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Flash Flyer - Sakura

Flash Flyer - Sakura

Member Since 05 Feb 2009
Offline Last Active Private

#7086658 Railway Rituals Revived

Posted by Flash Flyer - Sakura on 10 March 2018 - 02:22 AM

I think I graded a couple of them in Casual, but I don't mind re-grading them here (or I forgot what I said on them).


Master of Trains: Searching effect is fine, considering it does alleviate the reliance on Switchyard a bit. I am a bit concerned about this card being able to revive Rank 12 stuff though, even if Trains only run #77 off of 35, but that's the least of your worries. Trains would probably like having Dora and Gustav back, among their other toys, in light of MR4. 


Master of Planes: Recycling the other Rituals sounds nice, especially when it also can retrieve Night Express and the other core parts as well. Then again, returning the ED monsters doesn't do too much except give them new mats to burn and stuff (least with Gustav). The new ones you made don't trigger on Xyz Summon, but rather if they get summoned (see Siegfried). Card is fine, but how do planes factor into an archetype based on locomotives and stuff.


Master of Ships: Revival is welcome enough for the bosses or other cores, and shuffling other stuff to be triggered off Switchyard's effect doesn't hurt either (i.e. return Railcar to Deck, summon it again off Switch, and then R10 into whatever). 


M-Rails: Least the ED bosses have some additional usage in the GY instead of being reliant on revival bait. Card is fine, but the revival effect on Level 4 is generally restricted to Railcar (as you are not running Lionhearted unless theme deck). 


M-Skies: Also good enough with using dead resources to summon other stuff. Second effect is alright for what it's worth; retrieve whatever you have to (including the Ritual Monster itself should you discard it to trigger or whatever; usually the former). 


M-Waters: Outside maybe recycling monsters for Switchyard to summon off of later or whatever, not really sure what you're trying to do here with the return effect. I would probably say "draw 1 card for every 3 monsters you return", but that could probably get messy later. Moreso so you're not fattening your Deck and dead draw stuff you don't need at the moment.


Extra Preparations: Uh, this is technically a copy of (Pre-)Prep for Level 10+ Rituals. Not that it's bad or anything, but... Then again, Herald of Ultimateness isn't seen too much; Nekroz of Decisive Armor has better things to do, and I don't know of any other Level 10+ Rituals that exist or even worth mentioning. Granted, this is for the Train Rituals in here, so...


Continuations: This one is fine, but only use you're getting out of it is if you discarded them first without properly Ritual Summoning (because of their other effects).


Coal Car: You're kinda cheating Switchyard a bit, but suppose it helps for the Night Express plays without needing it or Derricrane in hand. Other effect is fine, but it overlaps with Railcar.


Tank Car: This one is fine, except for it being on the slow end for revival. Searching is fine, since it does have enough targets to get to. 


Alternating: A bit iffy on this, considering Trains are big Rank 10 spam and this is technically pushing them. Don't get me wrong; they do need the help to quit bricking and being reliant on actually drawing Night Express and stuff. Stat drop doesn't matter much because you're Xyz / Link Summoning anyway.


Grand Central: Outside of Rocket Arrow (if you ever run it), the ignoring conditions doesn't do much (since you cannot cheese out the Rituals anyway without summoning first). Not sure how many of this you would run in tandem with Switchyard (maybe 1-2), but it does go well with Alternating.


Nathan: Card is generally fine for what it does. IDK, you may want to shorten the name a bit (perhaps cut off the rest of the part past "Railway Dreadnought Nathan"). OCG probably would retain this name; TCG, not so much.


CXyz Gustav Max: Destruction immunity is nice and all, though targeting seems to be more common lately. Rest of the effect is standard fare; burn for more damage if you detach. (Also, should have 100 more DEF because original Gustav has equal stats, but this is a minor thing.) To be consistent with other CXyz monsters, it should really require OG Gustav to be a material.


Ultimate Dora: This one is fine, though I kinda expect this to be Trains' new turn 1 play or something. Only thing is that you cannot trigger it as easily as original Dora, but most of the time, the activation conditions are same anyway. 


(Too bad it can't block being Kaiju'd though...)


Ultra Siegfried: On-summon effect is fine, though not particularly great [but then again, you don't have to Xyz to trigger it, so...] A bit iffy on its mass summoning effect though, but for whatever it's worth, it does provide some shields for this card to use up and advance your plays. I would say change the hand or Deck to GY to make it better for late game, however that will likely push it. 


I could see this replacing C9 though, but it still has its uses in Trains iirc. 


RUM - Railway Shift: Part of me thinks this should be restricted to Machine Xyz only (in terms of the base requirement), given the name (not that stuff like RRs want to tech this for Final Fortress off Ultimate). But seriously, Trains should just stick to Rank 10 plays; the 9 pool does have Enterblathnir, VFD and Number 9, but I think you gave them enough toys to stick in here. 


Then again, use this on the general Train Xyz and trigger their effects (i.e. Make Gustav Max, burn, play this and make CXyz, detach and you've done 5000 damage.)


Replenishing material effect is fine. 



In the context of Trains as a whole (based on what I've playtested using VCR_CAT's guide to the Deck as a partial reference [assuming it is not outdated at this point]), they mostly need ways to not brick on their summons if Night Express doesn't show up. For the most part, you probably did that well enough, but at the same time, you gave them a bunch of things that kinda overlap on what they already have and can be considered as overkill in certain areas. As they are, do Trains even have the space necessary to run Rituals? I mean, it least gives them some additional bosses if you can't Xyz right away, but...can you devote enough space to run everything you need to (members + generic supports), plus Ritual-based stuff here. 


Flavor-wise, IDK why you made some of the Xyz "CXyz", unless you wanted to give Trains access to Argent Chaos Force or something; not that they can realistically tech it nowadays. 


Then again, you did expand on the common variant, so...guess help them play their normal way in MR4. The Link is probably helpful, but to be honest, that is probably the only monster you are ever going to Link Summon into, given the restrictions. (Oh wait, I guess you have Genius and Gaia Saber too if needed, but the latter doesn't help much unless you set up already, and former is just there so you can Xyz freely.)



I spent an hour reviewing these, so...yeah.

#7086650 Advanced Multiple Review Thread

Posted by Flash Flyer - Sakura on 10 March 2018 - 01:07 AM



I would love a review, trains are my heart and soul 


:3 I read ya 


Suppose I'll have a look (given I signed up for this thing anyway).

#7086340 DNA Modification

Posted by Flash Flyer - Sakura on 09 March 2018 - 01:34 AM

On its own, card is fine. For the most part, you're probably just using this card to access monsters that require you to use another Type as material; the power bonus is just additional (but can be useful). I don't think there are any monsters that are tempting enough to run this card for its summon, but it's doable. Then again, another application would be to equip this to a Machine you control and not make it Fortress Dragon fodder or something on the opponent's end, so...


Second effect is fine, but you could probably lower the LP cost though, considering it is already locked with a hard OPT and doesn't do much except change Types and a small power bonus. 

#7086054 Revamped Evol Support

Posted by Flash Flyer - Sakura on 08 March 2018 - 04:58 AM

Next time, please update your original thread with the additions instead of making a new one. Then again, Pyranno isn't in this one, but the other cards are along with new support cards. I have shifted it over here.


While you CAN make a new thread if the main post breaks, that shouldn't happen unless you post a ton of cards at once (or YCM acts up).


(I'll lock the other one, but remember to just modify your older threads if you change anything)

#7085592 Contact warriors archetype

Posted by Flash Flyer - Sakura on 06 March 2018 - 07:10 PM

I'd review them, but this is singles category. I suggest taking them to the multiples category, and i'll review them


You can still review them even if they're misposted; a lot of newer members forget that we have a Multiples area or it's accidentally placed here. It happens often. 


Moving this to Multiples.

#7085438 Curse Seal Dragon [Ritual Monster] [Reposted in Multiples, Please Lock]

Posted by Flash Flyer - Sakura on 06 March 2018 - 12:57 AM

Since you asked for a review yesterday, might as well do it.


Monster itself is technically fine, but yeah, we are going into territory where no definitive rulings exist [and should probably be in Experimental]. To be honest, Konami never bothered with it until Link era and only then issued an errata that technically altered how it works. I get what it's supposed to be doing though; the opponent's monster is essentially nothing. Though yeah, I mentioned Link era because of Link Monsters (you know what these are, right?). You may have to add an exclusion clause about it, because again, they're literally why Konami errata'd Darkness Approaches. 


Ritual Spell is good enough for what it does, though without seeing the rest of the archetype, it's hard to tell if the revival from GY thing is abusable. Also because Dragon itself is semi-Nomi, you don't really have to resummon it via this unless it got Strike'd or something. The latter half of what I said for Dragon about how this interacts with Links and stuff also applies.


Half damage against the targeted monster seems fair.



So basically, you should take Xyz and Link Monsters into account since they both exist, and latter can't be flipped face-down due to their markers and stuff. Xyz don't have that problem, but have no Levels (however this should be a given by now).


For a start, it's fine, but the rest of the stuff you make can probably break these, but as you haven't actually made them yet, we don't know.


EDIT: You have made the others, but I did not consider them since they weren't in here. Would be better if you just post your sets inside Advanced Multiples, given how dead DP tends to be.

#7085076 Arrow Eater

Posted by Flash Flyer - Sakura on 04 March 2018 - 08:09 PM

In application, yeah, this technically accomplishes the same thing but just not as stupid as OG Eater was (problem being not hard OPT). But then again, unlike Level, you can screw over the opponent's stuff as well so they have to devote more resources to stuff. IDK, suppose you could also negate any Up markers in the EMZ so the opponent can't do anything with it, so there's something else.


I doubt Konami will ever design this, given the gimmick and having to make wording to be official. There's nothing wrong with it as-is, though just going into new territory.

#7084927 Blank Card Images

Posted by Flash Flyer - Sakura on 03 March 2018 - 10:21 PM

(Would help if members actually READ the sticky threads, because several people have asked it...)


I should also note that this error only applies to registered members; if you are a guest, then you can upload images as normal. Like Dova mentioned, we do not have an ETA on when it'll be fixed, nor a definitive reason to what happened. Given that it is affecting registered users only, it may have something to do with where images are stored for each member. That part may be restricted to YCMaker's end.


Direct URL links for images work as well; it is more tedious to do so, but they do work. Warning that certain sites will not permit hotlinking, so you'll need to reupload it elsewhere like Imgur (which usually works). 




But yeah, we understand you guys want these things fixed, however unless YCMaker starts caring about the site, there isn't much that can be done. Demanding that we fix this right away or else will not get it done any quicker; it's just out of our hands. 

#7084905 Maraca Rocca

Posted by Flash Flyer - Sakura on 03 March 2018 - 09:32 PM

Card is fine considering Rocks could appreciate a bit more field presence (and Synchro help), though yeah, it still requires you to have a Rock monster out. The added stat swapping is cool too; shame that it can't screw over Links, but what can you do? Then again, Rocks aren't exactly good right now, even for casual standards, bar maybe Triamids. In their case, guess it helps for Naturia Beast plays or something (and also banish fodder for Block Dragon, so...) Then again, even if it gets banished, you got Release from Stone to retrieve it, but...you probably should be using it on stronger monsters unless you have to.

#7084665 General usergroup updates

Posted by Flash Flyer - Sakura on 02 March 2018 - 11:24 PM

Yeah, it's an issue with that group not being toggled as "who can view this". To be fair, this also applies to a lot of you who bought custom groups too, but weren't added. It's a simple fix though.



- Rep stuff in menu bar.

- Latest posts

- Online mods


EDIT: The first two should be enabled, but last one is being looked for in the plugins. I do have access to them, but just have to find that one.

#7084576 Blue-Eyes Chaos Overdragon

Posted by Flash Flyer - Sakura on 02 March 2018 - 05:45 PM

I really don't know why Blue-Eyes would ever need this card outside of beatsticking potential. Assuming that it didn't already fall out of style with the format changes, Chaos MAX should still sufficient enough for Blue-Eyes with the same stats, targeting immunity and double piercing and doesn't auto kill itself if you can't banish. Yeah, the requirement is a bit easier than having to actually draw Chaos Form, Tribute stuff and the attack restriction probably doesn't matter too much (unless you wanted to use Azure-Eyes or something), but that's about it. 


I mean, it works but outside of general beatsticking and Rank 8 fodder, why would you use it? It's usually almost there when you want it; that much, I can give you credit for.


[Also going to note that I kept the spoiler tag closed]

#7084573 [Leaderboard] Krashkube vs Dova (Match 1-1)

Posted by Flash Flyer - Sakura on 02 March 2018 - 05:21 PM

Hmm, either I lumped Angler in with the other explanation and didn't talk about it explicitly or I skimmed over it when writing a review.


Let's reevaluate card B.


Taking Angler's own SS effect into account after it gets milled via this, yeah, you can go up to Link 3 if you need to; pending circumstances. That much is good enough. When I said it has limited targets, that was mostly after looking over the viable pool of monsters this card can summon off its second effect outside this Deck. There are a lot of targets this can revive outside of the Deck, but they don't mesh well with this card and/or generally suck. (Then again, I haven't seen the EARTH members used much either in recent days, so...yeah). 


So yes, it's much better than I originally credited it for earlier. 



With that mind, vote changes to B because even with the archetype limit, this does set up for faster ED plays and for whatever it's worth, alleviates the need to run Foolish for the Angler play.


A is still good in its own right, but is less proactive due to its need to be NS'd or somehow placed on the field to equip itself. 

#7084455 [Leaderboard] xray1324 vs Dragon Sage (Match 1-2)

Posted by Flash Flyer - Sakura on 02 March 2018 - 02:59 AM

Card A


Considering the existence of heavy mill Decks (or really, most stuff being heavily GY reliant), the summoning conditions are technically laughable and make it generally difficult to remove. Yes, you can Kaiju it, bounce it with non-destructive removal or repeatedly strike it with attacks (since 22/5 stats aren't too hard to pass), but you get it. Going on assumption that the second effect equips the destroyed monster to the card, which it probably does but difficult to tell because of the wording. Flavor-wise, the card technically fits its name. Then again, equipping stuff from the GY also limits the amount of backrow you can invest in, but since current design is apparently aiming for literal hand traps or minimal S/T usage, yeah, you could probably go the full 2 monsters from the start.


Card B


This one is fine for what it does. First effect is fine, and least gets you some field presence. Other one helps with Synchros, but on a normal basis, either you're making Coral Dragon, one of the White Synchros (from ARC-V) or Brio if you feel it's still worth it post-nerf. These targets aren't bad and you can least combo it with its first effect. Granted, this card is useless outside WATER decks, but there's plenty of them to go around and even if you don't Synchro with this card, you can at least get Link Materials or something for later, assuming you survive. So yeah, it does what it needs to and worth a slot in Decks that can run it. 



Vote goes to B.


I can't agree with A, given the type of Decks that exist nowadays (and even taking into account chances of actually having multiples out that clog your backrow).

#7084128 YCM Staff + Section Breakdown

Posted by Flash Flyer - Sakura on 01 March 2018 - 04:32 AM



Tormented promoted to moderator proper (or more technically, he's officially a mod so he isn't confusing newer members with his pseudo-admin title). He'll still have access to the ACP to continue making changes to the site, but now will have a hand in forum decisions. 


The trial period is technically redundant at this point, considering he already has access to the general mod functions and he's generally been doing a good job with handling updates.



So yeah, welcome to the team. 


(For most of you, it's already March 1st so...)

#7084043 [Everyone please read] "Other" Member Group Issues

Posted by Flash Flyer - Sakura on 28 February 2018 - 09:49 PM



My profile song died!

Given Darkrai is a Mythical Pokemon...shouldn't I be a Mythical member?


Do you still have the code I gave you the last time? I can re-add it, though to avoid having this mess again, it'll be done via the new HTML thing in the ModCP.


As for the user title (and group), they're presets and do not take into account outside factors besides you having 5 digit post count.