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Tinkerer

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Posts posted by Tinkerer


  1. 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.


  2. 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.

    Spoiler

    Squadrantula Godfather Long-Legs
    WIND 8*
    Insect/Effect
    If 2 or more of your Zones are unusable: You can Special Summon this card from your hand.  If this card is Special Summoned: You can target 1 Main Monster Zone and 1 Spell/Trap Zone on your opponent's side of the field; those Zones become unusable until your next Standby Phase.  You can only use this effect of this card's name once per turn.  If this card leaves the field: Gain 1000 LP, also, the Zone this card occupied becomes unusable until your next Standby Phase.
    3000/2000

    (of the) Great Bazaar

     


  3. 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.
     


  4. Spoiler

    DxwOuEZUUAAifWI.jpg

    20TH-JPC17 方界法 Houkai Dharma (Cubic Dharma)

    Continuous Spell Card
    You 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.


  5. 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.


  6. 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.


  7. 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.

     


  8. 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.

    Spoiler

    Gleamshire Fusion 1
    LIGHT 7*
    Psychic/Fusion/Effect
    "Gleamshire MD Monster" + 1 LIGHT monster and/or 1 monster with 2000 or less ATK
    This card gains the following effects depending on the variable Fusion Material:
    - If it was a LIGHT monster: When this card is Fusion Summoned, you can target 1 monster in your opponent's GY; banish it, and if you do, this card gains half that monster's ATK until your opponent's End Phase.
    - If it was a monster with 2000 or less ATK: Once per turn, you can send 1 "Gleamshire" monster from your hand or side of the field to the GY; destroy 1 Set card your opponent controls.
    2300/2400

     

    Wormhole

     


  9. 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).


  10. 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 +.

     


  11. 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!

     


  12. 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.

     


  13. 51z0aTEbDzL.jpg

     

    Quote

    During either player's turn, when a card or effect is activated that includes any of these effects: You can discard this card, negate that effect. 
    - Add a card from the Deck to the hand. 
    - Special Summon from the Deck. 
    - Send a card from the Deck to the Graveyard. 
    You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.

     

    So the mad lads at Konami tcg went and did it. They're reprinting this in the Soulburner structure deck.

    https://ygorganization.com/structuredeckashblossomburner/


  14. Hello, fine peoples!

     

    This is a set I made in the Single to Archetype Game based on the card Phantom King Hydride (effect can be seen in the first spoiler).  I'm posting these in their own thread because so much went into designing these that I couldn't really explain it in the game thread.  My thought process and design are all in the last spoiler (Design + Lore).  If you can, please check that out if you look through some of the monsters.

     

    Main Deck Monsters

    Spoiler

    Phantom King's Dragon - Tritide
    DARK ****
    Fiend/Tuner/Effect
    Once per turn: You can Fusion Summon 1 DARK Fusion monster using this card and any number of "Phantom King" monsters in your hand or on your side of the field.
    1800/400

    Phantom King Hydride
    DARK ***
    Fiend/Tuner/Effect
    If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.
    1500/300

    Phantom King Descendent - Deuteride
    DARK **
    Fiend/Tuner/Effect
    Once per turn: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, you can increase this card's Level by up to 2.
    1200/200

    Phantom King's Father - Hydron III
    DARK *
    Fiend/Effect
    If this card is Summoned: You can target 1 "Phantom King" monster in your GY that cannot be Normal Summoned/Set; Special Summon that target. During your Main Phase: You can banish this card from your GY; add 1 "Phantom King" card from your Deck to your hand.
    900/100

     

     

    Fusions

    Spoiler

    Ancient Phantom King - Quaton
    DARK 8*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Synchro monster
    You can target 1 "Phantom King" monster in your GY; Special Summon it.  "Phantom King" monsters you control cannot be targeted by your opponent's card effects. During your Main Phase, if this card is in your GY: You can send 2 "Phantom King" monsters you control to the GY; Special Summon this card from your GY, and if you do, increase the ATK of all "Phantom King" monsters you control by 500. If this card leaves the field after being Special Summoned by this effect: return it to the Extra Deck.  You can only use each effect of "Ancient Phantom King - Quaton" once per turn.
    3000/800

    Ancient Phantom King - Hydride
    DARK 7*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Xyz monster
    When this card is Fusion Summoned: You can add 1 "Phantom King" card from your GY to your hand. Your opponent cannot destroy "Phantom King" monsters you control with card effects. If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; take control of that target, but banish it during the End Phase. You can only use each effect of "Ancient Phantom King - Hydride" once per turn.
    2700/700

    Ancient Phantom King - Hydron
    DARK 6*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Link monster
    You can target 1 DARK monster you control; move that target to a new Monster Zone, and if you do, negate the effects of all other face-up cards in that column until the End Phase. Your opponent cannot destroy "Phantom King" monsters by battle. If this card is Special Summoned from the GY: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, reduce this card's Level by the Level of the Summoned monster. You can only use this effect of "Ancient Phantom King - Hydron" once per turn.
    2400/600

    Ancient Phantom King - Triton
    DARK 5*
    Fiend/Fusion/Effect
    2 "Phantom King" monsters
    When this card is Fusion Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it. You can Normal Summon 1 DARK monster in addition to your Normal Summon/Set. If this card is in the GY and you Xyz Summon a "Phantom King" monster, you can attach this card to that monster as Xyz Material.  You can only use each effect of "Ancient Phantom King - Triton" once per turn.
    2100/500

     

    Synchros

    Spoiler

    Elder Phantom King - Tritide
    DARK 7*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can target 1 monster your opponent controls; halve its ATK, and if you do, negate its effects. If this card is Special Summoned from the GY: You can Fusion or Xyz Summon 1 "Phantom King" monster from your Extra Deck using monsters from your hand or side of the field as appropriate materials. You can only use each effect of "Elder Phantom King - Tritide" once per turn.
    2700/700

    Elder Phantom King - Deuteron
    DARK 6*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can target 1 Spell/Trap your opponent controls; banish it. You can target 1 "Phantom King" Spell/Trap in your GY; Set that target, but it cannot be activated this turn.  You can only use each effect of "Elder Phantom King - Deuteron" once per turn.
    2400/600

    Elder Phantom King - Hydron II
    DARK 5*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can send 1 DARK monster from your hand or side of the field to the GY; draw 2 cards.  If a "Phantom King" monster is Special Summoned from the GY while this card is in your GY: You can Special Summon this card, but return this card to the Extra Deck when it leaves the field.  You can only Special Summon 1 "Elder Phantom King - Hydron II" from your GY per turn this way.
    2100/500

     

    Xyzs

    Spoiler

    The Phantom King's Knight
    DARK R****
    Fiend/Xyz/Effect
    2 Level 4 DARK monsters
    You can detach 1 Xyz Material and target 1 monster your opponent controls; destroy it.  You can treat this card as a Level 4 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; it loses 500 ATK, and if it does, increase the ATK of 1 "Phantom King" monster you control by 1000 until the End Phase. You can only use each effect of "The Phantom King's Knight" once per turn.
    2500/2000

    The Phantom King's Bard
    DARK R***
    Fiend/Xyz/Effect
    2 Level 3 DARK monsters
    You can detach 1 Xyz Material; add 1 "Phantom King" card from your Deck to your hand.  You can treat this card as a Level 3 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 "Phantom King" monster in your GY; Special Summon that target. You can only use each effect of "The Phantom King's Bard" once per turn.
    2000/1000

     

    Link

    Spoiler

    The Phantom King's Weaponsmaster
    DARK Link: S
    Fiend/Link/Effect
    1 "Phantom King" monster, except a Link Monster
    When this card is Link Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it to the Zone this card points to.  If a DARK monster is Special Summoned to a Zone this card points to: You can destroy 1 monster your opponent controls whose ATK is less than the Summoned monster's ATK.  If this card is Special Summoned from the GY: You can add 1 "Phantom King" monster from your Deck to your hand, and if you do, return this card to your Extra Deck.  You can only use two effects of "The Phantom King's Weaponmaster" and you can only use them once per turn.
    1000/LINK 1

     

    Backrow

    Spoiler

    Phantom King's Armory
    Spell
    Special Summon 1 "Phantom King" monster from your hand.  During your Main Phase, if this card is in the GY: You can reveal 1 monster in your hand.  Special Summon this card in Attack Position as an Effect Monster (Fiend/DARK/ATK 0), but banish it when it leaves the field.  This card's Level equals the Level of the revealed monster.  This card's DEF equals its Level x 100. (This card is NOT treated as a Spell.) This card gains the following effect:
    - If this card is used as Material for the Summon of a Fusion, Synchro, or Xyz "Phantom King" monster: Draw 1 card.

    Phantom King's Sacred Sword
    Continuous Trap
    Tribute 1 "Phantom King" monster you control and target 1 face-up card your opponent controls; negate its effects as long as this card remains face-up on the field, and if the target is a monster, its ATK becomes 0. Once per turn, during your opponent's End Phase: Special Summon 1 "Phantom King" monster from your GY.

     

    Design + Lore

    Spoiler

    Design Premise: My initial thought on Phantom King Hydride immediately jumped to BA and Phantom Knights.  On looking at the Wikia for inspiration, I saw a bit of trivia that simply said that Hydride's pose is "remarkably similar to PK Break Sword".  I immediately took that thought and ran with it under a single premise: "What if Yuto/Ute was the protagonist of Arc-V and learned all the summoning mechanics (except pendulum)?"  He transitions from Phantom Knights to Phantom Kings and the cards open avenues of new possibilities of power.

    Lore: The Phantom Kings were DARK rulers that held a dynasty spanning many generations.  However, almost every generation was weaker than their predecessor.  The Main Deck monsters make up the final three generations of Phantom Kings and were considered undeniably the weakest rulers.  To prevent their control from slipping and their dynasty from collapsing, the final Phantom Kings adopted a kind of necromancy through alchemy (chemistry).  While this did help the last few kings hold power, the reincarnated Phantom Kings eventually began fighting among themselves, vying for absolute control.  The last Phantom King had to end it, but reversing the necromancy cost the King his own life.  The kingdom went to ruin, the only things remaining being shades of the power of the Phantom Kings.  These shades took their own form as Phantom Knights, though they only reflected a fraction of the original Phantom Kings' abilities.

    Specific Designs: The chemical names were all mostly because of "Hydride".  Lore-wise, those names reflected the alchemic measures the latter kings moved toward. Each Main Deck monster is supposed to reflect a specific Phantom Knight ED monster: Level 4 = Dark Rebellion, 3 and 2 = PK's respective Xyzs, and Level 1 = Bardiche (further reflected by its name being "Hydron III" and Bardiche being Link-3).  The Phantom King Xyzs are meant to reflect the Phantom Knight Main Deck monsters.  The Phantom Knight Level 3s seem like something a traveler would wear, hence Phantom King Bard.  Same logic for Phantom King Knight.  The Fusions, Synchros, and Link didn't have a particular inspiration.  As a whole, I wanted to design the deck so that it would both reflect how Phantom Knights work, yet do it in a way that shows that Phantom Kings were the "complete" version of the Phantom Knights (but also without trying to make Phantom Kings ridiculously powerful).  Spells/Traps also reflected the Phantom Knights, but I was too tired then to really make thorough connections.  Sacred Sword is supposed to be Fog Blade though.

     

    If you read through this entire mess, thank you so much!  While I admit these aren't my best designs effect-wise, I did put a lot of effort into the background and lore of this archetype and I am very pleased with the results of that.  Feel free to drop some CnC saying how awesomeawful, readable this set was to you.

    Cheers!

     


  15. 1 hour ago, Black D'Sceptyr said:
      Hide contents

    Cubic Ascension by AlanMac95

    Cubic Ascension/Normal Trap

    Lore: When an opponent's monster declares an attack: Special Summon 1 "Vijam the Cubic Seed" from your Deck, and if you do, change the attack target to it and perform damage calculation. If your opponent's LP is at least 2000 higher than yours: You can banish this card from your GY; Special Summon 1 "Vijam the Cubic Seed" from your hand, Deck, or GY, then, if only your opponent controlled a monster when you activated this effect, you can also Special Summon up to 2 additional "Vijam the Cubic Seed". You can only use this effect of "Cubic Ascension" once per turn.

     

    So we're just going the full U.A. treatment with Cubics in giving them Trap they'll never want to play on the field, right?

    I mean, the on-field effect is perfect for helping meet the conditions for its GY effect.  Even if it is a battle trap, as a whole I'd almost rather have this on the field because there is 0 disadvantage for it.  If the opponent pops it: good, the opponent went minus because I can use its GY effect.  If not: good, I can negate the effects of their best monster and still use its GY effect.

     


  16. Ok, there's way too much flavor that I put in designing these that it's just too much for me to go over now.  I'll probably drop 'em in CC as their own set (maybe add a bit more to their Spell/Trap lineup) since it is a bit rare for me to actually finish an archetype nowadays.  I'll toss lore/flavor in that CC post as well.  Or maybe I'll just drop it in a spoiler here.  Haven't decided yet.
     

    Spoiler

    Phantom King's Dragon - Tritide
    DARK ****
    Fiend/Tuner/Effect
    Once per turn: You can Fusion Summon 1 DARK Fusion monster using this card and any number of "Phantom King" monsters in your hand or on your side of the field.
    1800/400

    Phantom King Hydride
    DARK ***
    Fiend/Tuner/Effect
    If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.
    1500/300

    Phantom King Descendent - Deuteride
    DARK **
    Fiend/Tuner/Effect
    Once per turn: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, you can increase this card's Level by up to 2.
    1200/200

    Phantom King's Father - Hydron III
    DARK *
    Fiend/Effect
    If this card is Summoned: You can target 1 "Phantom King" monster in your GY that cannot be Normal Summoned/Set; Special Summon that target. During your Main Phase: You can banish this card from your GY; add 1 "Phantom King" card from your Deck to your hand.
    900/100

    Ancient Phantom King - Quaton
    DARK 8*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Synchro monster
    You can target 1 "Phantom King" monster in your GY; Special Summon it.  "Phantom King" monsters you control cannot be targeted by your opponent's card effects. During your Main Phase, if this card is in your GY: You can send 2 "Phantom King" monsters you control to the GY; Special Summon this card from your GY, and if you do, increase the ATK of all "Phantom King" monsters you control by 500. If this card leaves the field after being Special Summoned by this effect: return it to the Extra Deck.  You can only use each effect of "Ancient Phantom King - Quaton" once per turn.
    3000/800

    Ancient Phantom King - Hydride
    DARK 7*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Xyz monster
    When this card is Fusion Summoned: You can add 1 "Phantom King" card from your GY to your hand. Your opponent cannot destroy "Phantom King" monsters you control with card effects. If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; take control of that target, but banish it during the End Phase. You can only use each effect of "Ancient Phantom King - Hydride" once per turn.
    2700/700

    Ancient Phantom King - Hydron
    DARK 6*
    Fiend/Fusion/Effect
    1 "Phantom King" monster + 1 "Phantom King" Link monster
    You can target 1 DARK monster you control; move that target to a new Monster Zone, and if you do, negate the effects of all other face-up cards in that column until the End Phase. Your opponent cannot destroy "Phantom King" monsters by battle. If this card is Special Summoned from the GY: You can Special Summon 1 "Phantom King" monster from your hand, and if you do, reduce this card's Level by the Level of the Summoned monster. You can only use this effect of "Ancient Phantom King - Hydron" once per turn.
    2400/600

    Ancient Phantom King - Triton
    DARK 5*
    Fiend/Fusion/Effect
    2 "Phantom King" monsters
    When this card is Fusion Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it. You can Normal Summon 1 DARK monster in addition to your Normal Summon/Set. If this card is in the GY and you Xyz Summon a "Phantom King" monster, you can attach this card to that monster as Xyz Material.  You can only use each effect of "Ancient Phantom King - Triton" once per turn.
    2100/500

    Elder Phantom King - Tritide
    DARK 7*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can target 1 monster your opponent controls; halve its ATK, and if you do, negate its effects. If this card is Special Summoned from the GY: You can Fusion or Xyz Summon 1 "Phantom King" monster from your Extra Deck using monsters from your hand or side of the field as appropriate materials. You can only use each effect of "Elder Phantom King - Tritide" once per turn.
    2700/700

    Elder Phantom King - Deuteron
    DARK 6*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can target 1 Spell/Trap your opponent controls; banish it. You can target 1 "Phantom King" Spell/Trap in your GY; Set that target, but it cannot be activated this turn.  You can only use each effect of "Elder Phantom King - Deuteron" once per turn.
    2400/600

    Elder Phantom King - Hydron II
    DARK 5*
    Fiend/Synchro/Effect
    1 DARK Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned: You can send 1 DARK monster from your hand or side of the field to the GY; draw 2 cards.  If a "Phantom King" monster is Special Summoned from the GY while this card is in your GY: You can Special Summon this card, but return this card to the Extra Deck when it leaves the field.  You can only Special Summon 1 "Elder Phantom King - Hydron II" from your GY per turn this way.
    2100/500

    The Phantom King's Knight
    DARK R****
    Fiend/Xyz/Effect
    2 Level 4 DARK monsters
    You can detach 1 Xyz Material and target 1 monster your opponent controls; destroy it.  You can treat this card as a Level 4 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 monster your opponent controls; it loses 500 ATK, and if it does, increase the ATK of 1 "Phantom King" monster you control by 1000 until the End Phase. You can only use each effect of "The Phantom King's Knight" once per turn.
    2500/2000

    The Phantom King's Bard
    DARK R***
    Fiend/Xyz/Effect
    2 Level 3 DARK monsters
    You can detach 1 Xyz Material; add 1 "Phantom King" card from your Deck to your hand.  You can treat this card as a Level 3 monster for the Synchro Summon of a DARK Synchro monster.  If this card is Special Summoned from the GY: You can target 1 "Phantom King" monster in your GY; Special Summon that target. You can only use each effect of "The Phantom King's Bard" once per turn.
    2000/1000

    The Phantom King's Weaponsmaster
    DARK Link: S
    Fiend/Link/Effect
    1 "Phantom King" monster, except a Link Monster
    When this card is Link Summoned: You can target 1 "Phantom King" monster in your GY; Special Summon it to the Zone this card points to.  If a DARK monster is Special Summoned to a Zone this card points to: You can destroy 1 monster your opponent controls whose ATK is less than the Summoned monster's ATK.  If this card is Special Summoned from the GY: You can add 1 "Phantom King" monster from your Deck to your hand, and if you do, return this card to your Extra Deck.  You can only use two effects of "The Phantom King's Weaponmaster" and you can only use them once per turn.
    1000/LINK 1


    Phantom King's Armory
    Spell
    Special Summon 1 "Phantom King" monster from your hand.  During your Main Phase, if this card is in the GY: You can reveal 1 monster in your hand.  Special Summon this card in Attack Position as an Effect Monster (Fiend/DARK/ATK 0), but banish it when it leaves the field.  This card's Level equals the Level of the revealed monster.  This card's DEF equals its Level x 100. (This card is NOT treated as a Spell.) This card gains the following effect:
    - If this card is used as Material for the Summon of a Fusion, Synchro, or Xyz "Phantom King" monster: Draw 1 card.

    Phantom King's Sacred Sword
    Continuous Trap
    Tribute 1 "Phantom King" monster you control and target 1 face-up card your opponent controls; negate its effects as long as this card remains face-up on the field, and if the target is a monster, its ATK becomes 0. Once per turn, during your opponent's End Phase: Special Summon 1 "Phantom King" monster from your GY.

     

    King Tiger Wanghu


  17. While this direction they're taking with Endymion makes sense, the fact he has almost literally no active Pendulum Effect bugs me.  Other than that he looks pretty solid.  Might not be as actively impactful as the Zombie boss (and harder to summon), but it also doesn't seem as fragile.  It's summon destruction effect is non targeting, and on the whole the card is tough to out (hopefully easy to recycle).

    The Link doesn't feel all that good, at least not in this strategy.  Slow popping effect feels like it will usually be contingent on using other cards to load the counters which just feels inefficient.  On the other hand, it is a generic Spellcaster Link, so maybe a Spellcaster deck will be able to ladder with it and use it to pop a card mid-ladder, so it isn't bad, it just doesn't feel helpful for the Spell Counter strategy.


  18. 18 minutes ago, Darj said:

    Any particular reason to make the 2nd Link a Xtra HERO?
    Also, I don't like the genericness of its requirements. I would rather leave it to Konami to introduce first a Link1 that requires any monster. Regardless, it may be too good for a generic Link1. Even with the Verz Mandragora restriction, it still is such an accessible problem solver.

    Not particularly.  Felt like tossing a bone to HEROs considering their current link lineup isn't good. HEROs don't particularly benefit from it in any way.

    Is an accessible problem solver such a bad thing?  You're essentially skipping your Main 1 + Battle Phase in order to out 1 monster so you can open up a counter play.  Even with its accessibility, that is a pretty big cost.  You also can't really ladder with it effectively, so it can't be abused in that way either.  Unlike generics like PoG, this kind of generic actively works better against stronger decks than weaker ones.  Is it so bad to bring disparate decks to a closer medium?

    Then again, I'm looking at it through the eyes of a creator; I'll be more than willing to rework it if there's some really gross flaw in its premise that I'm misunderstanding.

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