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Tinkerer

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  1. So the mad lads at Konami tcg went and did it. They're reprinting this in the Soulburner structure deck. https://ygorganization.com/structuredeckashblossomburner/
  2. Don't go around asking people to hit you That's my thing. Nyx, hit me.
  3. 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 Fusions Synchros Xyzs Link Backrow Design + Lore 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 awesome, awful, readable this set was to you. Cheers!
  4. 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.
  5. 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. King Tiger Wanghu
  6. 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.
  7. 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.
  8. Alternative Ultimate Dragon is just silly. It is pure anime goodness and I love it. I guess the only complaint I have with it is that it isn't treated as BEUD at all. MAX seems like garbage. If you can summon it during the opponent's turn, more power to you, but that seems very impractical and not even much of a meme like BEAUD. *shrug* Exodia. Simultaneously more hilarious in theme, but more impractical than either of the above. It'll never work, but damned if I don't wanna see someone try to get it to work. I suppose the most notable practical thing for it is that it's another name for Obliterate!!! but it can't even be used to summon The Legendary Exodia Incarnate, so... Mana is... unwieldy. I get that it is DM support, but it would work SOO much better if it could also support the DMG deck. Restricting the protection to Level 7+ Spellcasters, and restricting the float to DMG specifically (instead of the DMG archetype) just makes this difficult to use very well. The DMG archetype could've used the destruction protection so much. Oh Red-Eyes... Why do they hold you back so much? The card itself is ok. It helps get out RE monsters stuck in your hand and itself is an easy SS. The problem here is that RE is so GY-focused, there aren't any real practical searchers for the card. Its float is also pretty mediocre since you can't really trigger it yourself. It just feels like it isn't enough. It isn't even treated as original RE on the field and it coulda had some ignition burn effect (at the very least) to keep it in theme. In a vacuum, Konami could have probably gotten away with this design except... BE Alternative exists. We know exactly what RE Alternative COULD'VE been. It's just... really disappointing. Kaiser Glider is meh. Not good, but not the worst of this bunch. Cubic card isn't bad. It is a SS2 effect negation/battle stopper that (most importantly) is another name. I guess the main issue is that Cubics are an OTK deck, so a stun-y card like this really doesn't help the deck much. The grave effect is sweet overkill. Personally, I wish it was a quick-play spell. It wouldn't lose any value from its GY effect, it could be used during your turn to block out negaters, and it could be dumped with Summoner Monk. I suppose this could be searched by Trap Trick but, again, that's not Cubic's playstyle. Sin Cross feels like the most on-theme card of the bunch. It doesn't really fix most of the deck's issues, but I guess you could get out a Malefic w/o a field spell for a turn. Practically, though, I guess Trains could re-add Malefic Cyber End if they want, but they have no issue OTKing at the moment so.. Any spots left for there being possible "Sphinx" support?
  9. You mentioned Hungry Burger. I suppose I'm contractually obligated to at least comment in the thread ?. Anywhoozles, here's my entry. Based off [Zone Eater]:
  10. Beast King Savage Barbaros FIRE Links: SW S SE Beast/Link/Effect 3 Effect monsters The effects of monsters on the field whose ATK is less than the combined ATK of all monsters this card points to cannot be activated. Once per turn: You can Tribute 3 monsters this card points to; destroy all cards your opponent controls, but if you do, only this card can declare an attack this turn. 3000/LINK 3 A really powerful Link 3 that is tough to Summon and maintain easily. It has its own weaknesses, but we haven't gotten too many Link 3s that are specifically good to end on. Honestly, I'm not sure about this one though. It could be too difficult to use or too powerful and I'm having a tough time gauging which. Xtra HERO Marvelous LIGHT Links: S Warrior/Link/Effect 1 monster You can only Special Summon this monster if your opponent controls more monsters than you do. This card's ATK equals the ATK of the highest ATK monster your opponent controls. You can only Summon a monster to a Zone this card points to. If this card declares an attack: Your opponent cannot activate cards or effects until the end of the Damage Step. This card's effects cannot be negated. ?/LINK 1 ...And here's a Link 1 that I wanted to design to help bring some balance to the force game. The lock to the area you can summon is designed to make it difficult for you to ladder with it (if it is pointing to a monster already, you can't use it to Summon a Link 2, a la Rivalry/Gozen Match rulings). Instead, it is supposed to act as another Utopia the Lightning in being a means of removal by battle. If you ram it into your opponent's high ATK monster, you'll reopen yourself to Summon w/e in your MP2 - an always accessible though much weaker Evenly Matched if you will.
  11. Fair and fair. Forgot that the RUM was a "The Phantom Knights" card. Thought it was just "Phantom Knights" like Fog Blade. Honestly, the RUM feels like a natural extension rather than a tech. The Azzathoth play is a strong one to consider, especially since the deck is pretty naturally running PK and the RUM. However, you'd kinda need to rework it a bit since it doesn't really do Rank 4 that well (if Harp Horror is ever on the field, things have gone terribly wrong).
  12. Being non-DARK shouldn't be an issue for Mathematician if you're just going to Normal Summon it, right? The only play it holds back is using it to directly go into Rusty, but you can use it as Mat for any Link 2 which mitigates that anyway. The only tangible downside is it can't be used with Allure, but that shouldn't come up significantly more just because of removing 1 DARK. Ok, I suppose that's fair. I guess I've just been underestimating the Dangers so I had trouble seeing how you'd get to Rusty and have another monster on the field to use with the searched Boots. Even with that understanding though, I personally am still a bit unconvinced. Cloak only has 1 target and its entire ability to extend plays hinges on you not drawing either itself or Boots. At the very least think about it. What matchups are you liking with this deck?
  13. I'm really glad to see this deck take off. Just had a couple possible suggestions: Off-hand, would you consider Mathematician over Arma Knight? They'd both end up doing the same thing ultimately except Math is also Level 3 for Cherubini plays. Having 2 PK Silent Boots and removing Cloak might also be better than 1/1 if you're taking out Shade Brigadine. Having Cloak in hand looks like it'd be absolute garbage w/o a consistent way of dumping it. As good an enabler as 141 is, I don't know how useful it'd be with only 1 target in the deck. A free Special Summon monster, a generic extender, or a powerful removal option might end up being more consistently useful in the long run. Anyways, how is Cherubini working in the deck? Looking at it right now, it feels a bit... off? It looks like an opener card, but by itself it doesn't actually lead into anything.
  14. Tinkerer

    NECRO!

    CRAZY!!!!!! NECRO!!!!!! NECRO!!!!!! NECRO!!!!!!
  15. New ghost girl handtrap is a bunch of nothing. Guess that makes its name appropriate, huh? That dolphin... the fact it doesn't banish itself or anything is interesting. Free materi-- oh God, it's just going to be used for Rhongo-Bongo plays, isn't it? Orcustrated Climax. Ahem. So... lemme get this straight. The picture shows the brother climaxing by spearing an evil reanimation of his dead sister. Have I got that right? Jokes aside, a good Orcust spell/trap is exactly what the deck needed. Galatea is the core of the deck, but it is so easy to run out of stuff to search out with her effect. The trap card drastically increases the splashability of the deck by giving Orcust something to do besides spin their wheels during the opponent's turn. The GY effect's downside shouldn't really matter; you can activate it during your opponent's turn to circumvent it entirely. Snapesnatch turbo, anyone? Welp, Assault Sniper makes Hyper Psychic Blaster summonable and drastically increases the chances of opening an Assault Mode play (being searchable by Tenki and all). With it restricting things to only Synchros for the rest of the turn, I'm wondering if it's possible to splash the Assault Mode stuff in a deck. The only hard brick would be drawing the AM monster itself, right? Handy Gallop is interesting, but as a battle removal option, I think Eater of Millions covers it better. On the other hand... Crusadia OTK Strain of the Lost Dragon is just silly. I love it, but I doubt it will get anywhere unless we end up getting a deck that needs to recycle the same effect over and over in one turn, so... I dunno. Maybe it's supposed to act as hand trap discouragement? The equip spell... That's the same guy as on Bashing Shield, right? Like how the Normal Summon/Set flavor carries over. It is an interesting card as well. Personally, I'm just happy to see another card that should allow "Fairy Tail - Rella" to beat over pretty much anything. I guess Lair of Darkness.dek got a new tool with Stand In. That field spell tho... That's certainly something. Going second, it's a bit of a risk to leave yourself open, but having no monsters is pretty difficult for your opponent to match if they've already put up a board. Even if you're going for establishing your own board, there's a lot of potential for it. Definitely one of the better cards in the set.
  16. So Auram is going Super Saiyan Blue now? Also, is it weird that this dude is heavily battle focused when the easiest way to deal with him is using battle traps? On a more serious note he actually seems like a pain to try to out. It is a surprisingly defensive Link-4.. Any chance for Pendulum decks to use this?
  17. Holy...! Ok. I admit, I cannot look at this card impartially. I run an Orcust/Phantom Knight deck irl and this thing is absolutely beautiful. It enables Rusty Bardiche SOOO well and the card is miles better than Longirsu in pretty much every way. Its removal effect is non-targeting, non-destruction and it doesn't care about monster/spell/trap. The fact that this works when SS'd rather than Xyz Summoned is also amazing and gives it the potential to be used generically. In my deck in particular, it could also enable plays that the deck just didn't have before. It opens up the gate for more removal through #84: Melon-head (in case you want to actively dump its materials), or it can be revived from Skeleton to enable + protect itself from Topologic Bomber Dragon (nuking the opponent's board thrice during their turn is always worth it. Having a means to almost certainly OTK right after is even better).
  18. I guess it would logically make sense to have something VS monster effects since Scrap-Iron Statue works for Spells/Traps. The only thing I'd possibly recommend is changing up the Spell/Trap effect to be something like "If that target is Set: Reveal that target. Regardless, the target's owner..." just to make it clearer to how it operates VS a face up Spell/Trap. Overall, it's a bit conditional but perfectly fine.
  19. Thanks! Yeah, I figured if Dinowrestler PTops was a thing, a banishing Exiled Force wouldn't break anything.
  20. Can also search Destrudo off itself to facilitate plays or the Chaos Emperor Pendulum Dragon (if it is unlikely to survive its summoning condition). Pretty neat that now 141 = any DARK Dragon. Aside from that, is there a deck that'd be able to use this to effectively search archetypal members using this effect? Raidraptors, maybe?
  21. Angelic Hero Zera LIGHT **** Fairy/Effect You can target 1 monster your opponent controls; banish this card and that target. If you control "The Sanctuary in the Sky": You can activate this effect as a Quick Effect. You can only activate this effect of "Angelic Hero Zera" once per turn. 1600/1600 In honor of a new website, I thought I'd retrain a classic monster with a simple but powerful removal effect.
  22. Hello, fine peoples! Simple premise: Person 1 gives the name of an archetype. Person 2 gives a description of what the archetype does/its gimmick then makes a card/cards that would be a part of that archetype. After that, Person 2 gives a new archetype name. A few rules to follow: Description must be a reasonable length. 2 sentences/40 word description MINIMUM. When you make a new archetype name, you can explain the word (if it is a portmanteau or historical reference or something), but you CANNOT give the next person a direction for how to make the archetype (you CANNOT say "make it a LIGHT Archetype"). Put any card(s) made in a spoiler. Have fun! ? Archetype name: Summer
  23. Hello, fine peoples! It is I, resident dabbler, hobbyist, and eternal journeyman Tinkerer Bartholomew Melon! ...and I never woulda found out about this place if I didn't have the most convoluted backdoor means of contacting peeps ? Anyways... Back to square one. In a way though, it feels nice to have a fresh start. While I purposefully tend to be aloof, I really do care for the community of ycm. I want the best for it and watch it grow, both in members and in the mindsets of those already here. I pledge to support the function of this community, and I aim to do so in a way befitting my name. I shall tinker and try and do any small thing I can to improve the quality of this place any and every small way that I can! ...that said, someone's gotta fix the last sentence in the "Welcome all" blurb that appears on the top of the page. There, I did my sacred duty. :P
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