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Holiday Season 2018! Draconus's Gift Thread!


Draconus297

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Another year come and gone . . . I feel old.

 

Honestly, this year has been a rollercoaster, and it's going out on a relative high note; something I've been waiting a long time for is finally fully planned, and will be happening in January. Also, next time the RP section slows down, I have my next RP interest check ready and loaded, as I promised from hitting 1000 reps. Still, it has been difficult getting this far, and I'd like to thank you all for making this place as good to be a part of as it has . . . which is where we get to the point of this thread in the first place.

 

So, it's Secret Santa time in the AGM again, and through some bizarre magic I've gotten Sakura for the second time. Hope he likes this quirky, yet consistent and straightforward, little bunch of cards!

 

As for the rest of you . . . one apiece. I'm not pouring my heart and soul into my opinion pieces this year because nobody funking cared last year, or the year before that, or even the year before that. Not worth my time and effort to acknowledge the idiosyncrasies of each of you individually and my opinions following if everyone skips my acknowledgments.

 

That said, I do know one way to acknowledge you all without giving everybody a paragraph:

 

https://www.youtube.com/watch?v=at_f98qOGY0

 

I love this damned site

I love its glitches, too

I love the mods here

(They've done all they can do)

I love the whole world

And all its odds and ends

Boom de yada, boom de yada

Boom de yada, boom de yada

I love it in Polls

It's got some real treats

I love the neat games

They're where the people meet

I love the whole world

Despite how sour I am

Boom de yada, boom de yada

Boom de yada, boom de yada

I love the sweet gifs

I love it in CC

I love the Misc trolls

(When they're not trolling me)

I love the whole world

Through all its ups and downs

Boom de yada, boom de yada

Boom de yada, boom de yada

I love creation

It's why I lurk Showcase

I love the flow of thought

(I even check Debates)

I love the whole world

And the good friends I've made

Boom de yada, boom de yada

Boom de yada, boom de yada

I love some good hype

New Smash looks pretty cool!

I love my music

I love new writing tools

I love the whole world

And all the friends I've lost

Boom de yada, boom de yada

Boom de yada, boom de yada

 

[spoiler=Sakura]

Swift Rabbit - Weston the White

WIND - Level 2 - Beast/Effect - 400/100

You can discard this card (Quick Effect): Add 1 "Swift Rabbit" Spell/Trap Card from your Deck or Graveyard to your hand. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: You can add 1 "Swift Rabbit" monster from your Deck to your hand. If this card is used as Material for the Summon of a "Swift Rabbit" monster: You can destroy 1 card your opponent controls. You can only activate each effect of "Swift Rabbit - Weston the White" once per turn.

 

Swift Rabbit - Sahara the Sandy

WIND - Level 2 - Beast/Effect - 1000/0

If your opponent Special Summons a monster(s), you can discard this card (Quick Effect): Apply the first effect of 1 "Swift Rabbit" Spell/Trap Card on the field or in the Graveyard in place of this effect, and treat it as the effect of a Trap Card. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: Draw 1 card, and if the drawn card is a "Swift Rabbit" card; you can reveal it to draw 1 additional card. If this card is used as Material for the Summon of a "Swift Rabbit" monster: You can banish 1 card from your opponent's Graveyard, then banish 1 additional card from their Graveyard or Spell/Trap Zone. You can only activate each effect of "Swift Rabbit - Sahara the Sandy" once per turn.

 

Swift Rabbit - Gallop the Gray

WIND - Level 2 - Beast/Effect - 1200/300

You can discard this card (Quick Effect): For the rest of the turn, if a "Swift Rabbit" monster battles an opponent's monster, the destroyed monster is banished at the end of the Damage Step. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: You can discard 1 random card from your opponent's hand. If this card is used as Material for the Summon of a "Swift Rabbit" monster, the Summoned monster gains the following effects:

●All monsters your opponent controls lose 100 ATK for each of their banished cards.

●Your opponent cannot activate the effects of monsters in the Graveyard whose ATK is less than or equal to the number of their banished cards x200.

You can only activate each effect of "Swift Rabbit - Gallop the Gray" once per turn.

 

Swift Rabbit - Bonbon the Black

WIND - Level 2 - Beast/Tuner/Effect - 800/800

You can discard this card (Quick Effect): Negate the next monster effect your opponent activates this turn, and if you do, Special Summon 1 "Swift Rabbit" monster from your Deck. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: As a Quick Effect during this turn, you can, immediately after this effect resolves; Synchro Summon, using "Swift Rabbit" monsters you control as Material. If this card is used as Material for the Summon of a "Swift Rabbit" monster, the Summoned monster gains the following effect:

●This card is treated as a Spell Card for the effects of other "Swift Rabbit" monsters.

You can only activate each effect of "Swift Rabbit - Bonbon the Black" once per turn.

 

Swift Rabbit - Cottontail Knight

WIND - Level 4 - Beast/Synchro/Effect - 2000/1000

1 Tuner + 1 non-Tuner "Swift Rabbit" monster

Once per turn, if the effect of a "Swift Rabbit" monster activates in your hand, you can target 1 monster your opponent controls: Banish that target, then increase this card's ATK by 100 for each of your opponent's banished cards, until the End Phase. If this card inflicts battle damage to your opponent: You can excavate the top 3 cards of your opponent's Deck, banish 1, then shuffle your opponent's Deck. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: You can Set 1 "Swift Rabbit" Spell/Trap Card directly from your Graveyard (you can only activate this effect of "Swift Rabbit - Cottontail Knight" once per turn).

 

Swift Rabbit - Bunny Paladin

WIND - Level 6 - Beast/Synchro/Effect - 2200/1100

1 Tuner + 1 or more non-Tuner "Swift Rabbit" monsters

Once per turn, if the effect of a "Swift Rabbit" monster activates in your hand: You can excavate the top 3 cards of your opponent's Deck, banish 1, and if you do; increase this card's ATK by 200 for each of your opponent's banished cards until the End Phase. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Swift Rabbit" monster from your Graveyard in Defense Position. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: You can banish 1 Special Summoned monster your opponent controls (you can only activate this effect of "Swift Rabbit - Bunny Paladin" once per turn).

 

Swift Rabbit - Jackalope Destroyer

WIND - Level 8 - Beast/Synchro/Effect - 2600/1300

1 Tuner + 1 or more non-Tuner "Swift Rabbit" monsters

If the effect of a "Swift Rabbit" monster activates in your hand: You can make your opponent banish 1 card from their Extra Deck, and if you do: This card gains 300 ATK for each of your opponent's banished cards, and your opponent takes damage equal to that change in ATK (you can only activate this effect of "Swift Rabbit - Jackalope Destroyer" once per turn). If this card inflicts battle damage to your opponent: You can Special Summon up to 2 "Swift Rabbit" monsters from your Graveyard in Defense Position. If this card is Special Summoned by the effect of a "Swift Rabbit" Spell/Trap Card: Gain 300 LP for each of your opponent's banished cards, then reduce the ATK of all monsters your opponent controls by the amount of LP you gained (you can only activate this effect of "Swift Rabbit - Jackalope Destroyer" once per turn).

 

Meadow of Swift Rabbits

Field Spell

Once per turn, during your Standby Phase: You can Special Summon 1 "Swift Rabbit" monster from your Graveyard. Your opponent cannot activate cards or effects in response to the Summon of a "Swift Rabbit" monster. Once per turn, if a "Swift Rabbit" monster you control whose ATK is different from its original ATK battles your opponent's monster: You can reduce the ATK of the opposing monster by the ATK of your battling monster.

 

Swift Rabbit Return

Normal Spell

Target 1 "Swift Rabbit" monster in your Graveyard: Special Summon it. At the start of the Battle Phase, if this card is in your Graveyard, if your opponent controls a Defense Position monster: You can change that monster to Attack Position, and reduce its ATK by 100 for each of your opponent's banished cards.

 

Swift Rabbit Reinforcements

Normal Spell

Special Summon 1 "Swift Rabbit" monster from your hand or Graveyard, or, if your opponent controls a monster Summoned from the Extra Deck and you do not, you can Special Summon that monster from your Deck, instead (you can only activate this effect of "Swift Rabbit Reinforcements" once per turn). You can banish this card from your Graveyard: Shuffle 3 "Swift Rabbit" monsters from your Graveyard into your Deck; draw 2 cards.

 

Swift Rabbit Rejuvenation

Normal Trap

If your opponent declares a direct attack: You can Special Summon 1 "Swift Rabbit" monster from your Graveyard in Defense Position, then send 1 card your opponent controls in the same column as the Summoned monster to the Graveyard.

 

Swift Rabbit Rescue

Counter Trap

If your opponent activates a monster effect while you control another face-up "Swift Rabbit" card: Negate the activation, and if you do, destroy that card, and if you do that; Special Summon up to 3 "Swift Rabbit" monstsrs from your Graveyard. You can only activate 1 "Swift Rabbit Rescue" per turn.

 

He likes rabbits, Synchro plays, and simplistic archetype design that's easy to pick up and play. I wound up with this interesting take that combines two archetype concepts that don't work in theory (Cardians and Thunder Dragons, although the latter works in practice) and makes them into a competent Deck.

 

Also, for the Main Deck monsters at least, I picture them to be actual pet rabbits with headbands. Cute little bunnies becoming SUPER TURBO RABBIT WARRIORS. It's an aesthetic that's hilarious due to the juxtaposition of hyper-manly Tokusatsu rabbits and actual classroom pets in the same damned archetype. I have known rabbits with all of the names of the Main Deck rabbits before.

 

 

 

[spoiler=Yui]

Shiranui Supremasaga

FIRE - Level 8 - Zombie/Synchro/Effect - 3000/0

1 Zombie-Type Tuner + 1 or more non-Tuner monsters with 0 DEF

During the turn this card is Synchro Summoned using a "Shiranui" monster as Material, your opponent cannot activate cards or effects in response to the attack or effect of a "Shiranui" monster. At the start of the Damage Step, if this card attacks: You can banish 1 "Shiranui" monster from your Graveyard and reduce the ATK of the attack target by 1000; at the end of the Damage Step, if the attack target is no longer on the field, Special Summon 1 Level 7 or lower "Shiranui" Synchro monster from your Extra Deck (this is treated as a Synchro Summon). If this card is banished: You can Special Summon 1 Level 8 or lower Zombie-Type monster from your Graveyard.

 

I was right with you on the WTF-fest that was the Level 5 (and Level 7!) Shiranui Synchros we got, and, being me, I looked for a loophole that worked with the Shiranui focus on seeking an OTK. Hope this helps!

 

 

 

[spoiler=The Nyx Avatar]

Ignoble Noble Archfiend

LIGHT - Level 1 - Fiend/Tuner/Effect - 200/100

During your Draw Phase, after your Normal Draw, you can discard this and 1 other "Archfiend" monster: Draw 2 cards (you can only activate this effect of "Ignoble Noble Archfiend" once per turn). If this card is discarded: You can Special Summon this card in face-up Attack Position. If this card is used as Material for the Summon of a Fiend-Type Synchro monster: You can return this card from your Graveyard to the top of your Deck.

 

Likes Fiends. Likes discarding. Likes straightforward card design. I DO THIS EVERY YEAR.

 

 

 

[spoiler=Raven Evalon]

Eclipse Guardian Phantasmal Hall

Continuous Spell

Once per turn, if a Synchro or Pendulum card you control is destroyed: You can add 1 "Eclipse Guardian" card from your Deck to your hand. Once per turn, you can target 1 face-up "Eclipse Guardian" Pendulum monster in your Extra Deck: Place that target in your Pendulum Zone.

 

This is an additional part for the gift I made for then-Kyumi last year. It makes the archetype function slightly more effectively, and gives them plays to actually combo off.

 

 

 

[spoiler=Dova]

Mind Anchor Cazwalfus

WATER - Level 11 - Psychic/Ritual/Effect - 0/4000

Must first be Ritual Summoned using "Liberation of Thought". Each time you draw a card(s), reduce this card's DEF by 100, and increase its ATK by 200 (this effect cannot be negated). An opponent's monster destroyed by battle with this card is shuffled into the Deck. Once per turn, during either player's Main Phase, you can target 3 cards in each Graveyard: Both players shuffle the targeted cards into their Deck, then you draw 1 card. While you have fewer cards in your Deck than your opponent, neither player can add cards from their Deck to their hand, except by drawing them.

 

Liberation of Thought

Ritual Spell

This card is used to Ritual Summon "Mind Anchor Cazwalfus". You must also Tribute monsters from your hand and/or field whose combined Levels are greater than or equal to 11. You can only activate 1 of the following effects of this card's name per turn, and only once per turn:

●If this card and "Mind Anchor Cazwalfus" are both in your Graveyard: You can add "Mind Anchor Cazwalfus" from your Graveyard to your hand, and return this card to the top of your Deck.

●If this card would be shuffled into your Deck from outside it, you can shuffle the rest of your Deck and place this card on top of your Deck.

●If a Ritual monster battles, you can discard this card: Reduce the ATK of all monsters your opponent controls to 0 until the end of the Damage Step, then draw 1 card.

 

Another Pre-Prep target to make Dova happy.

 

 

 

[spoiler= R.Surraco]

Inversion Talisman

EARTH - Level 4 - Fairy/Pendulum/Effect - 800/800 - Scale ?

Pendulum Effect - When performing damage calculation in battle involving a monster on each side of the field, the player that would normally take damage from that battle takes no damage, also the opposing player takes that damage instead. Once per turn: You can declare any number between 0 and 13, and make your opponent do the same; toss a coin and call it. If you called it wrong, apply the number you declared as this card's Pendulum Scale during this turn only, if not, apply the number your opponent declared.

Monster Effect - Effects that would decrease a monster's ATK or DEF increase it by the same amount, and vice versa.

 

You wanted thematics? HAVE THEMATICS!

 

 

 

[spoiler=Ἄργος Πανόπτης]

You're lucky copy-paste exists, because your name does not exist on my keyboard.

 

Overlord of the Pit

FIRE - Level 10 - Fiend/Effect - 2800/2800

If you control no cards, you can Special Summon this card from your hand in Defense Position. Negate this card's effects, unless it is Normal or Flip Summoned. You can Normal Summon this card by Tributing 3 monsters, and if you do: You can Special Summon any number of the monsters Tributed to Summon this card from your Graveyard in Defense Position. Cannot be targeted for attacks or effects, except the effects of Level 10 or higher monsters. At the end of the Damage Step, if this card attacked your opponent's monster and inflicted damage, send 1 card from the top of your opponent's Deck to the Graveyard for every 300 points of damage inflicted, then banish a number of cards on the field up to the number of monsters sent to the Graveyard this way. If a card(s) is banished by this card's effect, all monsters you control gain 200 ATK for each.

 

Impractical? Not necessarily. Yes, it's an awkward boss to get going, and you're never in a million years going to use the 3-Tribute effect unless you're trying to combo off or something, or you want to use that AGM card that gives you a bonus for Tributing off or using as Material exactly 3 monsters with the same original name twice in the same turn. But it does have practical applications as the Rank 10 equivalent to Cyber Dragon, in case you're not running actual Trains, and it's an interesting boss if it does have its effect on the field.

 

 

 

[spoiler= Tythe]

This one was . . . tricky.

 

Monument to Veldaion

DARK - Level 9 - Rock/Effect - 900/2000

If a Counter Trap Card is activated: You can Special Summon this card from your hand or Graveyard when that Counter Trap Card resolves, then, if that card negated the Summon, effect, or attack of exactly 1 monster; increase this card's ATK by that monster's. If this card destroys your opponent's monster by battle: You can draw 1 card, and if the drawn card was a monster whose Level is less than this card's; you can Special Summon the drawn monster, and reduce this card's Level by the Level of that Special Summoned monster. Once per turn, you can target 1 monster on the field (Quick Effect): Either:

●This card's Level becomes the same as that monster's.

●Increase this card's Level by that monster's.

 

 

 

[spoiler=Sleepy]

Fluff of Life

WIND - Level 2 - Plant/Effect - 400/400

If this card is used as Material for a Synchro Summon of a Plant-Type monster: You can Special Summon 1 "Hollow Seed Token" (DARK/Level 1/Plant/ATK 100/DEF 100). If a "Hollow Seed Token" Summoned by this card is destroyed by battle or your opponent's card effect, inflict 500 damage to your opponent, and reduce the ATK and DEF of all monsters your opponent controls by 500. If you gain LP while this card is in your Graveyard: You can Special Summon this card from your Graveyard (You can only activate this effect of this card's name once per turn).

 

 

 

[spoiler=Uggla6]

Munchweevil

EARTH - Level 3 - Insect/Effect - 500/2000

If your opponent Special Summons exactly 1 monster from their Extra Deck: You can Special Summon this card from your hand, then gain LP equal to the ATK of the monster Summoned (you can only activate this effect of this card's name once per turn). A monster whose Summon this card was Special Summoned in response to cannot be used as Material for the Summon of the same type of Summon that was used to Summon it. Once during the End Phase of a turn this card was Special Summoned by its own effect, you can pay LP up to the amount of LP gained by this card's effect: Add 1 EARTH Insect-Type monster from your Deck to your hand whose ATK is exactly equal to the amount of LP paid, but if you do, you cannot Summon monsters or activate monster effects during the next turn, except Insect-Type monsters.

 

 

 

[spoiler=Darj]

Cursed Thatch Puppet

DARK - Level 8 - Plant/Effect - 0/0

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by the effect of a DARK or Plant-Type monster. If a monster(s) you control is destroyed by a card effect: You can Special Summon this card from your hand. If this card is destroyed by your opponent's card (by battle or card effect): You can Special Summon this card from the Graveyard during the End Phase. If a card you control is removed from the field by a card effect, except an effect that would Summon a monster: Remove a card your opponent controls in an equivalent Zone (same column and Zone type if in a Main Monster Zone, same Zone type if a Field or Extra Monster Zone), in the same way. There can be only 1 face-up "Cursed Thatch Puppet".

 

Now, this effect is kinda odd, so allow me to explain its weird removal effect. If a Spell/Trap Card you control gets popped, you get to pop your opponent's S/T in the same column. If a monster you control gets itself banished, you banish your opponent's monster in the same column. Hilariously, using Share the Pain on a monster in your EMZ becomes a 2-for-2, because you will Tribute off whatever is in your EMZ, Thatch Puppet auto-Tributes whatever is in your opponent's EMZ, and your opponent still has to Tribute a monster they control. Same with bouncing, sending, and spinning, but not for effects that Fusion or Ritual Summon, for obvious reasons. It's not optional, so your opponent can try to play around it, but that only makes games more interesting!

 

This card is not approved for AGM use.

 

 

 

[spoiler= The Necromancer]

Sun Core Dragon

LIGHT - Level 4 - Dragon/Tuner/Effect - 0/1800

If you control a Level 4 or lower DARK Dragon-Type monster, you can Special Summon this card from your hand. If this card is used as Material for the Summon of a Dragon-Type monster: You can select 1 DARK Dragon-Type monster from your Deck, and either add it to your hand or send it to the Graveyard. If this card is banished from your Graveyard, you can target 1 card on the field: Destroy that target. You can only activate each effect of "Sun Core Dragon" once per turn.

 

Lunar Flight Dragon

DARK - Level 4 - Dragon/Effect - 1800/0

If you control a Level 4 or lower LIGHT Dragon-Type monster, you can Special Summon this card from your Graveyard. If this card is sent to the Graveyard for the Summon of a Dragon-Type monster: You can target 1 card your opponent controls; banish it. If this card is banished from your Graveyard: You can draw 1 card, then add 1 "Dragon's Mirror" from your Deck or Graveyard to your hand, but if you fail to add 2 cards to your hand this way, take 1000 damage. You can only activate each effect of "Lunar Flight Dragon" once per turn.

 

A replacement for the old mini-Chaos dragons that gives you many incentives to use them to make a Level 8 Dragon Synchro and a Chaos monster, and then puts Dragon's Mirror in your hand for good measure. The AGM even has a few cards you might want to use in a Chaos Deck, and in fact I might make an AGM Chaos Deck due to us having Dr. Red at 2.

 

 

 

 

This is a WIP! Future cards will be designed for other AGM members, and maybe even a few other non-AGM members!

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OwO I like! From what I remember about Eclipse Guardians, they were.. Lacking in some regards as to combo plays, so this greatly helps them! Actually, I still have copy paper prints of them tbh XD. I should probs review them so I can possibly relearn how they work

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You're welcome, Raven! The issue with Eclipse Guardians was running out of resources on-field too quickly, because their replacement back in the Scale only triggered off of use as Synchro Material, forcing the use of Level 6 Synchros or non-archetypal Tuners to keep tempo and make use of their better effects from being popped in the Scale. This basically helps keep up your Scales, giving you more easy access to your incredible effects without enabling the archetype to the point where their effects become stupid.

 

Also, gift for @ is ready!

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A cute little Dova entry. Man, unless I change my tastes for next year, I could start a MtG style Deck soon.

Still, I absolutely adore this card. I didn't mention my growing love for MtG in my tastes, yet this card reminds me of a Blue Mill boss for that game so much that I'm sure you must've read my mind or something. There is a lock, but it is not complete, takes a while to get into play and can even be undone by your opponent. It helps you while being offensive to your opponent, and while lacking protection, there's contingencies for both GYing and shuffling which both tie extremely well into its flavour. Not only that, but the placing on top of the Deck also makes me think a lot of MtG and while its not so powerful here, the ease of doing it certainly balances it out.

One of my favorite presents ever, thank you! :D

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Yeah, Mind Anchor was an interesting card design challenge, especially considering that it had to set up its own condition, maintain said condition, and that condition couldn't be something dependent on matchup. So, I used the fact that the AGM doesn't have Desires or Grass to fuel a card that is dependent on a difference in Deck size. Then, you can use milling effects like Gold Spears or Emberwurms to keep your Deck small.

 

New card for @@Sleepy

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@@Darj has received their card! First non-member card that isn't Yui's . . . complete!

 

Thanks for the gift. My YGO card preferences lean towards puppet and machine(like) stuff with a side of waifu like Shaddolls, Traptrix, Mekk-Knight, Orcust, R-Genex, Mechaba, Artifact Labrys and Wee Witch Magician so I find really interesting to see what you came up with for me. It has an unique, control-ish effect indeed, and I like that it doesn't entirely depends on destruction by the opponent's effects to get on the board. I'm a bit curious on why you went for a DARK/Plant typing, 0/0 stats and Level 8. Funnily enough that reminds me of Gearpsring Spirit, a funny tech I ran in ran in a Machina variant as an attempt for personalizing it.

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Cursed Thatch Puppet took on said puppet aesthetic by essentially being a cross between a voodoo doll and a scarecrow, which is why I went for the DARK/Plant thing. Picture, essentially, a gigantic, haphazardly stuffed rag doll come to life.

 

Level 8 was mostly for support that lets extra copies see use in ways that aren't just its field application, and the 0/0 statline not only maximized ease in getting it back to your hand when necessary (Dark Eruption, Recurring Nightmare, etc), but made it so you weren't getting a cheap and easy beater with a powerful control effect off of Lonefire.

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I also like banishing (preferably my opponent's stuff), but that works, too. Personally, I'd want it to be Fiend, as opposed to just "Archfiend" so it can interact with stuff like Fabled or even Infernoid, but for what it is, it's nice. Still hits points that I like in the card game (Synchro material, LIGHT Fiend), so it gets a thumbs up. I actually like this one more than last year's. In any case, good job, Draconus! And may you have a Merry Christmas!

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Sun Core only sends DARK Dragons. I intended on Lunar Flight, Destrudo, or the original DARK Chaos Wyvern to be your targets of choice, but you can also dump things like Rokkets if you really cared to.

 

Yeah, but only if you're Summoning a Dragon. So, basically, the Hieratic thing in a pinch, a Borrel, or one of the many shitty little Dragons Revolver has brought to the game.

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