And yet there's something pertaining to evilfusion that'll emerge soon.
Will let him talk about it himself when the time comes.
But yeah, accurate enough; I generally handle reports on-sight unless I'm either asleep (I can't stay up 24-7 doing stuff, even though it would be nice to handle other shit), doing coursework or AFK (either on the road to/from wherever, at work or something else like my net being shot).
To be honest, the Link pool is kinda shitty right now; most that are worth running are either Link 3s like Decode Talker, L4 Firewall and some meh Link 2s like Underclock Taker. There are more, but either they're Cyberse-reliant for god knows why, Archetype specific and so forth.
Proxy Dragon works, but sideways markers; Akashic needs same Type and Attribute iirc; could work since you do have some and it's decent enough as a Link 2. Code Talker (Link 2 / 1300 ATK) can be considered, but that's only for laddering purposes.
Though, you can make your own that work well with these (if you want to code it, likely will need to use the Link version that Mercury233 made for YGOPro or Duelist Unite's one).
I wish more of them could be suggested, but mix of Attributes and Types along with Konami catering too much to Yusaku.dek isn't giving you many options.
(So you do know about Link format and stuff, right?)
But anyway, welcome to YCM.
I'm going to assume you are going to be in Custom Cards often, so please make sure you look at the rulebook for both Casual and Advanced before you post in there. Most of it is common sense, but there are some specifics you need to be aware of; especially with Advanced.
Don't be afraid to ask me for any help concerning the rules or policies in CC; after all, I'm the one who wrote the rulebook.
As for your other question, that would probably go in Banlist and Theory under TCG card discussion.
Oh yay, easier Doomfire and Uria (well, least at the top of my head for Pyros that have summon restrictions and are worth talking about). I guess there's Hino-Kagu-Tsuchi (which probably backfires more nowadays), Infernal Flame Emperor (but he's just a vanilla after that), Elemental HERO Inferno (but anti-WATER and doesn't help much), but yeah.
In the context of this card, probably just to trigger the Blaze Accelerators without having to get Tri out for Doomfire, so that's pretty nice for them. (Ditch this for one of the Blaze Accelerator cards; well, regular and Reload b/c Tri sucks now, get rid of something and then 3000 ATK 'mon).
Would help if Pyros had better bosses that are worth summoning and ignoring conditions, but...
Yeah, in a nutshell, this is technically the Link equivalent of it and Urgent Tuning. That much alone is good, even without drawing like Darj already noted. So...attack with monsters, flip this, proceed to make Decode Talker or whatever and do other stuff. Even if you just left it as a Trap, it'd still be potent enough.
(It's still early for this to be released, but yeah, issues are it being a Quick-Play and granting draws if you trigger this.)
Just post the Youtube link directly and it'll show up.
As for a ruling, you could always ask evil for one to clear things up and whether/not you need to put "in addition to your NS/Set" (maybe you should, but will need to check on other Gemini monsters). Or you can just treat the targeted monster as an Effect Monster, similar to Blazewing Butterfly. Think this one will be better in clearing up ruling issues, though it doesn't reset the stat loss that this card forces you to make in attacking.
At the bare minimum, you at least add more field presence for Red-Eyes so there's that, I guess. Flavor-wise, you at least kept the cost to attack; unlike that other user you linked to. IDK how useful it'd be in actual Red-Eyes outside the summon speed though. Should be okay.
Yeah, Konami ditched them soon after they were released so this gives them much-needed speed (though I do think they need much more to be viable). Second effect is fine; least you can trigger their effects (and hopefully negate) or at worst, get rid of something before the costs kill your LP. I honestly don't know how the other Archfiends will use the effect though, but...
IDK, they could do better with something that could modulate dice rolls to get their stuff going, but this is fine too.
I don't mind lack of summon chants in VRAINS; only issue I have to some extent is the length of how long it takes to summon said monster (announce "arrowheads confirmed", summoning conditions and other stuff). Chants are shorter, but yeah.
Then again, the subbed ones are better for the most part, as I did look at a couple of the ARC-V ones in dubs and wasn't impressed.
With that being said, summon chants at least give the monster being summoned with it / player using it some personality, as opposed to being a technical checklist. I honestly prefer having the summon chants in there, but not really bothered with lack of them right now. (Might change if non-Links get shown, but...we'll see)
Inferno Wing builds off the ATK/DEF of the monster in the Graveyard, so unless you write it so monsters retain this ATK even in the GY for the rest of the turn, yeah. Unless you want it to alter stats, then it'll just take the higher of the ATK or DEF at the time thing goes off.
IDK about this card; it's basically pushing for OTKs or game-ending damage at once, albeit slow because it's a Trap Card and will kill you in the end if you can't do it. Suppose it does punish power boosting plays in the process, but...
You may want to fix the images in the OP from Charmander onwards.
Also, I had to move this to Casual because you do not have the appropriate notes required for the section (and given the content, it does fit better in here). Please remember that the rules have changed dramatically since you last came around.
When this card is activated: Add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand. "Evil HERO" monsters you control are unaffected by your opponent's card effects until the End Phase.
In terms of Evil HEROs, the added protection is semi-redundant because Dark Fusion already provides this [Calling doesn't, so yeah]. But at least they got a searcher now, so there's that. You should probably leave it open to Fiends in general for flavor and usage.
Because Yuya exists as the Supreme King in ARC-V and has his own Deck named this, you may want to change the name to something else.
Alright then, there's about 12 hours before the deadline approaches, so might as well.
OK, I guess it alleviates having brick hands in Fairies, but outside Darklords or something, don't Fairies usually have smaller monsters to work with? I guess it helps to get early speed going, but... Only things this is grabbing is literally Cyber Angels and a few other misc. Fairies that either don't work well right now or not worth talking about. If there was no Attribute restriction, you could've at least grabbed Darklord Amdusc for them.
Oh hello, Rank 4 enabler for Dragons / Spellcasters. I do need to mention the obvious "cannot Xyz Summon with different Levels" thing (will be using the assumption that you must still obey standard rules unless a card says you can treat it as a different Level). In terms of viable targets this can even summon in the first place, Spellcasters literally only have 104. Dragons have a few more options, such as DRXD, Number 82, 91 / 57 (if you opt to use this as material too), etc (Majester Paladin could be an option for Amorphages if you even bother with it, but yeah).
So yeah, this generally feels like more of a meh Dragon support card and less on something to actually support Spellcasters; might've helped if a lot of them weren't Type/Archetype-reliant.
I'm voting card C in this case.
A at least supports Fairies, albeit in a somewhat weird way. If it lacked the LIGHT restriction, then I would've gone for this one. B is nice for quick Xyz Summons, but targets it can summon are extremely limited, especially in the Type it was supposed to help in the first place.
Guess you can use this in Skill Drain.dek or stuff that usually runs stuff with negative effects, so that's one option; pass your negative stuff to the opponent while gaining their usually better effects. Yeah, only drawback is that it doesn't work on on-summon effects so you're limited to whatever that's a field effect; however, most stuff nowadays is this, so...
As for a monster gaining the effect of the effect of the monsters has one of those said Extra Deck Monster Types that it isn't: The effects would just simply be obsolete. While this is hypothetical, I think the ruling would go as followed:
If the monster isn't initially an Xyz monster, it simply doesn't have the innate ability to gain or use Xyz material. So any effect regarding the exchange of Xyz materials for an effect can't be applied.
If the monster isn't initially a Link monster, it simply doesn't have any Link Arrows or a Link Rating. So any effect pertaining to those said things wouldn't apply either.
For the most part, this should hold true. That, and with stuff that require / use a certain type of monster/card to be summoned anyway and gain additional effects. The above are obvious and only ones that'll cause problems (I would also mention ED Pendulums, but those are generally rare anyway and only their placement in P-Zones will be of concern if they aren't).