" per turn.

     


  10. Taser Viper
    LIGHT
    ✪✪✪✪ (Level 4)
    [Thunder/Effect]
    ATK/ 1500 DEF/ 1500

    While you control only Thunder monsters, you can activate 1 of these effects of "Taser Viper" once per turn, and only once that turn.

    •  During either player's Main Phase(Quick Effect): You can send this card from  your hand to the GY and target 1 face-up monster your opponent controls; negate its effects until the End Phase.
    •  When an opponent's monster declares an attack: You can send this card from your hand to the GY; negate the attack. That monster cannot attack while it is face-up on the field.

  11. Portcolossus
    LIGHT
    ✪✪✪✪ [Level 4]
    [Rock/Gemini/Effect]
    ATK/ 1900 DEF/ 1300

    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.

    • Monsters cannot activate their effects, except Gemini monsters.

    Concept and Wordplay:

    Spoiler

    So this is what it is based off of: https://en.wikipedia.org/wiki/Portcullis, except only it would be a living version of it if that makes sense.

    Flavor-wise, when you Gemini Summon it you lower the "gate" which in this case is its floodgate effect.

    Wordplay:

    Portcullis + Colossus

    Design Notes

    Spoiler

    Well... This would essentially be an Amano-Iwato (Spirit monster supporting floodgate) for Gemini's. I know a lot of people don't like these, but Gemini is such a slow mechanic that I think it is more justified for them to have.

     


  12. De-Tailer Lizard
    DARK
    ✪✪✪ (Level 3)
    [Reptile/Effect]
    ATK/ 600 DEF/ 1750

    If a Reptile monster you control is targeted by a card effect or for an attack: You can banish this card from your hand or GY; negate that attack or effect, and if you do, Special Summon 1 "Tail Token" (Zombie/DARK/Level 1/ATK 0/ DEF 0). While this Token is on your side of the field, your opponent cannot target Reptile monsters you control for attacks.

     

    Concept and Wordplay:

    Spoiler

    So the concept is based off the defense mechanism in some species of lizards where they detach their own tail to bait predators into focusing on that instead of them.

    Wordplay wise:

    It is simply re-purposing the word "detail" to mean detaching the tail instead of its original definition.

    Design Notes:

    Spoiler

     


  13. As it stands by itself...

    It is manageable to Summon as a semi-generic since the Tuner requirement is lenient... So stuff like Batteryman, Watts, and Hunders could splash this into their Deck with some easy access Tuner support like "Unexpect Dai" to get out Genex Controller, or "Emergency Teleport" to get out Ghost Ogre. Not saying it is a piece of cake to get out for these archs, but the option is there.

    As for its effects... The flip face-down effect is quite oppressive as a first turn Summon as it is not even a once per turn effect meaning you can stop as many Special Summons as you want making even likes of Link Monsters (which are innately unaffected by Position changing effects) irrelevant since they need their material face-up... But, if you were to go second... The effect is more likely to be less effective. Despite that, it's oppressiveness kind of outweighs that, and I would much rather see it as once per turn effect. The Field Spell effect is... Okay. No idea what you have in mind with it since I've yet to see your archetype pieced together.

    Yeah as far as MR4 balance goes... I'd say make the stun effect an optional once per turn, that way while you can stop a play of your opponent's they still have the potential to make plays.

    Also,

    PSCT fix without my suggestion:

    "When a monster(s) is Special Summoned to your opponent's side of the  field: Change them to face-down Defense Position. When this card is removed from play banished: You can target 1 Field Spell Card in your Graveyard GY; place it face-up in your Field Card Zone. "

    PSCT fix with my suggestion:

    "Once per turn, if a monster(s) is Special Summoned to your opponent's field: You can change them to face-down Defense Position. When this card is banished: You can target 1 Field Spell in your GY; place it face-up in your Field Card Zone. "

    Lastly, when you are going to piece up your archetype there is one thing to consider: How is your archetype going to deal with Link Monsters? As I mentioned before, Link Monsters are unaffected by Position changing effects since they can only be in Attack Position... This makes Position changing effects almost obsolete if the Link Monsters are already present on the field, and as it stands Link monsters are pretty predominate as they are not only the most current mechanic, but are easily accessible.


  14. 15 minutes ago, Messoras said:

    Ah I see your intention here.
    When I first ran into Shinobaron, I thought it was a damn strong effect, but it's annoying, that there's no comfortable way to get the Ritual Spell Card back.
    Giving everything back to hand is nice, but when your monster disappears during the End Phase and then your opponent can play his cards again... Well, good luck drawing another Shinobird's Calling next turn.
    This card brings some nice variety to the archetype, especially because it's a Quick Effect and can be used during a chain or the Battle Phase to benefit from the tributing.

    Anyway I don't really understand the first effect. Does it mean you can Normal Summon it in addition to your Normal Summon/Set this turn? I mean why else would a card need an effect to Normal Summon itself? ":D

    Greets,

    Messoras

     

    The first effect is to Normal Summon itself without taking up your standard Normal Summon. The text may seem weird in that it isn't "in addition to your Normal  Summon", but there is a reason... It can stack with other additional Normal Summons with the way it is whereas the "in addition to your Normal Summon" text is almost always followed up with " (You can only gain this effect once per turn) ". Meaning you can't stack another Normal Summon outside of your standard.

    An example of such text being used is the Yosenju archetype: https://yugioh.fandom.com/wiki/Yosenju

    Just look at any of the "Kama" Yosenju and you'll see.

    As for the reason of why it is ideal for it simply Normal Summon itself... You can immediately follow up with a play after searching it with "Aratama", and you can also stack its Normal Summon with "Nikitama".


  15. Shinobird Magpie
    WIND
    ✪✪✪✪ (Level 4)
    [Winged Beast/Spirit/Effect]
    ATK/1200 DEF/ 1300

    Cannot be Special Summoned. If you control a Spirit monster, you can reveal this card in your hand; immediately after this effect resolves, Normal Summon this card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. (Quick Effect): You can Tribute this card from your hand, and 1 other monster from your hand or field; Special Summon 1 "Shinobaroness Peacock" or "Shinobaron Peacock" from your hand (This is treated as a Ritual Summon).

    Support To:

    Design Notes:

    Spoiler

    So ideally I wanted to not only support Shinobird's Rituals, but their horrible non-Ritual monsters as well... Which is in itself not easy since most people in the right mind would not use those since there are much better Spirit monsters... Here is what I have so far from how it can support 2/3 of the non-Rituals:

    • Shinobird Crane: Simply this would pair well with Crane because it can trigger Crane's really awkward draw unlike Nikitama.
    • Shinobird Pigeon: Well this is going to come off as convoluted (since Aratama, and even Preprepation of Rites exist), but this would allow Pigeon to trigger "Shinobird Power Spot" as quickly as possible.

    As for "Shinobird Crow", eh, yeah.... This card won't help that one, except for an Xyz/ Link Play.

     


  16. 52 minutes ago, Nyx said:

    I don't really know what the name of the card has in relation to "Fabled". Most I can think of is linked to "Obedience Schooled". But regardless, it makes me smile to see Fabled get some love. From a fairness point, it seems fine. Given how the only Special Summon you can do is Synchro Summon. And while the archetype does have Soulkus and Dainara, most Fabled Decks wouldn't use either. Practicality is more difficult to determine. You can use it afterwards, and potentially trigger the effects of the better members of the archetype. Or just discard Kushano. I like it.

    Yeah it was pretty hard to think up a card name that would meet up to flavor with these guys considering like some old Hidden Arsenal archs don't really have any Spell or Traps that related to them directly... If I remember correctly not only did "Obedience Schooled", as you mentioned, pay homage to them via card art, but it was also some trap that dumped Fiend types, "Fiend Griefing" I think it is called... Which name wise it could have been any Fiend in the concept really. But, alas, those Spell and Traps have little meaning to Fabled as support as a whole.

    As for practicality, I mean ideally you want to try and make Link plays (Usually via Noozoochee or Chawa plays with Needlefiber laddering) prior to activating it if you are trying to go "Quasar" route which could burn the hand quite fast unless you have a way to make Fabled Ragin repeatedly at your end play with multiple De-Syncho's like the good ol' days with Fabled. As for any other Fabled build, I guess it could be a quick "Fabled Unicore" for Fabled Unicore hand control builds. And if you really want to get unorthodox it could be 1 card "Fabled Valkyrus" or "Fabled Leviathan", both which are highly dated as boss monsters, but are an option. The only glaring conclusion I have with this is, of course, there is always that Ghost Ash vulnerability with the -2 or -1 in mind.


  17. Trainer's Entrainment
    [Normal Spell]

    Discard 1 card; Special Summon up to 2 of these monsters from your Deck (You cannot Special Summon 2 from the same category), but they cannot attack this turn, also, you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Synchro Monsters.

    • Fiend "Fabled" monster
    • Beast "Fabled" monster

    You can only activate 1 "Trainer's Entrainment" per turn.

     

    Support To:

     


  18. 2 hours ago, weeb said:

    I think the main edge this has over the Solemn cards is the fact you can activate it from your hand,  but if I understand it correct you end up banishing 20 cards in total if you do it that way? 10 for the in-hand condition, and 10 for the regular cost, right?

    To answer the question, yes, it banishes an additional 10 if activated from the hand, being 20 total. Otherwise, just 10 if activated from field.


  19. Seance for the Vindictive
    [Normal Trap]

    Banish a number of monsters from your GY up to the number of your unoccupied Main Monster Zones ; Special Summon a number of "Vindictive Tokens" (Zombie/DARK/Level 1/ATK ?/ DEF 0) (When Summoned, each of their ATK becomes equal to the original ATK of 1 of each banished monster) equal to the number of monsters banished, in Attack Position, but destroy them during the End Phase.


  20. Homefront Retaliation
    [Counter Trap]

    When a Spell/Trap, or monster effect is activated: Banish 10 cards from the top of your Deck, face-down; negate the activation, and if you do, destroy that card. You can activate this card from your hand by banishing 10 cards from the top of your Deck, face-down.


  21. Performapal Crocodial
    WATER
    [Reptile/Link/Effect]
    Link Number 2
    Link Markers: SW, SE
    ATK/ 1600

    2 "Performapal" Monsters

    You can roll a six-sided die, "Performapal" monsters you currently control gain ATK equal 100x the result, then you can take 1 "Performapal" monster whose Level or Pendulum Scale is equal to the result from your Deck, and either add it to your hand or Special Summon it (If the result is 6, you can take a "Performapal" monster whose Level or Pendulum Scale is 6 or higher from your Deck, and either add it to your hand or Special Summon it). You can only use this effect of "Performapal Crocodial" once per turn.

     

    Support To:

     

    Wordplay:

    Spoiler

    Crocodile + Phone Dial = Portmanteau

     


  22. 3 hours ago, Darj said:

    IDK if Trickstars deserve something like this considering even today they still have an impact at least as an engine, but I like this one regardless. Gives them proactive disruption, I like how it both stays flavorful with LP interaction, and brings an interesting dynamic with the 2 effects. Only 2 things: I would give it a Dragon Ruler OPT clause to the 2 effects so you can't use both in the same turn for effective +2s, forcing you to choose and be smart with the effect you apply and mind the LPs.
    The other thing is using "goddess" for the name. This is more of a nitpick but, while flavorful, I don't feel it's appropriate for a Link3. Instead I would expect it on a Trickstar Link4+ big boss. If possible I would look for another name of a heaven/hell entity.

    I feel as if Trickstar doesn't really have enough disruption on its own to play it pure so there is kind of a reason I want there to be a possible "juggling" interaction between both the effects. While it could be excruciating in some scenarios, you could bait it with S/T that could possibly threaten it leaving no change in the difference of LP,  or you could use monsters with really low ATK that threaten it (e.g Thousand Eyes Restrict) that would make the difference change negligible. So it is sort of easy to at least prevent her for pulling off another bullet effect per turn.

     

    And the goddess portmanteau... Well shit. I didn't think that one through. I mean I could make her Link 4, but I think Link 3 for a xenophobic disruption is too good of a sweet spot to give up. Well back to the thesaurus.


  23. Trickstar Eryngoddess
    LIGHT
    [Fairy/Link/Effect]
    Link Number 3
    Link Markers: N, SW, S
    ATK/ 2400

    2+ "Trickstar" monsters

    When this card is Link Summoned: You can either inflict 200 damage to your opponent for each card in their hand, or have them gain 200 LP for each card in their hand. You can activate each of the following effects of "Trickstar Eryngoddess" per turn, and only once that turn.

    * While your LP are lower than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; destroy it, then if that card was a monster, inflict damage to your opponent equal to it's original ATK.

    * While your LP are higher than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn, and then if that card was monster, your opponent gains LP equal to it's original ATK.

    Support To:

    Flavor Notes and Wordplay:

    Spoiler

    So to coincide with the Trickstar's motif of flowers, this one would be based on a blue flowering plant known as eryngium, which is also known as "eryngo", https://en.wikipedia.org/wiki/Eryngium

    Additionally, another motif it matches with the archetype,  in terms of the Link monsters, is that the name references a heaven or hell based entity being "goddess".

    Wordplay:

    Eryngo + Goddess = Portmanteau

     

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