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Tinkerer

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Tinkerer last won the day on October 3

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About Tinkerer


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  • Member ID: 88


  • Rank: Senior Member


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  • Joined: 01/09/2019


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  1. Crimson Senator FIRE 7* Warrior/Effect If this card is in your hand, you can reveal this card and declare a card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand then Special Summon this card. Otherwise, banish that bottom card from your Deck face-down. You can only use this effect of "Crimson Senator" once per turn. If this card is Normal or Special Summoned, you can destroy a number of cards on the field equal to the number of "Crimson Sen" monsters you control. Those destroyed cards are treated as being destroyed by battle. 2500/2000 Crimson Sentencer FIRE 6* Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then place 1 monster you control on the bottom of your Deck. Once per turn: You can declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, double this card's ATK until the End Phase. Otherwise, banish that card face-down, then halve this card's ATK until the End Phase. 2400/1000 Crimson Seneschal FIRE ***** Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then destroy 1 monster you control. A monster destroyed by this effect is treated as though it were destroyed by battle. If this card is destroyed by battle, you can add 1 "Crimson Sen" card from your Deck to your hand, then place this card on the bottom of your Deck. 2100/200 Crimson Sentinel FIRE *** Warrior/Effect If a monster you control was destroyed by battle this Phase (Quick Effect): You can target that monster in your GY; Special Summon this card from your hand, then place the target on the bottom of your Deck, and if you do, all monsters your opponent controls lose ATK equal to the target's ATK. 1000/2000 Crimson Sensei FIRE ** Warrior/Effect If a monster is placed on the bottom of your Deck, you can reveal it and reveal this card from your hand: Special Summon the monster on the bottom of your Deck, and if you do, place this card on the bottom of your Deck. You can only use this effect of "Crimson Sensei" once per turn. 800/1000 Crimson Senior FIRE * Warrior/Effect If this card is Normal or Special Summoned, you can excavate cards from the top of your Deck until you excavate a "Crimson Sen" card; add the excavated "Crimson Sen" card to your hand then place the remaining excavated cards on the bottom of your Deck in any order. If this card is destroyed by battle: You can place it on the bottom of your Deck; Special Summon 1 "Crimson Sen" monster from your hand. 100/1600 Crimson Sentiments Spell Declare 1 card name, then reveal the bottom card of your Deck. If the revealed card the one declared, add it to your hand. Otherwise, send it to the GY. Regardless, add 1 "Crimson Sen" monster from your Deck to your hand, then place 1 card from your hand onto the bottom of your Deck. You can only activate 1 "Crimson Sentiments" per turn. Crimson Sendals Continuous Trap "Crimson Sen" monsters cannot be destroyed, except by battle. Once per turn, if you control a "Crimson Sen" monster, you can target 1 monster you control and 1 monster your opponent controls; immediately after this effect resolves, conduct battle between those monsters, then, the controller of the monster(s) that remain on the field must place a card from their hand on the bottom of their Deck. Crimson Senescence Continuous Spell During each Standby Phase, increase the Levels of all "Crimson Sen" monsters by 1. "Crimson Sen" monsters are unaffected by the effects of monsters with a lower Level than them, or the effects of monsters without a Level. If a monster you control is destroyed, it is always treated as though it were destroyed by battle. During your End Phase, place 1 monster from your side of the field or GY onto the bottom of your Deck or destroy this card. Crimson Sensorium Field Spell While you control a "Crimson Sen" monster, face-up Spells/Traps you control cannot be destroyed. If a "Crimson Sen" monster is destroyed by battle, you can target 1 face-up card your opponent controls; negate its effects until the End Phase of the next turn. Once per turn: You can send 1 Continuous Spell/Trap or Field Spell from your hand to the GY, then declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand, otherwise, banish it face-down. Next: Astra Ghouls (personally, I'd prefer to have the YCM and NCM have different prompts for the sake of diversity and so things won't get confusing if an archetype is posted in one and not the other.)
  2. ...Is it bad that the first thing I thought of was this? Even though it doesn't feel as versatile as Orochi, and is weaker overall than God Phoenix Gearfried, I just really like this. Can't really put my finger on why though.
  3. Inb4 LIGHT and DARK are Link-2s...
  4. YCM is back?!

    1. Show previous comments  7 more
    2. LordCowCow

      LordCowCow

      they were visible before too you just had to change to "Show all"

    3. Phantom Roxas
    4. Thar

      Thar

      >most contributions
      >ragnarok

      oof

  5. Stormy Night Ritual Ritual Spell If this Set card leaves the field because of an opponent's card effect, you can Ritual Summon 1 Ritual monster from your hand or Deck by tributing monsters you control or in your hand whose total Levels equal or exceed the Level or the monster you Ritual Summon. Just a card I came up with right now. Too tired to look up wording so it probably could use a few fixes.
  6. OK, I know this is super pedantic, but... I think you mean "Every day" rather than "Everyday". Anyways, I'm not too well versed in poetry, but I do enjoy editing, so I thought I'd drop my two cents here. If I'm gonna be honest, certain aspects of the poem feels pretty muddled: Issue 1: Consistency in the lines. Having "Someone" becomes "Someone's" then changes back to "Someone" throws things off. Line 9's length also throws things off. Keep things consistent -OR- break all forms of consistency. This kinda leads into the second issue... Issue 2: Random rhyming/non rhyming. Stick to one or the other, OR if you want both, make an obvious transition spot between the unrhymed lines and rhymed ones. Issue 3: Word association + idiomatic expressions. Not that big here, but you generally want to avoid using idiomatic words/phrases as it takes a person out of what you are trying to say. For me, one of these was "nice...naughty". Sorry if I sounded too negative about this. I really like the short stanza structure and the content seems to reflect what you wanted to say very well. I just hope that I was helpful in giving you ideas to tweak it to make it even better! Cheers!
  7. DM finally has its in-archetype Fusion spell, huh? That's nice. You still likely need a dragon to fuse with (maybe a Link?) but fixing up the unseachable Fusion Spell issue should help the deck overall, even as a 1-of. I'll be honest, the thing that intrigues me most about Generation Next is the Kuriboh search/Summon. If it sees any experimentation at all though, I could see it being used to Summon out Aqua Dolphin. Gagaga coat isn't bad, but the rest feel like they lean too heavily into thematic flavor to the detriment of effectiveness.
  8. 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.
  9. @Darj Aww man, I thought I worked the flavor pretty well considering I couldn't use any of the animals. Anyways, this card may not seem like much, but without Drident/Broadbull, a lot of their stronger plays rely on Chakanine. However, it's actually surprisingly difficult to get a Zoodiac in-grave turn 1 (consistently). This card fixes that problem while also acting as a pseudo-searcher by moving Zoos to a more accessible location. I thought the detach effect was pretty powerful, so I really didn't want to give it another effect. To keep flavor though, I had to put another effect, so I decided on making it a Normal monster for further versatility. ...I realize I probably shoulda put all this in the OP when I first posted it.
  10. If you put in an Impcantation package, you might as well use their Ritual Spell since it can summon any Ritual monster, speed up the Impcantation engine, and be pseudo searched by Foolish Burial Goods. Getting this deck started looks like it'd be a bit of an issue, but... It's a ROCK archetype and I want it!
  11. I gotta look up the other Dream Mirror cards, but I remember the first wave hadn't really impressed me. These, however, look pretty good. Phantasms and the LIGHT monster are solid for pulling stuff together, and both Traps look really amusing. I should probably try 'em out when I get the chance... EDIT: @Jolly Glot I think it was probably the article, but can you fix the DARK monster's ATK/DEF? (Just a quick swap)
  12. I like it. Really flexible, searchable, and annoying to get rid of effectively before the opponent gains value from it. Kinda reminds me of the Witchcraft Golem except it's even more generic.
  13. I want those new Megalith cards right now: https://ygorganization.com/olympiangiantrocks/

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