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Old Archetype Support ( Under Supported Archetypes )

- - - - - Ice Barrier Darklord Worm Timelord Cyber Dragon Dark Scorpion Phantom Beast Ally of Justice

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#1
Ultimagamer

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I've always enjoyed legacy support in yugioh, given that is throws a bone to a lot of older archetypes. While the support is good, the archetype that it supports isn't the best, making the archetype better, but not broken. These were some ideas for archetype I think are undersupported and not the most meta relevant. If you want to review just a specific section you can. Any feedback you guys give is always appreciated.

 

( note, there used to be a Darklord section, but later got removed )

 

This includes

 

1. Ice Barrier

2. Worm

3. Timelord

4. Cyber Dragon

5. Dark Scorpion

6. Phantom Beast ( best type, not the machine types )

7. Ally of Justice

8. Magical Musketeer

 

 

Ice Barriers

 

Solidity Fortress of the Ice Barriers

Spell - Field

 

When this card is activated: you can add 1 “Ice Barrier” monster from your deck to your hand. Once per turn: you can special summon 1 “Ice Barrier” monster from your hand. You must control an “Ice Barrier” monster to activate and resolve this effect. If you would synchro summon a synchro monster using only “Ice Barrier” monsters while you control an “Ice Barrier” monster, you can banish 1 “Ice Barrier” monster from your graveyard and/or send 1 “Ice Barrier” monster from your hand to the graveyard for that synchro summon. You can only use each effect of “Solidity Fortress of the Ice Barriers” once per turn.

 

Frozen Reinforcements for the Ice Barriers

Spell - Normal

 

Target 3 “Ice Barrier” monsters in your graveyard: shuffle those targets into the deck then draw 2 cards. You can only activate 1 “Frozen Reinforcements for the Ice Barriers” per turn.

 

Survival Skills of the Ice Barriers

Trap - Continuous

 

Target 1 “Ice Barrier” monster in your graveyard: special summon that monster to your field. If the equipped monster leaves the field destroy this card. If this card leaves the field destroy the equipped monster. Once per turn: you can synchro summon 1 synchro monster using monsters you control and “Ice Barrier” monsters in your hand as synchro material.

 

Releaser, Key to the Ice Barriers

Link 2 / 1700 attack / Water / Aqua

Link Markers - Bottom left / Bottom right

Materials: 2 “Ice Barrier” monsters

 

When this card is link summoned: You can add 1 “Ice Barrier” card from your deck to your hand. Once per turn, you can discard 1 card: target 2 “Ice Barrier” monsters in your graveyard; add 1 of them to your hand, then special summon the other one to a zone this card points to. You can only use each effect of “Releaser, Key to the Ice Barriers” once per turn.

 

Worms

 

Worm Generation

Trap - Continuous

 

Once per turn, you can discard 1 card: special summon 1 Light Reptile type “Worm” monster from your deck or graveyard in face up or face down defense position. You can banish this card from your graveyard: special summon any number of Light Reptile type “Worm” monsters from your graveyard in face down defense position. You can only use each effect of “Worm Generation” once per turn.

 

Worm Fusion

Spell - Normal

 

Fusion summon 1 “Worm” fusion monster using monsters from your hand or field as fusion materials. If all the monsters in your graveyard are reptile type you can use monsters in your deck as fusion materials. If a monster is flip summoned: you can add this card from your graveyard to your hand. You can only use each effect of “Worm Fusion” once per turn.

 

Worm World

Spell - Field

 

During your main phase, while you control this card, you can normal summon or set Level 5 or higher Light Reptile type “Worm” monsters without tributing, also you can normal summon or set a Light Reptile type “Worm” monster in addition to your normal summon each turn. Once per turn: you can change 1 face down monster you control to face up attack or defense position. If this card is sent to the graveyard: add 1 “W Nebula Meteorite” from your deck or graveyard to your hand.

 

Timelord

 

Dimension of the Time Gods

Spell - Field

 

While you control this card, when a “Timelord” monster you control battles, your opponent cannot activate cards or effects until the end of the damage step. “Timelord” monsters you control cannot be targeted by your opponent’s cards or effects. Once per turn, if a “Timelord” monster is shuffled into the deck: you can draw 1 card.

 

Time Jump

Spell - Quickplay

 

If you control no monsters or all the monsters you control are “Timelord” monsters: add 1 “Timelord” monster, “Time Maiden” or a card that states “Timelord” in it’s card text from your deck to your hand except “Time Jump”. You can only activate 1 “Time Jump” per turn.

 

Paradoxical Time Lapses

Trap - Counter

 

When your opponent would activate a card or effect, or summon a monster(s) while you control a “Timelord” monster: you can return all “Timelord” monsters you control to the hand, and if you do, negate that effect or summon, then send that card(s) to the graveyard. After this effect resolves you can normal summon 1 “Timelord” monster with a different name than the monster(s) returned to the hand by this card’s effect. You can only activate 1 “Paradoxical Time Lapses” per turn.

 

Cyber Dragon

 

Chimeratech Factory

Spell - Field

 

Once per turn, you can discard 1 Machine type monster: add 1 “Polymerization”, “Fusion” spell card, or “Power Bond” from your deck to your hand. You can only use this effect of “Chimeratech Factory” once per turn. While you control “Cyber Dragon” when a Light Machine type monster you control battles your opponent cannot activate cards or effects until the end of the damage step. If this card is destroyed by a card effect and sent to the graveyard: you can return all of your banished “Cyber Dragon” monsters to your graveyard.

 

Cyber Dragon Fusion

Spell - Normal

 

Fusion summon 1 “Chimeratech” fusion monster or “Cyber” fusion monster from your extra deck by using monsters from your hand or field as fusion materials. If your opponent controls more cards than you do, and you control no monsters, you can also use materials from your deck. During your main phase you can banish this card along with a machine type monster: all Machine type monsters you control gain 1000 attack until the end phase of your next turn. You can only use each effect of “Cyber Dragon Fusion” once per turn.

 

Cyber Escape Hatch

Trap - Normal

 

When your opponent normal or special summons a monster(s) while you control a “Chimeratech” fusion monster or “Cyber” fusion monster: You can banish that fusion monster then banish all monsters your opponent controls. During your next standby phase return the monster banished by this effect to your field, and if you do, that monster’s original attack becomes double the attack that it had while on the field before this effect was activated. You can only activate 1 “Cyber Escape Hatch” per turn.

 

Cyber Dragon, the Link of Progress

Link 2 / 2000 attack / Light / Machine

Link Markers: Bottom left, Bottom Right

Link Materials: 2 Light Machine type monsters

 

When this card is link summoned: you can target 1 Machine type monster in your graveyard; special summon that target to your field. During your main phase or your battle phase: you can fusion summon 1 “Chimeratech” or “Cyber” fusion monster using monsters from your hand or field, or banish monsters from your graveyard as fusion material. You can only use each effect of “Cyber Dragon, the Link of Progress” once per turn.

 

Cyber Dragon Alpha

Level 4 / Light / Machine

0 attack / 0 defense

 

While you control “Cyber Dragon” this card’s level is increased by 1. You can banish this card from your graveyard: special summon 1 “Cyber Dragon” monster from your graveyard. You can only use this effect of “Cyber Dragon Beta” once per turn.

 

Dark Scorpion

 

Hideout of the Dark Scorpions

Spell - Field

 

When this card is activated; you can add 1 “Dark Scorpion” monster or “Don Zaloog” from your deck to your hand. Once per turn: you can special summon 1 “Dark Scorpion” monster or “Don Zaloog” from your hand. All “Dark Scorpion” monsters and “Don Zaloog” you control can attack your opponent directly, but when they do so using this effect, all damage they inflict to your opponent is halved.

 

Armband of the Dark Scorpions

Spell - Equip

 

Equip only to a “Dark Scorpion” monster or “Don Zaloog” you control. The equipped monster gains 1000 attack, also it can attack your opponent directly. When the equipped monster activates an effect by inflicting damage to your opponent: you can apply that effect as this card’s effect. You can only have 1 “Armband of the Dark Scorpions” equipped to a single monster ( you can control more than 1, but not all equipped to the same monster ).

 

Dark Scorpion Conceal and Blend In

Spell - Continuous

 

“Dark Scorpion” cards and “Don Zaloog” monsters you control cannot be targeted for attacks or your opponent’s card effects, also they cannot be destroyed by card effects. This does not prevent your opponent from attacking your directly. While you control a “Dark Scorpion” monster or “Don Zaloog” all damage you take is halved. You can only control 1 “Dark Scorpion Conceal and Blend In”.

 

Dark Scorpion Empowerment

Spell - Continuous

 

Once per turn if a “Dark Scorpion” monster or “Don Zaloog” you control battles an opponent’s monster, during damage calculation: you can make your monster gain attack equal to half of the attack of your opponent’s monster. You can only control 1 “Dark Scorpion Empowerment”.

 

Phantom Beasts

 

Great Forest of the Ancient Beasts

Spell - Field

 

All Beast type monsters you control gain 500 attack and defense. Beast type monsters you control cannot be destroyed by battle or card effects, and they also cannot be switched to defense position by a card effect. If a Beast type monster you control would be attacked: you can send 1 Beast type monster from your deck to your graveyard, you take no damage from that battle.

 

Phantom Beast Mega-Kong

Level 7 / Beast-Warrior / Dark

2400 attack / 2000 defense

 

If you’re tributing a “Phantom Beast” monster or “Gazelle the King of Mythical Beasts”, this card can be normal summoned with 1 tribute. When this card battles your opponent cannot activate card’s or effects until the end of the damage step. When this card is destroyed and sent to the graveyard: inflict 1500 damage to your opponent, then add 1 Beast type monster from your deck to your hand. You can only use this effect of “Phantom Beast Mega-Kong” once per turn.

 

Ally of Justice

 

Fortress of the United Allies

Spell - Field

 

While you control an “Ally of Justice” monster, all monsters in your opponent’s hand, field, graveyard, and face up in their extra deck are treated as Light monsters. Once per turn: you can destroy 1 Machine type monster in your hand or on your field, and if you do, special summon 1 “Ally of Justice” monster from your hand or deck. While you control this card you can normal summon level 5 or higher “Ally of Justice” monsters without tributing.

 

Ally of Justice Dark Connector

Dark / Machine / level 3 / Tuner / Effect

1000 attack / 1000 defense

 

When this card is normal or special summoned: you can target 1 “Ally of Justice” monster in your graveyard, except “Ally of Justice Dark Connector”; special summon that target. You can treat this card as a level 4 or level 2 monster for the synchro summon of an “Ally of Justice” synchro monster, or for the synchro summon of any synchro monster if all other non-tuners are “Ally of Justice” monsters.

 

Ally of Justice Capture and Contain

Trap - Continuous

 

Activate only while you control an “Ally of Justice” monster. “Ally of Justice” monsters you control cannot be targeted by your opponent’s card effects or destroyed by card effects. Light monsters cannot attack, also they cannot activate their effects. If you control no face up “Ally of Justice” monsters, destroy this card.

 

Ally of Justice Coordinator

Spell - Equip

 

Equip only to an “Ally of Justice” monster. If the equipped monster battles, your opponent cannot activate cards or effects until the end of the damage step. If the equipped monster battles a light monster with higher attack, during damage calculation: you can halve that Light monster’s attack then have your monster gain attack equal to the difference.

 

Magical Musketeers


Magical Musketeer Showdown Town

Spell - Field


All “Magical Musketeer” monster you control gain 500 attack and defense. Your opponent cannot target “Magical Musket” cards you control with cards or effects. Once per turn you can reveal any number of “Magical Musket” cards in your hand: shuffle those targets into the deck then draw cards equal to the amount shuffled back. You can only use this effect of “Magical Musketeer Showdown Town” once per turn.


Magical Musket: Advanced Step

Spell - Quickplay


During either player’s turn: Normal summon 1 “Magical Musketeer” monster from your hand. You can only activate 1 “Magical Musket: Advanced Step” per turn.


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#2
TheTrueSaiyan

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Ice Barriers

 

Solidity Fortress of the Ice Barriers

Spell - Field

 

When this card is activated: add 1 “Ice Barrier” monster from your deck to your hand. Once per turn: you can special summon 1 “Ice Barrier” monster from your hand. You must control an “Ice Barrier” monster to activate and resolve this effect. If you would synchro summon an “Ice Barrier” synchro monster using only “Ice Barrier” monsters while you control an “Ice Barrier” tuner monster, you can banish 1 “Ice Barrier” monster from your graveyard and/or send 1 “Ice Barrier” monster from your hand to the graveyard for that synchro summon. You can only use each effect of “Solidity Fortress of the Ice Barriers” once per turn.

 

Frozen Reinforcements for the Ice Barriers

Spell - Normal

 

Target 3 “Ice Barrier” monsters in your graveyard, including at least 1 synchro monster and at least 1 non synchro monster. Shuffle those targets into the deck then draw 2 cards. You cannot summon monsters during the turn you activate this effect, except “Ice Barrier” monsters.

 

The field spell is great. The search is nice and since it's mandatory the deck could give this to your opponent with Set Rotation and they can't activate it. Although it too good not to want to activate it yourself.

 

Gets the higher levels on the board but balance that you have to play the lower one to use the effect. The last effect has just enough restrictions not to be too abusable. The dragons are all still great generics so getting on the field isn't too difficult.

 

The other spell is almost a Pot of Avarice for the deck? Need to do some testing to see if they are fast enough to use this card with the new field spell but an overall solid card recurs your resources and lets you Draw. Although, the OG Pot of Avarice is at 2 in the OCG so the last clause isn't warranted, if you want to keep it though, at least make it a Quickplay.

 

 

 

Darklords

 

The Darklord’s Domain of the Underworld

Spell - Field

 

Once per turn, you can discard 1 “Darklord” card: draw 2 cards. If you would send a “Darklord” monster to the graveyard to activate the effect of “Darklord” card, except "The Darklord's Domain of the Underworld", you can use this card for the activation. If this card is sent to the graveyard: you can add 1 “Darklord Morningstar” from your deck or graveyard to your hand.

 

How would the rulings work for this card? The rest of the Darklord Spell/Trap cards, when you read them, clearly have steps taken not to be confusing when used with the monster effects (no targeting as cost, no GY effects, etc.).

 

The Draw effect rips off Ixchel. The second effect is, nice but the intent of Darklord is to circumvent the cost of sending the monster to the GY by activating their effects through the monster so you're rewarding bad playstyle IMHO. And Morningstar? Explain.

 

Really dislike this card.

 

 

 

Worms

 

Worm Generation

Trap - Continuous

 

Once per turn, you can discard 1 card: special summon 1 Light Reptile type “Worm” monster from your deck or graveyard in face up or face down defense position. You can banish this card from your graveyard: special summon any number of Light Reptile type “Worm” monsters from your graveyard in face down defense position. You can only use each effect of “Worm Generation” once per turn.

 

Worm Fusion

Spell - Normal

 

Fusion summon 1 “Worm” fusion monster using monsters from your hand or field as fusion materials. If all the monsters in your graveyard are reptile type you can use monsters in your deck as fusion materials. If a monster is flip summoned: you can add this card from your graveyard to your hand. You can only use each effect of “Worm Fusion” once per turn.

 

Worm World

Spell - Field

 

During your main phase, you can special summon 1 Light Reptile type “Worm” monster from your hand in face up or face down defense position. While you control this card, you can normal set Level 5 or higher Light Reptile type “Worm” monsters without tributing. Once per turn ( quick effect ): you can change 1 face down monster you control to face up attack or defense position. If this card is sent to the graveyard: add 1 “W Nebula Meteorite” from your deck or graveyard to your hand.

 

 

The trap certainly helps the flip part of the archetype. You can get the high-level guys off pretty easy with this card. 

 

 

Worm Zero OTK? send 16 Worm to the G and attack for game? No, just me? okay.

Good card though.

 

 

I'd change the Special summon to a Nomal summon because some worms can't be Special Summoned and some trigger off Normal as well. And Konami does no make Quick effects on spell card (anymore at least) so I'd reword it to be trigger effect, something along the lines of "The Hidden City". It's a good idea but the execution is way off.

 

 

Timelord

 

Dimension of the Time Gods

Spell - Field

 

During your main phase, you can normal summon a “Timelord” monster in addition to your normal summon this turn. If you would normal summon a “Timelord” monster, you can normal summon it without tributing ( even if you already control a monster ). The effects of “Timelord” monsters you control cannot be negated, also they cannot be changed to defense position. During the standby phase, “Timelord” monsters you control do not have to activate their effects that shuffle themselves into the deck. If you do activate their effects to shuffle themselves into the deck, after that effect resolves: draw 1 card.

 

Time Jump

Spell - Quickplay

 

Special summon 1 “Timelord” monster with 0 attack and defense from your deck ignoring it’s summoning conditions. You cannot normal summon or set during the turn you activate this effect. You can only activate 1 “Time Jump” per turn.

 

Paradoxical Time Lapses

Trap - Counter

 

When your opponent would activate a card or effect, or summon a monster(s) while you control a “Timelord” monster: you can return all “Timelord” monsters you control to the hand, and if you do, negate that effect or summon, then send that card(s) to the graveyard. After this effect resolves you can normal summon 1 “Timelord” monster. You can only activate 1 “Paradoxical Time Lapses” per turn

 

For the Field spell: I really hate support cards that just take the archetype gimmick, and rip it to shreds, Timelords are supposed to go back to the hand, You are only supposed to have 1 on the field at a time. You should make card that benefits from that gimmick like Lightswarns gained effect when milled as their gimmick and Infernity gains effect when you have no card in your hand. Work with the gimmick not against it.

 

Quickplay: Same

 

Counter Trap: now this I can get behind, works with the deck. Also, at least make the normal summon require a monster with a different name or doesn't bouch at all otherwise you'll just loop the same monster.

 

 

Cyber Dragon

 

Chimeratech Factory

Spell - Field

 

Once per turn, you can discard 1 Machine type monster: add 1 “Polymerization”, “Fusion” spell card, or “Pond Bond” [sec] from your deck to your hand. You can only use this effect of “Chimeratech Factory” once per turn. While you control a “Cyber Dragon” monster, your opponent cannot activate cards or effects during the battle phase, also your monsters cannot be destroyed by battle. If this card is destroyed by a card effect and sent to the graveyard: you can return all of your banished “Cyber Dragon” monsters to your graveyard.

 

Cyber Dragon Fusion

Spell - Normal

 

Fusion summon 1 “Chimeratech” fusion monster or “Cyber” fusion monster from your extra deck by using monsters from your hand or field as fusion materials. If your opponent controls more cards than you do, and you control no monsters, you can also use materials from your deck. During your main phase, except the turn this card was sent to the graveyard, you can banish this card along with a machine type monster: all Machine type monsters you control gain 1000 attack until the end phase of your next turn. You can only use each effect of “Cyber Dragon Fusion” once per turn.

 

Cyber Escape Hatch

Trap - Normal

 

When your opponent normal or special summons a monster(s) while you control a “Chimeratech” fusion monster or “Cyber” fusion monster: You can banish that fusion monster then banish all monsters your opponent controls. During your next standby phase return the monster banished by this effect to your field, and if you do, that monster’s original attack becomes double the attack that it had while on the field before this effect was activated. You can only activate 1 “Cyber Escape Hatch” per turn.

 

Cyber Dragon Alpha

Level 4 / Light / Machine

0 attack / 0 defense

 

While you control “Cyber Dragon” this card’s level is increased by 1. You can banish this card from your graveyard: special summon 1 “Cyber Dragon” monster from your graveyard. You can only use this effect of “Cyber Dragon Beta” once per turn.

 

 

Field: Excellent support, though I would have preferred a more nuanced battle phase protection like "When a Cyber Dragon monster declares an attack your opponent cannot activate cards or effects until after Damage Calculation" rather than just a blanket "cannot activate cards or effects during the battle phase". Good card nonetheless

 

Spell: So, send your entire deck for Overdragon and OTK with the field spell protection? Why am I okay with that?

 

Trap: It's a good card, I think. Cyber Dragon is an OTK deck so it's a bit slow and if you do intend to play a more control deck you make the Xyzs, not the Fusions. Good card just has no home.

 

Monster: Better that Drei (with the small exception of isn't treated as "Cyber Dragon") which is all it need to be.

 

 

 

Dark Scorpion

 

Hideout of the Dark Scorpions

Spell - Field

 

When this card is activated; add 1 “Dark Scorpion” monster or “Don Zaloog” from your deck to your hand. Once per turn: you can special summon 1 “Dark Scorpion” monster or “Don Zaloog” from your hand. All “Dark Scorpion” monsters and “Don Zaloog” you control can attack your opponent directly, but when they do so using this effect, all damage they inflict to your opponent is halved.

 

Armband of the Dark Scorpions

Spell - Equip

 

Equip only to a “Dark Scorpion” monster or “Don Zaloog” you control. The equipped monster gains 1000 attack, also it can attack your opponent directly. If the equipped monster would activate an effect by inflicting damage to your opponent: you can also apply that effect as this card’s effect after that effect resolves. You can only have 1 “Armband of the Dark Scorpions” equipped to a single monster ( you can control more than 1, but not all equipped to the same monster ).

 

Dark Scorpion Conceal and Blend In

Spell - Continuous

 

“Dark Scorpion” cards and “Don Zaloog” monsters you control cannot be targeted for attacks or card effects, also they cannot be destroyed by card effects. This does not prevent your opponent from attacking your directly. While you control a “Dark Scorpion” monster or “Don Zaloog” all damage you take is halved. You can only control 1 “Dark Scorpion Conceal and BlendIn”.

 

Dark Scorpion Empowerment

Spell - Continuous

 

If a “Dark Scorpion” monster or “Don Zaloog” you control battles an opponent’s monster, you can pay 1000 LP: Your monster gains attack equal to the attack of your opponent’s monster. You can only control 1 “Dark Scorpion Empowerment”.

 

Field: Searches, spams and helps trigger their effect, what more could you want?

 

Equip:  "you can also apply that effect as this card’s effect after that effect resolves"..... ummmm..... so you get the same effect twice? If you wanted nicer way to get something like that how about something like the Phantasm equips where after it inflicts damage it special summons a monster from the deck and equips to it? Good card, but took me a while to understand what it does.

 

Continous: Cool, one of those card you need to test to see how good it is

 

2nd continuous: I would really like to have a HOPT or not be continous, but good card. Just because an Archtype is crap doesn't mean you can make broken cards for them

 

 

 

Phantom Beasts

 

Great Forest of the Ancient Beasts

Spell - Field

 

All Beast type monsters you control gain 500 attack and defense. Beast type monsters you control cannot be destroyed by battle or card effects, and they also cannot be switched to defense position by a card effect. If a Beast type monster you control would be attacked: you can send 1 Beast type monster from your deck to your graveyard, you take no damage from that battle.

 

Phantom Beast Mega-Kong

Level 7 / Beast-Warrior / Dark

2400 attack / 2000 defense

 

If you’re tributing a “Phantom Beast” monster or “Gazelle the King of Mythical Beasts”, this card can be normal summoned with 1 tribute. When this card battles your opponent cannot activate card’s or effects until the end of the damage step. When this card is destroyed and sent to the graveyard: inflict 1500 damage to your opponent, then add 1 Beast type monster from your deck to your hand. You can only use this effect of “Phantom Beast Mega-Kong” once per turn.

 

 

 

Good cards, but you may nned to explain what that deck does since it's so incomplete IRL they don't have a defined Win condition or even enough card to make a "Phantom Beast" deck

 

 

Ally of Justice

 

Fortress of the United Allies

Spell - Field

 

While you control an “Ally of Justice” monster, all monsters in your opponent’s hand, field, graveyard, and face up in their extra deck are treated as Light monsters. Once per turn: you can destroy 1 Machine type monster in your hand or on your field, and if you do, special summon 1 “Ally of Justice” monster from your hand or deck. While you control this card you can normal summon level 5 or higher “Ally of Justice” monsters without tributing.

 

Ally of Justice Dark Connector

Dark / Machine / level 3 / Tuner / Effect

1000 attack / 1000 defense

 

When this card is normal or special summoned: you can target 1 “Ally of Justice” monster in your graveyard, except “Ally of Justice Dark Connector”; special summon that target. You can treat this card as a level 4 or level 2 monster for the synchro summon of an “Ally of Justice” synchro monster.

 

Ally of Justice Capture and Contain

Trap - Continuous

 

Activate only while you control an “Ally of Justice” monster. “Ally of Justice” monsters you control cannot be targeted or destroyed by card effects. Light monsters cannot attack, also they cannot activate their effects. If you control no face up “Ally of Justice” monsters, destroy this card.

 

 

The field spell really helps with their gimmick. Encourages the use of the higher level monsters and helps spamming.

 

The tuner isn't bad either, definitely helps.

 

the fact the trap destroys itself if you control no Ally really hurts its playability, but needs testing to see exactly how good it is since I have no idea if it's broken with the field spell or terrible with the destruction clause



#3
Ultimagamer

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Thanks for the feedback! I think I can definitely improve upon the original designs of these. 

 

Cards that were changed

 

1. Solidity Fortress of the Ice Barriers 

- changed mandatory add to optional add

 

2. The Darklord's Domain of the Underworld

 

3. Worm World

 

4. Dimension of the Time Gods

 

5. Time Jump

 

6. Paradoxical Time Lapses

 

7. Chimeratech Factory

 

8. Hideout of the Dark Scorpions 

- changed mandatory add to optional add

 

9. Dark Scorpion Empowerment

 

New Card

 

1. Releaser, Key to the Ice Barriers


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#4
TheTrueSaiyan

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Solidity Fortress of the Ice Barriers: Not sure if you needed to change it to an optional effect but nice I guess

 

The Darklord's Domain of the Underworld: It certainly seems like it works the Darklords much better now, but I still have an issue about what happens when you target this card in the GY for something like Ixchel? Does the first, second, or third effect apply? Do you get to decide? Do you get them all? Are the first and second effects applied for the full turn, or as long the card is face-up? Can you not target it and if so why?

 

I have no issue with the card itself but in conjunction which the rest of the cards in the archetype it's a ruling nightmare

 

Worm World: I know I said use normal summon but I meant in addition to your regular normal summon, something along the lines of a cross between "World Legacy in Shadow" and the True Draco stuff.

 

The second effect is interesting, you flip something face-up and your opponent then has to flip another monster face-up. Don't really like how they're the same thing and how wide of a reach this effect has. Just because an archetype is terrible doesn't mean you can make overpowered cards to compensate.

 

Also, searching “W Nebula Meteorite” was genius. They needed a way to search that card

 

 

Dimension of the Time Gods: On some level, more protection is the last thing Timelords need, best case you protect it for a turn and it still gets shuffled back into the deck. And your opponent is in a situation where they can use their best removal card or just skip the battle phase so a lot of time they just let it take care of itself anyways.

 

I would say requiring your opponent to have Non-targeting Non-destruction removal is a bit much but then you can just destroy this card and just use non-destruction removal.

 

Over it's a fine card, helps build up advantage.

 

Time Jump: A searcher is always welcome, help with constancy and honestly not much else I can say about it.

 

Paradoxical Time Lapses: Was only a small fix but I like it much better now

 

Chimeratech Factory: Encourages a lot more card interaction. Achieves the same goal but I like it a lot more now.

One more thing

 

Hideout of the Dark Scorpions: Sure, didn't even notice the search wasn't optional. We already have 2 field spells that have mandatory searching so another one isn't going to hurt anyone

 

 

Dark Scorpion Empowerment: Much fairer and much more playable, great job.

 

 

Releaser, Key to the Ice Barriers: Is a pretty good card

 

It pays for itself immediately which is good since Ice barriers don't have great swarming. Gives you a search so you get a lot of advantage from it and sets you up to continue your plays.

 

Only restricting the Extra is good as well, allows you to play some tech cards without diverging from the Ice Barrier playstyle too much. Overall really like it.



#5
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I'll just grade the Ice Barrier stuff since I know how those work better than the others (since I play it on the side). 

 

Solidarity Fortress

 

Yeah, Ice Barriers needed more searching power outside Medallion. SS effect is good, though issue with Ice Barriers is they are still slow to get field advantage out at times, even if Prior somewhat helps to mitigate it. I would probably expand it to the GY as well, but that may be pushing it, coupled with Gantala. On that note, getting him out easier helps too. 

 

The Synchro one is really nice, but because it is literally specific to the Ice Barrier Synchros, don't know how much it'll be used. Though Trish is still good, they have problems making it on a regular basis. Brio/Dewloren have issues with common stuff; either you run Dewdark/Cryomancer to summon them with any of the other Level 4s. Then, you have Gungnir, which is a bit easier, but requires keeping Defender out for most part. What I'm saying here is that you could probably lighten the restriction on having to Synchro Summon only the IB Synchros since there's only 4 of them. You can keep the rest of the limitations; must use solely Ice Barrier monsters and can only banish/send 1 non-Tuner material. 

 

Reinforcements

 

Honestly, I'd like it if it didn't require that you have to shuffle back the Synchros and just let you shuffle back any 3 "Ice Barrier" monsters. Master Rule 4 doesn't help with the ED going back, and also conflicts with Gantala being able to revive them. If the Synchros had trigger effects upon being Synchro Summoned, sure, but they don't outside Trish. Even with the Field, they're still kinda on the slow end.

 

But yeah, you could've left it as a Normal Spell and just remove the summon restriction. Honestly, you're not going to be getting any mileage of the cards you draw until later anyway.

 

Releaser

 

Added searching is fine; least this one gets Medallion, new field and everything else. Revival is technically fine, but I don't really like the restriction that it locks you to Ice Barriers and Synchros only. They don't need it. Yes, there was that thing with them going Rank 4 into Bahamut and Toadally in the past, but MR4 already cut that off. You want them to be good, so don't cut off their options. Then again, if they get more ED members (including side marker ones), then the restriction could be less of a pain. 

 

As for the discard on the revival, I have my skepticism on it, but since you can technically dump a monster that you can revive right afterwards, I suppose it works out. 


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#6
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Big update with edits! a lot of cards have been changed, and a few new ones added

 

Recently edited

  • Solidity Fortress - can summon any synchro monster if all monsters are “Ice Barrier” monsters

  • Frozen Reinforcements - target any “Ice Barriers” / no longer restricts summons / once per turn

  • Releaser - no longer prevents the summons of monsters

  • Darklord’s Domain - cannot be targeted by monster effects in the graveyard

  • Worm World - additional normal set / no longer changes the effects of opponent’s monsters

  • Armband - changed wording to make the effect more clear

  • Conceal and Blend In - no longer prevents targeting from own cards

  • Dark connector - can summon any synchro monster as long as all the non-tuners are “Ally of Justice” monsters

  • Capture and contain - no longer prevents targeting from own cards

 

  • Added Ally of Justice Coordinator

  • Added Survival Skills of the Ice Barriers

  • Added Cyber Dragon, the Link of Progress

 

  • Changed Pond Bond to Power Bond in card texts ( how embarrassing )


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#7
TheTrueSaiyan

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Worm World:

 

I see you changed the effect again making you can only set the monster. You initially had it with the choice of summoning it face-up or face down so I suggested to change it to normal to support more of the worms. Now that you can only set you may as well make it special summon so it doesn't conflict with the brilliant engine (since they are all LIGHT) and Flip monster don't care if they were Normal or Special Summoned

 

Darklord’s Domain

Still, dislike your approach since it just feels like a bandage and this card really stands out in the archetype like a black sheep. 

 

Doesn't really synergize with the archetype in any special way, replace the "Darklord"s with "Worm", "Monarchs", "Ice Barrier", "Subterror", or "Kozmo" (yes, a few of them already have field spells) and it looks like it would support them quite nicely. The effects are just way too generic "good" effect you could slap onto a field spell for almost any archetype. Try to do something that says "This is a Darklord's field spell, and only a Darklord's field spell", instead of generic good effects.

 

Also I'm sure you intended to do something like protecting [the waifu] Ixchel from being Ashed or something, but if I had this in my hand and Ixchel, I would discard this card with Ixchel instead to add her back to my hand with this card's GY effect instead of activating it. You should want to activate the field spell otherwise it may as well make it a normal spell and allow for some other card to become the field spell rather than just taking up the "1 per archetype field spell" slot and not fulfilling it.



#8
Ultimagamer

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Worm World:

 

I see you changed the effect again making you can only set the monster. You initially had it with the choice of summoning it face-up or face down so I suggested to change it to normal to support more of the worms. Now that you can only set you may as well make it special summon so it doesn't conflict with the brilliant engine (since they are all LIGHT) and Flip monster don't care if they were Normal or Special Summoned

 

Darklord’s Domain

Still, dislike your approach since it just feels like a bandage and this card really stands out in the archetype like a black sheep. 

 

Doesn't really synergize with the archetype in any special way, replace the "Darklord"s with "Worm", "Monarchs", "Ice Barrier", "Subterror", or "Kozmo" (yes, a few of them already have field spells) and it looks like it would support them quite nicely. The effects are just way too generic "good" effect you could slap onto a field spell for almost any archetype. Try to do something that says "This is a Darklord's field spell, and only a Darklord's field spell", instead of generic good effects.

 

Also I'm sure you intended to do something like protecting [the waifu] Ixchel from being Ashed or something, but if I had this in my hand and Ixchel, I would discard this card with Ixchel instead to add her back to my hand with this card's GY effect instead of activating it. You should want to activate the field spell otherwise it may as well make it a normal spell and allow for some other card to become the field spell rather than just taking up the "1 per archetype field spell" slot and not fulfilling it.

 

you're definitely right on both of these. Those are very good ideas for changes of those cards, so I've created something more like this

 

Changes

1. Darklord's Domain

- prevents the effects of darklords from being negated

- helps gain lifepoints ( darklords pay lifepoints for their effects ) 

- gains negation of card effects ( spells and traps, which they don't have yet )

2. Worm World

- they can normal summon or normal set twice in each turn


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#9
TheTrueSaiyan

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you're definitely right on both of these. Those are very good ideas for changes of those cards, so I've created something more like this

 

Changes

1. Darklord's Domain

- prevents the effects of darklords from being negated

- helps gain lifepoints ( darklords pay lifepoints for their effects ) 

- gains negation of card effects ( spells and traps, which they don't have yet )

2. Worm World

- they can normal summon or normal set twice in each turn

 

You made some improvements but I'm going to give up on the Darklord field spell on my end. If you'll go as far as making up rulings for a card not made in 2002 have at it.

 

Worm World looks really nice, I still especially love the searching of "W Nebula Meteorite”. Overall good job, got no problems with it.



#10
Ultimagamer

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bump for edits

 

added

1. Genex section and cards

2. Magical Musketeers and cards

 

removed

1. Darklord section and cards


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#11
Ultimagamer

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bump for edits!

 

added

1. Magnet Warrior section + cards

2. Earthbound Immortal section + cards

3. Guardian section + cards

 

plz review if you have the time


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#12
TheTrueSaiyan

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I'll do Magical Musket and 

 

Showdown Town is far too generic. Generic Attack increase, generic protection, and a Kozmotown shuffle. Remeber the field spell zone is not in the same column as the monsters so it needs to be much better if you want them to use it. Also, no current Magical Musket Spell/Trap has a Spell Speed of less than 2 so I would need confirmation on the ruling of can I activate this on my opponent's turn or not? Some archetypes just aren't suited for field spells so don't try to shove one down their throats

 

Advanced Step is something. I can tell your trying to fix their reliance on their normal summons, but it's so resource heavy: Say your first normal doesn't go well, you activate this but since you have no monsters on the field you can't trigger anything to go even, then you have to use another card out of your hand to summon a monster. I don't know a good way to fix them either but this card is basically a worse double summon for them in practice.






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