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  1. Pinnacle of a New Era
    [Normal Trap]

    While there are 2 or monsters on the field, reveal 1 monster from your Main Deck or Extra Deck whose ATK is exactly equal to the combined current ATK of all face-up monsters; send all face-up monsters on the field to the GY, and if you do, Special Summon the revealed monster.


  2. 17 minutes ago, Nyx said:

    So Shock Master with Heat Wave's conditions? I don't know. I feel that instead of the conditions, it should have some form of cost. There are some Decks that don't need all three card types, or don't utilize them all as often. I feel that with Shock Master's place on the list, an adequate cost would be more in order than a condition. Sure, you could argue that you won't be able to activate Monster cards either, but with the wait between turns, you could do it the next turn.

    Technically speaking there is a hidden cost here: Not just you possibly inhibiting your own cards, but this is a trade off of a -1 by activating it  as it doesn't necessarily make you gain card advantage or make your opponent lose card advantage...There is a risk factor in that you could potentially be up against an opponent that utilizes a similar combination of card types which in essence can make you lose out on plays. And in worse case your opponent could utilize all card types. It is more along the lines a side deck option than anything.


  3. Beckoning of Silence
    [Normal Spell]

    At the start of your Main Phase 1: Declare 1 card type (Monster, Spell, or Trap); neither player can activate cards or card effects of the declared card type until the end of your turn. Neither player can activate cards or effects in response to this card's activation.


  4. On 9/26/2019 at 12:51 PM, Zaziuma said:

    Kind of surprised at myself for not thinking of this earlier, it makes a lot of sense, don't it? I know I'm not the first to come with this idea, but I figured I would give my twist on it. Since it's late, I'm just doing a written thing, cause I can't be bothered to find a picture right now.

     

    Link-Up-Magic Connection Force - Normal Spell

    Target 1 Link Monster in your Extra Monster Zone; send it to the GY, and if you do, Special Summon 1 Link Monster from your Extra Deck whose Type is the same as that target, but 1 Link Rating higher (this Special Summon is treated as a Link Summon). A Link Monster Summoned with this effect is banished during the End Phase, unless its Attribute is the same as that target, also you cannot Special Summon monsters, except with card effects, for the rest of this turn.

    Seems good in theory... It essentially is like using one more monster as a Link Material that has the potential to bypass certain Summoning conditions such as specific typings, names, etc. (e.g.Infinitrack_Fortress_Megaclops off of say Bellcat_Fighter or Gaia_Saber,_the_Lightning_Shadow.) It is a good thing you made it so that it can go into a monster with different Attribute, otherwise, this thing would only have so many things to go into from what I see.

    It also can help some archetypes as well that are obviously revolving around the Link Mechanic such as Cyberse, Trickstar, Gouki, Borreldragons, etc. Although some of archs are perfectly fine by making plays of their own to go into the Links themselves.

    In terms of the generic pool though.... There is really only so many targets for this thing to go into that would be pragmatic because some of the bigger Link monsters only get their effects off of being Link Summoned via actually using Link Material (e.g. Nephthys,_the_Sacred_Flame, Agave_Dragon, Saryuja_Skull_Dread , Ningirsu_the_World_Chalice_Warrior, etc.)

    Best targets I can think of:

    Curious,_the_Lightsworn_Dominion (Warriors have a pretty diverse Link-2 cardpool of 12 cards), World_Gears_of_Theurlogical_Demiurgy (Cyberse definitely have the most diverse Link cardpool no question about it), Arcana_Extra_Joker, Infinitrack Fortress Megaclops (which I already mentioned), etc. There are probably more things to note from Cyberse monsters, but alas I haven't really played Cyberse all that much to remember some of their better cards.

     

     


  5. 4 minutes ago, Darj said:

    I was mostly thinking on something like targeting a card but destroying cards in the entire column or in a 2x2 pattern. I do like the added column-shifting effect, though, makes it more interactive than a bland "target anything; destroy"

    Ohhhh okay.... Gotcha. I'll do one more tweak then.


  6. 25 minutes ago, Darj said:

    I like the alternate summoning condition, but I don't like the effect. It's effective yes, but bland as heck. I would prefer if it was more creative and had a coordinate-based effect, instead of straightforward targeting. Perhaps something like a non-accurate AoE bombarding that affects 1~2 columns instead.

    Okay... I'll bite. I am not sure if I got the "inaccurate" part (as I am afraid that could imply luck-based effect). But, updated nonetheless. Feel free to elaborate what you mean if I didn't get it right the first time. XD


  7. 34 minutes ago, VampireofDarkness said:

    So this is pretty slick. I do like the mechanic here, there are some interesting shenanigans here for sure, and I find it pretty bemusing. Most of it is pretty simple as well, which I like for the most part but it also makes the higher Level ones slightly tricky and getting multiple on the field tricky as well, though the Spells and Aerainbol certainly do help. Speaking of, I do feel a little underwhelmed that some of the Cont Spells and the Field Spell don't do anything after they are activated. Pretty odd, quite honestly, though what they do is quite helpful. That being said, I assume this is to have them work with say Vandalism to get some effects going, which is a pretty interesting design choice. This almost makes me wish Vandalism was more searchable, as it could really help with getting the Deck going, as it doesn't seem to be the fastest thing in the world. Outside of that though, this is fairly well rounded and not a ton to say about the cards individually. I can dig it!

    Most of the Spells are simplistic and don't do anything else because if you were to start first you would have stuff for the monsters to give effects to that you wouldn't mind replacing the effects of (after you use the Spell's effects, of course).


  8. Coordinate Striker
    WIND
    ✪✪✪ (Rank 3)
    [Cyberse/Xyz/Effect]
    ATK/ 2400 DEF/ 1500

    3 Level 3 monsters

    You can also Xyz Summon this card by using a Link-3 or higher Cyberse monster you control as material, and if you do, excavate a number of cards equal to the Link Rating of the monster used as material, attach up to 2 excavated cards to this card, also place the other cards on the bottom of your Deck in any order. You can only Special Summon "Coordinate Striker" this way once per turn. Once per turn (Quick Effect): You can detach 1 material from this card; move this card to 1 of your Main Monster Zones, and if you do, destroy all other cards in this card's column.

     

    Concept:

    Spoiler

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

    It loosely has to do with the above mentioned. And mostly has to do with do with XYZ- Coordinates https://en.wikipedia.org/wiki/Cartesian_coordinate_system (in the form of computing). It is a flavor thing paying homage to Xyz Summoning in an indirect way via naming.

     


  9. ... Well I prefer this over, "Hroddi, Generaider Boss of Swords" any day, just saying. Giving your opponent the pluses out of getting rid of threats was really a raw deal to me. Especially since they've done nothing to help Generaiders mitigate the impact of pluses you give your opponent.

    The real incentive to using this guy is it banishes stuff on the field... What not to love?

    It is unfortunate that doesn't have much to offer to cards that share its Type though.

     


  10. 2 hours ago, Tinkerer said:

    Hello, fine peoples!

    So, I had an archetype design in mind, but I'm having a lot of trouble figuring out how to word it to achieve my aim.

    The idea/prompt is simple:
    Make an archetype entirely devoid of activation effects.

    ...Or, if I want to be more specific:
    Make an archetype that never starts a chain (outside Spell/Trap card activations).


    Here's the card:

    Statutist Commander
    WIND ****
    Thunder/Effect
    If you control a "Statutist" Spell, you can Special Summon this card from your hand. After a "Statutist" monster is Summoned or a "Statutist" Spell is activated, add 1 "Statutist" card from your Deck to your hand immediately after the Summon/activation resolves. (You can only gain this effect once per turn.) If a "Statutist" card(s) you control would be destroyed, you can banish this card from your GY instead.
    1800/1000

    It's the search effect I'm unsure about. I tried to use Spell/Soul Absorption as a reference point (since they don't start a chain), but they aren't bound by OPTs either, so...

    Anyways, any help with this would be greatly appreciated!

    Cheers!

     

    I normally see that parenthetical clause when additional Normal Summons are being referred to... So I looked up some monsters that only have that additional Normal Summon effect to see what kind of effect that they consider it. Here is are some examples: Evilswarm_Castor and Serenade_the_Melodious_Diva under the "Card Effect types" they are "Unclassified" meaning they are not Trigger Effects, yet they are not necessarily Continuous Effects... Weird. I did a little more rooting around and looked at Evilswarm Castor's Card Ruling here: Card_Rulings:Evilswarm_Castor

    And it seems like how it works is that with that parenthetical clause it isn't treated as an activation... And more interestingly enough it is non-negatable once the condition is already applied: Can't effect veiler it or even Skill Drain it. Which could be pretty broken if you are not careful with how you design these. XD


  11. The first effect is a really unanticipated way give Vamps support especially the older ones the revolved around milling your opponent, but it is effectively a costed Heavy Storm for them which I welcome considering how fragile Vamps can be against being stunned. Although most stunning have been from hand traps as of late.

    I find the first effect funny in that your opponent is given the option to Heavy Storm the field if they are playing mirror match. Although it seems unlikely for that to happen since Vamps are not really all that competitive in the grand scheme of things.

    The 2nd effect however is very commendable for the milling variant of vamps and it makes your opponent think twice about what they have to mill so that there Main Deck combo pieces don't get flood gated.

    I do, however, have a suggestion... There is an existing Vampire Field Spell under the name of Vampire_Kingdom. This Field Spell also has support card known as  Vampire_Takeover that searches it out and does extra stuff. Give the card a naming clause on the top of the effect like https://yugioh.fandom.com/wiki/A_Legendary_Ocean: (This card's name is always treated as "Vampire Kingdom".)

    That way this card gets the same benefits as "Vampire Kingdom" by being accessible via "Vampire Takeover".

     

     


  12. Well it definitely ups the speed to get Clock Towers damage immunity effect which is actually great if say you fall into disadvantageous situation... As that can drastically increase your survivability in grind games.

    The added effect to Clock Tower with the destruction immunity and search effect is definitely the better of bullet effects considering it further improves your survivability and grants you pluses to eventually retaliate or overwhelm your opponent.


  13. 2 minutes ago, VampireofDarkness said:

    Appreciated, I sent this in a hurry as I edited it on my phone, I appreciate y'all though, reminded me to update this. Anyway, aside from name/translation issues, any other issues of note?

    The last problems I see will essentially be based on your preference on how want to handle them. The Summoning condition needs to be reworked, and maybe the way how it gains ATK could be a little more exclusive than just different Typing (if you are going to keep that monster immunity effect)... For example:

      While this card is face-up on the field, it gains 700 ATK for each DARK monster with a different type in the GY, also it is unaffected by the effects of other monsters.

    You don't have to use this example though.


  14. 4 hours ago, VampireofDarkness said:

    Admittedly, some of this is me falling asleep behind the wheel and I had a copy with some of these issues already solved. I got a little too giddy to be back and was tired from work, never again I suppose. I don't have one with my art, so I will post an updated card art when I get back from today's shift, but basically, the revisions came down to:

    - No QP SS

    - Can only SS 1 a turn

    - Only control 1

    - The highest Level counterpart is 8, so it's 8 or lower, also Hard OPT on the search

    90% of what I see comes down to these things, so I apologize for that big mishap there.

    Think nothing of it... We all make mistakes especially under the influence of excitement and/or fatigue (I can admit falling victim to this every once and awhile). We are here to simply help out... So no need to feel apologetic.


  15. TL;DR: TCG/OCG would have to overhaul some names they made... So that this card wouldn't be wall of text.

    Spoiler

    While I know you are trying to take into account of OCG, the fact that you chose a group of cards that is so broad that they aren't even an archetype in themselves makes this a nightmare for TCG to add to your large list of exclusion. Because there is probably quite a few cards out there that have the word "Dark" in TCG, but not the " ダーク" OCG, hypothetically speaking they would have to probably rename a bunch of cards just so this card wouldn't have such an unnecessary list of exclusion like this guy did: https://yugioh.fandom.com/wiki/Arsenal_Summoner I mean look at that... It is ridiculous! There is nothing elegant about that approach which is why I think they have avoided it ever since. Imagine if you found any more "Dark", non- " ダーク" monsters... It would mean you have to add more to your text that would be burdensome to read which by the way you forgot to exclude Gorz. Also, imagine iconic cards like Dark Magician needing to be renamed in order to make this cards text more refined looking.

     

    I can appreciate the idea, but there really isn't a way you can circumvent all of this mistranslation without there being changes to current names of the existing cards in the card pool.

     

    Now onto the matter of this cards hypothetical viability. Initially, it does already look like it needs some GY set-up to make it as beefy as you need it to be... But, then I read that it could be any Typing of monsters in the GY which makes it really easy to boost this cards ATK as in this day and age there are some splashable Extra Deck engines (namely Knightmare/Orcust engines) that can literally vomit out different typings in the GY provided they go off . And getting a DARK monster in the GY whose Level is equal to or just under the Level DARK monster you have in the GY is actually not as hard as you think it is... You could throw in Level 1 DARK monsters in the GY like Thousand-Eyes_Restrict summoned from Instant Fusion or easy to Summon Level 1 DARK like Jester_Confit and never have to worry about fueling your GY with DARK all that much.

    Also the fact that you can get it out from the hand or the GY in the form of Quick Effect with no hard once per turn... Is pretty broken. Especially if this thing has immunity to monster effects. It is like everything Fairy_Tail_-_Snow would aspire to be.... And that is saying something. Considering how broken that thing is.

    And then I looked at the search effect after reading Darj's post... And yeah there is no hard once per turn... Let alone a soft once per turn there either. Which means you can search indefinitely provided you have the resources. Which in short is broken.

    In all it needs to be toned down in probably more ways than one.


  16. 1 hour ago, Tinkerer said:

    Witchcrafter's Bargain Bin

    Continuous Spell

    Once per turn, if a Spell card is sent from your hand or side of the field to the GY, you can target 1 banished "Witchcrafter" monster; Special Summon it, but its ATK and DEF become 0, also, you cannot activate its effects this turn. You can only use 1 of the following effects of "Witchcrafter's Bargain Bin" per turn, and only once that turn.

    • If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.

    • During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.

     

    After I saw the new DM support monster, I wanted to try out Witchcrafters so I could gauge how useful the card would be in that deck. I definitely wasn't playing Witchcrafters "optimally", but I did notice a few glaring weaknesses in the archetype, so I figured I'd make a support card for the deck.

     

    This does help them extend on getting both Haine and Verre (pretty much the Decks main objective XD) which is cool considering in most cases you only get to get out 1 of them for the duration of 1 of your turns and your opponent's turn. Additionally, it also restocks your mini-Witchcrafters for more of their GY effects for future plays... And in the rare chance that 1 of your big Witchcrafters get banished this is a nice way to get them back.

    The way how I've been doing that when I play my build is via Magician's Restage on Potterie or Pittore that used (in order to follow up with Haine or Verre next turn), or  using Reasoning or  Monster Gate and praying to gods to get one them and a huge mill of the Spells and maybe their 1 Trap if I am really lucky... But, those aren't always consistent. Especially Reasoning which I usually search via  Left Arm Offering which is always a huge gamble.

    My main problem with Witchcrafters...Is that because the deck is so linear it is extremely vulnerable to Ash Blossom and Called by the Grave or most starting play negates for that matter. And this card doesn't help you circumvent that. If you get your first play hit and you have no follow-up, this won't help... It only serves as an extender you can only rely so much on.

    For what it does though, it is kind of nifty... And I also understand how difficult it is to make Witchcrafter Spell considering there is an extreme balance factor that plays into them due to the fact that they can automatically recover themselves on your End Phase. Also, I can nod there is a little flavorful flare to the card's naming given the merchantile motif of the archetype which is a plus to me.

     


  17. 3 hours ago, Darj said:

    You could name it as The Incrementor to get in theme with The Calculator & Calibrator, although thematically you would also have to make it LIGHT/Thunder, which IMO is not so bad since it would lose Cyberse support, for example being searchable by Lady Debug and Cynet Mining, but would gain Thunder support, most notably Thunder Dragon Fusion and Colossus, since its self-Summon effect activates from the hand.
    Other than that, looks like a good card, IMO. Self-Summon and Level modulation is welcomed, and for Link purposes you can keep it cheap with an LP payment of 500. It's missing being a Tuner, but then it would be too good. Heck, I already think it's too good due to the flexibility of its self-Summon condition.

    Wow... Now I am really split and making it fit into that motif. On one hand, great it already has half quailities of those 2... On the other, damn I just made a sketch of the idea I initially had so I would have to back pedal a little by making a whole new sketch to fit the design of the 2 you mentioned. XD


  18. 2 hours ago, Darj said:

    I really like this one. The card being an Equip nicely fits with the Escutcheon theme, the Saqlifice-reminiscent flexibility of the search effect is welcomed as well, and the RUM effect allows for funny plays by accessing Number monsters from non-Number Xyzs. If anything, I would be more comfortable with a Dragon Ruler OPT clause on the bullet effects, just so you can't get both a search and a RUM right away. Or at least give a 1-turn stun ("except the turn it is sent to the GY" clause) to the RUM effect. Adding "Rank-Up Magic" to the name would enable it get extra support, by the way.

    You know... It Is funny I did initially had it named "Rank-Up-Magic Heraldry Escutcheon", but I was second guessing that it would go against the flavor as unlike the other Rank-Ups it doesn't immediately Rank Up upon activating the card itself. But, the more I think about it... It really isn't that big of a deal if made something a little off-kilter.


  19. Advance Heraldry Escutcheon
    [Equip Spell]

    Equip only to a "Heraldic Beast" monster or an Xyz Monster. When the equipped monster would be destroyed, you can detach 1 Xyz Material from it or send this card to the GY instead. You can 1 of these effects of "Advance Heraldy Escutcheon" per turn and only once that turn.

    • If this card is sent to the GY: You can take 1 "Heraldic Beast" from your Deck and either add it to your hand or send it to the GY.
    •  You can banish this card from the GY and target 1 face-up Xyz Monster you control; Special Summon 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using  it as Xyz Material (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned Monster.)

    Support To:

    Concept and Flavor Notes:

    Spoiler

    https://en.wikipedia.org/wiki/Escutcheon_(heraldry)

    It is shield with heraldry written all over it. It simply and perfectly pays homage to the theme.

    The Rank Up effect is more along the lines of getting their "boss" monster that they very seldom get out :

    https://yugioh.fandom.com/wiki/Number_C69:_Heraldry_Crest_of_Horror

     

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