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Tinkerer

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About Tinkerer

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    The Aloof One

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    Tinkerer
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    Male
  • Interests
    Making stuff up.


    ...But isn't that obvious?

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  1. So this thought kinda popped into my head yesterday. There are some very powerful type-specific support cards. I was wondering just how powerful certain types would be if they got some of those type specific cards. The following set of cards aren't unique. They're just gonna be type-swapped versions of other cards. My challenge with these is to only use 1 support card per type (i.e. I can't give multiple types a "Reinforcement of the Army"). Glow-up Egg EARTH * Dragon/Tuner/Effect If this card is sent to the GY: You can banish this card from your GY; add 1 Level 5 or higher Dragon monster from your Deck to your hand, or, if you control a Field Spell, you can Special Summon it from your Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except Dragon monsters. You can only use this effect of "Glow-up Egg" once per turn. 0/0 Rain of Carcasses Spell Discard 1 card. Take 4 Zombie monsters from your Deck and send them to the GY. Pain the Warrior of Guards DARK Links: N S Warrior/Link/Effect 2 Warrior monsters You cannot Special Summon monsters except Warrior monsters. During your Main Phase: You can Special Summon 1 Warrior monster from your Extra Deck, to an Extra Monster Zone or Main Monster Zone you can Summon to, that 2 or more Link Monsters point to. You can only use this effect of "Pain the Warrior of Guards" once per turn. You can only Special Summon "Pain the Warrior of Guards" once per turn. 1500/LINK 2 So anyways, I'm gonna post more later, but I'll leave it at this for now.
  2. Iron Chain Quartermaster EARTH *** Warrior/Tuner/Effect You can send this card from your hand to the GY; activate 1 "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY. During your End Phase, if you did not attack this turn, you can Special Summon this card from your GY, and if you do, send cards from the top of your opponent's Deck to the GY equal to the number of Continuous Spells you control. You can only Special Summon 1 "Iron Chain Quartermaster" per turn this way. 400/1600 Iron Chain Scorpion EARTH * Insect/Effect If an "Iron Chain" monster is targeted by a monster (by battle or card effect), you can send this card from your hand to the GY; negate that attack or effect, then send that monster to the GY. Your opponent can send 5 cards from the top of their Deck to the GY and pay 800 LP instead of sending that monster to the GY. If this card is destroyed by battle: You can Special Summon 1 "Iron Chain" monster from your Deck. 300/200 Iron Chain Tassel EARTH **** Machine/Effect When this card is Summoned, you can change its battle position. Once per turn: You can target 1 face-up Spell you control; Special Summon 1 "Iron Chain" monster from your Deck, and if you do, destroy the target. You cannot conduct your Battle Phase the turn you activate this effect. 500/2100 Freezing Chain Continuous Spell Your opponent cannot target "Iron Chain" monsters you control for attacks. If your opponent does not declare an attack, send cards from the top of their Deck to the GY equal to the number of monsters they control. Burning Chain Continuous Spell If an "Iron Chain" monster is destroyed by your opponent's card (by battle or card effect), inflict 500 damage to your opponent. Cards that are sent from the opponent's Deck to the GY cannot activate their effects in the GY and they cannot be targeted. Dual Bindings Spell Target any number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; activate a number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY up to the number targeted. You cannot conduct your Battle Phase during the turn you activate this effect. If an "Iron Chain" monster(s) would be destroyed, you can banish this card from your GY instead. Heavy Iron Chain Dragon EARTH 7* Dragon/Effect 1 Tuner + 1+ non-Tuner monsters When this card is Summoned: Banish 1 "Iron Chain" monster from your GY; send the top 7 cards from your opponent's Deck to the GY, and if you do, inflict 700 damage to your opponent. During the End Phase, if this card did not battle this turn, you can target cards on the field up to the number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; destroy them, and if you do, send the top card from your opponent's Deck to the GY for each card destroyed by this effect. 2700/1500 DM: Scud - Flip/Burn Fiends (he has voice lines for Abaki, Humpty Grumpty, and D-Boyz in DL) GX: Obelisk Blue Chazz - Chthonian/Infernal Incinerator Zexal: WDC Officiator Nistro - Bounzer Arc-V: Iggy - Star Warriors
  3. Super Book of Moon Quick-Play Spell Target 1 monster on the field and pay 1000 LP; flip that target into face-down defense position. That target cannot change its battle position except by a card effect. Mind Release
  4. Supersoaker Beast WATER 7* Beast/Effect You can banish 2 WATER monsters from your GY to Special Summon this card from your hand. When this card is Normal or Special Summoned: Place 2 Aqua Ammo Counters on this card. (Monsters with an Aqua Ammo Counter on them gain 500 ATK for each counter, but their effects are negated). (Quick Effect): You can move 1 Aqua Ammo Counter from this card to another monster on the field; double this card's ATK until the End Phase of the next turn. You can only use this effect of "Supersoaker Beast" once per turn. 1400/2100 Dark Hyacinth
  5. What UltimateIRS said.

  6. Hello, fine peoples! In my trend of continuing to make stuff for DM characters, I thought "what if Joey got one of those 2016 structure decks?" Just like with the Kaiba and Yugi ones, I decided to build off a theme that didn't focus on his ace monster. I also needed to make a field spell that fit into this new theme. So I decided to run on his gambler theme (specifically die rolls rather than coin tosses) and ended up on the following set of cards: Squire of the Dice-Blade WIND *** Warrior/Effect When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Negate the attack, then Special Summon 1 monster from your hand. 4-5: Negate the attack, then add 1 "Dice" spell/trap from your Deck to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and its original ATK/DEF is doubled. 1200/500 Tiger Soldier of the Dice-Claws EARTH **** Beast-Warrior/Effect Inflicts piercing damage. When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Activate 1 "Graceful Dice" or 1 "Skull Dice" from your hand, Deck, or GY, then you can negate the attack. 4-5: Return 1 monster with a dice rolling effect from your GY to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and battle damage it inflicts is doubled. 1800/1000 Gardna of the Dice-Shield WIND * Warrior/Effect If a monster you control with a dice roll effect battles, during the Damage Step, you can Special Summon this card from your hand and roll 1 six-sided die; your battling monster gains 500 ATK/DEF x the die result until the End Phase. If you control a Level 7 monster, this card's Level becomes 7, it cannot be destroyed by battle, and it gains the following effect: - Once per turn: You can target 1"Dice" Spell/Trap from your GY; Set it. 800/1000 Dragon Soul of the Dice-Flames FIRE 7* Wyrm/Effect If you activate a card that has a die roll effect OR: If you activate a monster effect that requires a die roll, you can Special Summon this card from your hand. Once per turn: If you activate an effect that requires a die roll: You can reduce this card's Level by up to 6; the roll's result equals the Levels reduced. If this card is used as Xyz Material, the Xyz monster gains the following effect: - If this card is targeted by a card effect, you can detach 1 Xyz Material and roll 1 six-sided die. If the result is 1 or 6, inflict 1000 damage to your opponent. Otherwise, negate the effect and attach that card to this monster as Xyz Material. 2000/2400 Realm of Probability Field Spell When this card is activated: Roll a six-sided die and add 1 monster with a die roll effect whose Level is equal to the result from your Deck to your hand. If you cannot, take 1000 damage. All monsters you control gain 200 ATK for each "Graceful Dice" in your GY. All monsters your opponent controls lose 200 ATK for each "Skull Dice" in your GY. Face-up Spell/Trap cards you control with a die roll effect cannot be targeted by your opponent's card effects except "Realm of Probability". Dice Draw Quick-Play Spell Send 1 card with a die roll effect you control or in your hand to the GY; roll 1 six-sided die and apply the appropriate effect: 1: Until the End Phase, the effects of cards with die roll effects cannot be negated. 2: Draw 1 card. 3-5: Draw 2 cards. 6: Draw 3 cards. Red-Eyes Dice Magic Dragon DARK R7* Dragon/Xyz/Effect 2 Level 7 monsters When this card is Special Summoned: Roll 1 six-sided die then attach cards from the top of your Deck to this card equal to the result. If this card would be destroyed (by battle or card effect), you can roll 1 six-sided die. If the result is less than or equal to the number of Xyz Materials under this card, you can detach that number of Xyz Materials from this card instead of destroying this card, then you can destroy a number of cards on the field up to the number detached. If this card has no Xyz Materials: You can tribute this card; inflict 1400 damage to your opponent. 2800/2400 I think the wording might be a bit off, but for the most part, I think things are pretty self explanatory. Thanks for the look-through and, as always, CnC is much appreciated! Cheers!
  7. Mm.  Crusader Kings 3, huh?

  8. Hello, fine peoples! It's story time! Ok so... I remember getting the first Kaiba structure deck for Christmas way back when. There are a lot of cards in that original deck that I still have good memories of. Pale Beast is one of the ones that stuck out to me most of all though. I'm still not sure why; maybe because it looks like more of a "monster" than most of the other cards? Or maybe... I always felt like there was some weird connection between it and BEWD. Well, I wanted to make that connection real, so... here it is. Blue-Eyes Pale Beast LIGHT **** Beast/Effect If you Summon a "Blue-Eyes" monster, you can target 1 Spell/Trap on the field; destroy it. If you control a Level 8 monster, this card's original ATK and DEF are doubled and its original Level becomes 8. 1500/1200
  9. I see your question and point you to this thread. The card maker on this site is being updated. However, you can use this one in the meantime.
  10. But... But there is no card called "Red-Eyes Black Dragon"! Jokes aside, and moving away from Dark Magician for a bit, this card is now clearly the best and one of the most versatile Red-Eyes Fusion targets. You don't even need to run ANY R-E monsters to use Fusion now. Like... you could use Fusion alongside a fusion substitute monster to freely mill a Dark Magician or practically any dragon monster.
  11. Oh, that's funny! I made Psychic Counter support cards a few days before the site went down. I don't think I ever followed up on 'em though. Honestly, this card feels like it'd end up becoming an engine starter rather than being used for those ol' LP-Psychics: - Search Lab - Use Lab to NS a Psychic > place a counter - Banish this > SS Kozmo Tincan (Kozmo plays), Raremetalfoes Bismugear (Metalfoe/Pendulum/Super Poly plays), Psi-Reflector (Assault Mode plays), or Re-Cover (Combo off). Admittedly, these kinds of combos are more fragile than they used to be, but this definitely opens some interesting stuff. As for the actual LP-paying psychics... It's helpful? Looking 'em up now, it looks like most of 'em have slow OPT effects that either are meant to secure the battle phase (altering stats, manipulating attacks, etc.) or work during the battle phase (battle floaters, destruction protection, etc.). Better LP-paying Psychics are needed for this to really shine.
  12. Hey! Welcome back! This card is really intriguing. However, as far as I can tell, it might be near unusable. When you designed the card, how did you intend it to be used? I was trying to figure out the answer, but aspects of the card kept getting in the way. Firstly, the cost suggests using it in a deck that has a lot of monsters. However, because this card locks you out of Special Summons, decks that have a lot of monsters probably wouldn't be able to use them. Then, I thought of decks that may not focus on Special Summoning a lot. The problem with those kinds of decks is that they usually don't have enough monsters to make this card work*. Being able to activate multiple copies of this card is also unlikely, making it even harder to build around. Some decks that I thought of: True Draco - Doesn't special summon, however most versions of the deck runs only 4-5 monsters. Gren Maju OTK - This almost works. It runs enough monsters, it can take advantage of the banish, certain iterations can go without Special Summoning... but their strategy is entirely dependent on winning ASAP, and this card also prevents damage. Exodia - Same problem as True Draco. Using this would likely result in having to banish an Exodia piece by accident. Yosenju - Similar problem as Gren Maju. The deck also probably cannot use the card more than once since the monster count is usually not that high. The only deck that I could come up with that could use this is something like pure Psy-Frames: essentially a deck that contains nothing but hand traps. However, I may be missing something very obvious, so I ask again: How did you intend for this card to be used? *"Card of Demise" is another draw card that locks you out of Special Summons. If you look at the kinds of decks here that were successful using Demise, you can see that most (if not all) of the decks have less than 7 different monsters.
  13. Tinkerer

    NECRO!

    YOU ABSOLUTE MADLAD!
  14. Hello, fine peoples. Just a few support cards I'd thought up earlier today. There were more, but I don't feel like posting the others rn. Gold Luster Soldier LIGHT 8* Warrior/Ritual/Effect This card is always treated as a "Black Luster Soldier" monster. You can Ritual Summon this card with "Super Soldier Ritual". If this card was Ritual Summoned using a LIGHT monster(s) as Tribute, this card cannot be targeted by card effects. If this card was Ritual Summoned using a DARK monster(s) as Tribute, you can banish up to 2 cards from the field or GYs. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. 2500/2000 Silver Luster Soldier DARK 8* Warrior/Ritual/Effect This card is always treated as a "Black Luster Soldier" monster. You can Ritual Summon this card with "Super Soldier Ritual". If this card was Ritual Summoned using a DARK monster(s) as Tribute, this card cannot be destroyed by battle or card effects. If this card was Ritual Summoned using a LIGHT monster(s) as Tribute, you can banish up to 2 cards from the field or GYs. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. 2500/2000 Spirit in the Winged Dragon's Fortress WIND * Dragon/Effect This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. If this card is Normal or Special Summoned, you can reveal 1 Fusion Monster in your Extra Deck and add 1 of the Fusion Materials whose name is specifically listed on that card and whose Level is 5 or higher from your Deck or Graveyard to your hand. 0/0 ^ In reference to "Winged Dragon Guardian of the Fortress". A lot of Yugi's support Fusions need Dragons as material (Dark Magician Fusion, Buster Blader Fusion, and Gaia Fusion), but he used very few of his own dragon monsters in the show, so... yeah. Wanted to make something to help 'em out. As always, CnC much appreciated! Cheers!
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