Jump to content

Tinkerer

Members

Everything posted by Tinkerer

  1. Sorry Arboria, I know I nominated ya, but Isolde was literally the first card I thought of when I saw the tournament topic. ?
  2. 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.
  3. 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.
  4. 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. Tetracite
  5. Definitely has a more distinctive look, I'll give it that. I like it more than the original design, personally. Also, I realize I messed up a few things on the last card. I wanted it to be Level -2, but I forgot to change it in the effect text. I think you caught the other mixed up stuff though.
  6. Thanks for the look through! I updated the first part of the text. Again. XD Anyways, yeah, I won't really defend this card in terms of its potential to be annoying. That said, you did remind me of something that I should definitely add to the card... ... ...ok, got it. The player that uses this can't just slap another field spell over it to get rid of it. They need to either run with the restriction themselves or hurt themselves by trying to get rid of it.
  7. Witchcrafter Greil LIGHT Link: S Spellcaster/Link/Effect 1 "Witchcrafter" monster When this card is Link Summoned, you can reveal any number of "Witchcrafter" monsters from your hand and target the same number of "Witchcrafter" Spells in your GY; send the cards from your hand to the GY, then add the target(s) from your GY to your hand. During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Greil". 500/LINK 1 A Link 2 that has a conditional +3 effect
  8. Dragunity Lightswornd WIND * Dragon/Tuner/Effect If this card is sent from the hand or Deck to the GY, you can target 1 monster you control; equip this monster from your GY to that target. You can send a number of cards from the top of your Deck to the GY equal to the Level of the equipped monster. You can only use each effect of "Dragunity Lightswornd" once per turn. 100/400 Venom + Vampire
  9. Charcoal Slime FIRE -** Aqua/Tuner/Effect If this card is Summoned: You can Special Summon FIRE monster from your GY with 200 ATK and a negative Level. This card's Level is always treated as -3. 200/900 A Negative monster that supports an irl archetype.
  10. Ravenous Rodent EARTH ** Beast/Synchro/Effect 2 Tuners Gains 500 ATK for each Tuner in your GY. If you have no non-Tuners in your GY, this card cannot be destroyed by battle or card effect. You can banish 1 monster from the GY: Special Summon this card from the GY, then send the top 2 cards from your Deck to the GY. You can only use this effect of "Ravenous Rodent" once per turn. 0/0 A Level 4 Synchro that supports WATER monsters (and/or "Umi")
  11. Umbral Horror Grotesque DARK **** Fiend/Ritual/Effect Can be Ritual Summoned using "Barian's Dark Contract". You take no battle damage during your turn. When this card is Special Summoned: You can Special Summon 1 Level 4 or lower Fiend monster from your GY. You can only use this effect of "Umbral Horror Grotesque" once per turn. If a monster you control is destroyed by battle, banish the top 3 cards of your opponent's Deck face-down, then reduce the ATK of all your opponent's monsters by 300. If this card leaves the field, you can target 1 "Number" monster in your GY with a number above 100; Special Summon it then attach this card to it as Xyz Material. 2700/1200 Barian's Dark Contract Ritual Spell This card can be used to Ritual Summon any DARK Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon OR: Tribute 1 "Number" Xyz Monster whose Rank is greater than or equal to the Level of the Ritual Monster you Ritual Summon. If you control a "Number" monster with a number above 100, you can banish this card from the GY; Set 1 "Rank-up-Magic" from your Deck or GY. During the End Phase that you activate either of this card's effects: Take 1000 damage. A Ritual retrain of a non-Ritual monster.
  12. Darklord Azrael DARK * Fairy/Effect You can discard this and 1 "Darklord" card: Special Summon 1 "Darklord" monster from your hand. If a "Darklord" monster is destroyed while this card is in the GY, you can Special Summon this card, and if you do, its original Level and ATK become the same as the destroyed monster. 0/0 Next: Montezoomer
  13. 3. Nah, just changing the name should let it work with Emergency. You don't have to restrict it now that it's a CyDra monster. Cheers!
  14. Hello, fine person! Just thought I'd pop in and check out your card. I'm not the best at writing card text but I thought I might be able to help clean it up a little bit. I took some liberty though, so if it isn't what you intended, please let me know: Spoiler This card's name becomes "Cyber Dragon" while on the field or in the GY. If you control a "Cyber Dragon" monster, you can Special Summon this card from your hand. You can only Special Summon 1 "Cyber Pristine Dragon" per turn this way. Once per turn, while this card is face-up on the field: You can target 1 Xyz monster you control; attach this card to that target as Xyz Material. If you control no Xyz monsters: You can Special Summon 1 Xyz monster from your GY whose Rank equals this card's Level, by using the required number of Xyz materials. Anyway, as for the card itself... I'm not sure honestly. From what I recall, the Xyz path is more defensive so it is a bit odd to focus on it - especially in a highly aggressive deck like CyDra. However, this card can make some neat loopong plays with Nova and doesn't interfere with your Normal Summons which is always nice. I think the card's biggest downside though is that you can't search it with "Cyber Emergency". I'd strongly recommend changing up the order of the name a bit so you can search it out. Overall though, neat support!
  15. Ugh... Man, I really hope YCM doesn't stay down through this weekend.  I really wanna post my "Drift" archetype and storyline...

    1. norI worK
    2. Tinkerer

      Tinkerer

      Sorry, I realize I didn't write out my status well.  4/5s of the archetype/story is already posted on YCM and I didn't really save most of the cards (in their final form) elsewhere.  I have the final part ready, but it really doesn't make sense without the context of everything else.

  16. Thanks for the text fix! Updated the card.
  17. Thanks! I think the biggest issue with that wording is that it removes the original card's ability to destroy your own spell/traps (for the few that trigger, i.e. Geartown). Other than that, yeah, I might change up the wording to work in-line with that phrasing. Thanks again!
  18. Dark Gates of Deej Field Spell You cannot activate or Set a Field Spell. Each player can attack with only 1 monster during each Battle Phase. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. Just a generic field spell (because it doesn't feel like we have enough of those). Honestly, I didn't feel too inspired with this one, but I really liked the picture in my mind's eye when I thought of the card. Basically, a monster flies through the circular gate to attack the enemy, but cannot pass back though from the other side and the other side's world corrupts them.
  19. Thanks. I tend to seesaw from competitive cards to more casual cards and this was meant to be one of the latter ones (especially considering the much better token-generating options out there). I did change the Level of monster needed to 7 and added the "min. 1", but I think I'll probably leave it at that tbh.
  20. Tinkerer

    Hello

    Hello, fine person!
  21. Equal Opportunity Spell Slicer WIND ***** Warrior/Tuner/Effect If a Spell/Trap leaves the field by an effect, you can Special Summon this card from your hand. If this card declares an attack, you can negate the attack, and if you do, destroy 1 Spell/Trap on the field. The Spell/Trap is treated as though it were destroyed by battle. 2200/1000 Just a silly card I came up with. I noticed that a lot of the floating Spell/Traps only trigger when destroyed by card effect, so I figured I'd make a monster that bypasses that. It can destroy things yet - at the same time - normally doesn't trigger their effects. Yeah, I know I could get a similar utility more conventionally (banishing, negating effects in GY, etc. etc.) but this seemed like more fun! ?
  22. Terrible Twos Continuous Spell You can Normal Summon 1 Level 2 monster in addition to your Normal Summon/Set. You can only gain this effect from "Terrible Twos" once per turn. If a Level/Rank 2 monster you control destroys an opponent's monster by battle: You can discard 1 card; your opponent must discard 1 card. This card came into my head fully formed when I was on the bus yesterday and a child sitting behind me would not stop whining. Annoyances aside, Level 2 seems like one of the lesser supported levels in the game, so I thought I'd drop this as an (admittedly not great) support card.
  23. 1. Maiden of the Aqua 2. Trickstar Black Catbat 3. Priestess with Eyes of Blue ...and since Spaz wussed out: 4. Trishula Dragon Ruler of the Ice Barrier
  24. Hello, fine peoples! Just an idea that I'd had yesterday and I just wanted to post it. I can't really figure out how to translate the idea into typical TCG English text, so I'ma write the monsters in the Japanese translated OCG text (i.e. numbered card effects + HOPT in front of all the effects). Monsters: Spell/Traps: Extra Deck: Admittedly, I didn't really feel "inspired" for the Spell/Traps. The gimmick with the monsters was the real point of this set. As always, CnC much appreciated. Cheers!
×
×
  • Create New...