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Tinkerer last won the day on October 3 2019
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- User Group: Members
- Member ID: 88
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- Post Count: 156
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Zamazenta the OS-Tan Fan started following Tinkerer
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Some friends and I have a Yugioh cube set up to draft and play tomorrow. If you want to join in and just have some casual fun, message me and I'll give the link to the Discord where we're coordinating!
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The Eurobeat Continues [WRITTEN] (Super-archetype)
Tinkerer replied to Tinkerer's topic in Custom Card Discussions
Link to the story HERE ~~~ Level 4 & 8 LIGHT monsters. A set that has a "protect the castle" playstyle that focuses on direct attacks. Level 4s focus on recycling the cards while the Level 8s beat face. Common effect: Unaffected by the effects of cards that are not in the same column as them/can attack directly if the opponent does not control a monster in the same column. To be honest, the Galactic Flash was the original idea I'd had for this series when I first thought of this archetype: Monsters that'd use the Drift cards to dodge their opponent's effects and strike at the opponent directly by "drifting" around their defenses. I had to change up the original concept a bit for the purposes of lore, but they're still pretty functional in the way I'd intended. Special Drift - Galactic Rotation Quick-Play Spell (This card is also always treated as a "Galactic Flash" card) Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and you can change its battle position. Double its ATK. If this card is added from your GY to your hand, you can banish it from your hand; draw 2 cards. You can only use this effect of "Special Drift - Galactic Rotation" once per turn. You can only activate 1 "Special Drift" Quick-Play Spell per turn. MONSTERS -
List of cards is HERE. Check 'em out and you might very well see the direction the story is heading. ~~~ "And so the world race began: the Blazing Wheels versus the clones and their Prince of Destiny. The Blazing Wheels worked together to overcome obstacles but they began to fear the undersea visitors and their tactics. The Destiny Racers were like lemmings... the clones didn't care for their own lives, going so far as to take themselves out as long as they traded their own chances with the members of the Blazing Wheels. Soon, the only racers left were the Prince and the leader of the Blazing Wheels, Captain Young." ""Could these undersea racers be the threat Master was warning us about?" Captain Young thought as both cars ran neck and neck over the desert sands. "I know she said 'from the stars', but..." "Before either car reached the finish line though, both racers were enveloped in a white light and the racers found themselves and their vehicles in a spaceship flying over their planet. They were approached by a tall, thin, humanoid alien in a racing suit who introduced itself as Sunstreak, leader of the noble Galactic Flash team." "Eons ago, intelligent life began venturing into space. Peoples began making contact with other peoples and, after rough initial encounters, a galactic unity was formed. To bridge the differences between the peoples, competitive games formed with the most popular being racing. Many teams formed. Some represented single planets or solar systems, others tried to gather amazing racers from lots of different races. The Galactic Flash was one of the latter teams. They raced their way to the top, always aiming to find the best racers, honorably racing with their opponents whether as a group or in one-on-one races, and stopping racing teams that shamed the competition or used racing for their own gain." "The Galactic Flash had always been successful until... the Яeverse. The Яeverse appeared to be racers unlike anything any team had ever seen, and their power drew in many other racing teams. They became a plague, unable to be beaten and constantly growing stronger with every race." "The Galactic Flash, now desperate, turn to underdeveloped planets, hoping to find new blood who might be able to bring unique racing techniques to the universal track and defeat the Яeverse once and for all." "After listening to the dire situation, both The Prince and Captain Young agreed to assist Sunstreak. The duo joined the leader of the Galactic Flash as they flew off together to challenge the Яeverse..."
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List of cards is HERE. Check out the racing clones! ~~~ "While the Blazing Wheels were perfecting their skills aboveground, an undersea civilization was thriving and began developing their own racing techniques. 100 years ago, the king - Orichalcum - sired a child whom the oracles claimed would save the galaxy. The child, however, was interested only in racing and seeking better and better challengers - completely forgoing his father's instruction. His father, angered, exiled the boy and his mother. However, the people loved him and even without his father's help, the boy became influential and his skills took him to the top of the undersea's racing world." "10 years later, recognizing that the prince was a racer unlike any that was ever seen, undersea scientists came to him and offered him a unique opportunity. They would preserve him in cryosleep and create clones of him so that he would always have a true challenge. The prince agreed. He did not realize that his father had talked to his mother and - recognizing his error - had hired the scientists to place the prince in cryosleep so that the boy could be awoken when his destiny finally caught up to him. As the prince slept, the lab's clones took the racing world by storm. Soon the entire racing circuit was clones racing each other, each racer and car tweaked to specialize in certain racing techniques. The people did not care; they loved this new entertainment." "Back in the present, Orichalcum and his undersea civilization had finally been "discovered" by the surface peoples. Seeing this as an invasive force, Orichalcum sent diplomats to the surface. The diplomats returned with amusing news. The people on the surface were peaceful; however, they were curious if these legendary "clone racers" were any good. They insisted that the undersea peoples bring their best racing team to the surface and face off against the dominant Blazing Wheels team." "Orichalcum, flabbergasted at this development, had the lab awaken his son for the race of a lifetime..."
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The Eurobeat Continues [WRITTEN] (Super-archetype)
Tinkerer replied to Tinkerer's topic in Custom Card Discussions
Link to the corresponding story post HERE ~~~ Destiny Racers Level 1 WIND monsters. A highly spammable set of monsters that use the drift spells to trigger excavation mechanics that help summon out more and more. Use themselves as removal and negation while going into their Rank 1s to deal enough damage for the win. Special Drift - Threading the Needle Quick-Play Spell (This card is also always treated as a "Destiny Racers" card) Can be activated from your hand during either player's turn. Target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then excavate cards from the top of your Deck equal to the number of cards in the new column of the target. Add any number of "Drift" Quick-Play Spells and monsters that lists ""Drift" Quick-Play Spell" from among those excavated cards to your hand and send the rest to the GY. If you only excavate 1 card by this effect, you can look at the bottom 5 cards in your Deck and place any number of them on top of your Deck in any order. You can only activate 1 "Special Drift" Quick-Play Spell per turn. MAIN DECK MONSTERS BACKROW XYZS -
The Eurobeat Continues [WRITTEN] (Super-archetype)
Tinkerer replied to Tinkerer's topic in Custom Card Discussions
Link to the corresponding story piece HERE ~~~ Blazing Wheels Level 3 & 4 FIRE monsters. The most conventional archetype of the five. Uses the "drift" spells to help trigger their effects (either directly or on battle position change). They focus on using teamwork to win the duel by having lots of defensively focused handtrap effects to keep their teammates alive. Has Level 6, 7, and 8 Synchros. Special Drift - Blazing Heroes! Quick-Play Spell (This card is also always treated as a "Blazing Wheels" card) Can be activated from your hand during either player's turn. Pay 1000 LP and target 1 monster you control that lists ""Drift" Quick-Play Spell" in its card text. Move it to an empty Main Monster Zone on your side of the field and change its battle position, then, Special Summon 1 monster from your GY that lists ""Drift" Quick-Play Spell" in its card text that can be Normal Summoned. If all the monsters you control list ""Drift" Quick-Play Spell" in their card text, you can repeat this effect 1 additional time. You cannot Special Summon monsters the turn you activate this card except monsters that list ""Drift" Quick-Play Spell" in their card text. You can only activate 1 "Special Drift" Quick-Play Spell per turn. MAIN DECK MONSTERS BACKROW SYNCHROS -
List of cards is HERE. You can see the characters as cards. Don't worry about the brevity of this post. Just like last time, the story intentionally starts off slow and without much information. Background will be built up as the story progresses. ~~~ “Daddy, can you tell me a story?” “Ok, sweetie, get comfortable. Did I ever finish telling you the story with the racers?” “Oh, I like that one! But you never finished it though.” “I guess I should start at the beginning then…” ~~~ “The Blazing Racers were a team that burned up the track and the mountain passes alike with their high-speed drift techniques. Together, this team of elite racers were indisputably the best group of drivers in the world. One day, their old mentor, the enigmatic Master Draft, calls the team back to her underground racing dojo. She had received a warning and a challenge. She had received a message from one of her sources. “A threat looms over our planet from the stars.” She said, “That threat is far off for now, but you all need to be ready to race against the best in the universe.” She looks over to the corner. The Blazing Wheels’ financier, Ms. Elara Erie moves into the light and drops a note onto the table for the team to read. “It seems as though the racing world is a lot bigger than we expected.” she said, smiling. Captain Young, the leader of the Blazing Wheels gave a huge grin, “Alright team, it looks like we’ve got some work to do!”
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Decided to post my racing set/story post here as well as on YCM. I'll try to make sure to update it on both sites weekly~
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Hello, fine peoples! I had a previous version of this, but when the YCM site updated the old thread kinda broke, so I'm reposting it! This is a card thread, but it has a story alongside it. If you are interested in the story at all (and I really recommend it ?), you can check it out in the thread HERE. Anyways, before I jump into it, lemme just explain what this is. This is a group of five archetypes that are all tied together because they all have ""Drift" Quick-Play Spell" in their card text. I am using these "Drift" cards as the means to tie the archetypes together and they act as generically usable spells for all the archetypes. Because of how critical these are, I am just going to take this first week to just post those spells and then get into the real archetypes next week. Full disclosure: I am generally posting these with minimal changes. As I begun focusing more and more on the story, I recognize that the power level of the cards may have gotten warped in the process. On top of that, I have not actually played the game in any kind of serious setting in a long time, so if the archetypes seem under/overpowered please let me know! Without further ado, let's ride!
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"The Eurobeat Continues" is a "super-archetype" thread composed of five separate archetypes tied together by a group of "Drift" Quick-Play Spells. The card thread can be found HERE. When I had originally begun designing the archetype, I had also started writing a story alongside the cards. The new thread is now called "The Eurobeat Continues", because I had an older thread with all of this set-up and spoiler'd so it was nice and neat. I posted the story bits every week when I "bumped" the thread, however, when the YCM site was updated, the post got way out of hand since the spoilers weren't working. All that said, it was one of my personal favorite projects, so I plan to repost the whole thing in weekly installments just like I had done last time. This thread will have the story while the other will have the cards. On the whole, I am going to try to write these independently so if you are interested in the story, you don't need to look at the cards, and vice versa. However, for maximum flavor and lore, I would recommend glancing at both threads. Thanks for looking through and I hope you enjoy!
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Hello, fine peoples!
Does anyone remember Yugioh 2099 on YCM?
There's a bunch of newcomer card makers on YCM and I was hoping to bring it back as a fun way to build some solidarity on the site. Anyways, it's a big project and I could very much use some help from other veteran card makers/critics to help run it smoothly.
- Show previous comments 2 more
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Unfortunately, there just aren't many veteran card makers on YCM. There's maybe one person who's actively on there who I could probably trust with helping out right now.
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Sounds like it requires volunteers to have the level of dedication of a game developer that is constantly pumping updates for a project. How did this sustain itself when it happened originally? Did it? I'm intrigued on what the starting decks and advancement additions looked like as samples because I'm intrigued by the notion. Running out of steam sounds like it'd be a prevalent problem, but it is still a very interesting idea.
So NCM has the veterans. YCM has all the new blood.
Thing is, if veterans aren't already jumping between both sites routinely, chances are you are not pulling them back to YCM, especially because its a one-way suggestion. If in addition you had something like what Darj said, it'd work out a little better IMO.
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^ Same.
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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.)
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[IGAS] Gizmek Mikazuchi, the Nuclear Emperor
Tinkerer replied to Jolly Glot's topic in Card Discussions
...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.