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Tinkerer

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Everything posted by Tinkerer

  1. Good questions! Yeah, hijacking is a mind meld rather than outside remote control. Action with the kaiju is thought based and hijackers state that it becomes easier to control a kaiju effectively the more you do it. While the public knows that the government have these kaiju capture devices, the individuals who control the monsters are kept to absolute secrecy (except in certain locations). Kaiju fights are usually against wild kaiju and are usually directed to occur outside population centers whenever possible. Since these kaiju have been popping up for four years now, governments have become especially adept at finding wild kaiju, luring them with light military craft and setting them up for combat with a hijacked kaiju. The RP title is noting that countries have not considered going to war with these behemoths because mutually assured destruction and all that. ...of course, if anyone wants me to run with the World War Kaiju scenario, I'd be down to change things up to that end. I'll toss this stuff up in the OP under FAQs.
  2. Yeah, it's supposed to be based on Orga from Godzilla 2000. Psychic might be better because the monster in the movie is supposed to be telepathic, but I figured I could cheat a little with Spellcaster. Decided to change a couple things around to add some additional flavor though.
  3. Hello, fine peoples! Ok, so this RP is one that a came to me a few months back when I was talking to a friend. The idea came back to me a few days ago, but I haven't been able to give it much thought until now, so bear with me for a bit since things are still rough around the edges... Some Backstory Premise Character FAQs So yeah, that's the basic idea. There is an outside narrative, so I don't plan on this being too sandboxy, but I've got to outline it a bit more. This should give a bit of the theme behind it. If you have any questions, feel free to ask! Cheers!
  4. Ogryn, the Mystical Visitor Kaiju FIRE 7* Spellcaster/Effect You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. (Quick Effect): you can remove 3 Kaiju Counters from anywhere on the field; change the battle positions of all face-up monsters on the field. Monsters whose battle positions were changed by this effect cannot activate their effects for the rest of the turn. 2700/2700 I don't really care much for Kaiju in of themselves, but I figured I'd just make a Kaiju that let you use Slumber on a Altergiest/Rivalry of Warlords board. That is literally the whole point for making this.
  5. Thanks for the wording fix. That was originally how I was going to write it actually, but I wasn't actually sure because it would kinda be read out of chronological order. As for the effect, yeah. Your statement was kinda why I didn't have much to say about it. The difference between this and the other draw spells is that you don't actually have to commit any resources to the board to get the draw(s). Admittedly, it is still pretty niche; I'd kinda debuffed it before posting, but the "full power" one isn't that much better. I'll post the original version with the text fixes when I get on a computer. Thanks!
  6. Skillmasher A group of Level 1 monsters with different types and attributes that use the excavation mechanic. Just like those annoying players that spam the same attack over and over in fighting games, this archetype's focus is to continually excavate the same type of card (Monster, Spell, or Trap) in order to gain huge buffs. Think Berserker Soul the archetype. They max out at 5 excavations and if you get 5 of the same type of card, you get a ridiculous bonus, from field nuke to draw 3. So what's stopping you from just loading a deck with all monsters and getting this huge bonus effect? The archetype monsters have a quirk of treating themselves as a different card type on excavation, just to make the whole thing that much harder. Fortunately, their in-archetype Spells/Traps are specially built to help alleviate this issue, often letting you stack and rearrange your deck to get that sweet sweet five card mash combo. Just-Ice
  7. Ah, ok. I was kinda speaking on a general front about the character and the character's beliefs. You are speaking specifically about 1 character who shares your beliefs arguing someone who doesn't, right? I guess that is trickier... I'll have to get back to ya on that.
  8. Volcanic Mobile Launcher FIRE Link: SW Pyro/Link/Effect 1 non-Link "Volcanic" monster This card's name becomes "Blaze Accelerator" while it is face-up on the field. When this card is Link Summoned: You can target 1 monster with 500 or less ATK in your GY; Special Summon that target to the zone this card points to. While you control another FIRE monster, this card cannot be targeted for an attack. Once per turn (Quick Effect): You can target 1 FIRE monster this card points to and 1 face-up monster your opponent controls; send both monsters to the GY, and if you do, inflict 500 damage to your opponent. 500/LINK 1 Battleguard Link monster
  9. Originally posted card in spoiler Transmutation Cards Quick-Play Spell Reveal 1 Spellcaster monster in your hand; apply the appropriate effect, then shuffle that monster from your hand into the Deck (if possible). - Level 6 or lower: Draw 1 card. - Level 7+: Draw 2 cards. You can only activate 1 "Transmutation Cards" per turn. Ok, so this was the version of the card that had originally popped into my head. For the most part, it's largely the same as the one I posted, but there are a couple key differences that make this one a bit stronger. First, it being quick-play softens the HOPT without making it pointless. More importantly though, this one is much more apparent how you can bypass the minusing aspect of it. You can chain cards to this one to move/summon the revealed monster. If you do, you gain the draw(s) without losing the monster. This aspect is still very niche, but combining with its quick-play nature, it allows for some random interactions like using this card to reveal and chain Effect Veiler or using this to trigger Magician of Dark Illusion for 2 free draws. There are definitely still ways to tweak this, but I like the happy medium it's reached here, even if it still isn't a top tier card.
  10. Hmm... When I write a character thought like that, I usually have to tap into the mindset of someone that I know. I find it really difficult to be convincing in that way unless I've actually interacted with someone with a similar mindset. From there, I am usually able to adopt their voice and bring out what they say and how they feel about the topic on the page. Maybe it's easier for me because I generally accept the idea of being wrong; I don't hold on tightly to many convictions. In any case, I think experiencing disagreements with a mindset of learning from them is crucial to writing believable characters you don't agree with.
  11. Overlay Angel LIGHT R6* Fairy/Xyz/Effect 2 Level 6 Monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from an Xyz monster(s) you control. You can only Xyz Summon 1 "Overlay Angel" per turn this way. All monsters you control gain 100 ATK for each Xyz Material under this card. Once per turn (Quick Effect): You can detach 1 Xyz Material from 1 Xyz monster on the field then target 1 other Xyz monster on the field; attach 1 card from your GY to that target as Xyz Material. 2600/2300 Eh, just a random card that I thought could be interesting. Detach 2 materials to put an extra monster on board. The rest of the effect didn't matter so much, but i figured I'd make it work alongside its name.
  12. Could I suggest maybe trying out Infinitrack Rock Anchor over the Symphonics? While the second effect will be practically useless in Trains, Anchor is summonable off Switchyard and it turns your monsters in hand into "self-summon EARTH Machines". It removes a Garnet from your Deck, it isn't Ash bait, and it gives you more total resources (even if its payoff is slightly weaker). Possible thoughts on using Summon Sorceress? If you resolve 1 Hornet Drones, it looks like the deck is capable of going into Summon Sorc to "fix" pretty much any field. It's more of a conditional power play though, so it probably isn't worth it. Other than that, the deck looks like it could really use some draw power somewhere. But I dunno; you've run the deck for years now, right? Would you consider trying to find space for Desires?
  13. Hello, fine peoples! Felt like making a bunch of Kuribohs for no reason. Tried to fit them in by series. Kuribohwman (bowman not, like, a superhero kuriboh) DARK * Fiend/Effect If your opponent declares a direct attack after you have taken battle damage this turn, you can negate that attack and Special Summon this monster from your hand. If this card was Special Summoned this way, you can inflict damage to your opponent equal to the last battle damage you took this turn. 300/200 Kuriboh-at-Arms DARK * Fiend/Effect If your opponent targets a monster you control for a card effect (except "Kuriboh-at-Arms"): You can return that target to your hand; Special Summon this card. If this is the only monster you control OR: If all the monsters you control are "Kuriboh" monsters: You take no battle damage. 300/200 Kuriboh Cherub LIGHT * Fairy/Spirit/Effect This card's name on the field is treated as "Winged Kuriboh". Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up, return it to your hand. When this card is Normal Summoned: Send 2 "Kuriboh" monsters from your Deck to the GY. If you sent 2 "Kuriboh" monsters with the same name by this effect, you can add 1 "Kuriboh" monster from your Deck to your hand with the same name as the sent monsters. If a "Kuriboh" monster is sent from your hand to the GY while this card is in your GY: You can add this card to your hand. You can only use this effect of "Kuriboh Spirit" once per turn. 300/200 Winged Kuriboh LV8 LIGHT 8* Fairy/Effect You can Tribute 1 "Winged Kuriboh" to Special Summon this card from your hand. This card's ATK is 300 x the number of "Kuriboh" monsters in the GY. This card's DEF is 200 x the number of "Kuriboh" monsters in the GY. This effect cannot be negated. Once per turn: You can discard 1 Level 1 monster; destroy 1 face-up card on the field. If you have 5 or more "Kuriboh" monsters in your GY, this effect becomes a Quick Effect. ?/? Neos Kuriboh LIGHT * Fairy/Effect This card's name on the field is treated as "Winged Kuriboh". If you control a "Yubel" or "Neo Spacian" monster, this card's name is also treated as "Elemental HERO Neos". If a monster you control is targeted for an attack: You can Special Summon this card from your hand. Once per turn (Quick Effect): You can Fusion Summon 1 Fusion monster using monsters in your hand or side of the field as Fusion Materials. If this card was not used as Fusion Material for that effect, destroy it. 300/200 Kuriboh Synchron EARTH * Machine/Tuner/Effect You can pay 1000 LP to Special Summon this card from your hand. You can substitute this card for any 1 "Synchron" Tuner monster for a Synchro Summon. Once per turn, if a monster Synchro Summoned using this card as Synchro Material would be destroyed (by battle or card effect): You can discard 1 card instead. 300/200 Kuriboh Warrior EARTH ** Warrior/Synchro/Effect 1 Tuner + 1 non-Tuner monster This card cannot be destroyed by battle. Your opponent also takes all battle damage from battles involving this card. Once per turn, if this card inflicts damage to your opponent (by battle or its own effect): Draw 1 card. If this card was Synchro Summoned using "Kuriboh Synchron" this card can attack all monsters your opponent controls once each. 300/200 Stardust Kuriboh LIGHT * Dragon/Tuner/Effect If a card(s) you control would be destroyed by an opponent's card effect: You can discard this card and tribute 1 monster you control; negate that effect and destroy that card. During the End Phase, if you activated this effect, Special Summon this monster and the tributed monster. 300/200 Kukukuriboh DARK * Fiend/Effect If a monster you control without a Level is targeted for an attack: You can discard this card; negate that attack, then gain LP equal to the difference between the battling monsters' ATK. If this card is in the GY and you Xyz Summon using 2 or more "Gagaga", "Gogogo", "Dododo" or "Zubaba" monsters you control: You can attach this monster to the Summoned monster as Xyz Material, and if you do, the Xyz Monster gains 300 ATK. You can only use this effect of "Kukukuriboh" once per turn. 300/200 Hope Kuriboh LIGHT R* Fiend/Xyz/Effect 2+ Level 1 monsters This card's ATK cannot be changed by any effect except its own. You can detach 1 Xyz Material from this card: Double this card's ATK until the End Phase of the next turn. You can equip this card to a "Number" Xyz Monster you control. The equipped monster cannot be destroyed by card effects, and cannot be destroyed by battle except with another "Number" Xyz monster. 300/200 ZW - Kuribohw LIGHT * Fiend/Effect This card is always treated as the appropriate Level for the Xyz Summon of a "Utopia" Xyz monster. During either player's turn: You can target 1 "Utopia" Xyz monster you control; equip this card from your hand to that target. It gains 300 ATK. If the equipped monster destroys an opponent's monster by battle, OR: If the equipped monster's ATK was negated: You can destroy this equip card; the equipped monster can immediately attack your opponent directly. 300/200 Red Kuriboh LIGHT * Scale: 4<>8 Fiend/Pendulum/Effect PE: Monsters you control gain 300 ATK. If you would take effect damage: You can destroy this card, and if you do, reduce that damage to 0. ME: If your opponent activates a Trap Card or effect that targets a card(s) on the field: Place this card from your hand face-up in an empty Pendulum Zone on your side of the field, and if you do, negate that effect. 300/200 Blue Kuriboh DARK * Scale: 1<>4 Fairy/Pendulum/Effect PE: Monsters you control gain 200 DEF. If you would take battle damage: You can destroy this card, and if you do, that damage is halved. ME: If your opponent activates a Spell Card or effect that targets a card(s) on the field: Place this card from your hand face-up in an empty Pendulum Zone on your side of the field, and if you do, negate that effect. 300/200 Swaying Kuriboh DARK * Scale: 1<>8 Fiend/Pendulum/Effect PE: Once per turn: You can target 1 Pendulum Card in your other Pendulum Zone; swap that card's place with this card's. If this card is in your Left Pendulum Zone: You can Synchro Summon using this card by treating it as a Level 1 monster. If this card is in your Right Pendulum Zone: You can Xyz Summon using this card by treating it as a Level 8 monster. ME: If your opponent activates a Monster Card or effect that targets a card(s) on the field: Place this card from your hand face-up in an empty Pendulum Zone on your side of the field, and if you do, negate that effect. 300/200 Eh... I really should get back to studying. Will prolly make a few more later for Vrains. Bump 1: Added Arc-V Kuriboh monsters
  14. Destroyed by battle OR sent to the GY? *Firewall flashbacks intensifies* I guess it is really easy to trigger, but yeah, it's hard to see why you'd use this over Borrelsword if you're going for an OTK. Does Decode have an "attack card" yet (a la Burst Stream, Dark Magic Attack)? Trackblack is cute, but if you're trying to get extra value out of it (I.e. Attacking more than once), you might as well just go for an OTK.
  15. Yeah, I honestly prefer YCM's way of doing it with individual/groups of on-theme cards having their own thread. It is much more apparent when a new card is revealed and it feels like a more open space for commenting.
  16. Mm! The witchcraft stuff looks very interesting as a whole. I feel it might get turned into a Card of Demise deck though. Since you can Special Summon during the opponent's turn so the SS restriction is fine. You can resolve all the spell effects after CoD, so you can get back all the spells you discarded during the End Phase. CoD is itself a Spell card, so it can fuel the deck, and it doesn't conflict with any additional draw spells you might toss in (Desires, Metalfoe Fusion, even Duality). Might be worth testing out?
  17. CotH: Yes, you can use it alongside Time Goddess, but that is both a) assuming you'll have it and Time Goddess at the same time, and b) assumes that you'll have stuff in the Grave to revive. The deck doesn't look like it puts monsters in the GY that often, especially for a turn 2 push. On the other hand, Phantazmay works alongside Extravagance, giving you many more cards to work with and, again, it can be used as tribute fodder in the scenario that you have the level 5/6 in hand (which is pretty likely with the searchers and the extra draw power). If you're not a fan of Phantazmay, generic power cards might still be more helpful: Raigeki, Dark Hole, backrow removal etc. Upon some looking, Transformation doesn't seem too bad as an extra extender.
  18. Ever heard the phrase, "those who can't do, teach"? Joking aside, the section is called Deck/Archetype discussions. Being able to provide wanted information goes a long way towards discussion. A deck list (for those of us who are seeing the picture on a phone screen) also wouldn't hurt. ...in any case, I assume this is a turn 2 deck that aims to try to OTK with Mischief. That said, Call of the Haunted feels a bit weak for that purpose. You could probably replace it with Phantazmay for extra draw power/tribute fodder. Celestial Transformation looks unhelpful, but nothing immediatly comes to mind to replace it.. Maybe when I get on a computer I could find something that might be more immediately useful?
  19. LIGHT - Level 1 - Cyberse/Effect - 0/0
  20. Jacob said thank you and rushed outside. From one of the hallway windows he'd seen that all the kids of the class had gathered together near one of the duel fields. He needed to get there quick if he wanted to see what was going on. By the time Jacob reached the grounds, there were little cardboard pieces being handed around by ...was his name Antonio? Jacob nodded and accepted the three squares of cardboard when Antonio reached him. Jacob didn't really feel too comfortable around him, so he slipped toward one of the girls that already had the cardboard. "Hey, your name's Irene, right?" Jacob asked, trying to get the girl's attention. "I just got here. What's this about?" Jacob held out the cardboard tokens. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Those squares of cardboard... you said we can personalize them, right?" She asked to Souta "Why not hand them over while they're dueling, so we can start immediately after they finish?" "Great idea!" said a voice in the back of the group. Antonio LeBaron strode forward. The gold buttons that lined his clean white shirt shone as bright as the smile he gave to Sota. "I'll hand them out. You can keep explaining the rules." Antonio handed three to the barefoot girl and began moving toward the rest of the group, wishing good luck on all the people he handed pieces to. When he finished, he moved back to the front to stand next to Sota, holding all the extra cardboard pieces. Dueling, huh... That isn't my strong suit. But... if I can get these to my bro, he might be able to come up with a winning strategy. "Here you go!" Antonio said cheerfully, handing back all the extras except for six which he had pocketed without anybody looking, "So is this is gonna be a tournament that works through the school year?"
  21. You never really explained how they work exactly. I assume they're basically just Main Deck monsters, but with a negative level? Escher Monstrosity DARK -******** Beast/Negative/Effect You can tribute 2 monsters whose combined total Levels equal 0: Special Summon this card from your hand or GY. You can only control 1 "Escher Monstrosity". If the combined total Levels of all monsters you control equals 0: You can destroy all other cards on the field. You can only use this effect of "Escher Monstrosity" once per turn. This card's Level is always treated as -8. 3000/3000 Next: Make another generic Negative Monster
  22. Deskbot 00X EARTH R10* Machine/Xyz/Effect 2 Level 10 Machine monsters You can also Xyz Summon this card using 1 "Deskbot" monster with 2500 or more ATK as Xyz Material. This card gains ATK equal to the total Levels of "Deskbot" monsters attached to this card x 500. You can detach 1 Xyz material from this card; send 1 Machine monster with 500 ATK or DEF from your Deck to your GY OR: place it face up in your Extra Deck if it is a Pendulum monster. If this card has no Xyz Materials, you can attach 1 Machine monster from your hand or on your side of the field to this card as Xyz Material. You can only use each effect of "Deskbot 00X" once per turn. 500/500 Make a Chronomaly Rank 4 (Bonus if you can make it a Number)
  23. Cloudian Atmos WATER Links: SW SE Fairy/Link/Effect 2 "Cloudian" Monsters Cannot be destroyed by battle. You take no battle damage from battles involving monsters this card points to. If this monster battles: Place 1 "Fog Counter" on this card and all monsters this card points to. You can remove 3 Fog Counters from anywhere on the field; add 1 card whose effect text includes "Cloudian" from your Deck to your hand, then shuffle 1 card from your hand into your Deck. 1000/LINK 2 Make a Link retrain/evolution of a GX-era card.
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