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Tinkerer

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Everything posted by Tinkerer

  1. 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"
  2. 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
  3. 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. Eighth Sea (as in, sailing the seven seas)
  4. 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.
  5. Computer's currently being repaired. I'll be able to use a library computer this week, but I likely won't be able to make a post until Wednesday or later (got a paper due Wednesday).
  6. (Why am I updating this...?) 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. 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.
  7. 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?
  8. More Dark Magician/Girl Support 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. 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”
  9. Spellshielder Baron LIGHT **** Scale: 7<>7 Warrior/Pendulum/Effect PE: When this card is activated: Target 1 other face-up Spell/Trap card you control. If that target is targeted by an opponent's effect: You can destroy this card, and if you do, negate that effect and destroy that card. ME: If this card is Special Summoned: You can Special Summon 1 Level 4 or lower monster from your hand. While this card remains face-up on the field, a monster Special Summoned by this effect cannot be destroyed by a card effect. 1300/2000 Noblesaur LIGHT ***** Scale: 3<>3 Dinosaur/Pendulum/Effect PE: You can target 1 monster your opponent controls; destroy 1 Dinosaur monster in your hand or you control whose ATK is greater than or equal to that target, then send that target to the GY. If the destroyed Dinosaur monster had 1000 or more ATK than the target: Special Summon this card. You can only use this effect of "Noblesaur" once per turn. ME: During the End Phase: You can destroy 1 card in this card's column, and if you do, place this card in one of your unused Pendulum Zones or destroy this card. 2400/1000 Terminal Porter WATER 6* Scale: 6<>6 Cyberse/Pendulum/Effect PE: Once per turn: You can Special Summon 1 Level 4 or lower Pendulum monster from face-up in your Extra Deck to a Zone a Link monster points to. You can tribute 1 monster in a Zone a Link monster points to; Special Summon this card. ME: You can return 1 other monster you control to your hand, then target 1 Cyberse monster you control; that target can declare a second attack on a monster during this Battle Phase. If a Link monster was returned by this effect: The target gains 500 ATK. You can only use this effect of "Terminal Porter" once per turn. 1900/2200 Gemini Pillars EARTH * Scale: 8<>8 Rock/Pendulum/Effect PE: You can target 1 monster you control; Special Summon 1 monster from your hand, GY, or face-up in your Extra Deck whose ATK is exactly equal to that target's ATK. The Summoned monster's effects on the field are negated. You can only use this effect of "Gemini Pillars" once per turn. ME: If all the monsters in your GY have the same ATK, this card's ATK equals those monsters' ATK. Otherwise, this card's original ATK is 50. This effect cannot be negated. Once per turn: You can send 1 monster that has the same ATK as this card from your Deck or Extra Deck to the GY. ?/900 Just a few generic pendulum cards.
  10. Squadrantula An archetype of WIND Insects of Levels 2, 4, and a couple level 8s. The archetype uses the Zone lock mechanic (like Ojamas) and they spam a lot. They also have decently high stats for their level to compensate for the monsters' shared weakness: When they leave the field, the zone that they occupy becomes unusable until your next Standby Phase. The Spell/Trap lineup takes advantage of the Zone locks and uses them to push the archetype toward a specific win condition: a powerful archetypal Link 5 that is unaffected card effects as long as you have no usable Main Monster Zones. (of the) Great Bazaar
  11. I did start an Archetype Game here: https://neocardmaker.com/forum/index.php?/topic/183-archetype-game/ Considering the speed people used prompts before, the game should stay well ahead of the AGM. However there aren't many prompts on there right now, so your plan should work well in the short term until a page or two in the Archetype game is filled. Or people can post their concept in the game itself. Whatever works.
  12. 20TH-JPC17 方界法 Houkai Dharma (Cubic Dharma) Continuous Spell CardYou can only use the 1st and 3rd effects of this card’s name each once per turn.(1) During your Main Phase: You can send 1 “Cubic” card from your hand to the GY, and if you do, draw 1 card.(2) You take no battle damage from attacks involving “Cubic” monsters you control.(3) You can banish this card from your GY, then target 1 “Cubic” monster in your GY; add that monster to your hand. Seems pretty nice. Something you can actually use on the field practically (unlike Karma) that also has a good in-grave effect.
  13. Format Editor DARK 5* Cyberse/Effect You can Special Summon this card from your hand to a Zone a Link monster points to. If this card is Special Summoned to a Zone a Link monster(s) point to: You can target 1 monster on the field whose ATK is less than or equal to the total ATK of all Link monsters that are pointing to this card; return that target to the hand. You can only use this effect of "Format Editor" once per turn. 2200/1200 Just a straightforward card that I made to fill a particular niche.
  14. It looks like only Thunder Dragon + DARK Decks were hit while the other top decks are pretty much untouched. Then again, it looks like they're bringing variety back into the game, but I'm not sure how well the ol' decks would fare against the current top decks. Orcust might need to go through a couple changes with Grepher limited too.. Edit: Thinking this over more, DARK Warriors aren't even dead per se. They lost their end plays, but almost the entire engine is still around. I'm thinking it'll just be a matter of time before someone figures a new end state and DARK Warrior will be back just doing what they're doing. Maybe move toward a "negate everything" board with Borreload Savage Dragon? Maybe actually use Knightmare Gryphon? I dunno... I'm just finding it interesting that despite how much moved this list, things might not be all that different at the top tables.
  15. What it says in the topic title. What was your hardest and/or most annoying level in the Smash Ultimate's World of Light campaign? I've only been playing on/off, so I still haven't actually beaten the game (or probably gotten to the crazy bosses), but the most annoying level for me (by far) was a Stamina battle with Luigi in New Donk City with the Kapp'n assist trophy.
  16. Didn't they get all their stuff revealed for this set? Peeps make cards after the first wave all the time. Based on what I saw, the deck could use a power card like this.
  17. Gleamshire A Fusion archetype that focuses around a specific main deck monster (a la Cyber Dragon) and uses a mechanic I like to call "Variable Fusion". Variable Fusion uses 1 named material and specifies a number of other criteria for the other fusion material (see example). Gleamshire use this Variable Fusion technique to toolbox their many fusion monsters into whatever situation they find themselves in, though they have a tendency toward destruction effects. Wormhole
  18. Time Thief Reboot Quick-Play Spell Target 1 face-up card your opponent controls and detach 1 material from an Xyz Monster you control; attach that target to the Xyz Monster as material. If you detached a material from a "Time Thief" Xyz Monster, you can also attach 1 card from the top of the opponent's Deck to it as Xyz Material. You can only activate 1 "Time Thief Reboot" per turn. Time Thieves are a pretty cool concept so I thought I'd just toss a card out to help 'em (and the Xyz mechanic as a whole).
  19. As interesting as these are, I can see why they're all commons. They're pretty gimmicky, reliant on the opponent, and generally seem fragile. Of course, this is only the first set. They definitely have room to grow depending on how they're supported. My immediate thought for 'em is maybe combining 'em with Zoodiacs? Barrage is still at 3 and it patches a number of this archetype's flaws (namely getting an Xyz on the field to enable these cards' SS effects) while these can help enable Zoo plays by getting Zoo monsters into the GY at a +.
  20. No rush. Health's more important. Just wanted to make sure this wasn't forgotten.
  21. Thanks. I tried to fix it up based on your suggestion, but I'm not 100% sure I got it. I also changed the effect to only let it return non-tuners and slapped a HOPT on it (otherwise you'd be able to loop two copies of this card endlessly). Usage-wise, I guess I could make it return itself + another monster when both are banished, but it might actually lower its utility as it isn't as easy to banish this in the first place (Allure notwithstanding). Flavorwise, I guess I could change its name/stats to better reflect its effects though. Thanks for the input, D!
  22. Hey, just wondering when you think you'll get around to judging these.
  23. D.D. Synchron DARK * Machine/Tuner/Effect During your Main Phase, while this card is in your GY, you can activate this effect: Return 1 banished non-Tuner monster you own to the GY and banish this card from your GY. When this effect resolves, Special Summon from your Extra Deck 1 Synchro monster whose total Levels equals the combined Levels of this card and the returned monster (this Special Summon is treated as a Synchro Summon). You can only use this effect of "D.D. Synchron" once per turn. 0/500 Just a card that popped into my head.
  24. Interesting, the (2) effect is the first time in-game that a card continually changes a card's effects, isn't it? Also, it doesn't state that it changes the effects of Malefics on the field. Definitely something that makes me want to try making another deck with text change as the main gimmick (now that there is actual precedent).
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