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Flash Flyer - Sakura

Flash Flyer - Sakura

Member Since 05 Feb 2009
Member ID: 103,963
Currently Viewing Forum: Yu-Gi-Oh! TCG/OCG Card Discussion
Offline Last Active 33 minutes ago
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#7111087 Running of the Bulls

Posted by Flash Flyer - Sakura on Yesterday, 09:55 PM

I guess this would be funny to force the opponent to overextend their board, then you spring something like Bottomless or something to get rid of them altogether. However, it does force you to actually RUN another card to trigger, but not like BTH is terrible nowadays. Then again, you can still force the opponent to have monsters that you can still hit (because some cards that multiple attack apparently can only do it on monsters and not just direct attack). 

 

At the very least, you get to look at the opponent's hand, which is always nice. 

 

====

So yeah, it has some applications somewhere. 




#7110998 Targeting cards in a chain

Posted by Flash Flyer - Sakura on Yesterday, 12:18 AM

https://forum.yugioh...ings-questions/

 

In the future, use this thread for ruling queries and stuff.

 

It's been a while since I have played Yugioh, but Column Switch shouldn't hinder Book of Moon in any way. Book of Moon doesn't care about columns and unless the effect's targeting mentions columns, whatever column a monster is in should be independent of whether or not that monster is targeted, if memory serves me well.

 

Column Switch just switches monsters in the Main Monster Zones; Book of Moon just cares about if it can be targeted / flipped face-down. So yeah, BoM will not miss its target. 




#7110979 Single to Archetype Game

Posted by Flash Flyer - Sakura on 20 July 2018 - 06:42 PM

Well, I found that out (and yeah, forgot to add next card). New one is doable. 

 

Three Trolling Trolls - Aokiro (the blue one)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; Special Summon that monster, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn. 

 

Three Trolling Trolls - Ono (guy on left)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; add 1 monster with the same Attribute to your hand, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn. 

 
Three Trolling Trolls - Kyoki (last one)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; during your Main Phase: You can Normal Summon 1 Beast-Warrior monster with the same Level as this card in addition to your Normal Summon/Set, then this card's Attribute and Level become the same as that monster's, until the end of this turn. (You can only gain this effect of "Three Trolling Trolls - Kyoki" once per turn.) 

 

Trolling Trolls Unity

Normal Spell

Special Summon as many "Three Trolling Trolls" monsters with different names from your hand or GY. During the End Phase, shuffle all monsters Special Summoned by this effect into the Deck. You can only activate 1 "Trolling Trolls Unity" once per turn.

 

Otherworld Trolls Tuning

Quick-Play

Target 1 "Three Trolling Trolls" monster you control and 1 non-Tuner monster you control or in your GY; Synchro Summon 1 monster from your Extra Deck using only those 2 monsters as material.

 

 

I mean, it isn't too much to work with overall, considering the Main Deck is just the separate members on the original card, so this is more of an engine archetype to aid Beast-Warriors and stuff. At least you aren't Type locked, so...yay, I guess?

 

 

Next card:

 

Saffira, Queen of Dragons

(I should probably do this on the sidelines, but yeah, surprise us.)




#7110972 Single to Archetype Game

Posted by Flash Flyer - Sakura on 20 July 2018 - 06:17 PM

I'm still trying to figure out what the meme is, outside some damage thing. 

 

Abaki Inferno

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your GY, except "Abaki Inferno". You can only use this effect of "Abaki Inferno" once per turn. 

 

Abaki Rampager

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your hand, except "Abaki Rampager". You can only use this effect of "Abaki Rampager" once per turn.

 

Abaki Spawn

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can add 1 "Abaki" monster from your Deck to your hand, except "Abaki Spawn". You can only use this effect of "Abaki Spawn" once per turn.

 

Abaki Prankster

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can destroy 1 card on the field. You can only use this effect of "Abaki Spawn" once per turn.

 

 

Uh yeah, and I also realize that BatMed already did this, so...pick another single card that isn't archetype/series-related and I'll do it. 




#7110966 Austere Scientist

Posted by Flash Flyer - Sakura on 20 July 2018 - 03:49 PM

Let's not forget that this card also has E-Teleport on its side because it's a Level 1 Psychic (and One for One), so you have that for summoning if needed. Not like those two cards are anything unique to it. 

 

But otherwise, yeah, it's fine for getting out certain smaller Synchros that are usually harder to pull out nowadays (and I guess a budget version of Needlefiber for said monsters if you really need to do it). Also addresses that one issue that got Scientist banned in the first place, and mostly for summoning stuff that could be used as Tribute fodder. Granted, you'll always have half your LP (except if you somehow end up at 1, which is unlikely) as opposed to a constant 1K payment, but hard OPT should keep this guy in check.

 

If this were in MR3, then makes Accels easier for Synchro Decks. Nowadays, probably still workable if you have Links or something pointing where you need them. 




#7110897 The Agent of Discovery - Neptune (It takes Plu-to Tangle With Synchros)

Posted by Flash Flyer - Sakura on 20 July 2018 - 02:12 AM

The Agent of Discovery - Neptune
Level 7 - DARK
[ Fairy / Synchro / Effect ]
1 Fairy-Type Tuner + 1 or more non-Tuner Fairy-Type monsters
When this card is Special Summoned: You can add 1 "the Sky" or "Divine" Spell/Trap Card from your Deck to your hand, then if you control a "the Sky" card, you gain 2000 LP. While you control "The Sanctuary in the Sky", all face-up cards you control cannot be targeted by an opponent's card effect. If this Synchro Summoned card on the field is destroyed by battle: You can Special Summon 1 Level 6 or 8 Fairy-Type monster from your Main or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "The Agent of Discovery - Neptune(s)" once per turn.
[ ATK 2600 / DEF 1000 ]

 

Also noting that I was the only one to actually vote in it, so I sort of have an obligation to least see how you improved this one from the above. 

 

 

As it currently stands, card is a bit better than last year. Venus on its own already fields this for 1000 LP (both Balls are Level 2 and can be treated as Tuners, plus Venus at 3 and makes this). I suppose you could use Uranus + Shine Ball too, but that isn't an ideal option. For the most part, you will be summoning 2 monsters because of the dual Shine Ball usage, so guess it helps Fairies get out their other stuff to an extent. 

 

That being said, I do have my concerns about this being a technical floodgate against non-Fairy decks (though it only affects the strongest monster and not anything with the second highest or something, so probably a minor thing). Though another issue that does come up is this card's protection thing, which is protecting itself AND the card that it is reliant on for protection. Since you made this card, we got SR05 and a few other "Sanctuary in the Sky" psuedo-clones so it isn't as hard to pull out. 

 

IDK, I would say to make its protection effect not block Sanctuary itself or this gets excluded and more of a protector on its own, but I'm certainly not saying that protecting stuff from being targeting bait is bad; it's appreciated especially since Fairies (usually the Counter variety) need Sanctuary up for stuff. As far as The Agent stuff goes, they're still iffy. But then again, you did retain the protection effect from the old card, so...yeah.

 

====

As a whole, I guess you did improve it somewhat (but then again, the game itself has changed since that 1v1 so...)




#7110629 The Fang of Critias Support

Posted by Flash Flyer - Sakura on 18 July 2018 - 02:34 AM

I know you didn't request this in the review thread, but I'll do it since reviewing really has become a luxury item nowadays. (I suppose that the same format will be used like the last one; I quote your stuff and my thoughts are written in another color and italicized)
 

These were some support cards I thought of based around the Fang of Critias cards. They seemed pretty interesting, the closest we have to fusing with spells/traps, taking those trap cards and making them into Dragons with updated and powerful effects. I thought I would try to make some support cards ( a field spell, of course, that's my favorite kind of support ) to boost the consistency of cards that were previously unsearchable as well as give their fusion monsters a much stronger anti-meta punch to them. 
 
[background=transparent]The Dwellings of the Legendary Dragon Critias [/size][/background]
[background=transparent]Spell - Field [/size][/background]
 
[background=transparent]While you control a fusion monster that lists “The Fang of Critias” in it’s card text, this card and Fusion monsters that list “The Fang of Critias” cannot be targeted or destroyed by your opponent’s cards or effects. Once per turn; you can add 1 “The Fang of Critias” from your deck or GY to your hand. During each end phase: you can target 1 Trap card that was sent to your GY for a fusion summon this turn; add that target to your hand. [/size][/background]
 
Seems fine to me for right now, at least in terms of protecting itself and the monster you summon with Critias. Since neither of the Legendary Dragon cards are searchable, it's useful enough. I do have to note that Critias's SS technically is not a FUSION, so might have to modify it to handle Traps that were sent to the GY by Fang (not like you would use Trap monsters or Paleozoics as Fusion Material otherwise at the moment).
 
[background=transparent]Critias Awakens[/size][/background]
[background=transparent]Spell - Normal [/size][/background]
 
[background=transparent]Reveal 1 Fusion monster in your extra deck that lists “The Fang of Critias” in it’s text; add 1 “The Fang of Critias” from your deck to your hand, then you can add any trap card(s) specifically listed on that monster from your deck to your hand. You cannot activate card’s with the same name as the trap card(s) added to your hand by this effect until the end of your next turn. You can only activate 1 “A Legendary Awakening” per turn. [/size][/background]
 
I have my concerns about this searching a lot of the power cards that you made into Dragon Fusions below, especially the ones that are/were on the ban list for a while and only back because of erratas. Another issue is that the Field is already searching Critias (albeit this only gets from the Deck as opposed to the GY too). Granted, you likely won't USE the Trap Card too much except for Critias fodder.
 
[background=transparent]Critias Summoner [/size][/background]
[background=transparent]Level 2 / Dark / Spellcaster / Effect [/size][/background]
[background=transparent]500 attack / 300 defense [/size][/background]
 
[background=transparent]When this card is Normal Summoned; you can reveal 1 Dragon type Fusion monster that lists “The Fang of Critias” in it’s text; Set 1 Trap card from your Deck to your field that is in that monster’s text. Cards with the same name as the card set with this effect cannot be activated until the end of your opponent’s next turn, also their effects are negated until the end of your opponent’s next turn. [/size][/background]
 
Again, this is basically insta-setup for any of the Fusions you want and there are concerns about them that I'll address individually. Locking off the cards won't do much, since they'll end up in the GY anyway for Critias. I guess you do have the field to grab said Traps though after being used, so...
 
Also mention where you're revealing from, though assume it is Extra Deck.
 
[background=transparent]King of the Marshes [/size][/background]
[background=transparent]Level 3 / Water / Aqua / Effect [/size][/background]
[background=transparent]1100 attack / 600 defense [/size][/background]
 
[background=transparent]You can reveal this card in your hand; add 1 “The Fang of Critias” from your Deck or GY to your hand. You cannot Normal or Special Summon monsters during the turn you activate this effect, except monsters that list “The Fang of Critias” in their text. When you activate “The Fang of Critias”, you can treat this card as any 1 specific trap card listed on the fusion monster.[/size][/background]
 
 
More searching is fine, but my concern here is being treated as ANY Trap Card; especially the ones that are probably going to land up on the banlist again (or well, are on it) and well, just makes a lot of them easier to get out than they deserve to be.
 
[background=transparent]Commander of the Critias Dragons [/size][/background]
[background=transparent]Light / Warrior / Link 2 / Effect [/size][/background]
[background=transparent]Link Markers: Bottom Left, Bottom Right [/size][/background]
[background=transparent]Link Materials: 2 Dragon type monsters [/size][/background]
[background=transparent]2000 attack [/size][/background]
 
[background=transparent]You can also Link Summon this card by using discarding 1 “The Fang of Critias” and using 1 Dragon type Fusion monster you control as Link material. When this card is Link Summoned: you can target 1 Dragon type Fusion monster and 1 “The Fang of Critias” in your GY; Special Summon the first target then add the second target to your hand. Each time you Special Summon a Dragon type Fusion monster: you can target 1 “The Fang of Critias” and 1 Trap card in your GY; add the first target to your hand, then shuffle the second target into your Deck, and if you do that, you can Draw 1 card. [/size][/background]
 
I mean, you do have Instant Fusion for some stuff like Darkfire Dragon and whatever other Level 5 and under Dragon Fusion you even bother with running in 2018, but I suppose in most cases, you'll probably end up laddering from a Critias Dragon. However, I do have to point out that the revival effects only work on your stuff because they're SEMI-Nomi, and not full on like the Konami ones are. But then again, issue is that a handful of them are legitimately abusable right now. 
 
[background=transparent]The Most Solemn Dragon That Judges All [/size][/background]
[background=transparent]Level 10 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2700 attack / 2500 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Solemn Judgement” from your hand or field to the GY with “The Fang of Critias”. Once per chain, when a monster(s) would be summoned or a spell or trap card or effect would be activated: you can pay half lifepoints; negate the summon, activation, or effect, then destroy those card(s). Your opponent cannot activate cards or effects in response to this effect. This effect of “The Most Solemn Dragon That Judges All” can only be used up to 3 times per turn. [/size][/background]
 
This one REALLY needs to be a Nomi monster, and there is a very good reason for why Judgment was banned for so long (and it also didn't have a unchainable clause to it; even if only Counter Traps could stop it). Even if you remove the unchainable clause, this is effectively a better Quasar for less effort. Yeah, you can't negate Counter Traps, but which ones are you dealing with outside Strike, etc on a regular basis. The hard OPT helps somewhat, but not much.
 
Also reminder that King of the Marshes technically can bypass the need for Judgment if it ever gets banned again TCG-side (likely will), so...yeah.
 
[background=transparent]An Evenly Matched Dragon [/size][/background]
[background=transparent]Level 8 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2750 attack / 0 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Evenly Matched” from your hand or field to the GY with “The Fang of Critias”. This card cannot be destroyed by battle. At the end of the battle phase, if your opponent controls more cards than you do: you can banish all other cards on the field face-down. [/size][/background]
 
It's a very big nuke; that's about all I can say about this. Stuff that can be said about Evenly Matched also applies here.
 
[background=transparent]An Imperial Dragon of Royalty [/size][/background]
[background=transparent]Level 10 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2900 attack / 1450 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Imperial Order” or 1 “Royal Decree” from your hand or field to the GY with “The Fang of Critias”. While you control this card, your opponent cannot activate spell/trap cards, also negate the effects of all spells/trap cards your opponent controls and in their GY. [/size][/background]
 
Yes, backrow is getting less prevalent nowadays, but it's still a floodgate and Pendulums are effectively dead at this point (or neutered thereof). Note that Order was banned for locking off Spells on either field (and only returned to 1 after erratas), so..how is a one-sided lock on the opponent without such a cost going to evade the banlist here?
 
[background=transparent]A Bottomless Pit, Ruled By the Dragons [/size][/background]
[background=transparent]Level 8 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]1500 attack / 2500 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Bottomless Trap Hole” from your hand or field to the GY with “The Fang of Critias”. Unaffected by the effects of trap cards. Whenever your opponent summons a monster(s) with 1500 or more attack: you can destroy those monsters, then banish those monsters. This effect of “A Bottomless Pit, Ruled By the Dragons” can only be used up to 3 times each turn. [/size][/background]
 
Bottomless is at 3 now, so you have plenty of chances to try getting this out via Critias (not like it's an issue with the other stuff). Issue here is that unless the opponent can't die by destruction or plays low Level monsters multiple times, they effectively cannot summon ANYTHING (and basically a pseudo-floodgate). If this were OPT, then it'd be fine.
 
[background=transparent]The Vain Oppressor Dragon [/size][/background]
[background=transparent]Level 10 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2500 attack / 0 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Vanity’s Emptiness” or 1 “Royal Oppression” from your hand or field to the GY with “The Fang of Critias”. While your opponent controls a special summoned monster, this card cannot be destroyed by battle or card effects. When your opponent special summons a monster(s), or activates a card or effect that special summons a monster(s): you can pay 800 lifepoints; negate that effect or summon, then destroy that card. [/size][/background]
 
As far as TCG is concerned, this card is unplayable since both Vanity's and Oppression are banned (OCG has the former at 1 iirc, but we're not talking about them here). So basically, you took Oppression and put it on here? Not a good choice for design in this case, especially with Link Summoning and well, SSing being pretty much a staple part of the game making it hard to remove stuff. 
 
[background=transparent]The Dragon That Calls From the Grave [/size][/background]
[background=transparent]Level 8 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]? attack / ? defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Call of the Haunted” from your hand or field to the GY with “The Fang of Critias”. Once per turn (quick effect): you can target 1 monster in your GY; special summon that target to your field. This card’s original attack and defense become equal to the total original attack and defense of all monsters summoned by this card’s effect. [/size][/background]
 
This one is somewhat okay, I suppose, though the issue of it being free revival every turn and card gets power from them is concerning; especially if you are reviving very big monsters and they have their own effects upon being SS'd. I would say change it to half their stats so this card isn't getting uber busted from revival every turn. 
 
[background=transparent]The Dusty Trapper Dragon [/size][/background]
[background=transparent]Level 10 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]1200 attack / 2400 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Trap Dustshoot” from your hand or field to the GY with “The Fang of Critias”. When this card is summoned; you can look at your opponent’s hand and shuffle 1 card from it into the owner’s deck. Once per turn: you can discard 1 card; shuffle 1 random card from your opponent’s hand into their Deck. You can only use each effect of “The Dusty Trapper Dragon” once per turn. [/size][/background]
 
Dustshoot's still banned on either end, so good luck playing this in either format. But let's see; card is effectively Forceful Sentry (which is still banned to this day) on summon and well, still hand sniping. Making Critias cards based on banned stuff is definitely bad design. Granted, I guess you do have to discard to shuffle the opponent's hand, but yeah. 
 
Also, conflicting OPT things; you have a hard OPT for everything, but that second effect is a soft one. Pick one or the other. 
 
[background=transparent]The Cosmos Dragon [/size][/background]
[background=transparent]Level 10 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2400 attack / 1800 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Macro Cosmos” from your hand or field to the GY with “The Fang of Critias”. Unaffected by cards that have effects that activate in the GY and/or effects can be applied in the GY. When this card is summoned: you can banish all cards from your opponent’s GY face-down. Any card sent to your opponent’s GY is banished face-down instead. [/size][/background]
 
This card's on-summon effect is too much and needs removing. Even the other effect is questionable enough as-is (considering Cosmos is still at 1, but then you can ask "but why isn't Banisher of the Light/Radiance on the limited list"?). I guess it stops being BTS bait among other stuff, but yeah, card is too oppressive, considering the GY reliance nowadays and even more than Dark Law.
 
[background=transparent]The Dragon That Drains Both Skill and Soul[/size][/background]
[background=transparent]Level 8 / Dark / Dragon / Fusion / Effect [/size][/background]
[background=transparent]2000 attack / 2000 defense [/size][/background]
 
[background=transparent]Must first be special summoned from your extra deck by sending 1 “Skill Drain” or 1 “Soul Drain” from your hand or field to the GY with “The Fang of Critias”. This card gains 500 attack for each monster your opponent controls. While you control this card, negate the effects of all monsters your opponent controls, also your opponent cannot activate monster effects in the hand or in the GY.[/size][/background]
 
 
Again, both of the Traps this card needs to sent to the GY are Limited and for good reason, even with the LP cost. It's effectively a big floodgate that prevents the opponent from doing anything, PERIOD. Sure, you can just overpower it with sheer ATK, but you gotta use Equips for that or hope you have enough raw power to run over 20/20 (or more if opponent overextends).  

 
I'm going to try saying this as nicely as I can without being a hardball, but the bulk of these cards are legitimately bad design in the sense that they're even more oppressive than some of the cards they're based on (which themselves are on the list already). King of Marshes is really asking for trouble with these since you can get access to ANY of the Dragons at will; same goes with the other Main Deck monster. Marshes need to be removed here or severely edited to be far less abusive. 
 
Field is generally okay-ish, Called from the Grave is questionable but not as polarizing as the others (it's still fixable without screwing over the original idea, but is still asking for abuse), Link is busted right now due to the monsters it can summon here and lack of OPT on its draw effect.
 
They do their job at being anti-meta, but you might as well call them the middle finger towards the opponent since they can't do anything about it unless they Kaiju (and even then, the Fusions are revivable). Taking the last thing into consideration, even if you were to make them Nomi, it still wouldn't change the fact that the design is bad here (and would make the Link worse because of lack of targets).
 
===
tl;dr, making Critias Fusions based on Traps that are still on the banlist even now (or were for a good time until erratas) is a bad idea. Not saying it isn't possible, but those cards were put on the list for a reason.


#7110611 Single to Archetype Game

Posted by Flash Flyer - Sakura on 18 July 2018 - 12:28 AM

Alright, let's do this.

 

Raging Flame Conjurer

Level 3 | FIRE | Pyro | Effect

800/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can add 1 "Raging Flame" card from your Deck or GY to your hand. You can only use the effect of "Raging Flame Conjurer" once per turn.

 

Raging Flame Invoker

Level 3 | FIRE | Pyro | Effect

600/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can Special Summon 1 "Raging Flame" monster from your hand or GY, except "Raging Flame Invoker". You can only use the effect of "Raging Flame Conjurer" once per turn.

 

Raging Flame Witch

Level 3 | FIRE | Pyro | Effect

700/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can destroy 1 other card on the field. You can only use the effect of "Raging Flame Witch" once per turn.

 
Raging Flame Trickster
Level 3 | FIRE | Pyro | Effect
500/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can banish the top 3 cards of your opponent's Deck, face-down. You can only use the effect of "Raging Flame Trickster" once per turn.
 
Raging Flame Healer
Level 3 | FIRE | Pyro | Effect
400/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can gain LP equal to that damage. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.
 
Raging Flame Advanced Sprite
Level 4 | FIRE | Pyro | Effect
1100/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can have all "Raging Flame" monsters you control gain 600 ATK. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.
 
Raging Flame Lair
Field Spell
"Raging Flame" monsters you control gain 300 ATK/DEF. If a "Raging Flame" monster you control would be destroyed by battle or card effect: You can lose 500 LP instead for each.
 
Raging Flame Power Transfer
Quick-Play
Target 1 "Raging Flame" monster you control; this turn, it gains the ATK of all other "Raging Flame" monsters you control until the End Phase. Monsters you control, except the targeted monster, cannot declare an attack the turn you activate this card. 
 
Raging Flame Mayhem
Normal Spell
Special Summon as many "Raging Flame" monsters from your hand with different names as possible from your hand or GY, then take 600 damage for each. You can only activate 1 "Raging Flame Mayhem" per turn.
 
 
Small Pyro monsters that end up pricking your LP even harder than Trickstars and such. IDK, you can't use the old stall tactics that you would for Sprite back in the day due to Xyz/Links and whatever, but...you get to do a ton of things. (And yes, Sprite got a retrain here that works for everyone; not just her.)
 
 
Hallohallo
 
EDIT: If this one is too hard, then make one based on Hungry Burger. (I'll use one of the previous dual options I gave last time; should probably do this in the future for more options.)



#7110405 Single to Archetype Game

Posted by Flash Flyer - Sakura on 17 July 2018 - 12:09 AM

Nin-Kemono Cat

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: add 1 "Nin-Ke" Card from your Deck. You can only use this effect of "Nin-Kemono Cat" that activate when this card is Summoned once per turn. If you either control 2 "Nin-Ke" Monster or 1 "Nin-Ken Dog", all other "Nin-Ke" Monster you control gain 100 ATK. this amount is doubled for each "Nin-Ken Dog" you control

 

ATK 1400 / DEF 1400

 

Nin-Kemono Mouse

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: . You can only use this effect of "Nin-Kemono Rat" that activate when this card is Summoned once per turn. If a monster or, a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can Reveal this card; Destroy that card. when this effect resolved, Discard this card or 1 "Nin-Ken Dog" from your hand.

 

ATK 900 / DEF 1900

 

Nin-Kemono Rabbit

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: Immediately after this effect resolve, Normal Summon 1 "Nin-Ke" Monster face up. You can only use this effect of "Nin-Kemono Rabbit" that activate when this card is Summoned once per turn. During the turn that either a "Nin-Ken Dog" is summoned or a "Nin-Ke" Monster is Normal Summoned: That Monster can attack opponent directly during the Battle Phase(s) this turn.

 

ATK  1000 / DEF 1800

 

Nin-Kemono Outpost

Field Spell

 

Once per turn: You can Shuffled 2 "Nin-Ken" Card from your hand and/or GY; Draw cards equal to number "Nin-Ken Dog" Shuffled from your hand +1. Based on the Number of "Nin-Ken Dog" you control and/or attached on Xyz Monster you control, "Nin-Ken cards in the following Place(s) is also treated as either "Ninja" and/or "Ninjitsu Art" Cards

● 1 or more: On the field

● 2 or more: In your hand and Banished

● 3: In your Deck and GY

 

Don't forget to provide the next card someone needs to design around. 

 

(I'll edit this post with stuff later once fixed)

 

EDIT: I'll pull this out on short notice. 

 

Swordstalker Soul

Level 1 | DARK | Warrior | Effect

200/0

You can Tribute this card; Special Summon 1 "Swordstalker" monster from your hand or GY, except "Swordstalker Soul". During the Standby Phase, if this card is in the GY: You can return it to the hand.

 

Swordstalker Soul Blade

Level 2 | DARK | Warrior | Effect

1000/0

Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster gains ATK equal to its Level x 100. If the equipped monster destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's ATK. 

 

Swordstalker Soul Armor

Level 2 | DARK | Warrior | Effect

0/1600

Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster cannot be targeted or destroyed by an opponent's effects. You take no battle damage from battles involving the equipped monster.

 

Swordstalker Blacksmith

Level 4 | DARK | Warrior | Effect

1300/1000

Once per turn: You can add 1 "Swordstalker" monster from your Deck or GY to your hand. 

 

Swordstalker Undertaker

Level 4 | DARK | Warrior | Effect

1200/1800

If a Warrior monster you control is destroyed by battle: You can discard this card from your hand; Special Summon 1 "Swordstalker" monster with equal or lesser ATK than that destroyed monster from your Deck. You can only use this effect of "Swordstalker Undertaker" once per turn. 

 

Swordstalker Absorber

Level 6 | DARK | Warrior | Effect

2000/1600

Once per turn: You can target 1 monster in your GY; this card gains ATK equal to half that monster's ATK until the End Phase. If this card would be destroyed by battle: You can send 1 "Swordstalker" monster from your Deck to the GY instead. You can only use this effect of "Swordstalker Absorber" once per turn.

 

Swordstalker Dark Avenger

Level 8 | DARK | Warrior | Effect

2500/2000

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 3 "Swordstalker" monsters with different names from your GY. Gains ATK equal to half the combined ATK of all monsters in your GY. Once per turn: You can banish 1 monster from your GY; destroy all monsters your opponent controls with equal or lesser ATK than that banished monster, then inflict 500 damage to your opponent for each.

 

 

No backrow this time, but you can fill in the rest of the slots with other stuff as you see fit. 

 

 

Bellcat Fighter

https://yugioh.wikia...Bellcat_Fighter

 

(Let's figure out a way to actually make it a Deck to play with, because I'm saying right now that MPBs don't want this guy)




#7110324 Le Crayon Corner~

Posted by Flash Flyer - Sakura on 16 July 2018 - 03:33 PM

As far as fur shading goes, think they probably use multiple layers and stuff for it (as far as anime goes for non-white animals and artwork online). Personally, I just use one shade for stuff, then just add internal shadow/glow effects using the other tools. 

 

Probably one gripe about this one is the tail is harder to differentiate from the body, but otherwise it does look cleaner. 

 

====

@Sleepy: Yeah, this is the only one that's a biped, as opposed to all of the other ones I posted in here last year.




#7110254 Le Crayon Corner~

Posted by Flash Flyer - Sakura on 16 July 2018 - 01:52 AM

Let's assume it's also card art, but then again, it's also ironic that it's a skunk (animal known for spraying horrid smells) is wearing a gas mask (unless even he couldn't take it or far more toxic than what he's used to). 

 

So far, it seems good. 

 

 

Uh, and I guess I'll post these, even though it's digital art and partly derived from earlier vector models and stuff I posted a few months ago (because lack of time to draw a fresh one).

 

ZPD got reindeer now
Art on card

 

Note

 

I had another idea for this one (preferably a male member), but...yeah, ended up with this one (and to be fair, needed more gender diversity anyway). 

 

 

As for Sleepy, all of them look great.




#7110233 [Leaderboard] XOXO vs Striker

Posted by Flash Flyer - Sakura on 16 July 2018 - 12:16 AM

Card A

 

Well, it's basically Armageddon for DARKs (which is already taken by Dawn Knight to an extent, but...this does have advantage of being on-summon instead of delayed). The LP gain is generally fine, well, provided you are not returning a moderate/high power LIGHT monster to the Deck as already mentioned above. If it just restored half, then would be okay (not that there's anything inherently wrong with LP gain, but this would allow you to regain any LP lost for paying costs or whatever). Other effect, well, it will trigger if you mill another copy and return something else, so...that may be an issue.

 

Also not taking points off because the pic is from an anime-only card (iirc Aeris); seriously, we know good art is hard to find nowadays. 

 

Card B

 

Well, it's a reviver for Counter Fairies but that's about all I can give it (considering they do lack a bit of that nowadays, least from the last time I tested them post SR05). I mentioned them because they're the ones most likely to make use of this for obvious reasons. The LP gain is reliant on the user's GY (and well, CFs probably don't pay much LP due to Ariadne anyway, but suppose it's there in case you don't have it out or need to regain LP from battle). Most you can revive with this is probably Artemis and Minerva (in terms of stuff that is actually playable). 

 

For them, it works fine; other Decks, eh, not too much (and would probably need them to run Strike or something as far as GOOD Counter Traps go that don't require added effort)

 

 

Also voting for A due to playability reasons.

 

B does have its uses, but for the most part, it is still limited to CFs as far as triggering stuff goes. 




#7110231 Cryogenic Preservation Chamber

Posted by Flash Flyer - Sakura on 15 July 2018 - 11:27 PM

In some ways, this is better (and worse) than Sarc in the sense that you "technically" get the card you want a turn earlier and opponent doesn't know what you want. Drawback is, well, it's vulnerable to removal but that's the least of your worries. Or if you have to, yeah, recover one of the cards you had to banish with Desires (because how often has someone banished a card they really need by doing that?). 

 

Also comes with Terraforming searching and other stuff, so...yeah. 




#7110090 Single to Archetype Game

Posted by Flash Flyer - Sakura on 15 July 2018 - 05:51 AM

To be fair to it, Worm Drake was developed before the advent of archetypes and whatever. So...let's just give it a sub-archetype to play around with. 

 

Worm Drake Spawn

Level 4 | EARTH | Reptile | Effect

800/2000

When this card is Normal or Special Summoned: You can change its battle position. Once per turn: You can Special Summon 1 "Worm Drake" monster from your hand or GY, except "Worm Drake Spawn". 

 

Worm Drake Tunneler

Level 4 | EARTH | Reptile | Effect

1400/1500

Once per turn: You can add 1 "Worm Drake" card from your Deck to your hand, except "Worm Drake Tunneler". 

 

Worm Drake Burrower

Level 4 | EARTH | Reptile | Effect

1300/1800

Once per turn: You can send 1 "Worm Drake" monster from your hand or Deck to the GY. 

 

Worm Drake Parasite

Level 3 | EARTH | Reptile | Effect

1200/800

You can attach this card you control to 1 monster your opponent controls. A monster equipped with this card cannot attack or activate its effects. During the Standby Phase, if this card is equipped to a monster: Gain LP equal to the equipped monster's ATK. If you control another "Worm Drake" monster at resolution, you can take control of the equipped monster. You can only control 1 monster equipped with "Worm Drake Parasite".

 

Worm Drake Constrictor

Level 4 | EARTH | Reptile | Effect

1600/1400

Gains 200 ATK for each monster in your opponent's GY. Once per turn: You can target 1 monster your opponent controls; destroy it. You must control another "Worm Drake" monster to activate this effect.

 

Worm Drake Superior Strike

Level 7 | EARTH | Reptile | Fusion | Effect

2200/2000

2 "Worm Drake" monsters with different names

You can inflict damage to your opponent equal to half this card's ATK. This card cannot attack the turn you activate this effect. You can only use the effect of 'Worm Drake Superior Strike" once per turn. 

 

Ultimate Worm Drake

Level 10 | EARTH | Reptile | Fusion | Effect

3000/0

3+ "Worm Drake" monsters

Must first be Fusion Summoned. If this card was Fusion Summoned card using the following number of monsters, it gains these effects;

● 3+: This card can attack all monsters your opponent controls once each.

● 4+: Cannot be targeted or destroyed by card effects.

● 5: Once per turn: You can banish up to 3 other "Worm Drake" monsters you control and/or from your GY; banish an equal number of cards on the field, then your opponent takes 800 damage for each.

 

Worm Drake Fusion

Quick-Play Spell

Fusion Summon 1 "Worm Drake" monster from your Extra Deck by sending "Worm Drake" monsters you control and/or from your hand to the GY, and/or banishing "Worm Drake" monsters from your GY as material. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; shuffle all banished "Worm Drake" monsters in your possession into the Deck (min. 1), then draw 2 cards. You can only activate 1 "Worm Drake Fusion" per turn. 

 

 

The Level 7 Fusion is a bit of homage to when Humanoid Worm Drake appeared in the anime/manga coupled with stuff to allow for attacking on summoning turn. Same could probably be said about Spawn being a Worm Drake counterpart of Humanoid Slime / Jam Breeding Machine. IDK, this isn't going to be topping any tournaments anytime soon, but it's something for casual players to toy around with, I guess. 

 

(And yes, original Worm Drake is a valid target for searching effects and whatever else in here.)

 

 

Nin-Ken Dog

https://yugioh.wikia...iki/Nin-Ken_Dog




#7109981 Single to Archetype Game

Posted by Flash Flyer - Sakura on 14 July 2018 - 07:14 AM

This archetype shall be named "Exarion" (イグザリオン) and focus on stat reductions in order to do stuff.

 

Exarion Cyclone

Level 4 | DARK | Beast-Warrior | Effect

1400/2000

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 monster on the field to the hand. 

 

Exarion Lancer

Level 4 | DARK | Beast-Warrior | Effect

1900/1000

Once per turn: You can have this card lose exactly 600 ATK and DEF, then destroy 1 monster on the field. 

 

Exarion Mystic

Level 4 | DARK | Beast-Warrior | Effect

1500/1500

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 Spell/Trap on the field to the hand. 

 

Exarion Knight

Level 4 | DARK | Beast-Warrior | Effect

1600/1300

Once per turn: You can have this card lose exactly 400 ATK and DEF, then destroy 1 Spell/Trap on the field.

 

Exarion Arms Bearer

Level 4 | DARK | Beast-Warrior | Effect

1800/1800

Once per turn: You can have this card lose exactly 600 ATK and DEF; add 1 "Exarion" card from your Deck or GY to your hand. 

 

Exarion Spirit Caller

Level 4 | DARK | Beast-Warrior | Effect

1400/2100

Once per turn: You can have this card lose exactly 700 ATK and DEF; Special Summon 1 "Exarion" monster from your GY.

 

Exarion Ruler

Level 8 | DARK | Beast-Warrior | Effect

2800/2000

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by sending 3 "Exarion" cards you control with different names to the GY. Once per turn, if a monster would be Summoned or a card or effect is activated (Quick Effect): You can have this card lose 800 ATK/DEF; negate that Summon or effect and if you do, send that card to the GY.

 

Exarion Heavens

Field Spell

"Exarion" monsters you control gain 500 ATK/DEF. You can activate the effect of "Exarion" monsters you control during your opponent's turn. If this card is sent to the GY: You can banish 1 other "Exarion" card from your GY; activate this card in your Field Card Zone. You can only use this effect of "Exarion Heavens" once per turn.

 

Exarion Refresh

Quick-Play

Target 1 "Exarion" monster you control with 1000 or less ATK and DEF; that monster gains 1500 ATK/DEF.

 

 

You can't chain Universe's effect during the opponent's turn, so he got the short end of Heaven's stick, but...I suppose it doesn't take a power cut when it wants to pierce for stuff. Ruler already has a Quick Effect, so no need. Most you get for it is a base 33/25 monster that can negate once per turn.

 

 

Clock Wyvern

(As far as it's concerned, being a Fusion Material for Clock Dragon does not give it any support cards to play with; nor is being a Cyberse)

 

But, if the card must be on its own...

 

Hungry Burger

(Yeah, go make an archetype around this card. Also, I know some of you already made support for this guy, so please don't cheat and c/p your old stuff; thanks)