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A Background Character

A Background Character

Member Since 19 Sep 2009
Offline Last Active 42 minutes ago
*****

#6220542 Duel Portal Program - Online available

Posted by A Background Character on 12 June 2013 - 03:56 PM

That was the old DP. Now, it only searches cards you uploaded or cards that others have shared with you. Honestly, it's nice since it stops you from worrying if a card name was already taken.




#6215686 What Are You Listening To.

Posted by A Background Character on 05 June 2013 - 04:30 PM

Burn the Evidence ~ Billy Talent.




#6210944 Public Apology with Updated Rules.

Posted by A Background Character on 29 May 2013 - 06:13 PM

@ Joke card ideas: You mean this? Yeah, how about we just put that back in AoC. Unless there's some problem with moving threads into another thread rather than a subforum. In that case, this topic can just sit in AoC then.

 

@ AoC being turned off: It probably would not be that necessary if we manage to bring the Joke Card topic back to life since there is the occasional "I have a new mechanic that I made up," but then again, that probably isn't common enough to change your minds. I'm not exactly opposed to turning the post count in AoC off as posts mean nothing to most people, but I felt like saying this.

 

@ "I'm sorry for being an angry drill sergeant": Oh no you don't. You better not take away a source of entertainment by reducing the amount of newbies complaining that the mods were too harsh to nigh zero. I'm afraid I can't let you do this. But anyway, you did mention of a topic on design and flavor, so it may cut down on the amount of times that locking instances would happen. Well, at least for people who read things, and who knows how many new people actually read all of the stickies. Anyway, this doesn't really concern me as I'm perfect in every way by never having this happen to me I'm way too cautious, but I'm sure there are people who thank you for it.




#6209155 Robug.dek

Posted by A Background Character on 26 May 2013 - 09:59 PM

Do the Spells and Traps banish themselves from the hand or the Graveyard? I'm taking it from the Graveyard since the former option makes Tech Splash look rather meh. It says "banish from the Graveyard" at the end of virtually every Spell and Trap. How did I miss that?

 

Anyway, it looks like the monsters are all too reliant on playing Battle Enabler to let the monsters be able to run over what they need to until you get enough monsters for them to stand up for themselves or to get a Rank 3. It doesn't seem too likely since there are only three monsters and no method of adding them to your hand outside of the preexisting support.

 

As for these monsters, Kuwanger is a bit situational in that it requires your opponent to play monsters in Defense Position. However, this seems more ok as you do have Impact Collision and I've heard that Papilloperative is seeing more play. Hopper looks amazing and Mantis seems to be a bit more useful for shutting down things that like the Graveyard. But it's ok, Debris Dragon likes them all, and so does BRD.

 

Battle Zone looks nice, but given how many methods your opponent has to get rid of things, you're only saving yourself some damage and wasting a bit of your opponent's resources if they actually resort to using effect destruction on your little critters. While Mirage Armor and Pressure Force do a better job at keeping your monsters alive, this does affect all of them.

 

Tech Splash doesn't look very useful. Sure, you draw 3 cards, which is nice, but the playstyle of this archetype is to send these cards from your hand to the Graveyard, then more from your Deck to the Graveyard so you can banish them, right? If so, it seems a bit counterproductive to dump so many of them back into the Deck when you could use them as fodder for your monsters. I guess you could use this in a desperate attempt to get these monsters, but I still feel like I'm missing something that actually makes this good.

 

As I said, Battle Enabler is the best thing that your monsters ever wanted since sliced bread. Where most of your other S/T tries to help keep them alive, this is what lets them get somewhere by enabling you to kill anything with 3000 or less ATK - and that's if you have only one Robug. Since I don't see you getting many Robugs out on the field to give them a hefty ATK score, I shiver at imagining what happens when you run out of these.

 

Mirage Armor is nice for being a one-sided Lance that doesn't make your monsters immune to your own cards, but the problem is that if your monster doesn't have a decent ATK, it will still die anyway. But if you do have a good ATK for your monster, it's pretty nice. Combining this with a Battle Enabler or a Pressure Force via Overdrive Power is a pretty neat trick.

 

Pressure Force is pretty nice for keeping your monster alive, but the combination of battle destruction and effect destruction that could hit your monster makes it not a sure-fire way of keeping the monster alive. It does allow you to further keep your monster alive when you use Overdrive Power on this for a monster affected by Mirage Armor, but it's still not very reliable.

 

At first, I thought that Overdrive Power was completely redundant, but then I realized that it essentially an extra Spell that you can fling out of nowhere when your opponent comes swinging their big scary monsters. It's a pretty decent effect, but this card eats up your Battle Enablers so fast.

 

I wanted to say that Impact Collision isn't very good, and it probably isn't very useful. But then I realized that is technically a Necro Gardna that you can mill very easily. Still, Pressure Force protects the monster from multiple attacks and Battle Enabler turns the tables against your opponent, but that would cost a Overdrive Power and the used S/T, which can't be taken care of in one effect as you would need both a Trap and a Spell in the Graveyard. But while it's better than I initially thought, it might be ok to make this a bit better.

 

Energy Drive is an amazing alternative to using your monsters, which can be very useful if you end up not having a Robug to NS or you just need to haul ass and mill even faster than you would normally. The only downside is that you would have to decide whether to use this or Overdrive Power during your opponent's turn, but that's called skill.

 

The archetype in a whole looks like it's focused on killing your opponent's monsters in battle with the archetype monsters, but they don't seem capable of doing it very well outside of Battle Enabler, of which seems appropriately named. It's an interesting concept, it just needs more prowess. I would say make it a lot more easier to get the archetype monsters onto the field, but then it would be a crazy Rank 3 engine nullifies the usefulness of the S/Ts.

 

Edit: Wow, I actually did post like I said I would. I don't care if it took an hour of thought. I did it.




#6207963 [Striker] Hokanusho of Despair

Posted by A Background Character on 24 May 2013 - 09:52 PM

So, this Evolution Pile, is it basically the Banish Zone (or at least how it used to be) in the sense that your pile is simply outside of the game?

 

As for the mechanic, I don't really like how it can work as a Gaia Charger in a sorts. The presented card allows you to Summon things like Armageddon Knight or Stratos, get their effect off, then upgrade into this. While your example isn't very gamebreaking, the design of the card is limiting. Either the Evolution Monsters would have to be pretty meh, or they would be decent, and, therefore, pretty stupid. Also, instantly upgrading a monster like this doesn't seem like a very skillful play. You just go "Here's Stratos, and here's my Evolution Monster."

 

As for the ruling that you can SS a monster from your Evolution Pile when the Evolution Monster dies, does this miss the timing like the ruling implies with the "when, you can?" This mechanic also looks abusable since you can use your Evolution Monster to trigger a TT, then SS the monster used to Summon it as if nothing really happened. In the case of Stratos, that leads to so many plusses that it can't be good.




#6203084 Evil Fiend (Finished, ThorgrimZz wins. Please Lock!)

Posted by A Background Character on 17 May 2013 - 09:58 PM

I feel 1-upped, and the reasons are very vague. You simply just complimented the cards and slung out numbers wildly. An explanation on why you gave the cards what scores they got and why they got better or worse ratings than others would be appreciated.

 

And because I feel like trying to judge things myself. Call it offering a second opinion or acting like a sore loser over 5 points. Yes, you would entertain yourselves much better by thinking I'm infuriated over losing 5 points.

 

I joined the contest to see what you would think of other people's cards, especially mine because I made it and I'm special, but not having one is a bit disappointing, to be honest. Oh well, 5 points are 5 points. It's a penny in the wishing fountain. Not to mention I end up donating 500-so points to an inactive member every now and then for no reason. Still, it would be nice to see your reasoning behind these scores beyond simply liking one more than another.




#6195968 What Are You Listening To.

Posted by A Background Character on 07 May 2013 - 08:57 PM

Down In It ~ Nine Inch Nails.




#6194247 Duel Portal Program - Online available

Posted by A Background Character on 05 May 2013 - 01:50 PM

For the most part, it is ok. There's still the occasional problems with the Graveyard and/or banish zone not showing up (but these are rare). Xyz Material Monsters are buggy, so we just banish the materials instead and pray to whatever divine entity we want that we remember which are Xyz Material Monsters. Watchers magnify the risk of crashing, and just to be safe, immediately refresh your browser after every duel.




#6193378 What Are You Listening To.

Posted by A Background Character on 03 May 2013 - 09:24 PM

Parabola ~ Tool.




#6192191 Buttons

Posted by A Background Character on 02 May 2013 - 12:40 AM

I'm going to answer this question again, but just to be a lot more blatantly obvious since the OP doesn't get it apparently.

A hopefully more understandable guide made on Paint

 

If you want to type it manually, here is how it goes:

 

First, you type the [spoiler] box. The [ and ] are found 1 and 2 buttons to the right of your "p" key respectively (unless you have a different keyboard than normal, in which case the buttons you are looking for contain the characters that look like the [ and ] wherever they may be).

 

You would need to title your spoiler, and doing so requires you to add an equal sign inside the box, but after the word "spoiler." It should now look like [spoiler=] on the screen. Your title shall be whatever jumble of characters you insert between the = and the ] on your screen. In my spoiler above, it appears as [spoiler='A hopefully more understandable guide made on Paint'] to me. The apostrophes are, the last time I checked, only optional now, but for good measure, include them on both ends of your title, between the = and the ] so that in case they become required once more, you will be used to doing it with them. By the way, the = is found one button left of the backspace key and the ' is found one button to the left of your enter key. Do not get it confused with the similar character found one button to the left of your "1" key (the one on the left if you have more than one set of numbers on your keyboard).

 

Then comes the text that you want to have hidden by the spoiler. After the ] is where you place it. A space between the hidden text and the ] does not matter, like how the ' does not matter. Mine appears as follows:

 

[spoiler='A hopefully more understandable guide made on Paint']Maybe this will do the trick?

 

Finally, there is the closing to the spoiler. Once you have the information you want to have hidden by your spoiler, add a {/spoiler} to the end of the message. In my spoiler, everything between the [spoiler='A hopefully more understandable guide made on Paint'] and the {/spoiler} is inaccessible without pressing the "show" button that reveals the information. Do not add anything else to the {/spoiler} regardless of what is added to the [spoiler] that goes before it. Just to note, the { and the } should be replaced with their respective [ and ] in the ending of the spoiler, so that it appears exactly like the original [spoiler] with a / placed in front of the word "spoiler" to end it. I used { and } instead because if I did it correct down here, this explanation would become butchered with random spoilers. Also, the / is found three buttons to the right of your "m" key, again, if your keyboard is normal. Do not use the backwards version of this character that you can find a button above your enter key. That does not work.

 

Of course, doing it by the picture method works a lot faster as the formatting is done for you by pressing the bits indicated by the big red arrows. But in case you want to do it a different way, there it is.




#6186681 Destiny HERO - Malicious

Posted by A Background Character on 24 April 2013 - 12:44 AM

But making him into Axe Raider is just silly. Axe Raider is Axe Raider, nobody else can be Axe Raider. Actually, Battle Ox is closer to Tengu than Axe Raider is.

 

OT: Being Level 6 helps to limit its versatility, but it also lets you make Ptolemy, which is scary, and gives you a lot of Level 8 things due to Plaguespreader. Its stats being as low as they are are irksome.




#6185142 A Phantom Knight

Posted by A Background Character on 21 April 2013 - 02:43 PM

DARK monsters get into the Grave much more easily than LIGHT monsters, due to cards such as Armageddon Knight and Dark Grepher. So in addition to being a Wulf that can go off much more often than Wulf, it's also a Zaborg that banishes upon its Wulf-like SS and has the so-called "cost" that Glow-Up had, but as part of the effect. Another advantage that this has over Wulf is that it isn't almost completely dead in your hand, as you can Normal Summon it (why you would want to is beyond me, but the ability exists) and it still serves as discard fodder for Lumina.

 

The biggest problem with it is that you're trying to make a DARK Wulf, which would need careful balancing due to cards such as Armageddon Knight and Grepher. Then you've decided to back it up with the free banishing, which is in itself a pretty powerful effect. Even Wulf can be problematic. He isn't the most broken card ever, but Konami has to design their cards carefully to make sure his self-SS ability doesn't get out of hand. The preexisting "Send DARK monsters to the Grave" abilities are just a bit too much for there to be a DARK Wulf, and if one were to appear, he would need to be balanced in a way that would not combo too well with Grepher or Armageddon. This would probably result in DARK Wulf being simply bad, just to keep him from being broken. Being Level 5 and having the mediocre ATK helps, but the banishing is unnerving.




#6184728 Giant Trunade

Posted by A Background Character on 20 April 2013 - 05:51 PM

If you play this card, you're either:

1: Going for game by stopping your opponent from using their TTs, Mirrors, Solemns, and Holes against you.

2: Abusing your cards for extra use, such as lolSwords, CotH, and Dragon Ravine.

3: Being dumb and knocking the backrow back into the hand only to be re-Set.

 

When playing Heavy, you're either:

1: Going for game by stopping your opponent from using their TTs, Mirrors, Solemns, and Holes against you.

2: Generating advantage by wiping out several potential threats at once.

3: Just really paranoid and don't have a MST to kill that one card.

 

With Trunade around, you get to wipe the backrow without actually losing your cards. Granted, your opponent does not lose their cards either, but your opponent doesn't always have a turn after the turn that you play this. Heavy, on the other hand, makes you pay for the cards you have Set by never getting them back in the duel. As your opponent permanently loses these cards too, Heavy promotes the whole "don't over-Set" ideology better since if your OTK attempt does fail, Trunade means they get their cards back. If I remember right, the only reason Heavy is still around is to prevent over-Setting, proven by the disaster that was wrought upon the game by its temporary ban.

 

As previously stated, Trunade also has the ability to re-use cards such as Fire Formations, Call of the Haunted, and other 1/turn effects. Not all of them are so powerful that they should only have one use (per turn in some cases), but it can lead to crazy OTK moves, where Heavy is used sorely for letting OTKs roll, as well as punishing your opponent for Setting 11.875 cards in their backrow. As strategic as it may make you feel for using this to abuse lolSwords to stay safe from your opponent for up to 5 turns rather than 3, abuse is still abuse, negative connotations and everything. As for blaming it on Tenki, you're basically saying that you would rather have this card be back in the game than to have Continuous Cards that have 1-use effects exist. Yes, Tenki's RotA effect is a problem on its own, but the whole "Use a card twice" sounds less well-designed than "Use two of the same card once each." Plus, using Trunade in this way basically turns it into another copy of the card you are abusing (as opposed to a Dragon Ravine and a Tenki), combined with a free "Get rid of your opponent's backrow" that may or may not be problematic, depending the potency of what you can do at the moment.

 

Trunade doesn't do anything good, except for bad things. So does Heavy, aside from the "don't over-Set" mindset. It is worthless outside of these ugly sides of the game, and all of the abuse and temporary removal amount to much more than bypassing Starlight Road. Part of this is solidified with the whole "wariness towards the banlist" feeling that you seem impervious to, but the only real reasons to bring this back that I can see are "mass S/T hait and card reuse." Ideally, there needs to be a card that stops these "Set 11.875 gg" moves that isn't absolutely stupid or absolutely stupid.

 

Tl;dr/ABC is will never be an effective speaker nor does he ever know what he's talking about/completely unnecessary paragraph of insults:

Get your ass back to Pojo where you are actually respected for suggesting that Konami can unban half of its Forbidden Cards because the game is that messed up (in a mock-xenophobic sense, and Pojo because the user that made this said he's from Pojo and he said they agree with him or something). We here at YCM support theories of what can be done to YCM in a rather contrasting manner than what you're suggesting. I may be in error, but I believe the correct proclamation is, "Put up or shut up."




#6184281 Need help with Gemini Cards.

Posted by A Background Character on 19 April 2013 - 08:47 PM

If you have not used your Normal Summon yet, then yes, you can. Also, unless there's a monster hiding from me, all Gemini Monsters' effects are not effects that you must use when you Gemini Summon it, making Supervise an amazing card with any of the Gemini Monsters, especially Gigaplant.




#6182606 Steampunk tank

Posted by A Background Character on 16 April 2013 - 03:18 PM

A very quick skim of the rules doesn't say Normal Monsters aren't allowed, but they might still be forbidden to post in RC as they would not generate discussion. This definitely would not generate discussion, but I'll post nearly everything that could be posted about this that I can think up of.

 

Being a Normal Monster, there is not much to discuss. The one things I can discuss are its actual stats. It would be the strongest Level 5+ FIRE Machine-Type Normal Monster if released, but it has a terrible ATK when compared to the other 1-Tribute monsters in the game, especially the ones with effects such as the Monarchs and Jinzo.

 

There are two cards I'll directly compare this to: B.E.S. Core MK-2 and Woodborg Impachi. The former is a Level 6 FIRE Machine with 2400 ATK that can be Normal Summoned without Tribute, yet dies after battle if it was not Special Summoned. The latter has a terrible ATK score, but a somewhat-worthwhile DEF value that stops a lot of monsters from killing it in battle, yet not really high enough to be special. The special thing with Woodborg is that its 500 ATK allows you to use it for Debris Dragon and Machine Duplication. Again, this monster's 2100 ATK and lack of effect makes it completely worthless when compared to those two.

 

For the sake of a moment of slightly positiveness, this card works with Limiter Removal to have a nice 4200 ATK, although Limiter Removal is a dumb card and there are other cards that bring the hurt much more efficiently with said card than this card. For example, Cyber Dragon has the same ATK, a much better Attribute (LIGHT allows you to banish it for Chaos Sorcerer and BLS-EotB), and gives you access to eating your opponent's Machines for Chimeratech Fortress Dragon. If you were thinking to counter this with the likes of Summoner's Art as a form of searching, then you could do this much better with Cyber-Tech Alligator, who has a somewhat ok ATK (but still not fantastic enough to use) that doubles to a towering 5k with Removal. Finally, the likes of Machine Decks that use Machinas, Karakuris, and Gearigas get a much more significant boost to their ATK with Limiter. This card would serve no purpose there, as they can make even stronger and more useful monsters a lot more easily than it would be for them to Tribute Summon this card.

 

So, this card makes no difference to anything whatsoever. You can bump its ATK to 2600 or 2700 to make it a strong Normal Monster, but it is much better off with an effect. Not one that boosts ATK or damage output, but one that would increase the overall consistency of your Deck (you can still boost its ATK to around 2300-2500 if you do so).