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Tinkerer

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Posts posted by Tinkerer


  1. 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.

     


  2. 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


  3. 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


  4. 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")


  5. 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.


  6. 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


  7. 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!

     

     


  8. 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.


  9. 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.

     


  10. 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! ?
     


  11. 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.

     


  12. 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:

    Spoiler

    Synthesister Eldy
    WATER 6*
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP and target 1 monster your opponent controls; send that target to the GY.
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    2400/1000

    Synthesister Dua
    WATER *****
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP and target 1 Spell/Trap your opponent controls; banish that target.
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    2300/800

    Synthesister Middley
    WATER ****
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP.  If you have less LP when this effect resolves, you can Special Summon 1 banished "Synthesister" monster except "Synthesister 3".
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    1800/1000

    Synthesister Medea
    WATER ***
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP and discard 1 card; gain 2000 LP.
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    1400/1200

    Synthesister Firth
    WATER **
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP; add 1 "Synthesister" card from your Deck to your hand, then discard 1 card.
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    800/1000

    Synthesister Yung
    WATER *
    Fairy/Effect
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP; Special Summon 1 "Synthesister" monster from your GY except "Synthesister 6".
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    400/400

     

    Spell/Traps:

    Spoiler

    Synthesister's Nunnery
    Field Spell
    If this card is activated: You can send 1 "Synthesister" card from your Deck to the GY.  Once per turn, if you have payed 1000 or more LP this turn: You can target 1 banished "Synthesister" card or 1 "Synthesister" card in your GY; add it to your hand.  During the End Phase, your opponent must pay LP equal to half the LP you paid this turn.  If they cannot: You win the duel.

    Synthesister Camouflage
    Spell
    Target 1 monster you control; send 1 "Synthesister" monster from your Deck with a different Level than that target to the GY, and if you do, the monster's name and Level becomes the same as the sent monster's until the End Phase.  If you would pay LP to activate the effect of a monster, you can banish this card from the GY instead.  You can only activate 1 "Synthesister Camouflage" per turn.

    Synthesister's Trick
    Trap
    Target 1 monster you control that is originally a "Synthesister" monster; activate its (1) effect as this card's effect.  During the Main Phase, if you control a "Synthesister" monster with 3 or more effects that are not its original effect: You can banish this card from your GY; swap LP with your opponent.

    Synthesister's Transformation
    Trap
    Target 1 "Synthesister" monster you control; return it to your hand, and if you do, Special Summon 1 "Synthesister" monster with a different Level from your GY.  During your opponent's turn, if you have less LP than your opponent: You can banish this card from your GY; until the End Phase, you can activate the effects of "Synthesister" monsters as Quick Effects.

    Synthesister's Coven-ant
    Trap
    If you control no "Synthesister" monsters and have a banished "Synthesister" monster or "Synthesister" monster in your GY, you can activate this card from your hand by paying 500 LP.  Add 1 "Synthesister" monster from your Deck to your hand.  During the Main Phase: You can banish this card from your GY; Fusion Summon 1 Fairy monster using monsters you control as Fusion Materials.
     

    Extra Deck:

    Spoiler

    Synthesister Headmistress
    WATER 7*
    Fairy/Effect
    1 "Synthesister" monster + 1 monster with 2500 or less ATK
    You can only activate the (2) effect of this card's name once per turn.
    (1) Once per turn: You can pay 500 LP and target 1 face-up card you control and 2 cards your opponent controls; send those targets to the GY.
    (2) You can banish this card from your GY and target 1 "Synthesister" monster you control; that monster gains this card's (1) effect.
    2800/2000

     


    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!


  13. Inner Resonance
    Spell
    Target 1 Level 7 or higher monster you control.  Reduce that monster's Level by up to 4 (min. 1); Special Summon 1 "Resonator Token" (Fiend/Tuner/LIGHT/ATK ?/DEF ?).  The token's Level is equal to the target's Levels reduced by this card.  It's ATK and DEF are equal to its Level x 500.  You can only activate 1 "Inner Resonance" per turn.

    Just a free tuner token for decks that can put out a high level monster first.
     


  14. Sigrun.jpg

    Quote

     

    VJMP-JP171 Walkuren Sigrun (Valkyrie Sigrun)
    Level 9 LIGHT Fairy Effect Monster
    ATK 2200
    DEF 2400
    You can only use this card name’s (1) and (2) effects once per turn each.
    (1) If this card is in your hand: You can target 1 face-up Spell/Trap you control; send it to the GY, and if you do, Special Summon this card.
    (2) If this card is Normal/Special Summoned: You can Special Summon 1 Level 8 or lower “Valkyrie” monster from your hand or GY.

     


    They're still on their Level 9 kick, huh?

     


  15. Thanks!

    I figured there are a lot of cards whose effects fall by the wayside because they are opponent-reliant, and I wanted to help those cards out a bit.  I recognize though that there are a lot of cards that fall into that category though, so I'm not certain how powerful this card really is.

    Personally, I thought of the ol' Attribute battle summoners/Attribute Link monsters/Charmer Links to work alongside this, but Rokkets and Graydles each sound like really cool applications too.


  16. Weeble-Wobble Mecha
    EARTH Links: W N
    Machine/Link/Effect
    1+ Effect monsters
    A monster(s) that are used as Link Material for the Summon of this card are treated as being destroyed by battle with an opponent's monster.  You can only Link Summon 1 "Weeble-Wobble Mecha" per turn.
    800/LINK 2

    A mini generic version of a card that I made for an ongoing set of cards on YCM.
     


  17. 7 hours ago, A Crap Guide to CC said:

    ...this card being a blatant upgrade of Poly...

    TZ actually made an edit to this card on YCM because someone said the exact same thing.

    Dunno if he'll change it in the OP, but here's the edited version:

    Quote

    Marco Polomerization
    Quick-Play Spell Card
    (This card is always treated as "Polymerization".)
    Fusion Summon 1 Fusion Monster from your Extra Deck, using 1 or more monsters you control and 1 monster from your hand as Fusion Material. You can banish this card from your GY; Target 1 Fusion monster you control: Banish the targeted monster until the End Phase this turn, and if you do, gain LP equal to the targeted monsters ATK. You can only use each effect of "Marco Polomerization" once per turn.

    i.e. you have to have use at least 1 monster on field and 1 in hand, you can't use all monsters from either location.  Honestly, I really like this restriction.

     

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