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Tinkerer

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Posts posted by Tinkerer


  1. 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

    Spoiler

     

    Sunstreak, Leader of the Galactic Flash
    LIGHT 8*
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: You can discard 1 card and target 1 monster you control with "Drift Quick-Play Spell" in its card text; shuffle it into the Deck, and if you do, Special Summon this card, and if you do that, Set 1 "Drift" Quick-Play Spell from your Deck.
    ME: Cannot be Normal Summoned/Set. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If there's a DARK monster on the field, this card gains 2 Levels and 800 ATK. If this card is Special Summoned, you can discard 1 "Drift" Quick-Play Spell: Add 1 monster with "Drift" Quick-Play Spell in its card text from your GY or face-up in your Extra Deck to your hand, and if you do, this card gains ATK equal to that monster's ATK until the End Phase.
    3000/2500

    Parallapex, Star Private of the Galactic Flash
    LIGHT 8*
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: Monsters with ""Drift" Quick-Play Spell" in their card text gain 400 ATK. Your opponent cannot negate the effects of "Drift" Quick-Play Spells you control.
    ME: During each of your Standby Phases, halve this card's ATK and increase its DEF by 1000. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your GY to your hand.
    3200/0

    Blue Moon, Analyst of the Galactic Flash
    LIGHT 8*
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: If you activate a "Drift" Quick-Play Spell: You can target 1 monster your opponent controls, Move it to another Main Monster Zone, and if you do, gain LP equal to that monster's Level/Rank/Link Rating x 100.
    ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. During either player's Damage Step, when a "Galactic Flash" monster you control is battling: You can reveal this card in your hand: shuffle this card from your hand into the Deck; that monster gains 1000 ATK until the End Phase.
    2800/2400

    Miles Zenith, Commander of the Galactic Flash
    LIGHT 8*
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: If a card outside your Deck is shuffled into your Deck: You can Special Summon 1 "Galactic Flash" monster from your hand.
    ME: You can Normal Summon this card without tributes or with 1 tribute, but it loses 1000 ATK for each fewer tribute used. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle, you can add 1 "Drift" Quick-Play Spell from your Deck to your hand, then you can Special Summon 1 "Galactic Flash" monster from your hand. If you do not Special Summon a monster, shuffle 1 card from your hand into your Deck.
    2800/1000

    Asterbolt, Recruiter of the Galactic Flash
    LIGHT ****
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: If you only control 1 "Galactic Flash" monster, it gains 500 ATK. If you activate a "Drift" Quick-Play Spell: You can shuffle this card into your Deck; add 1 "Galactic Flash" monster from your Deck to your hand. You can only use this effect of this card's name once per turn.
    ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. When this card is destroyed by battle: You can Special Summon 1 Level 4 "Galactic Flash" monster from your Deck.
    1000/1600

    The Equinox, Twin Mechanics of the Galactic Flash
    LIGHT ****
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: Once per turn, if your Deck has more cards than your opponent's: You can target 1 "Drift" Quick-Play Spell in your GY; add it to your hand, but you cannot activate cards with the same name as that card this turn.
    ME: If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If a "Galactic Flash" monster is destroyed by battle, you can reveal this card in your hand; shuffle it into your Deck, and if you do, Special Summon the destroyed monster.
    1200/2000

    Nebulous, Bounty Hunter of the Galactic Flash
    LIGHT ****
    Scale: 3<>9
    Machine/Pendulum/Effect
    PE: Once per turn: You can reveal 1 monster with ""Drift" Quick-Play Spell" in its card text in your hand; shuffle it into your Deck, and if you do, Special Summon this card.
    ME: If this card is Special Summoned by the effect of a "Galactic Flash" card or a "Drift" Quick-Play Spell, its original ATK is doubled. If this is the only "Galactic Flash" monster you control, it is unaffected by the effects of cards in a different column than this card, also, if your opponent doesn't control a monster in the same column as this card, this card can attack directly, but the battle damage is halved. If this card would be destroyed by battle, you can make this card lose 400 ATK and shuffle 1 "Drift" Quick-Play Spell from your hand into your Deck instead.
    1400/1000

     

     


  2. 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..."


  3. 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..."


  4. 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

    Spoiler

    The Original Destiny Racer
    WIND *
    Machine/Effect
    You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If you control no monsters after this effect resolves, you can Special Summon 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your hand.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon it and target 1 "Drift" Quick-Play Spell in your GY, add it to your hand during the End Phase.  You can only use each effect of this card's name once per turn.
    0/0
     
    Destiny Racer, the First Clone
    WIND *
    Machine/Effect
    Your opponent cannot target this card for attacks or card effects while you control another "Destiny Racer" monster.  You can only control 1 "Destiny Racer, the First Clone".  If your opponent activates a monster effect (Quick Effect): you can tribute this card; negate that effect, then your opponent must pay 1000 LP or shuffle that monster into the Deck.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is placed on the bottom of your Deck, you can reveal it then Special Summon 1 "Destiny Racer, the First Clone" or "The Original Destiny Racer" from your Deck, but its effects are negated this turn.  You can only use each effect of this card's name once per turn.
    0/0
     
    Destiny Racer, the Fan-Favorite Clone
    WIND *
    Machine/Effect
    You can banish 1 "Destiny Racer" card or 1 "Drift" Quick-Play Spell from your GY and target 1 face-up card your opponent controls; return that target to the hand.  If this card is in the same column as the target, your opponent cannot activate cards or effects in response to this effect.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand and excavate the top 3 cards from your Deck, and place any number of them on the top or bottom of your Deck in any order.  You can only use each effect of this card's name once per turn.
    0/0
     
    Destiny Racer, the Experimental Clone
    WIND *
    Machine/Effect
    You can tribute this card and send any number of Set cards you control to the GY; destroy a number of face-up cards your opponent controls equal to the number of cards sent to the GY by this effect.  You can only use this effect of this card's name once per turn.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  You can only use this effect of this card's name once per turn.  If this excavated card is placed on the bottom of your Deck, you can Special Summon 1 "Destiny Racer" monster from your hand.
    0/0
     
    Destiny Racer, the Supreme Clone
    WIND *
    During either player's Main Phase (Quick Effect): You can target 1 monster your opponent controls; banish this card and that target until the End Phase.  If this card is targeted with a "Drift" Quick-Play Spell, you can excavate the top 3 cards from your Deck, and if you do, add 1 "Destiny Racer" card from among them to your hand, also place the rest on the bottom of your Deck in any order.  If this excavated card is added to your hand, you can Special Summon this card from your hand, then immediately after this resolves, you can Xyz Summon 1 Machine monster from your Extra Deck using this card and any number of "Destiny Racer" monsters you control or in your hand.  You can only use each effect of this card's name once per turn.
    0/0

     

     
    BACKROW

    Spoiler

     

    Genetic Lab of the Destiny Racers
    Field Spell
    At the start of your Battle Phase: Destroy this card, and if you do, you can excavate cards from the top of your Deck until you excavate 3 "Destiny Racer" monsters.  Add 1 of those excavated monsters to your hand, then place the remaining cards on the bottom of your Deck in any order, after that, place 1 card from your hand on the bottom of your Deck.  During your End Phase: Inflict 300 damage to your opponent’s LP for each monster you control with "Drift" Quick-Play Spell in its card text that did not declare an attack this turn.

    Tunnel of Destiny
    Quick-Play Spell
    (This card is always treated as a "Destiny Racer" card)
    Special Summon 2 Level 1 "Destiny Racer" monsters from your hand and/or GY, then immediately after this effect resolves, Xyz Summon 1 monster using any number of monsters you control including both of the monsters Summoned by this card's effect.  During your Main Phase, except the turn this card was sent to the GY, you can banish this card from the GY and target 1 Xyz Monster you control: Attach up to 2 "Destiny Racer" monsters from your GY to that target.

     


    XYZS

    Spoiler

     

    The Original Destiny Racer - Prime
    WIND R*
    Machine/Xyz/Effect
    2+ Level 1 Machine monsters
    Cannot be destroyed by battle.  Any battle damage this card inflicts to your opponent is doubled.  If this card battles a monster, your opponent takes damage from that battle instead.  If your opponent activates a Spell/Trap card or effect, you can detach 2 Xyz Materials from this card; negate the activation, and if you do banish that card.
    0/0

    King Orichalcum, Lord of the Destined Racer
    WIND R*
    Machine/Xyz/Effect
    3+ Level 1 monsters
    Cannot be targeted for attacks or by your opponent’s card effects.  You can discard 1 "Drift" Quick-Play Spell and target up to 3 monsters with "Drift" Quick-Play Spell in their card text in your GY; place them on the bottom of your Deck in any order, and if you do, draw 1 card.  You can detach 1 or 2 Xyz Materials from this card; apply this effect depending on the number you detached.
    1: Activate 1 “Genetic Lab of the Destiny Racers” from your hand, Deck, or GY.
    2: Special Summon 1 “Destiny Racer” monster from your hand, Deck, or GY, then you can immediately activate its first effect.
    0/2500

    Vanished Queen, Mother of the Destined Racer
    WIND R*
    Machine/Xyz/Effect
    3+ Level 1 monsters
    You can also Xyz Summon this card using 1 Rank 1 monster you control with no Xyz Material as Xyz Material.  Cannot be destroyed by card effects.  Gains DEF equal to the number of Level/Rank 1 monsters in your GY x 500.  If a monster(s) with "Drift" Quick-Play Spell is banished or sent to the GY, you can detach 1 Xyz Material from this card and target 1 of those monsters; Special Summon it OR: Attach it to 1 Xyz monster you control as Xyz Material.  During your opponent’s Main Phase 1, if your opponent controls 3 or more monsters (Quick Effect): End the Phase.  If your opponent enters the Battle Phase, they must attack with all monsters they control (if possible).
    0/?

     

     


  5. 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

    Spoiler

     

    Blazing Wheels - Captain Young

    FIRE ****
    Machine/Tuner/Effect
    Gains 300 ATK/DEF for each "Blazing Wheels" monster you control.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon 1 "Blazing Wheels" monster from your hand and it gains 300 ATK/DEF for each "Blazing Wheels" monster you control.
    1600/1000
     
    Blazing Wheels - Rogue Racer X
    FIRE ****
    Machine/Tuner/Effect
    Other "Blazing Wheels" monsters cannot be targeted by your opponent's card effects.  If this card's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can target 1 other "Blazing Wheels" monster you control and 1 monster your opponent controls; reduce the ATK of the second target by the ATK of the first target, and if its ATK is reduced to 0 by this effect, it cannot activate its effects for the rest of the turn.
    1800/600
     
    Blazing Wheels - Dr. Madoka
    FIRE ***
    Machine/Tuner/Effect
    If a "Blazing Wheels" monster you control is targeted for an attack, you can Special Summon this card from your hand.  "Blazing Wheels" monsters you control cannot be destroyed by battle or card effects during the turn this card is Summoned.  (Quick Effect): You can banish 1 "Drift" Quick-Play Spell from your GY; immediately after this effect resolves, Special Summon 1 monster from the Extra Deck using this card and any number of Machine monsters you control as Material.
    1000/1800
     
    Blazing Wheels - Gram the Prodigy
    FIRE ****
    Machine/Effect
    (Quick Effect): You can discard this card and target 1 "Blazing Wheels" monster you control and 1 "Drift" Quick-Play Spell in your GY; banish the second target, and if you do, this effect becomes the effect of that banished card. (This effect is treated as being the effect of a "Drift" Quick-Play Spell.) All other "Blazing Wheels" monsters you control gain 500 ATK.
    1000/1000
     
    Blazing Wheels - Miracle Mechanic Greaseline
    FIRE ***
    Machine/Effect
    If a monster's battle position is changed by the effect of a "Drift" Quick-Play Spell, you can Special Summon this card from your hand or GY.  You can only Special Summon "Blazing Wheels - Miracle Mechanic Greaseline" once per turn by this effect.  Other "Blazing Wheels" monsters you control cannot be destroyed by card effects.
    800/1200
     
    Blazing Wheels - Henshin Racer
    FIRE ****
    Machine/Effect
    Once per turn, if this card's Battle Position is changed by the effect of a "Drift" Quick-Play Spell: You can add 1 "Blazing Wheels" card from your Deck to your hand.  The first time each "Blazing Wheels" monster you control would be destroyed by battle, it is not destroyed.
    1400/1600
     
    Blazing Wheels - Master Draft
    FIRE ***
    Machine/Tuner/Effect
    If your opponent targets a "Blazing Wheels" monster you control with a card effect, you can Special Summon this card from your hand, negate that effect, then add 1 "Drift" Quick-Play Spell from your Deck or GY to your hand.  If all the monsters you control are monsters that list ""Drift" Quick-Play Spell" in their card text, you choose the attack targets for your opponent's attacks.
    0/2000

     

     

    BACKROW

    Spoiler

     

    Blazing Wheels Burnout

    Quick-Play Spell
    If you control 2 or more "Blazing Wheels" monsters, you can Special Summon 1 "Blazing Wheels" monster from your Deck, but you cannot Special Summon monsters for the rest of the turn except monsters that list ""Drift" Quick-Play Spell" in their card text.
     
    Blazing Wheels Draft's Technique
    Trap
    If you control a "Blazing Wheels" monster, you can activate this card from your hand.  If a monster you control with ““Drift” Quick-Play Spell” in its card text is targeted by a card effect: You can target 1 other appropriate card on the field, that card is also treated as the target of that effect.  During your opponent's Main or Battle Phase, if you control exactly 1 "Blazing Wheels" monster, you can banish this card from your GY; add up to 2 "Blazing Wheels" monsters with different names from your GY to your hand.

     

     

    SYNCHROS

    Spoiler

     

    Blazing Wheels Advertiser - Mr. Dynamo

    FIRE 6*
    Machine/Synchro/Effect
    1 Machine Tuner + 1+ non-Tuner monsters
    If this card is Synchro Summoned: You can add up to 2 "Drift" Quick-Play Spells from your GY to your hand.  When this card declares an attack, you can Special Summon 1 Machine monster from your hand, and if you do, this card gains ATK equal to the Summoned monster's ATK until your opponent's next End Phase.
    2200/1600

    Blazing Wheels Financier - Ms. Erie
    FIRE 7*
    Machine/Synchro/Effect
    1 Machine Tuner + 1+ non-Tuner monsters
    If this card is Synchro Summoned, you can either: Send 1 "Blazing Wheels" card from your hand or Deck to the GY, then add 1 "Drift" Quick-Play Spell from your Deck to your hand OR: discard 1 "Drift" Quick-Play Spell, then add 1 monster that lists "Drift" Quick-Play Spell from your Deck to your hand.  If this card's Battle Position is changed, you can swap the ATK and DEF of all monsters on the field.  If this card is in Attack Position, other monsters on the field with less ATK than their DEF cannot activate their effects.
    0/2500

    Blazing Wheels Hauler - Big McMac
    FIRE 8*
    Machine/Synchro/Effect
    1 Machine Tuner + 1+ non-Tuner monsters
    You can only Special Summon 1 "Blazing Wheels Hauler - Big McMac" per turn.  If this card is Synchro Summoned: You can Tribute this card and target up to 3 "Blazing Wheels" monsters in your GY; Special Summon them.  If a "Drift" Quick-Play Spell is activated, you can banish this card from your GY: Until the End Phase, monsters you control that list ""Drift" Quick-Play Spell" in their card text are unaffected by your opponent's card effects.
    2000/2800

     

     


  6. 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!”


  7. 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!

    Spoiler

     

    Up the Beat!
    Quick-Play Spell
    (This card is always treated as a "Drift" Quick-Play Spell)
    Discard 1 card; add 1 "Drift" Quick-Play Spell (except "Up the Beat!") and 1 monster that lists ""Drift" Quick-Play Spell" in its card text from your Deck to your hand. You can only activate 1 "Up the Beat!" per turn.

    Full Яeversal
    Quick-Play Spell
    (This card is always treated as a "Drift" Quick-Play Spell)
    Discard 1 "Drift" Quick-Play Spell; draw 2 cards. Your opponent cannot activate cards in response to a "Drift" Quick-Play Spell's activation or effect for the rest of the turn. You can only activate 1 "Full Яeversal" per turn.

    Parallel Drift
    Quick-Play Spell
    Can be activated from your hand during either player's turn. Target any number of monsters that list ""Drift" Quick-Play Spell" in their card text (min. 2). Move those targets to different Main Monster Zones on your side of the field and change their battle positions. If all your monsters are in the same battle position when this effect resolves, destroy a number of cards your opponent controls equal to the number of cards you targeted.

    Inertia Drift
    Quick-Play Spell
    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, also, it gains 1000 ATK and DEF until the End Phase of the next turn. If it changes into attack position during the Battle Phase, immediately after this effect resolves, that monster can declare an attack.

    Feint Drift
    Quick-Play Spell
    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 you can move it to an empty Main Monster Zone on your side of the field and change its battle position. If you move the target twice by this effect, you can Special Summon 1 "Afterimage Drift Token" in the Zone the target first moved to. The token is treated as a monster that lists ""Drift" Quick-Play Spell" in its card text, also its Level, Type, Attribute, ATK and DEF are the same as the target, but it is destroyed during the End Phase. You can only activate 1 "Feint Drift" per turn.

    Superior Drift
    Quick-Play Spell
    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, negate the effects of all cards in the same column as the target. You can only activate 1 "Superior Drift" per turn.

    Apex Drift
    Quick-Play Spell
    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, activate the appropriate effect based on whose turn it is when this effect resolves:
    - Your turn: The monster can declare a second attack this turn.
    - Your opponent's turn: Inflict damage to your opponent equal to the target's ATK.

    D.D. Drift
    Quick-Play Spell
    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. Banish it until the next phase. When the card returns to the field, gain LP equal to its ATK, also, it can declare a direct attack during your next Battle Phase.

     

     


  8. "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!


  9. 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.)


  10. 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.


  11. 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!

     


  12. 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.


  13. On 10/5/2019 at 10:49 AM, Jolly Glot said:

    i mean in Vietnam and certain version of the Chinese story, Cat is either the 13th Zodiac OR the only one of 13 that dare the perilous journey become one but failed because of the Rat

    so Zoodiac Mew Yarmory?

    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.

    On 10/5/2019 at 2:35 PM, Darj said:

    I take that back, it can work as a 13th monster with a new year theme. Originally I was thinking you could revisit the card as Spell/Trap instead, and the minor flavor conflict with the monsters supported that, but then I realized it wouldn't be too different to Zoodiac Combo so I scrapped it. And indeed, in a couple of tests I did with Zoodiacs in MR4 I found that getting a Zoodiac in the GY for combos wasn't as practical anymore and help back the opening plays, so any help with that should be welcomed and appreciated.
    The Normal monster part is still a bit off, though. Like an overkill/"just because I can", thing. IMO it would like it if it had a self-summoning condition/effect for the hand.

    Fair enough, I changed it to a self-summoner from hand.  And to clear up any confusion I changed its name to Yearmory.

     


  14. @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.

     

     


  15. 1 hour ago, Darj said:

    ...or you run Ritual Spells like ARA or Earth Chant and IDK what else they can use

    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! 

     


  16. 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)

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