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  1. Superheavy Samurai Soulavenger, LV2, Earth Machine/Effect 200/1500 During your Battle Phase, you can discard this card from your hand, then target one "Superheavy Samurai" monster you control that has 1500 DEF or less. FOr the rest of this turn, that montser may attack while in defense position, and may attack your opponent directly. During the turn this effect is activated, you can banish 1 "Superheavy Samurai" monster from your GY: the targeted monster gains an additional attack. During tne End Phase, destroy the targeted monster, then draw 1 card. I'll be real, got inspired to make this from Berserker Soul, this is basically meant to be an anime rage card for doing brutal damage to an opponent for whatever reason. I wouldn't say this is very competitively viable. Superheavy Samurai Soulkatana Earth, LV 5 Machine/Effect, 1600/1800 You can target 1 "Superheavy Samurai" monster you control: equip this monster from your hand or your side of the field to that target. While this card is face-up on the field, all "Superheavy Samurai" monsters may attack while in defense position, and apply their DEF for Damage Calculation. If the equipped monster destroys a monster in battle (except a Link monster): you can Special Summon it to your side of the field in defense position (its Battle position cannot be changed, even by card effects.) and it is treated as a "Superheavy Samurai" monster while on your side of the field. A monster Special Summoned by this effect cannot be used for Xyz or Link Summons. So, I wanted to make more "Soul" Superheavy weapons based on weapons that Samurai would use and give them appropriate/useful effects. Obviously, samurai loved katanas, so, here you go. First of all, it gives your whole field the Big Benkei effect of letting all SHS monsters attack while in DEF mode, including Blue Brawler, Daihachi, and Scales if you want to, but it ALSO includes the monsters this card steals. I do admit, I was slightly inspired by Goyo Guardian's effect with this one, but here I wanted to make it so that it followed the tradition of like, "You have defeated you, I honor our battle and wish to join your noble cause" or something like that (it's like 2 in the morning lol), so it steals whatever monster it destroys and then converts it into an SHS so it can attack, and you can also use it for Synchro material because why not. Superheavy Samurai Soulshuriken, LV 3, Earth Machine/Effect, 300/500 You can target 1 "Superheavy Samurai" monster you control: equip this monster from your hand or your side fo the field to that target. When the equipped monster destroys a monster in battle, inflict damage to your opponent equal to either the ATK or DEF of the destroyed monster, whichever is higher. During your Battle Phase, if you have no Spell/Trap cards in your GY, you can discard this card from your hand: target one "Superheavy Samurai" monster on your field: it can attack all monsters your opponent controls once each. I heard from a couple sources that samurai used to use shuriken as well, I know they were mostly a ninja thing but, eh. So one thing I noticed with the Superheavies is that they have a lot of swinging power, but because they can only attack once its usually not enough to go for a kill. That's where this comes in, either dealing some sick burn damage or allowing your big ol' Susanowo or Big Benkei to attack everything your opponent has. Combined with the Soulkatana mentioned above and maybe discarding a Soulbustergauntlet if you have it on hand, and you have a REAL chance to swing for an OTK if all goes according to plan.
  2. @Yui First of all, major props to you for that edit, you are a wizard and that made my night LOL Second, I do see your point, and I do like the idea of banishing Soul monsters from the GY to give it destruction immunity, that would be nice.
  3. @Darj Actually yeah, that sounds more feasible to me. Thanks for the advice.
  4. (Ignore the Link part, that was a typo I accidentally left in lol) Superheavy Samurai Mitsunari Rank 4, Machine/Xyz/Effect. 1000/2600 2 Level 4 "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, if you have no Spell/Trap cards in your GY, you can detach one Xyz Material from this card: add 1 "Soul" Superheavy Samurai monster from your deck to your hand. Superheavies are one of my personal favorite archetypes, and during their first few years of introduction I had a lot of success with them in competitive play. Often times though, I would wish I had access to an archetypal Superheavy Samurai as sometimes the other Rank 4s either didn't offer what I needed at the time, or were inaccessible due to Trumpeter barring off all but Superheavies from being Special Summoned. The obvious play for summoning this thing that comes to mind is summoning Scales and using it to bring back Blue Brawler or Soulpiercer. The ability for the card to recycle old 'Soul' SHS cards like Soulpiercer, Soulbuster Gauntlet, Soulfirearmor and ESPECIALLY Soulpeacemaker will really help keep the deck's momentum going, along with the Xyz monster itself being a 2600 body, and the effect to search upon dying to promote a comeback option is also something I find highly useful.
  5. Thank you for the tip on picture posting. The reason I say Stellars don't need it isn't because they're rampant in the meta game, I know they aren't. The reason I say that is because they already have means to make plays on turn 1, whereas Batterymen really don't. It goes with the theme due to the swarming nature of the deck. They're mean't to summon a lot of monsters really fast and flood the board. That's what this card helps does. And I figured you would use that argument, but my point is that getting a summon for a very specific archetype monster in the deck is NOT as busted as searching 3 or more cards with one card alone.
  6. @Darj Yes, but the reason why Tellarknights or some other high tier deck is because they don't need it. Batterymen do. A lot of great cards are lazily designed, for one thing, but tbh the card fits into the theme of the deck and helps it not be screwed on turn 1, which is the entire point of the card and what the deck struggles with to begin with. Also, how does a card being counterable not hold? It absolutely has an impact on if the card is viable or not. If I made it so it only could search out level 3s or lower, that would really screw the deck because the cards that make the big plays are all level 4-6 that can be summoned from the deck--they have literally nothing that would help them on turn one thats level 3 or below. And if it had to use a level 5 or higher to be summoned, again, that kills the purpose of the card. Even if it was stronger, the fact is, if you could get a level 5 or higher monster on the field turn 1 that easily with this deck, I wouldn't even need to make this card, but here we are. Also, Stormforth in turn 1 is fine, you can set it, opponents turn comes around, they summon a big thing you don't want there, boom, Stormforth into Charger, do your thing. Also can you tell me how to add pictures to posts? I literally have no idea how to.
  7. , Neo Space E.U. Field Spell Card (This card's name is always treated as "Neo Space") "Elemental HERO Neos", Neo Spacian, and "Neos" Fusion Monsters gain 500 ATK. "Neos" Fusion Monsters do not have to activate their effects during the End Phase that shuffle them back into the Extra Deck. Once per turn, when a "Neos" Fusion Monster is removed from the field: Special Summon 1 "Elemental HERO Neos" from your hand, deck, or GY. Then, add 1 "Neo Spacian" monster from your deck to your hand. "Neos" Fusion Monsters cannot be targeted by Card Effects during your opponent's turn. Let's be real, the actual Neo's field spell sucks ultra dong. Even for its age, it does almost nothing to help the archetype except make it not dead in the water and giving training wheels to the lackluster Neos Fusions that make them into 3K beaters. However, with the new Neos support that got released, including more viable searching options, better Fusion spell cards and better Fusion monsters, I thought it was time their home got an upgrade to compensate. With all the new Neos monsters, I figured that the 'extension' mechanic would fit well into the card's name and concept. I also have to give credit to Rank10YGO for the idea of wanting the field spell card to summon a Neos from deck and then add a new Neo Spacian to hand to continue what you're meant to be doing. The new Neos fusions are awesome, I just hate the fact that they all STILL have that effect that shuffles them into the Extra Deck. Here, with this field spell, now you have the choice of letting those effects go off or not, opening up brand new options and allowing you to continue having field presence, not to mention that now your Neos fusions are legitimate threats due to not being targeted while this card is out, which pressures the field spell to be hit ASAP where the previous field spell card never did. I also gave the 500 ATK buff to the Neo Spacians because why not: now Aqua Dolphin has more potential to kill things in hand. Yay. Also I made it's name always treated as Neo Space so that Pathfinder can search it.
  8. @Darj So a couple of things, first of all I didn't get this reply until just now, lol. Signing up for new websites often has that effect on me. I'm sure you're aware Colossus just got slammed, I'm not sure if that plays into anything about this card's fairness but, yeah. Third thing, and here's the most important one: I play Batterymen IRL, and if they don't open with Solar and a revival card, or 9-Volt/Charger with Monarch Stormforth, they literally have no viable first turn options. If 9-Volt kept the 2000 ATK and didn't self destruct on search they wouldn't be helpless, but since it does, it's kind of dead in the water. Sure this card is generic, but considering this is a Tier 3 deck, I think they need this kind of boost. The first turn potential is really good here: summon 9-Volt, search out a Batteryman Charger, link up for this thing, get a Solar, (or use 9-volt previously to get a Batteryman AAA and then use Solar to dump another AAA from deck for later Xyz/Link plays), link up for Some Summon Summoner, opponent's turn rolls around, SSS dump, get a Charger, Charger gets 9-Volt, and then you can search really anything depending on the deck you face: Industrial Strength for set-up, Fuel Cell for OTK, Solar for more AAA dumping, AAA itself to summon more from hand or deck: it just really helps the deck with not getting completely screwed on first turn, which it really, REALLY needs. And it's not like Atom is unnegatable or unstoppable when it goes off, you can Ash Blossom, Ghost Ogre, Effect Veiler, etc. Also, yes. Atomic Batteries are a thing.
  9. Thunder/Effect ATK: 1000 Link: 1 1 "Batteryman" monster When this monster is Special Summoned, you can Special Summon 1 Level 4 or lower "Batteryman" monster from your Deck. That monster cannot attack for the rest of this turn. Author's Note: Playing Batterymen myself, I've noticed they can struggle a little bit to make a move going first considering 9-Volt self-destructs after the turn it's summoned and have a hard time setting up a consistent board. This monster helps to relegate that issue. Also I have no idea how to upload a picture onto this thing, can someone help me?
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