Jump to content

Tinkerer

Members

Posts posted by Tinkerer


  1. Zoodiac New Yearmory
    EARTH ****
    Beast-Warrior/Effect
    If you control no monsters, or if all the monsters you control are Beast-Warrior monsters, you can Special Summon this card from your hand. You can only Special Summon 1 "Zoodiac New Yarmory" per turn. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
    - (Quick Effect): You can detach 1 "Zoodiac New Yarmory" from this card, attach 1 "Zoodiac" monster from your Deck or Extra Deck to this card as Xyz Material, except "Zoodiac New Yearmory".
    500/500


    I've missed Zoodiacs...

     


  2. Ehh, these feel just... Uninspired, tbh.

    I mean, they're alright. They've got good effects and whatnot, but their main gimmick (letting your opponent have more monsters than you), a) was done by Dinowrestlers already, and b) will likely shoot them in the foot unless the opponent builds a weak board.

    These feel like they'll be almost entirely reliant on Mystic Mine/Swords of Concealing Light/etc, as well as Tenki/Tensu for getting their plays started.


  3. Oh, so they made a pseudo-RUM that's searchable by Generation Force, huh?

    Generally, it helps dodge targeting removal while also putting up a monster that's difficult to beat over.  Giant Red Hand is probably one of the better targets and C104 is an MST on summon, but most of the rest look conditional though.

     


  4. Hello, I guess.  All you fine peoples... *sigh*

    I'm really not enthused about posting this here since I set certain rules in how I wanted to set this up.  W/e, I guess I'ma just have to toss that out the window...

     

    Anyways, this is meant to be a series of archetypes that all mechanically focus around a single set of Quick-Play Spells.  Besides that though, the archetypes all are meant to be a part of a story that I'd been writing for each of them.

    Honestly, I'm too tired now to go into further detail than that, so I'll just start out by posting the cards.  I'll post the story in Creative Writing, but I'll keep things in chunks as I did originally, only posting each story piece with the corresponding archetype.

     

    Without further ado, here are the core cards of the archetypes: the "Drift" Quick-Play Spells.

    Dorifto!

    Spoiler

    Up the Beat!
    Quick-Play Spell
    Discard 1 card and pay 1000 LP; add 1 "Drift" Quick-Play Spell 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 for the rest of the turn.  You can only activate 1 "Full Яeversal" per turn.

    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 start of the next phase.  When the card returns to the field, gain LP equal to half its ATK, also, it can declare a direct attack during your next Battle Phase.

    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 -1.

    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 you activate "Inertia Drift" during the Battle Phase, and the monster changes into attack position, 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 first Zone the target moved to.  The token is treated as a monster that lists ""Drift" Quick-Play Spell" in its card text, also its Type, Attribute, Level, 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 1 card in the same column as the target.  You can only activate 1 "Superior Drift" per turn.

    Asphalt Fight
    Quick-Play Spell
    (This card is always treated as a “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 and 1 monster your opponent controls in the same column as the first target; move the first target to another column then move the second target to the same column, and if you do, change both of their battle positions.  Neither monster can be destroyed by battle unless one of the targets leaves the field.

    Kaleidoscope 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 and Attribute.  If all monsters you control (min. 2) have the same Attribute when this card resolves, you can draw 1 card.

    The Perfect 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.  If you activate a “Drift” Quick-Play Spell (except “The Perfect Drift”) while this card is in the GY, you can return this card to your hand.

    Adrenaline 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.  The first time that monster would be destroyed this turn, it is not.
     

     

    Unfortunately, this group of cards means little without corresponding monsters, so I'll give a preview of what each of the archetypes are about and how they use the Drift Spells.

     

    Blazing Wheels:

    Spoiler

    Blazing Wheels - Level 3 + 4s
    FIRE monsters.  The most conventional of the five.  Uses the "drift" spells to help trigger their effects and focus on using teamwork to win the duel by having lots of defensively focused handtrap effects to keep themselves alive.


    Destiny Racers:

    Spoiler

    Destiny Racers - Level 1s
    WATER monsters.  A highly aggressive 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 1 to deal enough damage for the win.


    Galactic Flash:

    Spoiler

    Galactic Flash - Level 4s + 8s
    LIGHT monsters.  A set that has a "protect the castle" play style that focuses on direct attacks.  Level 4s focus on recycling while the Level 8s beat face.


    The Яeverse

    Spoiler

    The Яeverse - Level 10s
    DARK monsters.  The anti-"drift" archetype.  They discard and destroy each other for massive removal effects.  They force themselves through any obstacle and have lots of anti-negation options.


    Dimensional Speedstars

    Spoiler

    Dimensional Speedstars - Varying Levels
    LIGHT monsters.  Storywise, they are a team comprised from the Blazing Wheels, Destiny Racers, and Galactic Flash to combat The Яeverse.  They use bits of all the above archetypes' mechanics while running a mechanic involving Quick Effect Linking and unlinking to press advantage.  They also have a boss monster "Final Horizon" (Fusion) that negates the effects of all cards that aren't in the same column as itself.

     

    The last description even gives a little preview of the story.

    Anyways, there are going to be a LOT of cards in this thread when this is done, so feel free to just look at bits and pieces if it interests you.  I didn't necessarily aim to balance things when I was making the cards initially, so there are probably some cards that are obviously over/underpowered.  If you notice anything, feel free to let me know.

    Cheers, too, I suppose..

    *sigh*

     


  5. Thanks!  That's actually really interesting.

    The card definitely falls into the category of "unclassified effect".  I completely forgot that that was a thing, tbh.  I should've mentioned that my whole mindset with the simple prompt was designing them so they dance around big negation boards/handtraps/Mystic Mine/etc - I want the opponent to have to put up proactive interaction effects (i.e. Thunder Dragon Titan), rather than reactive ones (i.e. Ash Blossom) if they want to hurt these.

    I'll make sure to try to balance 'em by making sure they are well restricted and giving the opponent a fairly large window to respond though.

    Thanks!

     


  6. Hello, fine peoples!

    So, I had an archetype design in mind, but I'm having a lot of trouble figuring out how to word it to achieve my aim.

    The idea/prompt is simple:
    Make an archetype entirely devoid of activation effects.

    ...Or, if I want to be more specific:
    Make an archetype that never starts a chain (outside Spell/Trap card activations).


    Here's the card:

    Statutist Commander
    WIND ****
    Thunder/Effect
    If you control a "Statutist" Spell, you can Special Summon this card from your hand. After a "Statutist" monster is Summoned or a "Statutist" Spell is activated, add 1 "Statutist" card from your Deck to your hand immediately after the Summon/activation resolves. (You can only gain this effect once per turn.) If a "Statutist" card(s) you control would be destroyed, you can banish this card from your GY instead.
    1800/1000

    It's the search effect I'm unsure about. I tried to use Spell/Soul Absorption as a reference point (since they don't start a chain), but they aren't bound by OPTs either, so...

    Anyways, any help with this would be greatly appreciated!

    Cheers!

     


  7. Yeah, no damage step shenanigans.  Also I'm just noticing that it doesn't let you equip to opponent's monsters (so no Axe of Fools, Duston Mop, etc.).  I'm curious if this bypasses equips with activation conditions (Twin Swords of Flashing Light - Tryce).

    Some good targets:

    • D.D.R.
    • Saqlifice
    • Moon Mirror Shield
    • Evil Eye Stuff
    • Raptinus' Supreme Magicblade
    • Raising Fire

    Maybe "Autonomous Action Unit" too.  Vylons become a bit stronger.  I dunno how much this benefits Noble Knights (never got around to really using that deck).  Also it benefits all those decks with in-archetype Premature Burials (Monarchs, Rokkets, Predaplant, Trickstar, Spyral, Blue-Eyes, Karakuri, Photon/Galaxy, and Morphtronics).

     


  8. Yeah, to follow up what Warden said, I think some of the more relevant equips out there (besides "Phoenix Blade") are "Living Fossil" and "SPYRAL - Big Red", (ie. Premature Burial clones) so adding before equipping makes sense.

    The fact you have to equip the card you searched feels off though. It'd have been pretty neat if you could search then equip ANY equip from your hand.

    Nitpicks aside, this card is searchable via Trap Trick, which raises the number of any specific equip card to 7+ (3 this, 3 Trap Trick, and at least 1 Equip). It makes it so you don't have to actively run as many brick Equips, yet have more overall consistency. I like it!


  9. Some old-school ones:

    LaDD - Light & Darkness Dragon

    DMoC - Dark Magician of Chaos

    DM probably shouldn't be used for Dark Magician since it's also the abbreviation for Duel Monsters... but DMG should be fine for Dark Magician Girl, right?

     


  10. Decided I had enough time on my hands to figure out what this can search with its last effect.  Some of the more relevant ones:

     

    Cyberdarkness Dragon (Level Ten) => REDMD

    Dark Paladin (Level Eight) => Darkest Diabolos LotL, DMoC, and LaDD

    Dark Strike Fighter (Level Seven) => Dark Magician/Magician of Dark Illusions, Dark Simorgh, and DAD

    Masked HERO Dark Law (Level Six) => DMG

    Dark Baltar the Terrible (Level Five) => Kozmoll Dark Lady and Thunder Dragondark

    Darkfire Dragon (Level Four) => Supreme King Dragon Darkwurm and Dark Grepher

     


  11. 4 hours ago, Darj said:

    Reliquary Knight got my interest. I like the summoning condition and the non-destructive, non-targeting removal it brings. What I would like to have clarified is if the "Tribute opponent's monsters" effect is intended to apply to Tribute Summons (e.g. Stormforth), to activate card effects (e.g. Lair of Darkness), or both.

    Thanks! 

    Yeah, it's supposed to also work on both tribute summons and card effects. Its use with Rituals is apparent, but I chose to make it Rank 6 to coincide with Level 6 tribute summonable monsters. Card effects too, but less so (since it requires jumping through more hoops than Lair of Darkness anyway).


  12. Hello, fine peoples!

    For some reason I was having trouble opening the site for the last few days, so I just had a few cards that I'd made in the meantime.  I'll put 'em in batches since some run in themes.

     

    Union Support:

    Spoiler

    Union Preparations
    Spell
    Pay 1000 LP and banish 1 Union monster from your Deck or GY.  During the End Phase, if you control a monster(s) that can be equipped with the monster banished by this card, you can equip 1 of them with the banished monster.  You can only activate 1 "Union Preparations" per turn.

    U - Hadron Core
    LIGHT Links: SW N SE
    Machine/Link/Effect
    2 monsters, including a Union monster
    You can only use this card's (1) and (3) effects once per turn and only once that turn.
    (1) If this card is Link Summoned: You can send 1 Union monster from your Deck to the GY, and if you do, you can add 1 monster with the same name as that card from your Deck to your hand.
    (2) If a Normal monster is Summoned to a Zone this card points to, you can equip 1 appropriate Union monster from your hand, Deck, or GY to this monster or that monster.
    (3) If this card is in your GY, you can target 1 monster in your Extra Monster Zone: Move that target to another Main Monster Zone, and if you do, equip this card from the GY to that target.  A monster equipped with this card gains 500 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
    2200/LINK 3
     


    Hakai Support:

    Spoiler

    Ode to the Hakaishin
    Trap
    Pay 800 LP; destroy 1 card you control.  During the End Phase after this effect resolves, destroy 2 cards on the field.  If this Set card is destroyed by a card effect: You can Special Summon 1 "Hakai" monster from your Deck.  You can only use each effect of "Ode to the Hakaishin" once per turn.

    Hakai Douji Moto
    EARTH ***
    Fiend/Effect
    You can target 1 card you control; destroy it, and if you do, banish 1 "Hakai" card from your GY.  Add the banished card to your hand during the End Phase.  If this card on the field is destroyed by battle or card effect, except by the effect of "Hakai Douji Moto": You can Special Summon 1 "Hakai" monster from your hand or Deck except "Hakai Douji Moto".  You can only use each effect of "Hakai Douji Moto" once per turn.
    1500/1500

    Hakai Douji Senshi
    WIND ***
    Fiend/Effect
    You can Special Summon this card from your hand, then destroy 1 card you control.  If this card on the field is destroyed by battle or card effect, except by the effect of "Hakai Douji Senshi": You can Special Summon 1 "Hakai" monster from your hand or Deck except "Hakai Douji Senshi".  You can only use each effect of "Hakai Douji Senshi" once per turn.
    1500/1500


    Xyzs:

    Spoiler

    Reliquary Knight
    LIGHT R6*
    Warrior/Xyz/Effect
    2 Level 6 monsters
    You can also Xyz Summon this card using 1 Level 6 or lower Ritual monster you control as material.  You can tribute monsters your opponent controls as though you controlled them.  Once per turn: You can detach 1 Xyz Material from this card and tribute 1 monster; gain LP equal to half the tributed monster's ATK.  If this card is sent from the field to the GY by an opponent's card (by battle or card effect): You can send 1 Ritual Spell from your hand or Deck to the GY and target 1 Ritual monster in your GY; Ritual Summon that target by banishing monsters from your GY whose Levels/Ranks equal or exceed the Level of the Ritual Monster you Ritual Summon.
    2500/2300

    Nightmare Fusionist
    DARK R***
    Beast/Xyz/Effect
    2 Level 3 monsters
    You can also Xyz Summon this card using 1 Fusion monster you control as material.  This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion monster card, but the other Fusion Materials must be correct.  Once per turn, you can detach 1 Xyz Material from this card to activate 1 of the following effects:
    - Add "Polymerization" from your Deck or GY to your hand.
    - Reveal 1 Fusion monster from your Extra Deck and discard 1 "Polymerization"; add 1 Fusion Material whose name is specifically listed on that Fusion monster card from your Deck or GY to your hand.
    1800/1400

    Flash-Freezer Cockatiel
    WATER R*
    Winged Beast/Xyz/Effect
    2 Level 1 monsters
    You can also Xyz Summon this card using all monsters on the field with Ice Counters as Xyz Material.  This card's ATK is equal to the total ATK of its Xyz Materials.  Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; place 1 Ice Counter on a monster.  Monsters with Ice Counters cannot be used as Material.
    ?/0
     


    Other:

    Spoiler

    Fate Shaper - King Æther
    WATER 8*
    Psychic/Effect
    You can tribute 2 monsters with 0 ATK to Special Summon this card from your hand.  Unaffected by cards or effects that target this card.  The top cards of both player’s Decks are flipped face-up.  If both the cards on top of the Decks are the same type (Monster, Spell, or Trap), this card cannot be destroyed by battle, and your opponent takes all battle damage from battles involving this card.  If this card is targeted by a card or effect: You can banish 1 monster with 0 ATK from your GY; banish the top card from your opponent’s Deck face-down.
    0/0
     

    (The card in "other" is a generic version of an archetypal card.  Dunno if the card's balance translated when made generic though.)
     

    As always, CnC much appreciated!

    Cheers!

     


  13. When I was young, I always thought that Princess of Tsurugi was on a throne of ice; I didn't realize until much later that those were supposed to be swords.  A throne made of swords was always an interesting concept -- until GoT popularized it, making Tsurugi just look silly.

    ...Still voted for her tho.

     


  14. Witchcrafter's Bargain Bin

    Continuous Spell

    Once per turn, if a Spell card is sent from your hand or side of the field to the GY, you can target 1 banished "Witchcrafter" monster; Special Summon it, but its ATK and DEF become 0, also, you cannot activate its effects this turn. You can only use 1 of the following effects of "Witchcrafter's Bargain Bin" per turn, and only once that turn.

    • If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.

    • During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.

     

    After I saw the new DM support monster, I wanted to try out Witchcrafters so I could gauge how useful the card would be in that deck. I definitely wasn't playing Witchcrafters "optimally", but I did notice a few glaring weaknesses in the archetype, so I figured I'd make a support card for the deck.

     


  15. So DM's got a "Special Summon DM from Deck" card without any of the costs/restrictions of curtain?  Me likey.

    Actually, Soul fixes a TON of the deck's problems: Low level monster, doesn't interfere with the all-important Rod NS, sets up DM/DMG, and can remove dead spell/traps.  It's technically also generic, though I can't really see it being used in any deck except DM and maybe Witchcraft for now.

    The Fusion is cool, but it suffers from the general issues of DM fusions in general: Namely, no in-deck way of searching a fusion card.

    The trap is interesting and it adds further value to that DMG in a DM deck.  The only gripe I have with it is its (2) effect can't trigger off Magical Hats (which, imho, would be really thematically relevant).

     

    Long story short, I really really like Soul in particular, and I think that this puts DM on almost the same level as BE.  Finally.

     


  16. Heartdust

    Zombie Spirit archetype that can be NS'd from grave. Instead of returning to hand, they get sent to grave - and they never go alone.

    The archetype comes with continuous spells that make up for their lacking field presence. These usually focus on modifying damage (yours and your opponent's), but often come with a secondary effect that helps Spirits or Zombies.

    Their boss monsters are a series of level 6s with nuke effects.

    Spoiler

    Heartdust X
    EARTH ***
    Zombie/Spirit/Effect
    Cannot be Special Summoned. Can be Normal Summoned from the GY. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Send it to the GY. If this card is sent to the GY by a card effect: Send 1 "Heartdust" monster from your hand to the GY, and if you do, draw 2 cards. You can only use this effect of "Heartdust X" once per phase.
    1300/1600

     

    Tetracite

×
×
  • Create New...