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  1. 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: Design Notes
  2. 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: Design Notes:
  3. 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.
  4. 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".
  5. 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:
  6. 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.
  7. 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:
  8. 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.
  9. 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.
  10. 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.
  11. 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:
  12. 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.
  13. 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:
  14. Oh yeah... I have a draft for the effect and stats as well: Yeah. The thing that got me to like it was all the Link monsters that most players don't use in the Reincarnation Turbo/Engine builds. After testing them, I was able to throw people off guard every now and then considering that a good portion of the archetype is almost never used.
  15. So after attempting to play one archetype that I previously hated, Trickstar, I actually grew a liking to it. So much so I made my own concept for a new member. Trickstar Molucella So to see how this would fit flavor wise. Trickstar are based off of the combination of two concepts: Japanese Idols and flower. Molucella is a green flowering plant of the sort as seen here: https://en.wikipedia.org/wiki/Moluccella On her skirt are the cups found on the Molucella plant. As far as the Japanese Idol motif goes I primarily just looked at the other Trickstars to get a feel of them while trying to not make this Trickstar too similar to the others. Oh and lastly, all Trickstars wield some form of objects... In this case, I chose maracas.
  16. Mundane Great Dane EARTH ✪✪✪✪✪✪ (Level 6) [Beast/Normal/Pendulum] ATK/ 2000 DEF/ 0 ◄7 7► [Pendulum Effect] When a Normal Pendulum monster(s) leaves the field: Special Summon 1 Normal Pendulum monster from your Deck. You can only activate this effect of "Mundane Great Dane" once per turn. [Normal Text] Your typical Great Dane that is always disdained when there is not a bone to be gained. What a pain... Concept:
  17. Magicalized Duston Filter [Field Spell] Your opponent cannot use "Duston" monsters you own as Link Material for a Link Summon. Once per turn: You can Special Summon 1 "Duston" monster from your hand or GY. Once per turn, at the start of Damage Step, if a "Duston" monster battles a monster: You can switch the ATK of the battling monsters with each other until the end of this turn. If a monster destroyed a monster by battle in a battle involving a "Duston" monster: Switch control of that monster. Support to:
  18. Infernity Steed DARK ✪✪✪✪ (Level 4) [Beast/Effect] ATK/ 1600 DEF/ 0 When this card is Normal Summoned: You can send any number of cards from your hand to the GY; Special Summon 1 "Infernity" monster from your Deck whose Level is equal to the number of cards sent to the GY. When this card is Normal Summoned while you have no cards in your hand: Special Summon 1 "Infernity" monster from your Deck. While you have no cards in your hand, this card is treated as a Tuner. Support to:
  19. Although this is solely hypothetical through and through as a card... I am going to take a guess on how the ruling should work. So if you invert Isolde and Crystal Wings CL like you say... I think what would happen is that Isolde effect would resolve 1st, and Crystal Wing effect wouldn't negate it since Isolde's effect already resolved, thus it wouldn't destroy Isolde because it didn't negate it. I might have to consult the ruling folks... Just to play it safe though.
  20. Knotted Chain [Quick-Play Spell] Activate only as a Chain Link 3 or higher. Rearrange the sequence of the previous Chain Links, except another activated "Knotted Chain", then resolve the Chain in that order.
  21. Rabble-Rousing [Normal Trap] If there is a Link monster on the field, you can activate this card from your hand. Rearrange any number of monsters on both player's fields into their controller's Main Monster Zones.
  22. With crashing in mind... Decks that are predominant of floaters, e.g. Gusto and Yang Zing, probably could give this thing a proper niche since you normally would minimize your use of net resources by simply crashing into things with their monsters... You could perhaps get heavy +'s even.
  23. Cycle of Vengeance [Normal Trap] During the end of the Battle Phase, if a monster(s) you controlled was destroyed by battle: Destroy all your opponent's monsters that battled this turn, then Special Summon as many monsters as possible from the GY that were destroyed by battle this turn.
  24. I could go the dark route... Like make it faceless, have a dreary background, give it a few cracks on its body, and change the wand design a bit... But, I am less inclined to do so considering I established it to have a supportive effect as a card. Besides I haven't been so smitten by my rough draft of a drawing in awhile... I can agree with you, the cuteness factor is real. And "Tooth Mouse" eh? I am actually quite intrigued by this. I was wondering if other cultures had a similar idea about the tooth fairy. Maybe a mouse is a little more believable since they are so dainty and sneaky, and is based off an actual animal.
  25. So this is a concept I've had in my head for awhile: Substitoothin: The idea behind this really is based on the tooth fairy, but in regards to this character it is a more literal depiction of it. As for the name, it is a portmanteau combining the words "substitution" and "tooth". I'll do a digital rendering of it soon. So until then... Yeah: rough sketch. Criticism of the art is welcome at any stage of this though.
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