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Ultimagamer

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About Ultimagamer

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    *Neps Internally*
  • Birthday 10/05/2001

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    Yu-Gi-Oh! ( Naturally )
    Hyperdimension Neptunia

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    Neptune Is Best Waifu

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  1. The new monster isn't the best. The protection effect in the scale is cute, but not very useful. It being a scale 8 monster, and also a dark spellcaster "Magician" monster makes it searchable with Pendulum Call, which definitely helps it out. It's monster effects resolving aren't the most impactful. Being able to attack directly isn't very important, and being able to search a pendulum monster during the end phase hasn't been relevant in a long time ( no one plays majester, and that just requires 2 level 4 pendulum monsters to summon it ). The attack gain is cute, but if you want big beatsticks you will probably just play them instead of relying on a 1500 attack monster. The synchro effect of locking down monster effects for the rest of the turn seems like the best effect, since it basically acts like a level 4 Azathot. Whether or not that's worth the effort when you can just use 2 level 4 monsters for Nyarla and then Azathot is kinda debatable though. Smile Universe is searchable by Smile Sorcerer, which is nice. It being usable by both players makes it not nearly as good, but it could still work. It's kinda a big risk for not too much payoff. On one hand, you could randomly add a spell card back from your GY, and on the other hand, you just get OTKed a lot easier since the field doubles all damage you take if you don't discard the added spell. The effect is gimmicky and outclassed by Enlightenment Paladin, and that never saw play despite being the closet thing to a pre-errata DMOC. I like the Trap card. It's gimmicky like the other 2, but I feel like the effects of it are playable. They work towards each other, making it's effects easier to pull off the more you use it. If you fusion summon: You can special summon a monster with the same level, making an xyz summon easier. If you xyz summon: You can take a lower level tuner from your deck and either search it or special summon it, making a synchro summon easier. If you synchro summon: You can search a Polymerization, making a fusion summon easier. Being a trap makes it slow, but it makes up for it by helping you pop off on your plays on the following turn. Also it being a "Pendulum" card makes it searchable by Duelist Alliance, which is a pretty good searcher ( given that it's easy to use and can search other good cards as well ). TLDR Monster: Cute, but gimmicky Spell: Just plain gimmicky Trap: Really good, but slow
  2. Oh . . . . yea. That's not nearly as good then. It's ok, but that limitation hurts it a lot.
  3. Seeing Abyss Actors makes me happy, but also nervous since card text like "This card is always treated as a Pendulum Monster" isn't really a thing and the archetype somewhat restricts itself into Pendulum monsters, so what they will do with that ( if they do that ) will be interesting. Given the Simorgh ability to revive themselves, they were pretty much begging for a good strong archetypal link 2 since they were revealed. It has a lot of potential to be a great consistency / swarming boost that the deck really needs. That or a monster negation ability counterpart to the 2 new Simorghs ( much like Shining Star GT is to FA Dawn Dragster ). Sky Strikers getting a new link monster, while not unexpected, will be interesting. It will be either a link 1 that continues the current playstyle, or a link 2 to match the new ace that was revealed recently. Buster Blader: Shoutout to Rank10YGO, here's to hoping that link is good. Mayakashi will probably get a link 3 at this point, since they already have a link 2. I wouldn't be against the idea of them getting a better link 2 though ( since the link 2 we currently have isn't that good ). Union: Hopefully this works well in ABCs and continues their legacy of the deck able to get a 1-2 spots in ycs tops
  4. The ability to negate an effect that targets a monster you control is not once per turn, but the ability to negate an attack is, also the ability to revive itself is a hard once per turn effect. The card seems pretty interesting. Has a good protection effect that can protect any monster you control, and the ability to negate an attack, while not too strong, is a nice addition. The revival effect feels like you are synchro summoning it from the GY ( since it requires at least 2 synchro monsters for it's synchro summon and you have to tribute 2 synchro monsters to revive it ). Could be a nice one of in synchro strategies
  5. This card is quite crazy. It has 3000 attack, it cannot be destroyed by effects or targeted by effects, it can destroy up to 2 monsters the opponent controls each turn with burn damage, and it can negate any effect activation once per turn while gaining a permanent 1000 ATK. Eye of Timaeus can summon this since it doesn't need to be fusion summoned, which is nice since Dark Magician is gonna get a lot easier to summon with the new Magician Souls card, which can summon him straight from the deck. The Keeper of Dragonic Magic works quite well with this card, at least on paper. Since this card can either use a REBD or any Dragon effect monster, it works perfectly. A quick 2 card combo for this fusion monster would be Keeper of Dragonic Magic + Dark Magician 1. Normal summon the Keeper 2. Use it's effect ( discard 1 card to search a poly spell or fusion normal spell ) discarding the Dark Magician 3. Use it's other effect ( reveal a fusion monster in your Extra to special summon a specifically listed material from your GY in face-down defense position ) to special summon the discarded Dark Magician in face-down defense position. 4. Use Poly ( fusing both the Keeper and the face-down Dark Magician ) to summon this. Since you don't use 2 normal monsters this way, you will only get 1 monster destruction each turn, but that's still pretty good.
  6. My thoughts on the banlist are as follows. Mermaid/Agarpain were degenerate, glad they are gone DAD coming to 2 is . . . . interesting. Maybe decks will play it, but probably not CED isn't good anymore, so that really don't matter Malicious will probably matter, since having it at 3 made it much more viable then when at 2 Stratos is actually at 3 after all this time. I wonder how many copies hero players will play. They really just put Super Rejuvenation to 3!? Not sure if it will do anything too busted in the new format, but that seems kinda nuts. Shout out to all the Inzektor players who now have Dragonfly and Hornet at 3. Might be a thing now. Does triple Shurit really help Nekroz decks? It might, but I don't think you'd play Shurit as a three of ( even though he is really good ). They finally unlimited Ehther, which is good, but we still need more copies of panthieism. That card helps with unbricking so much. Edit: Forgot about anchor, glad that's at 1 now, that card was pretty stupid.
  7. This is a bunch of legacy support cards I thought of to help support the Hunder Family series of cards. if you don't know what they do, the Hunder Family is a series of 4 Level 4 Light Thunder monsters that either have effects to Normal Summon monsters, or gain effects when Normal Summoned. This new wave of legacy support attempts to capitalize on that theme, creating a giant family swarm of Hunders ( swarming via Normal Summon instead of Special Summon ) that work their way up the family tree up to Godhunder! Any kind of feedback is always greatly appreciated! ( Not including Spoilers since they seem to be bugged as of now ). First, the original family lineup ( this consists of just 4 cards ). Brohunder Level 4 / Light / Thunder / Effect 900 attack / 400 defense When this card is Normal Summoned: You can add 1 Level 4 LIGHT Thunder-Type monster from your Deck to your hand. Sishunder Level 4 / Light / Thunder / Effect 900 attack / 400 defense When this card is Normal Summoned: You can Target 1 Level 4 LIGHT Thunder-Type monster with 1600 or less ATK in your Graveyard, except “Sishunder”; banish that target. During the End Phase of this turn, add that card to your hand. Mahunder Level 4 / Light / Thunder / Effect 1400 attack / 700 defense Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except “Mahunder”, as an additional Normal Summon. Pahunder Level 4 / Light / Thunder / Effect 1300 attack / 600 defense Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except “Pahunder”, as an additional Normal Summon. And now, onto the new cards! Babyhunder Level 4 / Light / Thunder / Tuner / Effect 200 attack / 300 defense When this card is Normal Summoned: You can target 1 Level 4 LIGHT Thunder monster in your GY, except “Babyhunder”; add it to your hand, then immediately after this effect resolves, you can Normal Summon that monster from your hand. Auntiehunder Level 4 / Light / Thunder / Effect 1400 attack / 700 defense When this card is Normal Summoned: You can activate this effect; Immediately after this effect resolves, you can Normal Summon up to 2 Level 4 LIGHT Thunder monsters from your hand. Unclehunder Level 4 / Light / Thunder / Effect 1300 attack / 600 defense When this card is Normal Summoned: You can target 1 Level 4 LIGHT Thunder monster you control, except this card; This card gains the effects of that monster until the end of the turn, also if that monster has an effect when Normal Summoned, apply it as this effect. Grandmahunder Level 4 / Light / Thunder / Tuner / Effect 1600 attack / 900 defense When a Level 4 LIGHT Thunder monster(s) is Normal Summoned to your field: You can activate this effect; Immediately after this effect resolves, Normal Summon this card (from your hand). If this card is Normal Summoned: You can target 1 Thunder monster in your GY; Shuffle it into the Deck, and if you do, for the rest of the turn, all Thunder monsters you control will gain 500 ATK and DEF. Grandpahunder Level 4 / Light / Thunder / Tuner / Effect 1500 attack / 800 defense When a Level 4 LIGHT Thunder monster(s) is Normal Summoned to your field: You can activate this effect; Immediately after this effect resolves, Normal Summon this card (from your hand). If this card is Normal Summoned: You can target 1 Thunder monster in your GY; Shuffle it into the Deck, and if you do, draw 1 card. Cousinhunder Link 2 / Light / Thunder / Link / Effect Link Materials: 2 Thunder monsters Link Markers: Bottom Left, Bottom Right 1600 attack If a Thunder monster(s) is Normal Summoned to your field, this card gains 200 ATK for each of those Summoned monsters until the end of the turn. If this card is Link Summoned: You can target 1 Level 4 LIGHT Thunder monster in your GY; add that target to your hand, then you can Normal Summon 1 Level 4 LIGHT Thunder monster (from your hand) with a different original name from the added monster. You can only use this effect of “Cousinhunder” once per turn. Ancestorhunder Level 8 / Light / Thunder / Synchro / Effect 2300 attack / 3000 defense 1 Thunder Tuner + 1+ non-Tuner Thunder monsters Must first be Synchro Summoned. This card gains 100 ATK for each Level 4 LIGHT Thunder monster in your GY with different names during your Battle Phase only. When a card or effect is activated that targets a Thunder monster(s) you control: You can banish 1 Thunder monster from your GY; negate the activation, and if you do, destroy that card. During each End Phase, return as many cards as possible that were banished to activate this effect to the GY. Spirithunder Level 8 / Light / Thunder / Synchro / Effect 2800 attack / 2400 defense 1 Thunder Tuner + 1+ non-Tuner Thunder monsters Must first be Synchro Summoned. When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of times a Thunder monster(s) was Normal Summoned during this turn; destroy them. (If more than 1 Thunder monster is Normal Summoned at the same time, count each monster Summoned as an additional Normal Summon). If this card on the field is destroyed: You can target 2 Level 4 LIGHT Thunder monsters in your GY with different names; add them to your hand. You can only use each effect of “Spirithunder” once per turn. Godhunder Level 12 / Light / Thunder / Synchro / Effect 3200 attack / 2900 defense 1 LIGHT “Hunder” Tuner + 2+ non-Tuner LIGHT Thunder monsters Must first be Synchro Summoned. When this card is Synchro Summoned: You can draw cards equal to the total number of monsters Normal Summoned during this turn (Max.3). When your opponent activates a card or effect (Quick Effect): You can banish 2 Thunder monsters from your GY; negate the activation, and if you do, banish that card. During each End Phase, return as many cards as possible that were banished to activate this effect to the GY. If this card is sent from the field to the GY: You can add 1 Level 4 LIGHT Thunder monster from your Deck or GY to your hand. You can only use each effect of “Godhunder” once per turn. The Hunder Family Home Spell - Field When a Level 4 LIGHT Thunder monster(s) is Normal Summoned, your opponent cannot activate any cards or their effects. You can only use each of the following effects of “The Hunder Family Home” once per turn. When this card is activated: You can add 1 Level 4 LIGHT Thunder monster from your Deck to your hand. If you control a Thunder monster: You can activate this effect; Immediately after this effect resolves, Normal Summon 1 Thunder monster from your hand with the same Level as a Thunder monster you control. The Hunder Family Kinnection Spell - Quickplay If you control 3 or more Normal Summoned Level 4 LIGHT Thunder monsters and/or Thunder Synchro monsters: Destroy all cards your opponent controls, also until the end of the next turn after this effect resolves, you cannot Special Summon any monsters, except LIGHT Thunder monsters. You can only activate 1 “The Hunder Family Kinnection” per turn. If a Thunder monster(s) you control would be destroyed while this card is in your GY, you can banish this card form your GY instead. The Hunder Family Traditions Spell - Continuous While all of the monsters you control are Thunder monsters, all monsters you control gain 100 ATK for each Thunder monster in your GY with different original names. During your Main Phase: You can activate this effect; Immediately after this effect resolves, Normal Summon 1 Thunder monster from your hand. (You can only gain this effect once per turn). If a Thunder Synchro monster(s) is Special Summoned to your field: You can target 1 card on the field; destroy that target. You can only use this effect of “The Hunder Family Traditions” once per turn. Legacy of the Hunder Family Spell - Normal Add 1 “Hunder” Spell/Trap card from your Deck or GY to your hand, except “Legacy of the Hunder Family”, a “Thunder Dragon” card, or a “Weather” card. During your Main Phase, except this turn this card was sent to the GY: You can banish this card from your GY; Immediately after this effect resolves, Normal Summon 1 Level 4 LIGHT Thunder monster from your hand. You can only use each effect of “Legacy of the Hunder Family” once per turn. Judgement of the Hunder Family Trap - Counter When your opponent activates a Spell/Trap card or a monster effect while you control a Normal Summoned Level 4 LIGHT Thunder monster or a Level 8 or higher LIGHT Thunder Synchro monster: Negate the activation, and if you do, banish that card. If 3 or more Thunder monsters have been Normal Summoned during this turn while this card is in your GY: You can Set this card from your GY, but banish it when it leaves the field. You can only use 1 effect of “Judgement of the Hunder Family” per turn, and only once that turn.
  8. Effect 1) is good, but it doesn't make any sense given the current way the archetype works. All of their link monsters are link 1s, and all of their spells require you to control no monsters in the main monster zones, so it would be counter intuitive to put a second ace on the field after you summon one. Effect 2) is also good in theory, but given that it doesn't have the ability to tag out into a link monster like raye does, it's not the most scary thing to bring out specifically when an opponent's monster in the emz is destroyed by battle or leaves the field. It has potential, but we would need more cards to be released for this card to really be good imo. (Something I also thought of in regards to the first effect, it could be used to help push out otks on turns 2/3, but borrelsword is already a good option for otking, so the card seems kinda iffy right now).
  9. I'm glad to see the site is back up and running again! I have so many new card ideas and legacy support to share after such a long time being away.

    1. Ultimagamer

      Ultimagamer

      Had a lot of fun creating this one (Hunder Family Support): 

       

    2. Thar

      Thar

      Come to NCM. Our card maker actually exists. https://neocardmaker.com/index.php?/cardmaker/

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