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Tinkerer

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Posts posted by Tinkerer


  1. 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


  2. Originally posted card in spoiler

    Spoiler

    Transmutation Cards
    Spell
    Reveal 1 Spellcaster monster in your hand.  Apply the appropriate effect:
    - Level 6 or lower: Draw 1 card.
    - Level 7+: Draw 2 cards.
    Shuffle the revealed monster into your Deck.  You can only activate 1 "Transmutation Cards" per turn.

     

    Just another draw card for Spellcasters.  Not much else to say about it.

     

    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.

     


  3. 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.


  4. 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.


  5. 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?


  6. 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

     

     


  7. 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.


  8. 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.


  9. 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?

     


  10. 1 hour ago, Angelica Farnaby said:

    You run Call of the Haunted because when you activate Mischief, you jump to your next Battle Phase, allowing you to activate Traps, because of that it's basically a Spell Card in this deck. Also, Phantazmay is incongruent with the deck because you can't activate Mischief if you have a non-Valkyrie on the board, and you have no way to get rid of it, basically just blanking the best card in your deck for no real reason.  Also Celestial Transformation is ridiculous. You summon Dritte off Ride, search Erste and then drop Celestial and use Erste to get it huge and smack face.

    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.


  11. 21 hours ago, Angelica Farnaby said:

     

    i have no idea what im doing

    4 hours ago, Angelica Farnaby said:

    tbh if you dont know what valkyries do i dont really see how you can give valid advice

    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?


  12.  

    50366775.jpg

    LIGHT - Level 1 - Cyberse/Effect - 0/0

    Quote

     During your Main Phase: You can reveal 1 Link Monster in your Extra Deck, and if you do, the name, Type, and Attribute of this face-upcard on the field can be treated as the revealed monster's, if used as material for a Link Summon this turn. If this card is sent to the GY as Link Material: You can add 1 Level 5 or higher Cyberse monster from your Deck to your hand. You can only use each effect of "Formud Skipper" once per turn.[/quote] 

     

    After Ash, this is the card I'm most looking forward to getting in the Soulburner Structure Deck.

    I'm planning on using it as a cheap, 141-able means to go into Orcust combos, but this can fit pretty well in any deck that has an archetypal Link 1. Thoughts?


  13. 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?"

     


  14. 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

     


  15. 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)


  16. 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.


  17. Cyberse Trident
    WATER *
    Cyberse/Effect
    If you control an Equip Spell: You can Special Summon this card from your hand.  If this card is sent from the field to the GY as Link Material: You can Special Summon 1 Level 4 or lower monster from your hand to a Zone that Link monster points to, and if you do, equip this card to the Summoned monster as an Equip Spell.  The equipped monster gains 300 ATK/DEF.  If this card is sent from the Spell/Trap Zone to the GY: You can add 1 Equip Spell from your Deck to your hand.  You can use each effect of "Cyberse Trident" once per turn.  You cannot Link Summon for the rest of the turn you activate either of this card's effects.
    200/600

    "Tidal Walker"


  18. Zoodiac Final Formation: Yang Zing
    Continuous Spell
    When this card is activated: You can target 1 monster in your GY with 0 or ? ATK or DEF; Special Summon that target, and if you do, destroy 1 card you control.  If this card is destroyed and sent to the GY: You can target 1 monster you control; that target gains 1000 ATK until the End Phase of the next turn.  You can only activate 1 "Zoodiac Final Formation: Yang Zing" per turn.

     

    Blue-Eyes + Gimmick Puppet


  19. Reverclock

    A defensive archetype of Level 4s and a ton of continuous spell/trap cards.  Their "strategy" consists of continuously turning back time to poke at the opponent until they win.  How?  All the monsters have 1 common effect: During the Standby Phase the turn after they're summoned, they return to the hand all face-up cards that were NOT face-up on the field when the monster was summoned.

    Because of this powerful effect, their strategy usually consists of summoning a monster and protecting it with spells/traps until your next Standby Phase after which they return all your protective cards and your opponent's threats to the hand.

    Their Spell lineup usually offers consistency and offensive capability while the continuous traps protect the monsters in a variety of ways.

     

    Reverclock Ninja
    WIND ****
    Warrior/Tuner/Effect
    If your opponent controls no face-up cards: You can Special Summon this card from your hand.  When this card is Summoned: Note all the face-up cards on the field.  During the next Standby Phase after this card is Summoned: Return to the hand all face-up cards on the field except the noted cards.  This card must be face-up on the field to activate and to resolve this effect.
    1600/1500

    Eighth Sea (as in, sailing the seven seas)
     


  20. 1 hour ago, Darj said:

    D5qH6yN.jpg?1
    20TH-C13 身代わりの闇 Migawari no Yami (Dark Sacrifice)
    Normal Trap
    (1) When your opponent activates a card or effect that would destroy a card(s) on the field: negate that effect, then send 1 Level 3 or lower DARK monster from your Deck to the GY.


    I like this one. Looks like a fun tech in Shaddolls since they got Hedgehog and Falco to mill. BAs also could have some fun with it. May not be Quick-Play as My Body as Shield but in exchange this also covers Spell/Trap destruction. And if "Dark" Normal Traps like this and Dark Renewal ever get search support, they could see some relevant play, IDK.

    I dunno. It's fine conceptually, but it's just really slow and pretty specific. Practically speaking, it doesn't help going second and it doesn't do anything to an opponent building up a board. It might've been good a few years ago, but it's probably too late for this card to shine at a high level.

    Would be fun to use against Pendulum Magicians though.


  21. (Why am I updating this...?)

    Spoiler

    DyJHsYtV4AANOjt.jpg

    20TH-JPC10 Stardust Mirage
    Normal Trap Card
    You can only activate 1 card with this card’s name per turn.
    (1) If you control a Level 8 or higher Dragon Synchro Monster: Special Summon as many monsters as possible that were destroyed by battle or an opponent’s effect and sent to your GY this turn.

     

    Spoiler

    DyOBWZCU8AAP1mZ.jpg

    20TH-JPC11 Kiseki no Magic Gate (Magic Gate of Miracles)
    Normal Spell Card
    (1) If you control 2 or more Spellcaster monsters: Change 1 Attack Position monster your opponent controls to Defense Position, then gain control of it, and if you do, it cannot be destroyed by battle.

     

    Magic Gate seems pretty good.  If you control 2 Spellcasters, non-targeting Snatch Steal 1 opponent's monster (except a Link)?  Not bad, but it might fall to the wayside like Zombie Necronize.

     


  22. I'm guessing you guys like the Rock Anchor for its Special Summoning effect, right?  The level change effect doesn't exactly help Trains too much if both monsters become level 14 (inb4 someone makes a Calculator deck featuring this card in Trains)..  If it didn't limit itself to EARTH Machines, it might've been interesting to use in F.A.s just for an easy way to get 2 monsters on the field and get 'em to Level 8+.  At least Ancient Gear Box has a helpful target, eh?

     


  23. More Dark Magician/Girl Support

    Spoiler

    Dx_X0r5UwAAvwYM.jpg

    20TH-JPC09 黒・魔・導・連・弾(ブラックツインバースト) Black Twin Burst (Dark Magic Twin Burst)
    Normal Spell Card
    You can only activate a card with this card’s name once per turn.
    (1) Target 1 “Dark Magician” you control; until the end of the turn, that monster gains ATK equal to the total ATK of all “Dark Magician Girl” on the field and in both players’ GY.

     

    Spoiler

    Dx_YRPuV4AAhseE.jpg

    20TH-JPC12 師弟の絆 Shitei no Kizuna (Bond Between Teacher and Student)
    Normal Spell Card
    You can only activate 1 card with this ard’s name per turn.
    (1) If you control “Dark Magician”: Special Summon 1 “Dark Magician Girl” from your hand, Deck or GY. Then, you can Set 1 of the following directly from your Deck to your Spell & Trap Zone:
    • “Dark Magic Attack”
    • “Dark Burning Attack”
    • “Dark Burning Magic”
    • “Dark Magic Twin Burst”

     

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