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AGM Christmas 2017! [DRACONUS]


Draconus297

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This has been a long, trying year, I’m not going to lie . . . for a myriad of reasons. However, you must always be able to find the light in any situation, and I would be an utter hypocrite for saying that and not moving on. This is the light at the end of that tunnel, at least I'd hope: a fun time making cards for people who I hang around with here on YCM. A time for giving and reminiscing, a time for fun and joy. Christmas time.

 

Yeah, yeah, I'm starting this a week early. This is mostly because, just like last year, I’m not only providing for my Secret Santa recipient, but one card for each of the people I'm cool with, who I've hung around with, who I've taken the time to listen to the things they like. It's just my little token of appreciation for each and every one of you, as corny and stupid as that sounds.

 

I can only hope that everyone else enjoys this.

 

We start with my Secret Santa recipient for this year: Kyumi.

 

[spoiler=Kyumi]

I'll be perfectly honest. When I met this kid, it was spring of this year, just after my closest friend died. The sheer enthusiasm Kyumi radiated seemed designed to mock me, and . . . yeah, I probably acted like a total ass, and for that I apologize. He injected a lot of that enthusiasm straight to the heart of the AGM, helping revitalize our flagging passion, and helped rebuild after Octosquid up and disappeared. The very thing that made me hate him at first glance has gradually become his most endearing trait, and now he's basically my cardmaking nephew.

 

Now, working with all the things he likes best is a bit of an uphill battle, but I think I managed to do decently. LIGHT and DARK, Warriors and Zombies, Pendulum and Synchro . . .

 

Eclipse Guardian Valk

LIGHT - Level 4 - Warrior/Pendulum/Effect - 1800/1000 - Scale 1

Pendulum Effect - Once while this card is in the Pendulum Zone (Quick Effect): You can send 1 "Eclipse Guardian" card from your hand or Deck to the Graveyard to target 1 face-up "Eclipse Guardian" monster you control: That target gains 1000 ATK. If this card in the Pendulum Zone is destroyed: Inflict 500 damage to your opponent. You can destroy 1 "Eclipse Guardian" card in your other Pendulum Zone: Special Summon this card from your Pendulum Zone.

Monster Effect - If this Pendulum Summoned card is used as Synchro Material, you can place it in your Pendulum Zone instead of sending it face-up to your Extra Deck. If this monster inflicts battle damage to your opponent: You can add 1 "Eclipse Guardian" card from your Deck to your hand.

 

Eclipse Guardian Waur

LIGHT - Level 4 - Warrior/Pendulum/Effect - 1950/500 - Scale 1

Pendulum Effect - Once per turn, if an "Eclipse Guardian" monster destroys your opponent's monster by battle, you can target that monster: That target gains 1 additional attack during this Battle Phase. If this card in the Pendulum Zone is destroyed: You can Special Summon 1 "Eclipse Guardian" monster from your Graveyard. You can destroy 1 "Eclipse Guardian" card in your other Pendulum Zone: Special Summon this card from your Pendulum Zone.

Monster Effect - If this Pendulum Summoned card is used as Synchro Material, you can place it in your Pendulum Zone instead of sending it face-up to your Extra Deck. If this monster inflicts battle damage to your opponent: You can, immediately after this effect resolves, Synchro Summon using Warrior and Zombie-Type monsters you control as Material.

 

Eclipse Guardian Enna

LIGHT - Level 4 - Warrior/Pendulum/Effect - 1600/1800 - Scale 8

Pendulum Effect - Once per turn, if an "Eclipse Guardian" monster you control inflicts battle damage to your opponent: You can Special Summon 1 "Eclipse Guardian" monster from your Graveyard or face-up from your Extra Deck in face-up Defense Position. If this card in the Pendulum Zone is destroyed: You can draw 1 card, then discard 1 card. You can destroy 1 "Eclipse Guardian" card in your other Pendulum Zone: Special Summon this card from your Pendulum Zone.

Monster Effect - If this Pendulum Summoned card is used as Synchro Material, you can place it in your Pendulum Zone instead of sending it face-up to your Extra Deck. During either player's turn, you can change this Attack Position monster to face-up Defense Position: All "Eclipse Guardian" monsters you control gain 600 ATK.

 

Eclipse Guardian Yrei

LIGHT - Level 4 - Warrior/Pendulum/Effect - 1300/2000 - Scale 8

Pendulum Effect - Once per turn, you can target 1 face-up "Eclipse Guardian" monster you control: That target loses 400 ATK, also it can attack your opponent directly. If this card in the Pendulum Zone is destroyed, you can destroy 1 card on the field. You can destroy 1 "Eclipse Guardian" card in your other Pendulum Zone: Special Summon this card from your Pendulum Zone.

Monster Effect - If this Pendulum Summoned card is used as Synchro Material, you can place it in your Pendulum Zone instead of sending it face-up to your Extra Deck. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Eclipse Guardian" Tuner from your Deck.

 

Eclipse Guardian Crystrin

DARK - Level 6 - Warrior/Pendulum/Effect - 2300/2200 - Scale ?

Pendulum Effect - Once per turn, you can shuffle 1 Pendulum card on the field or face-up in the Extra Deck into the Main Deck: This card's Pendulum Scale becomes the same as the Scale of the shuffled card. If this card in the Pendulum Zone is destroyed, halve the ATK of all face-up monsters your opponent controls. You can destroy 1 "Eclipse Guardian" card in your other Pendulum Zone: Special Summon this card from your Pendulum Zone.

Monster Effect - You can Special Summon this card (from your hand) by Tributing 1 face-up Warrior-Type or Zombie-Type monster that was Special Summoned from the Extra Deck. During the turn this card was Special Summoned by its own effect, you can Pendulum Summon 1 additional time, but if you do: You cannot Pendulum Summon monsters this turn, except Warrior-Type and/or Zombie-Type monsters. If this card inflicts battle damage to your opponent, all "Eclipse Guardian" monsters you control gain 100 ATK for each "Eclipse Guardian" card on the field.

 

Eclipse Guardian Eim

DARK - Level 2 - Zombie/Tuner/Effect - 800/400

If you Pendulum Summon a Warrior-Type monster(s): You can Special Summon this card from your Graveyard. A Zombie-Type Synchro monster Summoned using this card as Material gains the following effect:

●This card cannot be targeted by your opponent's cards or effects.

 

Eclipse Guardian Irk

DARK - Level 2 - Zombie/Tuner/Effect - 1000/0

If an "Eclipse Guardian" monster you control inflicts battle damage to your opponent: You can Special Summon this card from your Graveyard. A Zombie-Type Synchro monster Summoned using this card as Material gains the following effect:

●This card inflicts doubled piercing battle damage.

 

Eclipse Guardian Ure

DARK - Level 2 - Zombie/Tuner/Effect - 500/500

You can target 1 face-up Warrior-Type Pendulum monster you control: That target cannot be targeted by your card effects for the rest of the turn, also Special Summon this card from your Graveyard. You can only Summon 1 "Eclipse Guardian Ure" this way per turn. A Zombie-Type Synchro monster Summoned using this card as Material gains the following effect:

●This card cannot be destroyed or banished by card effects.

 

Eclipse Guardian Oxa

DARK - Level 2 - Zombie/Tuner/Effect - 200/800

If a Zombie-Type Synchro monster or Warrior-Type Pendulum monster you control battles your opponent's monster, you can discard this card: Your battling monster gains 1300 ATK, until the end of the Battle Phase. If an "Eclipse Guardian" monster you control is destroyed, except "Eclipse Guardian Oxa", you can Special Summon this card from your Graveyard. A Zombie-Type Synchro monster Summoned using this card as Material gains the following effect:

●If this monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Eclipse Guardian Estrialn

LIGHT - Level 6 - Zombie/Synchro/Effect - 2300/0

1 Zombie-Type Tuner + 1 or more non-Tuner monsters

When this card attacks, negate the effects of all face-up monsters your opponent controls, until the end of the Battle Phase. If this card inflicts battle damage to your opponent, banish 1 card from your opponent's hand at random. If you Pendulum Summon 3 or more "Eclipse Guardian" monsters simultaneously: You can return this card from your Graveyard to your Extra Deck; draw 2 cards (you can only activate this effect of this card's name once per turn).

 

Eclipse Guardian Trestriank

LIGHT - Level 8 - Zombie/Synchro/Effect - 3100/1000

1 "Eclipse Guardian" Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned using only "Eclipse Guardian" monsters as Material: Banish 4 total cards from your opponent's hand, field, and/or Graveyard (no more than 2 of each).When this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If you Pendulum Summon 4 or more "Eclipse Guardian" monsters simultaneously: You can return this card from your Graveyard to your Extra Deck; all monsters you control gain 2000 ATK (you can only activate this effect of this card's name once per turn).

 

 

 

[spoiler= Sakura]

The only mod in the AGM, and one of the very few people on this site that I don't ever really see getting caught up in ridiculous nonsense. However, last year's present for him was . . . admittedly difficult to Summon reliably. In addition, he enjoys Link format, and while I don't . . . I can easily give him something that works for that, too.

 

Resonant Dragon Egg

WIND - Level 2 - Dragon/Effect - 400/800

When you Normal or Special Summon a Dragon-Type monster: You can Special Summon this card (from your hand). When this card is Special Summoned: You can Special Summon 1 "Shell Token" (WIND/Level 2/Dragon-Type/800 ATK/400 DEF). This card can be treated as a Tuner for a Synchro Summon if all other Materials are Dragon-Type.

 

 

 

[spoiler= Yui]

The single most fun person on this forum, bar none. He loves his ham, his moeblobs, his yuri, and gifs. I seriously think he has a gif for every situation, and I've yet to be proven wrong.

 

He also really likes Gusto and Shiranui. I've made a small, effective Shiranui support lineup for the AGM already, but Gusto hasn't been so lucky . . . UNTIL NOW.

 

Gael, Maiden of Gusto

WIND - Level 3 - Psychic/Effect - 800/1300

If you Normal or Special Summon a "Gusto" monster, you can Special Summon this card from your hand. If you control another "Gusto" monster, you can: Add 1 "Gusto" card from your Deck to your hand, then destroy 2 cards you control. If this card is destroyed, you can target 2 "Gusto" monsters in your Graveyard, except "Gael, Maiden of Gusto": Special Summon those targets. You can only activate this effect of this card's name once per turn.

 

 

 

[spoiler= Melon]

Created the Archetype Game that led to my creating the AGM, so really, he's the reason we exist as we do. So, there's that. He's also very straightforward, displaying a kind of honesty I wish was more common among people in general.

 

Archfiend Dowser

WATER - Level 4 - Rock/Union/Effect - 1500/1500

During either player's turn, you can reveal this card in your hand to declare 1 card name: If your opponent Summons or uses the effect of a card of that name during the turn you revealed this card, this card is immediately Special Summoned (you can only use this effect of this card's name once per turn). Once per turn, you can equip this card to a face-up monster you control as an Equip Spell Card OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would be destroyed, you can return this card on the field to your hand instead). If the equipped monster inflicts battle damage to your opponent, you can declare 1 card name, except "Archfiend Dowser": Each time a card of that name is Summoned or activates its effect while this card is on the field, draw 1 card, then shuffle 1 card from your hand into your Deck.

 

 

 

[spoiler= Champion]

This one was a little tricky, but I think I finally found my thing to do here.

 

Just in case you're wondering what the wordplay trick is for this name, just know that I had to edit the spelling to make the name still make sense . . . but try some transposition.

 

Bane Moss

DARK - Level 10 - Plant/Effect - 1000/0

If there are 3 or more Field Spell Cards with different names in your Graveyard, you can Special Summon this card (from your hand). If you control a face-up Field Spell Card, this card is unaffected by, and cannot be targeted by, your opponent's card effects. Once per turn, you can send 1 card your opponent controls to the Graveyard: Special Summon 1 "Bane Token" (DARK/Level 1/Plant-Type/800 ATK/800 DEF) to your opponent's field. If this card destroys your opponent's monster by battle, increase this monster's ATK by the destroyed monster's ATK. All monsters your opponent controls lose ATK equal to the difference between this monster's current and original ATK.

 

 

 

[spoiler= Dova]

Easily one of the better card designers at the AGM's disposal, Dova is just generally a cool guy to talk with (even if he has a habit of vanishing at bad times).

 

He gets two cards not because he's particularly special, but because I'm giving him a Ritual . . . and that's going to need a way to be Summoned.

 

Lightningspike King

EARTH - Level 10 - Thunder/Ritual/Effect - 2850/2100

Must first be Ritual Summoned using "Thunderbolt Ritual". Once per turn, you can destroy 1 random card in your opponent's hand. If a card(s) is sent from your opponent's hand to the Graveyard: You can draw 1 card.

 

Thunderbolt Ritual

Ritual Spell

This card can be used to Ritual Summon "Lightningspike King". You must also Tribute monsters from your hand or field whose total Levels exactly equal 10. If a Ritual monster you control would be removed from the field by your opponent's card effect, you can banish this card from your Graveyard: Negate that effect, then both players discard 1 card.

 

 

 

[spoiler= Eshai]

So, I'm not going to lie- I still don't know what to think about this one. Joining the AGM, then immediately making a rival group . . . making cardmaking decisions that range up and down the scale of weird . . .

 

It's not that I don't like the gimmicks. I do. He's made some pretty interesting things. It's just that he doesn't seem to think through the implications of the gimmicks fully, resulting in cards that jump between busted and nigh-useless, with very little filing between. Not only that, his response to criticism in general is rather negative, and for the life of me I can't figure out why.

 

All that said, he's very intelligent and capable, and once he learns to incorporate some standard design in with the gimmicks to flesh out his cards and make them more stable in terms of balance, I have no doubt that he'd be one of the best cardmakers on the site, and I mean that. He's erratic now, but his potential is incredible.

 

Vapor Phantasm

WATER - Level 4 - Zombie/Gemini - 1400/0

This card is treated as a Normal monster on the field and in the Graveyard. You can Normal Summon this face-up monster to treat it as a Spirit Effect monster with the following effect:

●When this card is Normal Summoned successfully: You can destroy 1 card on the field, and if you do; Special Summon 1 Level 4 or lower Gemini monster from your hand or Graveyard. During the End Phase, return this card to your hand, then add 1 Level 4 or lower Zombie-Type monster from your Deck to your hand.

 

 

 

[spoiler= Nyx]

Dark themes, kind human being. Love of bloody murder, aversion to making an issue. Likes Fabled, hates Burning Abyss. Honestly, Nyx is an interesting little puzzle, and just absolutely fun to be around.

 

Archfiend Armor

LIGHT - Level 6 - Fiend/Effect - 2500/1200

If this card is Tribute Summoned by Tributing a LIGHT monster, you can banish 1 card from either Graveyard. Once per turn, during either player's turn, if a Fiend-Type monster(s) you control would be destroyed, you can discard 1 card: No cards you control are destroyed. If this card destroys your opponent's monster by battle: Banish the destroyed monster.

 

 

 

[spoiler= Broken]

I pretty much summed up my opinion of Broken last year, but here's a card that basically enables GP to go off.

 

Gimmick Puppet Tearing Shadow

DARK - Level 8 - Machine/Effect - 400/0

During your Main Phase 1, you can discard this card to Special Summon 1 "Gimmick Puppet" monster from your hand or Graveyard with its effects negated and its ATK reduced to 0. If this card is detached from a Machine-Type Xyz monster and sent to your Graveyard: You can add 1 "Gimmick Puppet" monster or "Rank-Up-Magic" Spell from your Deck to your hand. If this card is banished from your Graveyard, you can Special Summon this monster from your Banished Zone. You can only activate each effect of this card's name once per turn.

 

"Gimmick Puppet" is not an AGM archetype, and this card is to be disregarded for AGM purposes.

 

 

 

[spoiler= Zai]

I forget if I said this already, but congrats on the modship, dude. Glad to see some sense in this insane asylum.

 

Anyway, since I don't know how your likes and dislikes have changed, here's a Synchro that's worth your time to Summon in the VRAINS era. It's also a Gundam, thematically at least. Wasn't going to put it in the name, but you can imagine its design however you like.

 

Flashwing Blaster 008

WIND - Level 6 - Machine/Synchro/Effect - 2400/2300

1 Tuner + 1 or more non-Tuner monsters

During either player's turn, you can banish this face-up monster. The next attack your opponent declares after this card is banished this way is negated. During your Standby Phase, if this card was banished by this effect, you can: Special Summon this monster from your Banished Zone, and if you do; you can Special Summon 1 Level 3 or lower Tuner monster from your Graveyard in face-up Defense Position. A monster Summoned this way has its effects negated, also destroy it if it would be targeted by a card effect.

 

 

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Draconus, lemme just say you did more than decently. I absolutely LOVE these! They have insane speed (as any Pendulum archetype should in my eyes), they have my favorite Scale (which I never even mentioned, props to you there), Crystrin's Pendulum Scale adds a new gimmick which could be fun to mess with, and I love the Synchro's Recycling effects. I will be posting these in their own post later so I can review them, but I will obviously make sure that I give you all the credit.
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This is the first I'm hearing of your close friend dying. Tbh, when I first met you, I always took anything you (or anyone for that matter) said as the blunt truth, and acted accordingly. I never thought of you as an ass, more of just saying what needed to be said. In fact, that is one of my favorite things about you, you always have said it how it is (something I struggle with).

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Gael, Maiden of Gusto

WIND - Level 3 - Psychic/Effect - 800/1300

If you Normal or Special Summon a "Gusto" monster, you can Special Summon this card from your hand. If you control another "Gusto" monster, you can: Add 1 "Gusto" card from your Deck to your hand, then destroy 2 cards you control. If this card is destroyed, you can target 2 "Gusto" monsters in your Graveyard, except "Gael, Maiden of Gusto": Special Summon those targets.

tumblr_mxq3xw68Ha1s0qqgvo2_500.gif

 

Remember when Madolche Anjelly got released and they suddenly jumped from a vague rogue deck to borderline meta? This is a super-powerful support card on that level of "holy balls this deck really works now".

 

Let's start by addressing the elephant in the room: none of Gael's effects have any sort of OPT clause. If you have multiple Gaels in your hand, you'll potentially net multiple searches, can destroy multiple Gaels for multiple advantage-generating effects, and it makes SphreezTKs borderline impossible to funk up, which I'll come back around to in a bit. The fact that Gael can search for any Gusto card - a trait that only Gael has, since the only other Gusto monster that can even add a spell/trap to your hand is Sphreez, who can only grab from the graveyard - means Contact with Gusto and the various trap cards the archetype has at its disposal suddenly become much more viable, since there's a reliable means of getting them. It also means you can search for Gusto Grif if you have a discard outlet (Twin Twisters?) handy, allowing you to discard the Grif for further search power (Grif is kinda important these days). Gael's search effect is super-simple, but makes the deck surprisingly consistent. It then destroys two "Gusto" cards you control. I'll be honest, this is surprisingly a bit out of flavor, since in the olden times the idea was to steal opposing monsters with Reeze then destroy those, and the card actually feels more like a Fire King card, but I digress.

 

You could destroy Gulldo with Gael's effect, which in turn will float into Egul or Winda. Or you can destroy Falco, if you want to live dangerously and summon something face-down. It could even be Squirro if you wanted to run a Reeze or Musto! And besides Falco, all of these options will let you summon another Gael! Most importantly, Gael can pop herself. The special summon effect turns Gael from a great support to an amazing one, and here's why.

 

Gael's effect can both trigger during the Battle Phase and doesn't require that you summon the monster in defense position like Pilica's does. This effectively means that SphreezTKs become exponentially easier since you have so many more monsters to throw at the opponent because of just one card. This is where some Gusto math comes into the picture. The SphreezTK for any readers who don't know what that is, consists of summoning Daigusto Sphreez, which causes any battle damage you'd take from battles involving Gusto monsters to instead be inflicted on your opponent. The cornerstones of this OTK are the 500ATK Gusto Gulldo, and the 200ATK Gusto Egul, and I like to use Kamui (also 200ATK) to seal the deal. This means that any opposing monster with at least 2800ATK will enable the SphreezTK, based on the below math. If your browser supports the acronym code, you can highlight the smaller ATK values to see which monster is responsible for it.

 

[spoiler=Bird math]

2800 - 500 = 2300

2800 - 200 = 2600

2800 - 200 = 2600

2800 - 2000 = 800

 

2300 + 2600 + 2600 + 800 = 8300

 

This math also assumes that you don't have any Blessings for Gusto, Call of the Haunted, etc. ready to go, and that you don't have another monster besides the starting Gulldo and Sphreez to throw at the monster, and that there aren't any ATK modifiers in place for your monsters. Obviously, the required ATK for the opposing monster will be lower if any of those factors apply (or higher if your monsters are getting an ATK boost from somewhere).

 

Now, with Gael, that number drops significantly. I spent a while calculating just how low of an ATK the opposing monster needs for the SphreezTK to successfully go off, and assuming Gael gets an errata of some sort to give its summon effect a hard OPT, the SphreezTK becomes live against any monster with at least 1700ATK. Here's the math.

 

[spoiler=Bird math 2]

1700 - 500 = 1200

1700 - 200 = 1500

1700 - 800 = 900

1700 - 500 = 1200

1700 - 200 = 1500

1700 - 200 = 1500

2000 - 1700 = 300

 

1200 + 1500 + 900 + 1200 + 1500 + 1500 + 300 = 8100

 

 

BUT WAIT, THERE'S MORE! Just for fun, I also decided to do the math on how low the ATK would have to be if Gael didn't get the aforementioned errata. Assuming I did all the steps right in my head (I generally do; I am the Gusto expert round these parts), Gael makes the SphreezTK live on anything with 900 or more ATK. I'm not going to post the bird math for that, because it's actually kinda insane and assumes that your graveyard has no Gulldos, Eguls, or Gaels in your GY when it starts, and that there's a Kamui in your deck somewhere. And on top of making the required ATK for the SphreezTK to be live drop to either 1700 or just 900, the former being an easily-exceeded value these days, Gael has the search effect that can help grab Pilica who will in turn make Sphreez, or you can skip that step entirely if you Special Summon Gulldo on your first turn without using your normal summon (Grif?) while Gael herself is in your hand.

 

Bottom line: This is leagues better than anything Konami might actually print for Gusto in the future, and holy funk it's like a perfect centerpiece to really tie the archetype together, even if the destruction bit can be a bit questionable from a flavor perspective depending on who you ask.

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Easily one of the better card designers at the AGM's disposal, Dova is just generally a cool guy to talk with (even if he has a habit of vanishing at bad times).

 

He gets two cards not because he's particularly special, but because I'm giving him a Ritual . . . and that's going to need a way to be Summoned.

 

Lightningspike King

EARTH - Level 10 - Thunder/Ritual/Effect - 2850/2100

Must first be Ritual Summoned using "Thunderbolt Ritual". Once per turn, you can destroy 1 random card in your opponent's hand. If a card(s) is sent from your opponent's hand to the Graveyard: You can draw 1 card.

 

Thunderbolt Ritual

Ritual Spell

This card can be used to Ritual Summon "Lightningspike King". You must also Tribute monsters from your hand or field whose total Levels exactly equal 10. If a Ritual monster you control would be removed from the field by your opponent's card effect, you can banish this card from your Graveyard: Negate that effect, then both players discard 1 card.

He gets two cards not because he's particularly special

wow r00d

 

EARTH Thunder? Oh boy. This card actually makes a rather decent generic, however it does suffer from not really having a deck to use it in. There's Dark World or fabled for the discard effect, but again, nothing specific. That's what I got for not giving my favorite decks :P. On the plus side, as I have mentioned, it's a rather fun card on its own, boosting your own advantage and destroying your opponent's, and the extreme blanketness on the protection effect is a nice combination of annoying and useful. Just the way I like it :P

 

Also, ACTUAL SPECIFIC RITUAL MONSTER FOR PRE-PREP!

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What I had meant was that I wasn't singling you out as the favorite child among the AGM members.

 

Yes, I think of you all as my nieces and nephews, cute little scamps.

 

Also, it gets better: That "both players discard" effect? Yeah, that triggers the Ritual, which means it's basically an inverse Dark World Dealings on your end (discard, then draw). Also, the effect stacks. Even better yet, it triggers regardless of why your opponent dropped a card from their hand: handtraps, discard costs, Fusion/Ritual Summon from hand . . . It's not a particularly big boss, but your opponent will have to flail a bit and give you advantage if they can't use battle/Tribute removal right away.

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Hmm. Bane Moss. Bane... Moss...

 

I don't get it.

 

Aside from the pun stumping me, (HA!) I think it's good. It would definitely make a good addition to my Monarch/Earthbound deck, as Field Spells seem to be a major boon for it. Furthermore, the mechanic of giving the opponent fodder only to absorb its ATK is a personal favourite, but I'm concerned about something. The ATK reduction effect at the end. Say Bane Moss kills a Bane Token, gains 800 ATK, and deals 200 damage. Well, then all the opponent's monsters lose 800 ATK, any further Bane Tokens have 0, and Bane Moss can't gain any ATK from them. Since Tokens only exist on the field, you ought to change that to say "the destroyed monsters original ATK"

 

Otherwise? 10/10, would use.

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So, I'm not going to lie- I still don't know what to think about this one. Joining the AGM, then immediately making a rival group . . . making cardmaking decisions that range up and down the scale of weird . . .

 

It's not that I don't like the gimmicks. I do. He's made some pretty interesting things. It's just that he doesn't seem to think through the implications of the gimmicks fully, resulting in cards that jump between busted and nigh-useless, with very little filing between. Not only that, his response to criticism in general is rather negative, and for the life of me I can't figure out why.

 

All that said, he's very intelligent and capable, and once he learns to incorporate some standard design in with the gimmicks to flesh out his cards and make them more stable in terms of balance, I have no doubt that he'd be one of the best cardmakers on the site, and I mean that. He's erratic now, but his potential is incredible.

 

Vapor Phantasm

WATER - Level 4 - Zombie/Gemini - 1400/0

This card is treated as a Normal monster on the field and in the Graveyard. You can Normal Summon this face-up monster to treat it as a Spirit Effect monster with the following effect:

●When this card is Normal Summoned successfully: You can destroy 1 card on the field, and if you do; Special Summon 1 Level 4 or lower Gemini monster from your hand or Graveyard. During the End Phase, return this card to your hand, then add 1 Level 4 or lower Zombie-Type monster from your Deck to your hand.

 

Fair criticism. I can get a bit defensive even if I don't mean to (even make sure people know that with my about me page). 

 

As for the "incorporating some standard design in with the gimmicks" that's DEFINITELY right. I've been working on that with my recent archetypes, trying to renew older and familiar concepts with a twist. Now I just need to complete them, which is more or less my current struggle. 

 

The DPR was made because when I joined the AGM at first I thought there were tournaments. After that there was Link Format situation, where I had several ideas on but with the ARC-V format I couldn't express them, so I made the club where I could. I don't want to rival the AGM (that would be pretty stupid I'm a part of the AGM). Rather I'm thinking if the DPR tournaments go well I think we could try AGM tournaments without Link Format, since I think both formats are fun if you design around them. 

 

 

As for the card, the "treated as a Spirit Effect Monster" clause is pretty interesting. The "it does a thing after it returns to the hand" is also nice, considering only the Spirit Rituals do that at the moment. Feel there's a bit too much advantage from the card, but considering it's a Gemini Spirit maybe that's necessary. 

 

Overall it's a solid generic for Gemini. Not sure about Spirits, but it would be cool to see them do something with it.

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Champion, it's a spoonerism with a slight spelling change to make it work. Main Boss.

 

The ATK decreasing-Token producing effect is actually supposed to be balanced by that. Its effect/targeting immunity while you control a Field Spell, plus mass easy attack drainage, would require Tribute/Super Poly removal to get through, and we don't have Kaijus as a quick engine for said easy removal.

All our Tribute removal in the AGM is designed to either need setup (Vaskii, Predaplants Ogre and Hydra, Grand Sacred Emperor Veldaion), be difficult to access consistently (Enemies of Wysthae, Lava Golem, Santa Claws), or be locked into a single archetype (Zordjacking), to make actually using bosses worth the effort, which is why our bosses need to have an exploitable out.

Super Poly is a great out, but not everyone can run a Fusion to specifically take out one boss.

 

Also, Eshai, I had been thinking about making it a huge boss (maybe a Level 8 so you could potentially Trade-In into Mezuki revive as a way around its being a big boy, and its effect would be more powerful to compensate), but then I remembered that most WATER and Zombie support likes smaller monsters. The "advantage on exit" was actually initially going to be removal, as a parallel to the old Neos Fusions, but I realized that you might want the removal effect to trigger on Normal Summon instead.

 

Glad you both liked!

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I'll just be looking at Archfiend Armor for this one.

 

The effect upon Tribute Summon isn't that interesting, but I guess it's a cute bonus for Summoning it. A bit like Delg the Dark Monarch, how it banishes two. I guess you could get rid of a monster or two with it. The second effect is nice. Your opponent tries to wipe your board with Raigeki or Dark Hole, and this card keeps them all safe. And banishing something when it's destroyed by battle? Nice. Overall, I like it. It is a little bit of everything I like. The banishment is there, the Type and Attribute are my favorite combination. Not sure where the Tribute Summoning comes from, but I guess there needs to be something to balance it with the banishing.

 

Overall, I like it. And you did a nice job of integrating most traits in monsters that I like. Thank you.

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