Jump to content

Ultimagamer

Recommended Posts

This was an archetype concept I thought of based around all of the bosses from Cuphead the video game. This archetype is based around swarming the field with giant monsters who gain pretty good advantage, and is also based around fusion summoning your giant bosses who control and dominate the field! 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

[spoiler=A quick note on my PSCT]

You can only use each effect of "this card's name" once per turn = all of this card's effects are a hard once per turn 

 

You can only use this effect of "this card's name" once per turn = the effect right before this line is a hard once per turn effect 

 

 

 

[spoiler=Main Deck Monsters]

Inkwell Isle Resident: Goopy Le Grand

Level 5 / Earth / Fiend / Effect

2000 attack / 1200 defense

 

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your GY, except “Inkwell Isle Resident: Goopy Le Grand”. You can only use each effect of “Inkwell Isle Resident: Goopy Le Grand” once per turn.

 

Inkwell Isle Resident: The Root Pack

Level 5 / Earth / Plant / Effect

2000 attack / 1500 defense

 

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your Deck, except “Inkwell Isle Resident: The Root Pack”. You can only use each effect of “Inkwell Isle Resident: The Root Pack” once per turn.

 

Inkwell Isle Resident: Hilda Berg

Level 5 / Wind / Machine / Effect

2000 attack / 1800 defense

 

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your hand, except “Inkwell Isle Resident: Hild Berg”, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Hilda Berg” once per turn.

 

Inkwell Isle Resident: Baroness Von Bon Bon

Level 6 / Earth / Spellcaster / Effect

2100 attack / 2000 defense

 

If this card is Special Summoned: you cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon up to 3 “Candy Servant Tokens” (Level 4/Earth/Fiend/ATK: 1000/DEF: 1000). This card cannot be destroyed by battle or card effects while you control a token. Once per turn, during either players Main Phase: you can tribute 1 Monster you control, then target 1 card your opponent controls; return that card to the hand. You can only use each effect of “Inkwell Isle Resident: Baroness Von Bon Bon” once per turn.

 

Inkwell Isle Resident: Djimmi the Great

Level 6 / Dark / Spellcaster / Effect

2300 attack / 2000 defense

 

If this card is Special Summoned: you can either take control of 1 Monster your opponent controls or place 1 Monster from your opponent’s GY on your field ( This is not treated as a Special Summon ). Once per turn, during either players Main Phase: you can tribute 1 Monster you control; place 1 card from both players GY on the bottom of their Decks, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Djimmi the Great” once per turn.

 

Inkwell Isle Resident: Wally Warbles

Level 6 / Wind / Winged Beast / Effect

2500 attack / 2000 defense

 

If this card is Special Summoned: you can target 1 “Inkwell Isle Resident” Monster in your GY, except “Inkwell Isle Resident: Wally Warbles”; Special Summon that Monster. Once per turn, during either players Main Phase: you can tribute 1 Monster you control; place 1 random card from your opponent’s hand on the top of your opponent’s Deck. You can only use each effect of “Inkwell Isle Resident: Wally Warbles” once per turn.

 

Inkwell Isle Resident: Rumor Honeybottoms

Level 7 / Wind / Insect / Effect

2600 attack / 2500 defense

 

If this card is Special Summoned: you cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon up to 4 “Bee Servant Tokens” (Level 4/Wind/Insect/ATK: 1000/DEF: 1000). This card cannot be destroyed by battle or card effects while you control a token. If this card is in your GY: you can tribute 1 Level 5 or lower Monster you control; Special Summon this card from your GY in face-up defense position. You can only use each effect of “Inkwell Isle Resident: Rumor Honeybottoms” once per turn.

 

Inkwell Isle Resident: Werner Werman

Level 7 / Earth / Beast / Effect

2700 attack / 2500 defense

 

If this card is Special Summoned: you can target up to 2 “Inkwell Isle Resident” Monsters in your GY, except “Inkwell Isle Resident: Werner Werman”; add those cards to your hand, then you can Special Summon 1 “Inkwell Isle Resident” Monster from your hand with a different name than the Monster(s) add to your hand by this card’s effect, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Werner Werman” once per turn.

 

Inkwell Isle Resident: Cala Maria

Level 7 / Water / Sea Serpent / Effect

2800 attack / 2500 defense

 

If this card is Special Summoned: you can target up to 2 “Inkwell Isle Resident” Monsters in your GY, except “Inkwell Isle Resident: Cala Maria”; Special Summon those Monsters, then send cards from your hand and/or field to your GY equal to the number of Monsters Special Summoned by this card’s effect, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Cala Maria” once per turn.

[spoiler=Extra Deck Monsters]

Inkwell Isle Resident Boss: Cagney Carnation

Link 2 / Earth / Plant / Link / Effect

2 Monsters, including at least 1 “Inkwell Isle Resident” Monster

Link Markers: Bottom Left, Bottom Right

2000 attack

 

This card cannot be destroyed by card effects while it points to a Monster. If this card is Link Summoned: you can target one of the Monsters used for this card’s Link Summon in your GY that as a Level; add 1 “Inkwell Isle Resident” Monster from your Deck to your hand with a different Level than the targeted Monster. Once per turn: you can Special Summon 1 “Inkwell Isle Resident” Monster from your hand. You can only use each effect of “Inkwell Isle Resident Boss: Cagney Carnation” once per turn.

 

Inkwell Isle Resident Boss: Grim Matchstick

Link 3 / Fire / Dragon / Link / Effect

2+ Monsters, including at least 1 “Inkwell Isle Resident” Monster

Link Markers: Bottom Left, Bottom, Bottom Right

2500 attack

 

This card cannot be targeted or destroyed by card effects while it points to a Monster. If this card is Link Summoned: you can target one of the Monsters used for this card’s Link Summon in your GY; inflict damage to your opponent equal to the half of original ATK of that Monster, then Special Summon 1 “Inkwell Isle Resident” Monster from your hand or GY with a different name than the Monster targeted by this card’s effect. All battle damage your opponent takes for the rest of the turn after you activate this effect is halved. You can only use each effect of “Inkwell Isle Resident Boss: Grim Matchstick” once per turn.

 

Inkwell Isle Resident Boss: Phantom Express

Link 3 / Dark / Fiend / Link / Effect

2+ Monsters, including at least 1 “Inkwell Isle Resident” Monster

Link Markers: Bottom Left, Bottom, Bottom Right

2500 attack

 

This card cannot be targeted or destroyed by card effects while it points to a Monster. Once per turn, during your Main Phase or Battle Phase (quick effect): you can Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by shuffling the required Fusion Materials from your hand, field, GY, or banished cards into your Deck. The Monster you Fusion Summon can be Summoned with 1 less Fusion Material. After you successfully Fusion Summon by this card’s effect: you can add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. You can only use this effect of “Inkwell Isle Resident Boss: Phantom Express” once per turn.

 

Inkwell Isle Resident Boss: King Dice

Level 10 / Dark / Fiend / Fusion / Effect

3000 attack / 3000 defense

3 “Inkwell Isle Resident” Monsters

 

Must first be Fusion Summoned. During your Main Phase, if all of the Monsters you control are “Inkwell Isle Resident” Monsters: you cannot Special Summon Monsters for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon 1 “Inkwell Isle Resident” Monster from your hand, Deck, and from your GY or banished cards, except “Inkwell Isle Boss: King Dice’. All of the Monsters Summoned by this effect must have different names from each other. You can only use this effect of “Inkwell Isle Boss: King Dice” once per turn. If this card you control would leave the field because of a card effect, you can banish 1 card that works with “Inkwell Isle Resident” Monsters from your GY instead.

 

Inkwell Isle Resident Boss: The Devil

Level 12 / Dark / Fiend / Fusion / Effect

3200 attack / 3200 defense

5 “Inkwell Isle Resident” Monsters

 

Must first be Fusion Summoned. If this card is Special Summoned, except by this card’s effect: you can add 1 Spell/Trap card from your Deck, GY, or banished cards to your hand that works with “Inkwell Isle Resident” Monsters. Up to twice per turn, during either players turn, when your opponent activates a card or effect: you can send 1 “Inkwell Isle Resident” Monster from your Deck to your GY; negate that activation or effect, then banish that card. If this card you control is sent to your GY: you can banish 1 other “Inkwell Isle Resident” Monster from your GY; Special Summon this card to your field in face-up defense position.

[spoiler=Spells and Traps]

Inkwell Isle

Spell - Field

 

When this card is activated: you can take 1 “Inkwell Isle Resident” Monster from your Deck and either add it to your hand or send it to your GY. All “Inkwell Isle Resident” Monsters you control gain 200 ATK and DEF for each of those Monsters you control with a different name. You can only activate 1 “Inkwell Isle” per turn.

 

Old Timey Pictures!

Spell - Continuous

 

When this card is activated, you can add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. All “Inkwell Isle Resident” Monsters in your hand and in your GY gain the following effect.

  • If you control an “Inkwell Isle Resident” Monster: you can Special Summon this card from your hand or GY.

You can only Special Summon a Monster with the effect of “Old Timey Pictures!” up to 3 times each turn.

 

[spoiler=Clarification of this card's effect]

The intention of this card's effect HOPT effect is that you can only special summon monsters 3 times per turn with this effect, not 3 times per turn per individual monster, only 3 summons per turn total even if you have more than 1 activated. 

 

 

 

Enjoy the Show!

Spell - Quickplay

 

Special Summon 1 “Inkwell Isle Resident” Monster from your hand or GY. During your Main Phase: you can banish this card from your GY; add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. You can only use this effect of “Enjoy the Show!” once per turn.

 

Inkwell Fusion

Spell - Quickplay

 

Apply one of the following effects

  • Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by banishing the required Fusion Materials from your hand, field, and/or GY. If you control no Monsters, you can also banish 1 “Inkwell Isle Resident” Monster from your Deck for the Fusion Summon

  • Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by shuffling the required Fusion Materials from your hand, field, GY, and/or banished cards into your Deck.

If an “Inkwell Isle Resident” Monster(s) you control would be destroyed (by battle or card effect) while this card is in your GY, you can banish this card from your GY instead.

 

Snakes Eyes On Your Dice!

Trap - Normal

 

Target 1 “Inkwell Isle Resident” Monster you control and 2 cards your opponent controls; send your Monster to your GY, then banish your opponent’s cards. During either players Main Phase: you can banish this card from your GY, then target 5 “Inkwell Isle Resident” Monsters with different names that are banished and/or in your GY; shuffle all of them into your Deck, then draw 1 card. You can only use each effect of “Snake Eyes On Your Dice!” once per turn.

 

Game Over Card

Trap - Counter

 

When your opponent would Normal or Special Summon either 1 or 2 Monsters: shuffle 1 “Inkwell Isle Resident” Monster from your field into your Deck; negate that Summon, then shuffle those Monster(s) into the Deck. If only 1 Monster was returned to the Deck by this effect, you can draw 1 card. You can only activate 1 “Game Over Card” per turn.

Link to comment
Share on other sites

  • 3 weeks later...

[spoiler=Reviews are in blue italics]

[spoiler=Main Deck Monsters]
Inkwell Isle Resident: Goopy Le Grand
Level 5 / Earth / Fiend / Effect
2000 attack / 1200 defense

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your GY, except “Inkwell Isle Resident: Goopy Le Grand”. You can only use each effect of “Inkwell Isle Resident: Goopy Le Grand” once per turn.

Inkwell Isle Resident: The Root Pack
Level 5 / Earth / Plant / Effect
2000 attack / 1500 defense

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your Deck, except “Inkwell Isle Resident: The Root Pack”. You can only use each effect of “Inkwell Isle Resident: The Root Pack” once per turn.

Inkwell Isle Resident: Hilda Berg
Level 5 / Wind / Machine / Effect
2000 attack / 1800 defense

If you control no Monsters while this card is in your hand or GY: you can Special Summon this card from your hand in attack position or from your GY in face-up defense position. During either players Main Phase: you can tribute this card; Special Summon 1 “Inkwell Isle Resident” Monster from your hand, except “Inkwell Isle Resident: Hild Berg”, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Hilda Berg” once per turn.

For the most part, all 3 of these are fine (least in the sense of being kinda like CyDra and starting with field presence).

Inkwell Isle Resident: Baroness Von Bon Bon
Level 6 / Earth / Spellcaster / Effect
2100 attack / 2000 defense

If this card is Special Summoned: you cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon up to 3 “Candy Servant Tokens” (Level 4/Earth/Fiend/ATK: 1000/DEF: 1000). This card cannot be destroyed by battle or card effects while you control a token. Once per turn, during either players Main Phase: you can tribute 1 Monster you control, then target 1 card your opponent controls; return that card to the hand. You can only use each effect of “Inkwell Isle Resident: Baroness Von Bon Bon” once per turn.

Well, you just made an instant Link 3 enabler for the archetypal boss, which is generally okay (and relying on you using the above 3 to trigger it most of the time). Though I would probably suggest making it optional so you can't miss timing or it's rendered useless if you don't have empty MMZ. Bouncing is ok.

Inkwell Isle Resident: Djimmi the Great
Level 6 / Dark / Spellcaster / Effect
2300 attack / 2000 defense

If this card is Special Summoned: you can either take control of 1 Monster your opponent controls or place 1 Monster from your opponent’s GY on your field ( This is not treated as a Special Summon ). Once per turn, during either players Main Phase: you can tribute 1 Monster you control; place 1 card from both players GY on the bottom of their Decks, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Djimmi the Great” once per turn.

I'm a bit iffy on this being a slightly better Big Eye (well, in the sense of free monster control), considering all of the triggers and stuff that can make it possible. However, it's good enough for grave disruption / recycling if you need to. Another concern would probably be floater abuse outside the archetype, but address that when it shows up.

Inkwell Isle Resident: Wally Warbles
Level 6 / Wind / Winged Beast / Effect
2500 attack / 2000 defense

If this card is Special Summoned: you can target 1 “Inkwell Isle Resident” Monster in your GY, except “Inkwell Isle Resident: Wally Warbles”; Special Summon that Monster. Once per turn, during either players Main Phase: you can tribute 1 Monster you control; place 1 random card from your opponent’s hand on the top of your opponent’s Deck. You can only use each effect of “Inkwell Isle Resident: Wally Warbles” once per turn.

I guess you have another instance of SSing here that kinda conflicts with Le Grand being the reviver from GY. But yeah, messing up the opponent's hand is okay. Revival is alright too barring the redundancy.

Inkwell Isle Resident: Rumor Honeybottoms
Level 7 / Wind / Insect / Effect
2600 attack / 2500 defense

If this card is Special Summoned: you cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon up to 4 “Bee Servant Tokens” (Level 4/Wind/Insect/ATK: 1000/DEF: 1000). This card cannot be destroyed by battle or card effects while you control a token. If this card is in your GY: you can tribute 1 Level 5 or lower Monster you control; Special Summon this card from your GY in face-up defense position. You can only use each effect of “Inkwell Isle Resident: Rumor Honeybottoms” once per turn.

Oh hello Bon Bon #2 (well, barring reviving itself instead of bouncing stuff). Seems fine for most part.

Inkwell Isle Resident: Werner Werman
Level 7 / Earth / Beast / Effect
2700 attack / 2500 defense

If this card is Special Summoned: you can target up to 2 “Inkwell Isle Resident” Monsters in your GY, except “Inkwell Isle Resident: Werner Werman”; add those cards to your hand, then you can Special Summon 1 “Inkwell Isle Resident” Monster from your hand with a different name than the Monster(s) add to your hand by this card’s effect, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Werner Werman” once per turn.
 
Well, you only have one effect, but I suppose it does cycle out stuff you can summon/trigger again. Should be okay.

Inkwell Isle Resident: Cala Maria
Level 7 / Water / Sea Serpent / Effect
2800 attack / 2500 defense

If this card is Special Summoned: you can target up to 2 “Inkwell Isle Resident” Monsters in your GY, except “Inkwell Isle Resident: Cala Maria”; Special Summon those Monsters, then send cards from your hand and/or field to your GY equal to the number of Monsters Special Summoned by this card’s effect, then draw 1 card. You can only use each effect of “Inkwell Isle Resident: Cala Maria” once per turn.
 
General concern about this one is probably triggering multiple effects like some of the above, but then again, it does backfire if you overextend or don't have enough cards besides whatever. Other than that, yeah.


[spoiler=Extra Deck Monsters]
Inkwell Isle Resident Boss: Cagney Carnation
Link 2 / Earth / Plant / Link / Effect
2 Monsters, including at least 1 “Inkwell Isle Resident” Monster
Link Markers: Bottom Left, Bottom Right
2000 attack

This card cannot be destroyed by card effects while it points to a Monster. If this card is Link Summoned: you can target one of the Monsters used for this card’s Link Summon in your GY that as a Level; add 1 “Inkwell Isle Resident” Monster from your Deck to your hand with a different Level than the targeted Monster. Once per turn: you can Special Summon 1 “Inkwell Isle Resident” Monster from your hand. You can only use each effect of “Inkwell Isle Resident Boss: Cagney Carnation” once per turn.
 
(Ignoring the thing about the conflicting soft OPT on effect 2, then the hard OPT for the whole card including it.)
 
This one is alright.

Inkwell Isle Resident Boss: Grim Matchstick
Link 3 / Fire / Dragon / Link / Effect
2+ Monsters, including at least 1 “Inkwell Isle Resident” Monster
Link Markers: Bottom Left, Bottom, Bottom Right
2500 attack

This card cannot be targeted or destroyed by card effects while it points to a Monster. If this card is Link Summoned: you can target one of the Monsters used for this card’s Link Summon in your GY; inflict damage to your opponent equal to the half of original ATK of that Monster, then Special Summon 1 “Inkwell Isle Resident” Monster from your hand or GY with a different name than the Monster targeted by this card’s effect. All battle damage your opponent takes for the rest of the turn after you activate this effect is halved. You can only use each effect of “Inkwell Isle Resident Boss: Grim Matchstick” once per turn.
 
Burn damage and SSing on summon is fine. Halving battle damage for rest of the turn kinda sucks, but nothing on card says you cannot do all your battle damage that turn at full power, then summon this. The Token summoning monsters should make getting this out a bit easier.

Inkwell Isle Resident Boss: Phantom Express
Link 3 / Dark / Fiend / Link / Effect
2+ Monsters, including at least 1 “Inkwell Isle Resident” Monster
Link Markers: Bottom Left, Bottom, Bottom Right
2500 attack

This card cannot be targeted or destroyed by card effects while it points to a Monster. Once per turn, during your Main Phase or Battle Phase (quick effect): you can Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by shuffling the required Fusion Materials from your hand, field, GY, or banished cards into your Deck. The Monster you Fusion Summon can be Summoned with 1 less Fusion Material. After you successfully Fusion Summon by this card’s effect: you can add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. You can only use this effect of “Inkwell Isle Resident Boss: Phantom Express” once per turn.

If any of the Fusions required 2 materials, then we'd have an issue. As it stands right now, it's questionable as I haven't reviewed them yet (or gotten to them at this point). Also iffy about the searching thing on top, but I suppose it's for setup purposes.

Inkwell Isle Resident Boss: King Dice
Level 10 / Dark / Fiend / Fusion / Effect
3000 attack / 3000 defense
3 “Inkwell Isle Resident” Monsters
Must first be Fusion Summoned. During your Main Phase, if all of the Monsters you control are “Inkwell Isle Resident” Monsters: you cannot Special Summon Monsters for the rest of this turn, except “Inkwell Isle Resident” Monsters, also Special Summon 1 “Inkwell Isle Resident” Monster from your hand, Deck, and from your GY or banished cards, except “Inkwell Isle Boss: King Dice’. All of the Monsters Summoned by this effect must have different names from each other. You can only use this effect of “Inkwell Isle Boss: King Dice” once per turn. If this card you control would leave the field because of a card effect, you can banish 1 card that works with “Inkwell Isle Resident” Monsters from your GY instead.

 

Right now, the SSing restriction is far more restrictive than the others as it is requiring you to control no-non "Inkwell Isle" monsters and locking your SS for the turn with a hard OPT. If you didn't have the hard OPT, then the other stuff makes sense.

Inkwell Isle Resident Boss: The Devil
Level 12 / Dark / Fiend / Fusion / Effect
3200 attack / 3200 defense
5 “Inkwell Isle Resident” Monsters
Must first be Fusion Summoned. If this card is Special Summoned, except by this card’s effect: you can add 1 Spell/Trap card from your Deck, GY, or banished cards to your hand that works with “Inkwell Isle Resident” Monsters. Up to twice per turn, during either players turn, when your opponent activates a card or effect: you can send 1 “Inkwell Isle Resident” Monster from your Deck to your GY; negate that activation or effect, then banish that card. If this card you control is sent to your GY: you can banish 1 other “Inkwell Isle Resident” Monster from your GY; Special Summon this card to your field in face-up defense position.

Taking into consideration its summon conditions, searching, negation and revival, it isn't particularly bad considering setup stuff.

 

 

[spoiler=Spells and Traps]
Inkwell Isle
Spell - Field
When this card is activated: you can take 1 “Inkwell Isle Resident” Monster from your Deck and either add it to your hand or send it to your GY. All “Inkwell Isle Resident” Monsters you control gain 200 ATK and DEF for each of those Monsters you control with a different name. You can only activate 1 “Inkwell Isle” per turn.

This one is basically Oviraptor for the Deck in field form...seems okay, I suppose.

Old Timey Pictures!
Spell - Continuous
When this card is activated, you can add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. All “Inkwell Isle Resident” Monsters in your hand and in your GY gain the following effect.

  • If you control an “Inkwell Isle Resident” Monster: you can Special Summon this card from your hand or GY.

You can only Special Summon a Monster with the effect of “Old Timey Pictures!” up to 3 times each turn.

[spoiler=Clarification of this card's effect]
The intention of this card's effect HOPT effect is that you can only special summon monsters 3 times per turn with this effect, not 3 times per turn per individual monster, only 3 summons per turn total even if you have more than 1 activated.

 

 

Clarification helped with understanding, but otherwise, it seems alright for getting them triggered.

Enjoy the Show!
Spell - Quickplay
Special Summon 1 “Inkwell Isle Resident” Monster from your hand or GY. During your Main Phase: you can banish this card from your GY; add 1 “Inkwell Isle Resident” Monster from your Deck to your hand. You can only use this effect of “Enjoy the Show!” once per turn.

This one is fine, despite the redundancy in SSing to trigger stuff.

Inkwell Fusion
Spell - Quickplay
Apply one of the following effects

  • Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by banishing the required Fusion Materials from your hand, field, and/or GY. If you control no Monsters, you can also banish 1 “Inkwell Isle Resident” Monster from your Deck for the Fusion Summon.
  • Fusion Summon 1 “Inkwell Isle Resident” Fusion Monster by shuffling the required Fusion Materials from your hand, field, GY, and/or banished cards into your Deck.

If an “Inkwell Isle Resident” Monster(s) you control would be destroyed (by battle or card effect) while this card is in your GY, you can banish this card from your GY instead.

Well, you're really only using this for the Fusions anyway (and likely the second method because easier to retrieve stuff). Protection is fine.

Snakes Eyes On Your Dice!
Trap - Normal
Target 1 “Inkwell Isle Resident” Monster you control and 2 cards your opponent controls; send your Monster to your GY, then banish your opponent’s cards. During either players Main Phase: you can banish this card from your GY, then target 5 “Inkwell Isle Resident” Monsters with different names that are banished and/or in your GY; shuffle all of them into your Deck, then draw 1 card. You can only use each effect of “Snake Eyes On Your Dice!” once per turn.

Ohai Twin Scrap / Jar of Avarice for the Deck. Well, not exact in function but you get it. Card on its own isn't bad, but obvious things about Traps nowadays and ease of getting stuff returning. It may be doable with the Fusion and other stuff, however that's about it.

 

Game Over Card
Trap - Counter
When your opponent would Normal or Special Summon either 1 or 2 Monsters: shuffle 1 “Inkwell Isle Resident” Monster from your field into your Deck; negate that Summon, then shuffle those Monster(s) into the Deck. If only 1 Monster was returned to the Deck by this effect, you can draw 1 card. You can only activate 1 “Game Over Card” per turn.

Summon negation is alright.

 

 

 

 

Personally speaking, I think you may want to condense your future sets as they do tend to be rather large (or just add them in small increments so easier for people to review.). Also would alleviate the redundancies in certain places.

 

[Also yeah, I did say I'd grant an exception to the necro rule for this, so...]

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...