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Black D'Sceptyr

Black D'Sceptyr

Member Since 02 Mar 2009
Member ID: 110,457
Currently Viewing Topic: Make a Normal Monster Game
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#7134676 [DBIC]More Witchcraft Cards

Posted by Black D'Sceptyr on 12 February 2019 - 07:25 PM

So do these ladies have any synergy with current spellcaster support floating around?  

 

Jolly Glot mentioned the Invoked and Spellbooks, but most of that focuses on the Spells anyhow. My pick would be the Windwitches; these cards don't use the Extra Deck at all, and it can lead to a destruction-proof Crystal Wing to protect your Witchcraft that you turn into either Heine or Verre to continue the disruption/destruction.

 

Also, the Hands and Restage look dope for reviving Poterie and Pittore.




#7134599 Legendary Duelist Pack Game

Posted by Black D'Sceptyr on 09 February 2019 - 12:57 AM

Alright, let's start this off right with the Sharkbait OOH HA HA

 

(seriously I gotta stop binging Disney movies tho)

 

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Sandune Shark

WATER/Fish-Type Effect Monster/Level 3/1500 ATK/600 DEF 

 

Lore: If this card was Summoned this turn (Quick Effect): You can target 1 monster you control, except a Level 4 monster; it becomes Level 4, then you can add 1 Fish monster from your Deck to your hand with a Level equal to that targeted monster's original Level/Rank. You can only use this effect of "Sandune Shark" once per turn. If this card is sent to the GY: You can take 1 "Umi" from your Deck, and either activate it or add it to your hand.

 

 

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The Shark from the Lava Lagoon

FIRE/Fish-Type Effect Monster/Level 7/2000 ATK/3000 DEF

 

Lore: (Quick Effect): You can banish 1 WATER Fish monster from your hand or GY; Special Summon this card from your GY (if it was there when you banished) or hand (even if not.) When you do, or when this card is Normal Summoned; You can apply 1 of these effects. You can only use each effect of "The Shark from the Lava Lagoon" once per turn.

• Destroy all other cards in this card's column. 
• Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using Fish monsters you control, and if you do, destroy all other cards in that Summoned monster's' column.

 

 

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Trident Typhoon Shark

WATER/Fish-Type Effect Monster/Level 8/2950 ATK/2450 DEF

 

Lore: When this card is in your hand or GY: You can target 1 Fish monster you control and 1 Spell/Trap on the field; destroy those targets, and if you do, Special Summon this card. If this card is Summoned: You can declare 1 card type (Monster, Spell or Trap); this turn, your opponent must pay 500 LP to activate cards of the declared type (even if this card leaves the field). If a card or effect is activated that would change a monster's Level, ATK, or battle position (Quick Effect): You can Tribute this card; Special Summon 1 Fish monster from your Extra Deck. You can only Summon "Trident Typhoon Shark(s)" once per turn.

 

 

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Sharktoothed Sea Lord Theseus

WATER/Zombie-Type Xyz Effect Monster/Rank 5/2700 ATK/2300 DEF

 

Lore: 2 Level 5 WATER monsters

You can detach 1 material from this card; destroy 2 cards on the field, including a WATER monster, and if you do, negate the effects of all other cards on the field with the same card type (Monster, Spell or Trap) as the destroyed cards for the rest of the turn, except WATER monsters. You can banish this card from your GY, then target 1 WATER Xyz Monster in your GY; Special Summon it, then you can Set 1 "Rank-Up-Magic" or "Splash" Spell/Trap from your GY. You can only use each effect of "Sharktoothed Sea Lord Theseus" once per turn.
 
 
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DARK/Fish-Type Xyz Effect Monster/Rank 7/2650 ATK/2750 DEF
 
Lore: 2 Level 7 Fish monsters
You can also Xyz Summon this card by discarding 1 WATER monster, then using a Fish Xyz Monster you control as material. (Transfer its materials to this card.) Cannot be targeted by card effects. If this card attacks an opponent's Defense Position monster, inflict doubled piercing battle damage to your opponent. Once per turn: You can detach 1 material from this card; you cannot Special Summon monsters for the rest of this turn, except WATER monsters, also Special Summon 1 Level 7 or higher Fish monster from your hand or Deck.
 
 
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Loam Loan Shark
WATER/Fish-Type Xyz Effect Monster/Rank 8/2800 ATK/1000 DEF
 
Lore: 2+ Level 8 Fish monsters
All Fish monsters in your hand lose 1 Level for each of this card's materials, also all Fish monsters you control gain 200 ATK for each of this card's materials. Once per turn: You can detach 1 material from this card; add from your Deck to your hand, 1 "Sea" Spell/Trap, except a Normal Spell/Trap, or 1 "Splash" Spell/Trap. You can pay LP in multiples of 1000 (max. 2000); this turn, you can Normal Summon 1 additional Fish monster this turn for each 1000 LP you paid. You can only use this effect of "Loam Loan Shark" once per turn.
 
 
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Ultrancient Fortress Whale Mysticeti
WATER/Fish-Type Xyz Effect Monster/Level 9/3000 ATK/400 DEF
 
Lore: 2 Level 9 monsters
You can also Xyz Summon this card by using a Level 7 and 8 Fish monster you control as the Xyz Materials. You can only use these effects of "Ultrancient Fortress Whale Mysticeti" once per turn. 
• If this card is Special Summoned, or if a monster effect is negated: You can Special Summon 1 monster whose effect or Summon was negated this turn from the GY.
• If a monster effect is activated (Quick Effect): You can detach 1 material from this card; this effect cannot be negated by monster effects, also negate the activation.
 
 
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Abyss Splashzone
Field Spell Card
 
Lore: (This card name is always treated as "Umi".) 
The effects of WATER monsters you control cannot be negated. While you control a WATER Xyz Monster, this card is unaffected by other card effects. Once per turn, if a WATER monster you control would be destroyed by battle, you can discard 1 card from your hand instead. During the End Phase, if this effect was used this turn: You can attach 1 card discarded this way from your GY to a WATER Xyz Monster you control as an Xyz Material, then draw 1 card.
 
 
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Big Splash Small Splash
Quick-Play Spell Card
 
Lore: Special Summon 1 Fish monster from your Deck with a Level equal to the number of your other occupied Monster and Spell & Trap Zones, and if you do, it gains 200 ATK/DEF for each of those Zones, but it cannot attack directly, also banish it during the End Phase. You can only activate 1 "Big Splash Small Splash" per turn.
 
 
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Silent Honor Splashdown
Quick-Play Spell Card
 
Lore: • When a Spell/Trap Card is activated during your turn: Detach all materials from an Xyz Monster you control that has a number between "Number 101" and "Number 107" (min. 1); negate the activation, and if you do, Xyz Summon from your Extra Deck, 1 WATER Xyz Monster with the same Type as an Xyz Monster you control, but 1 Rank higher, by using it as the Xyz Material.
• When a monster effect is activated during your opponent's turn: Detach 1 material from a WATER Xyz Monster you control, then target 1 Special Summoned monster your opponent controls; negate the activation, and if you do, attach that target to a WATER Xyz Monster you control as an Xyz Material. 
 
 
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Skeletal Shark Splash
Normal Trap Card
 
Lore: Target 1 Fish monster in your GY that was sent there from the field this turn: Special Summon it, but it loses 1000 ATK, then inflict damage to your opponent equal to its current ATK. If you control no Effect Monsters with Levels, you can activate this card from your hand.
 
 
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Sea Lord's Judgment:
Continuous Trap Card
 
Lore: When this card is activated: You can Set directly from your Deck to your Spell & Trap Zone, 1 "Poseidon Wave" or 1 Spell/Trap that specifcially lists the card "Umi" in its text, except "Sea Lord's Judgment". If you control "Umi", you can also Special Summon 1 Fish monster from your Deck in Defense Position, but it has its effects negated. All WATER monsters you control cannot be targeted by an opponent's card effects. Destroy this card during your 3rd End Phase after activation. You can only control 1 "Sea Lord's Judgment".
 
 
 
NEXT UP: 
 
Bakura (Destiny Board/Dark Necrofear OR Zombie Mill)
Adrian Gecko (Cloudians or Exodia)
Bruno/Antinomy (T.G.)
Vector (Umbral Horrors/Gorgonic)
Dennis Macfield (Performages)



#7134503 Legendary Duelist Pack Game

Posted by Black D'Sceptyr on 01 February 2019 - 11:20 PM

Rose_Prisoner.png

 

Rose Prisoner

WIND/Plant-Type Effect Monster/Level 2/700 ATK/1000 DEF

 

Lore: (Quick Effect): You can send this card from your hand to the GY, then target 1 Plant monster you control; its ATK becomes 2400, or if its ATK is 2400 or higher, you can add 1 "Rose Fairy", "Rose Witch" or "Rose Lover" from your Deck to your hand and make the equipped monster gain ATK equal to the added monster's ATK, instead. You can only use this effect of "Rose Prisoner" once per turn.

 

 

Moonlight_Black_Rose_Maiden.png

 

Moonlight Black Rose Maiden

LIGHT/Plant-Type Synchro Effect Monster/Level 5/2400 ATK/1600 DEF

 

Lore: 1 Plant Tuner + 1+ non-Tuner monsters

Cannot be destroyed by battle. When this card is Synchro Summoned: You can add 1 Plant monster or 1 Field Spell from your Deck to your hand with an effect that Special Summons Tokens. All "Rose Tokens" you control are treated as Tuners. During the End Phase, if this card is in the GY because it was sent there this turn: You can Special Summon 1 Plant monster from your Deck. You can only use this effect of "Red Rose Maiden" once per turn.
 
 
Rosaria_Reinstated_Angel_of_Roses.png
 
Rosaria, Reinstated Angel of Roses
EARTH/Plant-Type Synchro Effect Monster/Level 8/2900 ATK/2400 DEF
 
Lore: 1 Plant Tuner + 1 non-Tuner Plant monster with 2400 ATK
Must either be Synchro Summoned, or Special Summoned (from your Extra Deck) by banishing the above cards from your GY whose total Levels equal 8 while you control no Synchro Monsters. Your opponent cannot activate the effects of monsters during your turn while this Synchro Summoned card is on the field. Cannot be destroyed by card effects. If a card(s) on the field is destroyed by battle or its own effect: You can send 1 monster on the field or in your hand to the GY, and if you do, you can Special Summon 1 Plant monster from your hand.
 
 
Moonlight_Garden.png
 
Moonlight Garden
Field Spell Card
 
Lore: When a non-Plant monster(s) is Summoned: Those Summoned monsters lose 800 ATK/DEF, also the turn player Special Summons 1 "Rose Token" (Plant/DARK/Level 2/ATK 800/DEF 800) to their opponent's field. This card gains effects, depending on the number of Tokens the turn player controls. 
• 1+: Your opponent must pay 300 LP to activate a Spell/Trap Card or effect.
• 3+: The turn player must discard 1 card to activate a monster effect.
• 5+: During the End Phase, destroy all cards the turn player controls, then each player can Special Summon 1 Dragon or Plant Synchro Monster with 2000 or less DEF from their Extra Deck.
 
 
Return_of_the_Black_Rose.png
 
Return of the Black Rose
Normal Trap Card
 
Lore: Banish Plant monsters and/or "Rose Dragon" monsters with different original Attributes from your GY (max. 3), and if you do, apply these effects and resolve them in sequence, depending on the number of monsters you banished. 
• 1+: All Plant and Dragon monsters you control will gain 800 ATK/DEF, until the end of the next turn.
• 2+: Skip your opponent's next Battle Phase. 
• 3: Special Summon 1 Plant monster or 1 Dragon Synchro Monster from your hand or GY, and if you do, destroy all Attack Position monsters on the field.
If you control a Field Spell, you can activate this card from your hand.
 
 
NEXT UP: 
 
Bastion Misawa (Yōkai)
Chazz Princeton (Dragons)
Rex Goodwin (Celestials)



#7134500 Jester Gambit (We All Point Up Here)

Posted by Black D'Sceptyr on 01 February 2019 - 10:13 PM

jester.png

 

DARK/Spellcaster-Type Link Effect Monster/Link-1/0 ATK

 

Lore: 1 Level 2 or lower Spellcaster monster

(Quick Effect): You can Tribute this card; apply these effects and resolve them in sequence, depending on the number of face-up cards in the Spell & Trap Zones.
• 2+: Draw 1 card and reveal it, and if it is a Spellcaster monster, draw 1 more card.
• 4+: The ATK of the monster(s) on the field with the highest ATK becomes 400.
• 6+: Inflict 600 damage to both players for each face-up Spell/Trap on the field.
 
 
So, Lazarr. Featured in 5D's and Arc-V, had a Jester Deck mainly known for helping fuel Rank-1 Decks the world over when people tired of the Kuribohs. Seemed to actually be fleshed out in the 2nd and 3rd sub season of 5Ds....and that's mostly it. 
 
Until this. It allows you to turn those measly Spellcasters of yours into a monster that's basically.....Lucky Piper on steroids. But you've gotta control backrow, and most Spellcaster Decks (outside of the Altergeists, but still) don't usually tend to leave backrow hanging. 
 
First effect's a super-Piper trigger, the second Linkuribohs monsters down to size permanently, and the last one hits both players for a whopping 3600+ points of damage. Pick your poison, folks, because the Gambit will do it for you if you're not able to.
 
Till the next card, reviews, revelry, you (and Pennywise) know the drill.
 
BD'S, signing off.

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#7134428 Red-Eyes Primal Dragon (It May Not Be Baby Dragon, But It'll Still Make Y...

Posted by Black D'Sceptyr on 28 January 2019 - 05:27 PM

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Red-Eyes Primal Dragon: Info

 

Behold my newest, truest support for Blue Eyes Ritual Decks no, my newest support for Guardragon Crusadia Turbo seriously caption guy? I'm trying to promote my newest Fairy Dragon Larvawall B.F.F. With Benefits OH COME ON NOW THAT'S NOT EVEN A DECK!

 

Anyways, Ol' One-for-One Target over 'ere can help to make those Lord of the Red/Paladin of Dark Dragon plays easier, as I've seen the attempts to do before.

 

In addition, now you can HARDCAST REDMD (wow did that sound more dramatic and game-changing in my head.)

 

Oh yeah and if you decide to go Fusion build, this helps build back resources and burn even further since it activates on the Standby Phase, isn't hard OPT, and doesn't care what stats your Red-Eyes revival has so long as its Level 7. Guess Red-Eyes Alternative Black has more use now, isn't that sweet?

 

Till the next card folks (and here's hoping it and this one don't require as many revisions as my previous DARK monster post did), reviews, revelry, you know the drill.

 

BD'S, signing off.




#7134380 Dark Magician Girl Knight (Timeaus Eyes, Clear Effects, Can't Lose)

Posted by Black D'Sceptyr on 25 January 2019 - 10:27 PM

 

It would. [(This card's name is always treated as "Dark Magician Knight")] overwrites "This card's name becomes "Dark Magician Girl" while on the field"

 

EDIT: However you can try the following wordings:

  • This card's name becomes "Dark Magician Girl" while on the fieldThis card's name becomes "Dark Magician Knight" while in your hand, Deck, or GY.

OR

  • This card's name becomes "Dark Magician Girl" while on the field. If you would Special Summon "Dark Magician Knight" with a card effect: You can negate that Special Summon, and if you do, Special Summon this card from that same location.

 

 

The Eye of Timaeus says "(This card is also always treated as "Legendary Dragon Timaeus".)"

 

You could just use that phrasing and say

"(This card is also always treated as "Dark Magician Knight".)"

 

And I have made the final changes to the card with your help. Thank you both.


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#7134351 Make a Normal Monster Game

Posted by Black D'Sceptyr on 25 January 2019 - 12:33 AM

I'll do it-I think I know what Kevintriedge is asking for at any rate. 

 

Ally_of_Justice_Dewloren.png

 

Ally of Justice Dewloren

DARK/Machine-Type Tuner Effect Monster/Level 3/100 ATK/2000 DEF

 

Lore: Not to be outdone by Claiomh Solais, the Ice Barrier Generals sought to turn the Genex's tech to their own ends. When Dewloren's demise was near due to the inability to handle their rampaging Ice Dragons, General Gantala fashioned a new shell of steel for the wounded Tiger King. While it does not possess the power it once had, Dewloren's durability helped many of the Ice Barrier army in times of great crisis to fight another day.

 

 

NEXT UP: 

 

Can we get away with Pendulum Vanillas? Regardless, I'd like a starter vanilla that foreshadows the tragic Dragon Horn Hunter/Dragon Core Hexer story, Pendulum or no. So long as its Level 4, the rest is up to you.




#7134349 Dark Magician Girl Knight (Timeaus Eyes, Clear Effects, Can't Lose)

Posted by Black D'Sceptyr on 24 January 2019 - 11:43 PM

Haha but when you made the quote text change to match the card, the original quote text was actually the right one!

there is no card text that uses the pharse ", when all monsters you control..."

 

but Backup Warrior, At One With the Sword, and Supercharge say " while the only monsters you control..."

in this example, there's no comma separating the summoning procedure from the restriction

 

Okay, certain I got it right this time.


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#7134328 Single to Archetype Game

Posted by Black D'Sceptyr on 24 January 2019 - 03:48 PM

SWEET GOD, YES

 

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Gandora-Diance the Dragon of Devastation

DARK/Dragon-Type Effect Monster/Level 8/0 ATK/0 DEF

 

Lore: Must be Special Summoned (from your hand or GY) by banishing 2 other DARK monsters with 0 ATK/DEF from your hand or GY. Once per turn, if this Tribute Summoned card in its owner's control would be destroyed or banished by a card effect, you can banish 1 card from each player's hand, instead. This card's ATK is equal to twice the highest original ATK among the banished monsters ATK. If either player would take battle damage, the damage becomes half of their LP, instead.

 

 

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Giga Ray Dragon

DARK/Dragon-Type Effect Monster/Level 4/0 ATK/2000 DEF

 

Lore: If you have not Special Summoned this turn: You can banish 1 Level 8 DARK monster from your GY; Special Summon this card from your GY, and if you do, if you control "Mass Devastation Array", you can Special Summon 1 "Giga Ray Token" (Dragon/DARK/Level 4/1000 ATK/1000 DEF), also during your Main Phase, you can Tribute Summon 1 DARK Dragon monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) 

 

 

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Giga Ray Dragion

DARK/Dragon-Type Effect Monster/Level 4/2000 ATK/0 DEF

 

Lore: Cannot be Normal Summoned/Set. If a Level 8 DARK monster(s) you control is sent from your hand or face-up field to the GY by a card effect. You can only Summon "Giga Ray Dragion" once per turn this way. During your opponent's turn (Quick Effect): You can destroy this card; Special Summon 1 banished Level 8 DARK monster in Defense Position. You can only use this effect of "Giga Ray Dragion" once per turn.

 
 
 
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Mass Devastation Array
Field Spell Card
 
Lore: Once per turn: You can target 1 "Gandora" card, 1 "Mass Destruction Beacon" or 1 "Mass Demolition Call" that is in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Giga Ray Token" (Dragon/DARK/Level 4/1000 ATK/1000 DEF). The first time each Level 4 or lower DARK Dragon monster you control would be destroyed by battle each turn, it is not destroyed. During the End Phase, if this card has been banished this turn (and is still banished): You can Special Summon 1 Level 8 DARK Dragon monster from your Deck. You can only activate 1 "Mass Devastation Array" per turn.
 
 
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Giga Ray Grant
Normal Spell Card
 
Lore: Banish 2 DARK Dragon monsters (1 from your hand and 1 from your GY), including a "Gandora" monster; add 1 "Giga Ray Dragon" and 1 "Giga Ray Dragion" from your Deck to your hand. If this card is banished: You can target 1 DARK Dragon monster you control; Special Summon 1 of your banished DARK Dragon monsters whose Level is either twice or half that monster's Level, but it cannot attack directly. You can only use each effect of "Giga Ray Grant" once per turn.
 
 
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Mass Destruction Beacon
Quick-Play Spell Card
 
Lore: • During your turn: Special Summon 1 of your banished Level 8 "Gandora" monsters, ignoring its Summoning conditions.
• During your opponent's turn: Immediately after this effect resolves, Normal Summon 1 Level 8 "Gandora" monster without Tributing.
You can banish this card from your GY, then target 1 of your banished "Gandora" monsters; add it to your hand. You can only use each effect of "Mass Destruction Beacon" once per turn.
 
 
 
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Mass Destruction Call
Normal Trap
 
Lore: When you have a banished "Gandora" monster: Target a number of banished cards, equal to the number of cards on the field; return all of them to the GY, then you can equip this card to 1 face-up DARK Dragon monster you control with 2000 or less ATK, and if you do, it gains 300 ATK for each monster returned this way. If this card is banished while you control a DARK Dragon monster: You can banish 1 "Gandora" monster from your GY; banish all Set Spells/Traps on the field. You can only use this effect of "Mass Demolition Call" once per turn.
 
 
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Giga Ray Grandscape
Continuous Trap Card
 
Lore: When this card is activated: You can send from your Deck to the GY, 2 DARK Dragon monsters whose difference in Levels is equal to the Levels of 1 of the sent monsters. Once per turn, during your turn: You can target 1 of your banished DARK Dragon monsters: Tribute 1 Dragon monster you control, and if you do, Special Summon it if you Tributed a Level 8 monster this way, otherwise add it to the hand. Once per turn, during your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 Dragon monster. You can only control 1 "Giga Ray Grandscape". 
 
 
 
NEXT UP:
 



#7134326 Remake a Card

Posted by Black D'Sceptyr on 24 January 2019 - 02:42 PM

Malefic Paradox Dragon

DARK/Dragon-Type Synchro Effect Monster/Level 10/4000 ATK/4000 DEF

 

Lore: "Malefic Parallel Gear" 1 non-Tuner "Malefic" monster

When this card is Synchro SummonedYou can target 1 monster in either player's GY that was Special Summoned from the Extra Deck; Special Summon it. There can only be 1 "Malefic Paradox Dragon" on the field. Your opponent cannot target other cards you control with card effects, except this one, also they cannot target "Malefic" monsters you control with attacks, except this one. If there is no Field Spell that is face-up on the field, destroy this card.

 

 

BD'Switchlog:

  • Brings out a Synchro on Special Summon now, but how often are you Summoning a Field-Spell reliant Level 10 Synchro, though?
  • Demands everything target it. Good luck hitting that Malefic Territory NOW, piezano! 
  • And it's now okay with any Field Spell being on the field, so its a bit like Cyberse Quantum Dragon on steroids. 

 

NEXT UP: 

 

Light of Destruction




#7134324 Create a Card Game

Posted by Black D'Sceptyr on 24 January 2019 - 10:48 AM

Its time then, isn't it? Alright, BatMed.

 

Winner's Circle of the True Olympians

Field Spell Card

 

When this card is activated: You can reveal up to 3 Fairy monsters in your hand, including a "True Olympian" monster; Special Summon 1 "Olympian Token" (WIND/Fairy/ATK 500/DEF 500) whose Level is equal to the number of cards revealed this way. If you revealed 3 monsters this way, you can Special Summon 2 "Olympian Tokens" instead. All "True Olympian" cards you control cannot be destroyed by your opponent's card effects during your turn, also those monsters cannot be targeted by your opponent's card effects during their turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Fairy monsters. 

 

 

Now let's see if we can't get another EARTH Fairy out of this before we go back to the Spells/Traps.

 

True Olympian-Hurdling Hestia




#7134321 [Better Older Deck Support] - Cloudians

Posted by Black D'Sceptyr on 24 January 2019 - 09:49 AM

@Black D'Sceptyr I made some changes. Added a new card and reworked Volutus. Please share your thoughts.

 

God it took me forever to correctly tag your name...

 

Definitely an improvement, I must say! 

 

Volutus actually can help to expand Fog Counter usage in the first turn, considering its own Summon method almost guarantees it gets three Counters, so you can possibly play around a stun. I do think its fine now, though-its a high reward for such a demand for investment, and between Valhalla, Turbulence and Cloud Dragon, its easy enough to make.

 

Gathering Cloudian doesn't look unchanged, so I'll be witholding judgment on that.

 

Cloudian Storm Wall is still doing its thing as the premier defense unit-Cloud Counter-stacking barrier, and I'm grateful for that, considering the increase in Volutus' utility. 

 

And the new card,  Cloudian Kingdom...oh my. Gives access to any Cloudian card (at the cost of a discard but that's incredibly easy), actually puts the accumulation of Fog Counters on the opponent's turn to good use by dropping stats-a very  welcome bit of attention that you gave towards one of the Cloudians' weaknesses in their lackluster stats. And the last effect is a cherry on top once more, allowing any of your Cloudians that get taken off-board with Fog Counters to give them toward others. Not gonna lie, this might actually make Nimbusman legit again, if your opponent can't run it over and every other Cloudian they hit makes it stronger. 

 

But...If I've any issues, its how little Gathering Cloudian was changed, and maaaaaybe that Cloudian Kingdom's ATK-drain benefit might not be high enough to significantly hamper the opponent's efforts, even with the ability to trade-off Fog Counters. But that's an issue for the philosophers at this point (and maybe a targeting immunity effect or two); this support is good, and it got better with the changes you made to it. By leaps and bounds.

 

Again, sorry for the delay in getting to you, I'm just starting a college semester, you know how it is.


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#7134253 [Better Older Deck Support] - Cloudians

Posted by Black D'Sceptyr on 22 January 2019 - 04:39 PM

Okay, so...Volutus looks amazing, all the more so for being something you put together themselves. Did feel that the initial issue with Cloudians was the inability to start off proper without stuff like Celestial Transformation and/or Valhalla. This actually incentivizes those cards, I do think. And Cloudian Aerosol has another good target in this as well, as it is still a good way to help unleash the Cloudian - Storm Dragons in your hand. Bridging between bodies is always nice, especially for a Fairy Deck. I like that.

But...It not being able to put Cloud Counters on itself feels like a design slip, even with the Spell/Trap, though, because Cloudians are already overreliant on combo pieces being in the right place at the right time without this putting up more cones. So I'm not sure that effect of it will be as live as often as you would prefer, not without putting out more resources than I think you would be comfortable burning through that fast.

 

 

Then we have Gathering Cloudian. Protects your stuff from UCT, further incentivizes the usage of Aerosol even if you don't have Turbulence, and affords extra Normal Summons for the big three in Altus, Cirrostratus and Acid Cloud. Lovely card, and it can get out Squall too to help further the Fog Counter fun.

But... is that going to happen, again, without Aerosol? Because accumulating Counters is still something the Cloudians struggle at, even with its Aerosol, and would rather either remove the counters to Smoke Ball spam or trigger Altus (this is on the first turn, as a hypothetical.) Retrieving the Squall without having to worry of a search helps, but this still relies on setup of Fog Counters that is by no means guaranteed, especially considering their best accumulation of it is through an unsearchable Quick-Play Spell, that this support solves by usage of a monster that defeats the purpose of searching it since it needs to remove Fog Counters to search it....

 

....though, Cloudian Storm Wall certainly helps that cause in spades as a substitute. Recycling Cloudians on the field and GY to move more Fog Counters onto monsters is amazing, alternating between that and summoning back Storm Dragon Fodder banished Cloudians is an amazing attention to Archetype interaction that I do so love to see, and resisting card effect destruction, though also demanding of Fog Counters, puts you that much closer to securing boards. 

But... it's a Trap A rather useful one, in terms of being able to provide Fog-Counter speed, and a certainly useful one when the opponent tries to roll up on your board, but its something working a turn late for an Archetype that's already, consistency wise, a dollar short.

 

Don't take this all the wrong way. I love all of these cards, to conclude. I just wish there was something up front to help put up the Counters, something that keeps the Archetype, in general, from being OpenWithAerosolOrScoop.dek. And good as all of these cards are, they're not there yet. I've faith in your amazing creative cardmaking skills. Anything like, say, another Spell that works to put up counters, would easily make this the best collection of Cloudian support yet (and I've had some of my own, myself!)

 

Hope this was the inquiry into your sets I was so dreadfully late to give in return for yours that you wanted Tkk.

 

BD'S, signing off!


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#7134252 Dark Magician Girl Knight (Timeaus Eyes, Clear Effects, Can't Lose)

Posted by Black D'Sceptyr on 22 January 2019 - 04:09 PM

So yeah, the picture in the center of this card once had a whole-a$$ owl on the side and her hair was not like that. I say that to say, again, I'm here to stay.

 

Likely. 

 

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Dark Magician Girl Knight: Info

 

So yeah, Magician Navigation, Knight's Title. Short list, but this actually rewards you for running the former, since it'll be a nice midplay to bring out Dark Magician and this, Set your Timeaus, and bring out a Dragon Knight Fusion to pwn face. 

 

No OPT Summon but its Nomi otherwise so yeah. Simple and clean, and it helps forward what Dark Magicians do best. Ironically enough, what they do best is turtle behind Fusions even though they have in-Archetype Xyzes, sorta the reverse of Blue-Eyes that turtled behind Xyzs/Synchros when they had Fusions. 

 

Lemme know what you think, folks. Reviews, revelry, you know the drill.

 

BD'S, signing off.

 

UPDATE I: Now Summons on ANY Spell/Trap effect, but you better have a Spellcaster on board when you do. Second effect stays; even if its a rule, Dragulas, its an illustrated one, and one Altergeists (among other Decks) would be more broken with if it worked as you implied.


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#7134139 Legendary Duelist Pack Game

Posted by Black D'Sceptyr on 18 January 2019 - 08:29 PM

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Meklord Army of Mekanikle

LIGHT/Machine-Type Effect Monster/Level 4/1000 ATK/2000 DEF
 
Lore: When this card is Summoned: You can pay 1000 LP; Special Summon 2 "Meklord" monsters with different names (1 each from your hand and GY). You can target 1 Machine monster on the field: destroy it, and if you do,  add from your Deck to your hand, 1 "Meklord" Spell/Trap or 1 "Z-ONE", also Special Summon 1 Level 10 or higher Synchro Monster from your Extra Deck to your opponent's field. (This Special Summon is treated as a Synchro Summon.) You can only use each effect of "Meklord Army of Mekanikle" once per turn.
 
 
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The Mekinetized Meklord Astro
Normal Spell Card
 
Lore: Fusion Summon 1 Fusion Monster from your Extra Deck, by using monsters you control as materials. If Fusion Summoning a "Meklord" Fusion Monster this way, you can also use monsters from your hand and/or 1 Level 10 or higher "Meklord" monster from your Deck as Fusion Materials. You can banish this card from your GY; add 1 "Z-ONE Refresh" from your Deck to your hand. You can only use each effect of "The Mekinetized Meklord Astro" once per turn.
 
 
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Z-ONE Refresh
Quick-Play Spell Card
 
Lore: Add up to 2 "Meklord" cards with different card types (Monster, Spell or Trap) from your Deck to your hand, then if you added 2 cards to your hand with this effect, destroy 2 cards you currently control or that are in your hand. You can only activate 1 "Z-ONE Refresh" per turn.
 
 
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Consensus of the Meklord Emperors
Normal Trap Card
 
Lore: Reveal 1 "Meklord Emperor" monster from your hand; destroy as many monsters on the field as possible, then Special Summon 1 Synchro Monster from your Extra Deck to your opponent's field, and if you do, negate the effects of all monsters your opponent controls with the same Level as the Summoned monster for the rest of this turn. If this card is destroyed: You can discard 1 Machine monster: Special Summon 1 Level 4 or lower "Meklord" monster from your Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF each becomes 2000. 
 
 
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Meklord Astro Oddity Scharot
DARK/Machine-Type Fusion Effect Monster/Level 10/0 ATK/0 DEF
 
Lore: 3 Level 5 or lower Machine monsters, including a "Meklord" monster 
Must be either Fusion Summoned, or Special Summoned by Tributing 2 monsters your opponent controls, including a Synchro Monster, and 1 Level 4 Machine monster you control (in this case, you do not use "Polymerization"). Gains 1000 ATK for each Machine monster on the field. Unaffected by other monster effects, also it cannot attack directly. Once per turn: You can Special Summon 2 "Meklord" monsters from your hand or Deck to the field (1 on each side), except a Level 4 monster, ignoring their Summoning conditions.
 
 
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Meklord Astro Mekalomaniake
LIGHT/Machine-Type Fusion Effect Monster/Level 12/4000 ATK/4000 DEF 
 
Lore: 3 "Meklord" monsters, including a Level 1 and/or Level 10 monster
Must be Fusion Summoned. When this card is Fusion Summoned: You can equip 1 non-LIGHT Synchro Monster from your Extra Deck to this card. Any "Meklord" monsters you control gain the effects of all monsters equipped to them. Once per turn, if the effect of a monster on the field is activated (Quick Effect): You can destroy 1 Equip Card on the field; negate the activation, then if that monster is a Synchro Monster, equip it to this card, and if you do, halve your opponent's LP.
 
 
Next: 
 
Marik Ishtar (Ra, Gravekeeper's, Fiends, and/or Torture)
Paradox (Malefics)
Yuri (Predaplants/Venemy/Fusion Dragons)