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  1. On 10/15/2019 at 2:51 PM, LordCowCow said:

    Meanwhile Isolde "You and I both know who the real winner is."

    Funny thing about this is... I voted for Isolde and stayed dedicated to my vote towards the end. : C  *feelsbad

    Oh well. Surprised, innocent-looking waifu for the win I guess. XD

     


  2. So is that a no on Hydradrive and their multi-elemental boss monster? XD Love LGD, but.... Unlike most boss monsters I see.... He has a glaring and very apparent weakness being himself overtime or for a short time if randomly dealt with Iron Imperial Wall. At that rate it seems ideal to get it out with all 5 mentioned Attributes to boot, so you waste no time dealing as much damage as you can before your resources start depleting. Easiest way I can see it being done so far is with Dark_Doriado, and  Enchanting_Fitting_Room with Normal Monsters of the remaining attribute that you stack with her effect. Not sure how to make that build consistent though. It seems like meme or bust with all the Garnets you have to run. XD


  3. 54 minutes ago, Darj said:

    Note that Vyon also can mill Mali, and in turn Vyon is searchable by the CB-like Vision HEROes, but then we would be speaking of a HERO deck, not so much a DARK Warrior one.

    The card text says "shuffle" but doesn't specify into where. One can deduce it's into the Deck, but it has to be written anyway. Also who knows, shuffling into the GY or ED could be a thing, too.

    I'm unsure about the card, anyway. It's a bit too easy to Summon, can be as big as whatever you spin back, plus it's a Quick Effect just... because it can? Gives me vibes of the Prime Monarch, although it's not nearly as recurring. Not to mention it can be used disruptively as a reverse D.D. Crow of sorts. IDK, maybe make it require at least 2 monsters and you may be onto something.

    Yeah I meant into the Deck. The small things I overlook. XD

    The Quick Effect is more along the lines to help D.D. via crashing with D.D._Warrior_Lady , D.D._Assailant,  or D.D._Warrior , and then follow up by shuffling with what they banished for this card to pull off an attack. Of course, that is one aspect of D.D. and it doesn't cover the rest of what archetype is... "Trying" to do.

    Additionally, I wanted it is also countermeasure against Metaphys or tech for them as well.

    If I say were to make it require 2 shuffled monsters... Do I add the combined original ATK of the 2? Asking in case I wanted to go that route with balancing.

     

     


  4. *cues in some thuggish beat*

    ♫ ~~~~~~~~

    Boy you better build yourself a castle and a moat

    Cause I'll be charging you like a goat

    Your post is toast

    Nothing for you to even boast

    You are in for a serious roast

    Ready to receive it fresh from the East Coast

    Leaving you in a perpetual state of comatose

    You may as well be a ghost~!

    Let's hear it for the real host!

    The one that everybody cherishes the most!

    Ohhhhh! ~

    *fantasy cues in: applause from everyone*


  5. 10 minutes ago, Nyx said:

    A D.D. monster that plays with banished cards? I love it! I think D.D. got a total of 1 new card in the last generation (Seeker). Sure, they have another one on the way. But before this, the only D.D. cards we got were Esper Star Sparrow and the like. Nothing that worked well enough with the other D.D. cards. Plus, we don't have many of them that can self-Summon. You could use Gold Sarcophagus or even something like Allure of Darkness to set this up. All depends on which comes first and which has good ATK for it to stay if you so wish it to. You could use something like Armageddon Knight to get this in the GY faster. Maybe send Destiny HERO - Malicious, spawn another, and THEN off the banished one spawn this! But that's what I thought of at the top of my head.

    I didn't consider Malicious... But, that is a cool thing to consider. Lot of Link Laddering can happen... Isn't Malicious going back to 3 in TCG too?


  6. It is about time with Time Thief having at least 1 more Main Deck member... That one Quick-Play has more value, and Regulator has more targets. Plus, it deals with one thing Time Thieves usually struggle with dealing with that lack of field presence. I'll probably look at these more thoroughly later. But, yeah I had to say something about that Time Thief.

    Edit: Also, I love Battle Survivor... He can recycle stupid stuff like Waboku... And handful of other Battle Traps, and perhaps some Quick-Plays that pertain to ATK gain.


  7. With Mermaid out of the picture, I am happy I can finally stop seeing all these freaking Orcust hybrids that don't need to exist... Now can Trickstar get their Light Stage back at 2 or 3 now that Mermaid is gone, please? Thanks.


  8. 39 minutes ago, Darj said:

    Support for Strikers? Now that's a surprise. Considering the archetype has stayed in the top tiers for so long I assumed they wouldn't get support. anytime soon.

    Can't call myself an Striker expert, but I don't see the use of the first effect except for Link laddering, since it would lock most of the Striker Spells. The GY effect looks nice but will also lock the Spells so players would have to be strategic with it.

    Could DARK and LIGHT Link1 Strikers be coming next. inb4 an entire new set of EARTH, FIRE, WATER and WIND for Roze :v

    I hope not... I this is the one of the few Decks I don't like. XD And if they do I hope they are subpar.

    Lol Jk

    In all seriousness, yeah only thing I can think of is they can ladder with this thing. The last effect is more of a last resort during your opponent's turn, and laddering/ outting combo on your turn.  I think you can Ladder up to Link 3 with this on your own turn if you really wanted to since you can use both effects once each (e.g. using monsters as Link material counts as removing cards from field). Requires a lot ED usage though.


  9. I was hoping it would be a way to combat Ghostrick's modern day struggle: clashing with Links and their flip-face down immunity.... But, yeah we got this instead. : /

    Although recycling their Spells and Traps is neat, but then I realize Ghostrick Scare is likely the only one you'll be recycling unless one of your Field Spells or Continuous Traps get destroyed.... And also it banishes what you recycled after use or removal... Making it unrecyclable. Yeah this isn't as good as I thought it was.

    Uhhh... Well at least it is... Cute? Sure.


    • Super Quantum Yellow Layer: Stat wise, 800/1000, I understand it being an Edea target... But, Edea unfortunately has a built in Extra Deck restriction after using its effect which works against how Super Quantums play which is solely getting into Extra Deck whether they are able to make Great Magnus or not. While the search is nice... I remember a great deal of there Spells and Traps where really situational or unwieldy. Perhaps your Spell is the best thing to search next to the Field Spell. The sending Spell/Trap effect is only good for sending Super Quantal Alphan Spike and any thing that you need your Black Layer to pick up.

     

    • Super Quantum Black Layer: Is a more precise means of pulling out the Super Quantal you want from your Deck compared to Alphan, but unlike Alphan you don't get all those sweet benefits of sending a bunch of Super Quantals to the GY, and it even prevents the other Super Quantal effect from activating. But I suppose it is for the best given if this thing is Summoned by Alphan you can probably get a lot of resources with ease. The Spell/Trap recovery effect does give offer possible fuel for the Field Spell or way to pull out your ideal Quick-Play Spell... So there is potential with that effect.

     

    • Super Quantal Mech Beast Landwolf: Unlike Called by the Grave, it hits Spells and Traps which is interesting. Thing of it is though, is that it is a lot more situational compared to Called by the Grave because Normal/ Quick-Play Spells and Traps stay on the field until they resolve... Whereas all the annoying hand traps that "Called by the Grave" deals with send themselves to GY prior to fully resolving. Even with Grampulse, I could hardly imagine common usage of the effect. It simply relies too much on what your opponent has activated in the past. If anything, I think of it more as an alternative step into making Great Magnus since its Layer counterpart at least has some quality use to the Deck.

     

    • Super Quantal Mech Beast Megalligator: In the situation where your opponent has Ash Blossom prior to you trying to pull off Alphan or this guy's Layer counterpart, that would kind of be a terrible hindsight to deal with. To put it shortly yeah Called by the Grave has a great effect, but I feel this is more likely going to deal with threats in the Graveyard and less likely going to deal with hand traps compared to Called by the Grave. Its effect will vary in match ups. But, again it is a step to making Great Magnus and its Layer counterpart has some good uses as well.

     

    • Super Quantal Mechamaterialization: This thing pretty good, and as I said before it would outshine most of the other Spells and Traps... It offers set-up into making Great Magnus, or it gives you one of their Mechbeast Xyz to retaliate. It does require some GY set-up, but that can be done by discards with the Field Spell or Green Layer, White Layer, or Alphan... So in all it ties well with the Deck.

    Overall, I like that you try to incorporate more usage into the Spells and Traps even though most of the Spells and Traps are meh. The Xyz are... okay, but at the very least their Layer counterparts help the Deck nicely and these Xyz are alternative steps to making Magnus. And I can see why it would be hard to balance final distribution effects given the existing Xyz members cover a pretty wide range of utility... So I think the balance there is justified. And the Quick-Play Spell is amazing.

    As far as flavor goes... I don't really know if you hit the mark. I am not very familiar with what archetype is referencing... So sorry I have no input to give you there.

     


  10. 12 minutes ago, Tinkerer said:

    I suppose if I wanted to go for another monster, I could use cat.  Changing this card's name to something cat-related would mean that I'd probably have to change its effects to reflect its new status though.

    I'll definitely keep that in mind in case I wanna make another Zoo monster though.

    Fair enough, I changed it to a self-summoner from hand.  And to clear up any confusion I changed its name to Yearmory.

     

    Another thing I noticed... Yearmory can attach copies of itself from the Deck which in essence you could use this as means of Deck thinning. I would exclude it from being able to attach itself.


  11. 7 hours ago, Darj said:

    I like the concept, and seem solid enough to become relevant. Haven't studied the archetype well enough yet to fully grasp the interactions, but got a couple of remarks:
    I feel the Field Spell could do more. I understand they are intended to be simple for the monsters to play with, but still, Fields are often the cores of decks, and this one being a mere searcher is kinda of meh. If it's canvas-themed, how about allowing it to hold multiple effects from Graffighters at once? That would be neat, and the more effects it stacks, the stronger it gets.
    Furious Fumes feels a bit cheap as an archetype Icarus Attack. How about spicing it up and making it a 1-for-1 on activation, but in exchange a Cont. Trap so it stays on board for Graffighters to tinker with it?

    Speaking of Cont. Traps I find amusing how they turn gained effects into spell speed 2 effects, also Vandalism doesn't need the " during either player's turn" clause since it's inherently spell speed 2.

    By the way, make more of them Level 2 for fun times with Toadally Awesome :v
     

    Regarding this, pretty sure the Spell Effect would be replaced if they are placed as scales, and the monster effect will be replaced when they are on the board as monsters. It shouldn't get complicated. If the Pendulum were to move from a Monster Zone to a Pendulum Zone or vice-versa, I think any gained effects would just be reset.

    K

    • Made the Field Spell able to stack different bulleted effects with following effect: " If this card would have its effect become a bulleted effect listed on a "Graffigher" monsters card text, this card gains the effect instead (This card cannot gain 2 of the same effects) "  Not sure if this would be accurate on how they would word it, but yeah... This is my approach.
    • Made fixes to Traps, and made "Furious Fumes" into a "Graffighter Tag" card.
    • Made "Graffighter Azubalt" Level 2 as it would not only be a means to get out Treatoad, but could be dumped by Swap Frog (because it meets WATER/Aqua/ Lv 2 requirement) in the instance one would want to combine the Frog Engine with this Deck.
    • Made the Graffighter monsters able to change current effects as oppose to original. So that they can juggle effects on a single card if they wanted to.

    In addition, flavor fixes:

    • Made "Graffighter" Continous Spells named "Graffighter Art" to represent the positive side of graffiti and kept Continuous Traps to be named "Graffighter Tag" to represent the negative side of graffiti.

    Pending Support and the last of it:

    • Link 4 boss monster to be expected
    • 1 more Trap.

     


  12. 13 minutes ago, Darj said:

    Yeah... you may have to type the 2 parts of the text together and leave the bullet list until the end.

    Yeesh... I wish there was way to make it less of a run-on like how I initially typed it. XD It lost some wording elegance in the aftermath. I am going to look for that example if possible.

    EDIT: So I at least found a monster that uses bullet points as a break: Magician's_Souls , but I don't know if that is just because of how OCG can do things (given it hasn't been released in TCG yet). Plus, I don't think that is enough to justify my PSCT ideals here as much as I don't like how the wording looks.

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