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British Soul

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Posts posted by British Soul


  1. I've said before that Sunshine isn't the strongest title in the world, but it has its charms, much like TTYD which has good music, characters, etc and despite being a turn-based RPG, it remains one of my favourite Mario titles, so that is where my vote is going.


  2. Whilst I haven't played either game (and by extension, I haven't even heard of Metal Arms), I am at least familiar with the Harry Potter universe and I have seen people play Quidditch World Cup (just not for the Gamecube), so that's where my vote is going.


  3. Don't get me wrong, I've heard good things about Tales of Symphonia, but I've never played it, unlike Falsebound Kingdom, which offers a different angle for a YGO game with it being a strategy-based RPG. Voting for Falsebound Kingdom.


  4. 7 minutes ago, (youknowwhoiam) said:

    You don't need to remember specific names for mind crush, provided you can make it clear to your opponent what card you are referring to.

    That's true, as long as it's close enough, it's a matter of discretion.


  5. 26 minutes ago, Darj said:

    The Valkyrie support looks decent, IMO. I assume Final Light targets Valkyries in the GY. And a "removed while Set" effect give extra value to Normal Traps when they have no conditions to be activated from the hand. Not sure if I would prefer for the effects to be reversed or not, though. Do Valkyries have effects that redirect or force backrow removal? Then again, IIRC they have a Level 5 so Durendal could be an option for that purpose.

    I assumed it'd be GY as well as that was what it did in the anime. As for the trap, I do like that they gave it an additional effect that supports Valkyrie's as all it did in the anime was draw a card if it left the board while set.


  6. 3 hours ago, Ultimagamer said:

    They still aren't bringing over the Superheavy Samurai cards. 

    ? 

    There's still two imports, but they'll likely be other cards

    https://ygorganization.com/votesigurdfromgeneologyoftheholywarforcyl3/

    SAST-EN081
    Super Anti-Kaiju War Machine Mecha-Thunder King
    Level 9 / LIGHT / Machine / Effect
    2200 ATK / 2100 DEF
    During the Main Phase (Quick Effect): You can discard this card; banish 1 “Kaiju” monster you control that is owned by your opponent, then, you can special summon 1 monster from your GY. You can only control 1 “Kaiju” monster. This card is unaffected by other “Kaiju” Card’s effects and cannot be destroyed by battle with a “Kaiju” monster. During your end phase, if this card is in your GY: You can special summon this card. You can only use this effect of “Super Anti-Kaiju War Machine Mecha-Thunder King” once per duel.

    SAST-EN082
    Time Thief Winder
    Level 4 / DARK / Psychic / Effect
    1800 ATK / 1300 DEF
    You can detach 1 material from an Xyz Monster you control: special summon this card from your hand. If this card is normal summoned or special summoned: add 1 “Time Thief” Card from your deck to your hand, except “Time Thief Winder”. You can only use each effect of “Time Thief Winder” once per turn.

    SAST-EN083
    Time Thief Bezel Ship
    Level 4 / DARK / Machine / Effect
    1000 ATK / 2000 DEF
    (Quick Effect): You can Tribute this card, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to that monster as material. If this card is in the GY: You can detach 1 material from an Xyz Monster you control; Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Bezel Ship” once per turn.

    SAST-EN084
    Time Thief Regulator
    Level 4 / DARK / Machine / Effect
    600 ATK / 200 DEF
    If you control no other monsters: You can Tribute this card; Special Summon 2 “Time Thief” monsters with different names from your Deck in Defense Position, except “Time Thief Regulator”. When an Xyz Monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Regulator” once per turn.

    SAST-EN085
    Time Thief Redoer
    Rank 4 / DARK / Psychic / Effect
    2400 ATK / 2000 Def
    2 Level 4 Monsters
    Once per turn, during the Standby Phase: You can attach the top card of your opponent’s Deck to this card as material. (Quick Effect): You can detatch up to 3 different types of materials from this card, then apply the following effect(s) depending on what was detatched
    ● Monster: Banish this card until the End Phase ● Spell: Draw 1 card.
    ● Trap: Place 1 face-up card your opponent controls on top of the Deck.
    You can only use this effect of “Time Thief Redoer” once per turn.

    SAST-EN086
    Time Thief Hack
    Continuous Spell Card
    During the turn they are Special Summoned, Xyz Monsters you control cannot be destroyed by your opponent’s card effects, also your opponent cannot target them with card effects. You can target 1 face-up Xyz Monster you control; it gains 300 ATK for each material currently attached to it, until the end of this turn, and if it does, and also has a material that is owned by your opponent, it can attack directly this turn (even if this card leaves the field). You can only use this effect of “Time Thief Hack” once per turn.

    SAST-EN087
    Time Thief Flyback
    Normal Trap Card
    Target 1 “Time Thief” Xyz Monster you control; attach 1 “Time Thief” card from your hand or Deck to it as material. You can banish this card from your GY, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to it as material. You can only use 1 “Time Thief Flyback” effect per turn, and only once that turn.

    SAST-EN089
    Valkyrie Vierte
    Level 3 / LIGHT / Fairy / Effect
    1400 ATK / 1400 DEF
    During your Main Phase: Excavate Cards from the top of your deck equal to the number of other “Valkyrie” you control, and if you do, add 1 excavated Normal Spell/Trap to your hand, also send the remaining cards to the GY. Otherwise, shuffle all excavated cards into the deck. When this card is destroyed by battle and sent to the GY: Special Summon 1 “Valkyrie” monster from your deck. You can only use each effect of “Valkyrie Vierte” once per turn.


    SAST-EN090
    Final Light
    Normal Spell Card
    Pay LP in multiples of 1000 then, target 1 “Valkyrie” monster in your GY with a different name for each 1000 LP paid: special summon them, then your opponent can special summon monsters with 2000 or less ATK from their GY, up to the number of monsters you special summoned by this effect. You can only activate 1 “Final Light” per turn.

    SAST-EN091
    Apple of Enlightenment
    Normal Trap Card
    Target cards in your opponent’s GY, up to the number of “Valkyrie” monsters you control; banish them. If this Set card in its owner’s control has left the field because of an opponent’s card effect, and is now in the GY or banished: You can draw cards equal to the number of “Valkyrie” monsters you control +1.

     


  7. Voting for my other nominated game, SA2B as whilst it was better than SA (mouth movements for instance), it also had memorable moments. And the one thing I didn't like about Heroes is that every story has the same stages/bosses.


  8. 16 minutes ago, Nyx said:

    Me, too! It took me 13 years, but I finally beat the final boss! Personally, the boss at the end of 100 trials was easier than the story's final boss.

    I did play Super Paper Mario, and I thought it was fun. Had nice characters, music, and settings. But my personal favorite installment is The Thousand-Year Door.

    Yeah, I didn't have much issue with that boss either.

    Super Paper Mario was fine enough, but after that, I didn't really get into the future games.


  9. Out of all of the Paper Mario games, TTYD was my favourite, good music, characters. I completed the game twice, though on the second completion I managed to beat the "chamber of 100 levels of dogs***." so I can fight the boss down there.

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