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Black D'Sceptyr

Black D'Sceptyr

Member Since 02 Mar 2009
Member ID: 110,457
Currently Not online
Offline Last Active Today, 09:23 AM
****-

#7123227 [DP21] Train Support

Posted by Black D'Sceptyr on 15 October 2018 - 02:43 AM

...tuners?
 
Honestly was looking up tuners though (who wouldn't want 1-card Needlefibers w/o a NS, am I right?).  EARTH Machine Tuner pool is really unimpressive, but I suppose you could use Urgent to get rid of extra Righty Drivers in the Lefty/Righty Driver engine.

 

 

...Hmm... It looks like the best high level machine to use would actually be the above-revealed level 10.  Others don't really float.  You could use the Level 10 to grab Righty Driver back after Linking and then have it primed to be NS'd so you could SS Lefty. There's Machina Fortress, too, but that feels really outdated.

 

I think it means, they both have to be EARTH, but not necessarily Tuners-so you're possibly good. 

 

Wanna know what really might end up getting crazy with Urgent Schedule tho? 

 

ANCIENT GEARS. 

 

Hello Wyvern/Reactor Dragon/ACG-Ultimate Pound combos, especially when the former can either search up Ancient Gear Fusion to double the pain with Fusing from the Deck, or go into Box, which can go into Gadget/Gearframe. Which is food for Ultimate/Chaos Ancient Gear G-okay I think I just blanked out for a moment there.  crap, and I just realized it negates the effects. Understandable, but the ablity to set the table for Ancient Gear Fusion cannot be denied anyhow.

 

But yeah. Ancient Gears, Machinas, those Super Defense Robos I cant believe I only remember now....

 

I swear, I'll get to talking on the other three cards by tomorrow or so, because super-late how and I especially wanna talk of how useful they are to A.G.s as well, but goodness Urgent Schedule is gonna get hit that effect gives almost too much to so many Decks. 9.5/10, and someone go do a welfare check on Rata.




#7122916 Sceptyr's Support: Malicevorous Placemat (5/?)

Posted by Black D'Sceptyr on 12 October 2018 - 11:00 PM

Dark Mist, yeah. You all saw him, how much he reminded of Dark Link, and how little screen time he got for all he introduced to ZeXal. 

 

So let's fix that with a new line of cutlery. And possibly a couple new Xyzes or something.

 

 

Malicevorous New Monsters

 

 

 

Malicevorous Spells/Traps

 

THERE IS MORE TO COME, FOLKS.

 

BD'S, signing off.




#7122786 [SAST] World Legacy – “World Ark”

Posted by Black D'Sceptyr on 11 October 2018 - 11:15 PM

REAPPRAISING NOW THAT WE'VE SEEN THIS CARD'S PARENT ARCHETYPE: 

 

so yeah, milling a monster is something I can see why they limited, considering two members of the Archetype self Summon whenever a vanilla Dragon hits the GY. In addition, Summoning card-destroyed Links to new zones is insane considering the Guardragon Links get off on marker placement and allowing them to move if your opponent tries to go Ghost (lol danny phantom references how quaint) can cut out so many steps to their high-reward strategy. Plus, this works in a pure World Legacy build as well-the Shield and Chalice love being in the GY, and Scepter loves hitting the GY to bring out more Legacies from the hand.

 

Prolly makes sense they're all anti-Extra Monsters too, considering the last twist we got of what becomes of Galatea, but that'll be for paragraphs later.

 

Sweet tho; I got two out of three facets about this card right when I last talked of how it'd turn out considering the other World Legacies (Level 7, reversed stats of Scepter), and I suppose being the body of the megazord we're building toward is a nice substitute for it being the sword I thought it'd be. Besides, Orcustrated Knightmare is already hinting that we're bringing back the Link Archetype Who Must Not Be Named as the antagonists again and the World Legacy Megazord'll be made to fight it. 

 

Poor Ib tho. TWICE NOW WITH THIS KNIGHTMARE ISH.

 

7.4.10 for the Ark, I think.




#7120815 Fraught With Danger! (The Hunted Become Hunters)

Posted by Black D'Sceptyr on 28 September 2018 - 10:58 PM

LOOK, UP IN THE SKY

 

ITS A BIRD

 

ITS A PLA-OH HOLY CANNOLI ITS ACTUALLY A BIRD I WAS RIGHT THE FIRST TIME FULL STEAM AHEAD CALL FOR EMERGENC-

 

fraught_with_danger__by_bdsceptyr-dco1hz

 

Fraught with Danger!: Info

 

Final ol' card of the set, and I was surprised with what I did with so few words. This brings back a Danger! monster on a discard, but switches its stats and triggers its discard effect.

 

This can also work to activate the effect of the discarded Dark World Fabled Danger! card as well, since it's built into the activated effect.

 

And yes, the ATK/DEF switching can be a nerf to the Summoned monster, one that doesn't immediately remove it from play (another thing I'm trying to do less of as a cost besides hard HOPTs, a gimmick I'm breaking here only because it's DANGER! the Archetype.

 

And really, considering the lackluster DEF stats of the Danger! monsters-well, all except Nessie! and my custom-made Wendigo!, the rest writes itself.

 

Think it makes the cut? Because of the folks on that ship Thunderbird! roosted on sure do. WORDPLAY.

 

Anyways, until the next card, ladies and gents-review, revelry, you know the drill.

 

BD'S, signing off.

 

UPDATE I: reflected the card's GY effect to more closely align with the new Danger! Spells/Traps, and tweaked the first effect to more reflect the main utility of this card (and what it was supposed to be)- triggering Danger! monster effects in the GY by different methods, then moving them somewhere else as the Spells/Traps did themselves.




#7120528 Danger!? Wendigo! (Stun?! Thy Name Is Cryptid!)

Posted by Black D'Sceptyr on 26 September 2018 - 11:00 PM

danger___wendigo__by_bdsceptyr-dcnvxm2.p

 

Danger?! Wendigo!: Info

 

MORE FUN WITH EXCLAMATION WHO DOESNT LIKE THAT HUH?!!!!111!! 

 

(really tho we've gotta have a talk about what distinguishes an Archetype name, that name is gonna be crazy in terms of taking stuff seriously and I say that as a person who saw "Fur Hire" as a cute and possibly more pursuable gimmick in Archetype naming. Having it work in prefix/suffix mode would open so many new angles for Archetype naming that I'd like to see more of it.) 

 

So this Danger offers non-targeting negation, and has a bit of high DEF to boot-this will come into play later on with my LAST Danger! card, which I'll drop by Friday, along with Voyage of 1000 Dreams (another hand-Trap of mine like the Scroll, my profound apologies). So there's my operating schedule.

 

Until then, review, revelry, you know the drill.

 

BD'S, signing off.




#7120175 Danger! Kraken! (Work-Release Made Monstrous)

Posted by Black D'Sceptyr on 25 September 2018 - 12:00 AM

DANGER

 

DANGER WILL ROBINSON BASTION MISAWA

 

DANGER 

 

(but Bastion's not in danger from overlooked legends tho)

 

(no, just from being overlooked period)

 

Danger_Kraken.png

 

Danger! Kraken!: Info

 

So this hits the opponent's hand, and makes every "Danger" card you've got a target-immune schlock-fest if you hit it in its discard clause. Good usage of the sea to strike at the strays and help shroud your sinister serpents of the surf. ALTERATION BONUS X4

 

Plus, more Cryptids are always welcome, and I WILL be dropping another one on Wednesday.

 

Till then, reviews, revelry, you know the drill. 

 

BD'S, signing off.

 

 




#7118735 [SAST] Pot of Indulgence and other teaser cards

Posted by Black D'Sceptyr on 15 September 2018 - 11:39 AM

To BatMed, my old friend: Man I whiffed hard on my prediction over this new Pot, over on Megacaps' theorizing on how the card would turn out:  look for the Tokipi the 1st comment, mine's in a response. I still maintain that the card's descriptive name in the TCG (after "Pot of") will be a name starting with D- like the other three Combination Pots before it. (Dichotomy, Duality, Desires).

 

Though it'd have something borrowed from Pot of Dichomoty to balance out its draw, but apparently I  looked too far into the card (the battle phase negation instead of activating at the start of MP1). Ah well, one out of three of my predictions isn't all bad-least I nailed the 'banish from Extra Deck-face-down, to draw 2, with restriction' part.

 

 

Regardless, the card looks suited for a Deck which gets most of its deckthinning from searchers, or that draws on the opponent's turn. You;re looking for your Timelords, your Paleos, your Counter Fairies (of which one build revolves around  Pot of Duality), a possible good pot to tech with this card instead of Desires), that stuff. Rogue Decks that might not b able to fork out that fourth mortgage for Desires might like this too. Nice, but niche-a solid 8.2. 

 

Factory.....yeah, the Squad Spells can't even get you enough advantage for losing resources normally to be techable, a Turn-Too-Late counterpart susceptible to Ash AND Ogre isn't going to. 6.3.

 

Witch's Strike....okay, this would probably be too powerful to live if, as many Youtubians said before, this was a handtrap like it shoulda. Nuking the hand and field in response to negation is powerful enough, it surviving long enough to do so is secondary to most Deck negating by virtue of Extra Link lockout or Three Turn Monte (build the board, repel any attempts to start combo, push for game on turn 3). Point is, negation has its place-especially with Impermanence, but this can cause some more effort to be spent hitting at the backrow just to be sure, like Mirror Force incentivizign keepign something in Defense Mode just in case you go in without rolling for armor. 7.4.




#7115624 Id-Entity Crisis (A Monster With Some Multifaceted Maws)

Posted by Black D'Sceptyr on 20 August 2018 - 11:00 PM

id_entity_crisis_by_bdsceptyr-dckqfm3.pn

 

Id-Entity Crisis: Info

 

Eshai deserves more of the glory for this card than I, but doing something like this was a wonderful twist on an old classic. Sides, Dimension Infiltration...

 

Besides that, this card really works to benefit multi-Type Decks, an intermediary between providing extra bodies on the board and being able to use the Type-changing effect to make the usage of the Type-specific Extra Deck that much more linear.

 

500 ATK/DEF for each other Type on the field besides this card can easily become an issue with a big enough lineup (coughExtraLinkscough) and the Level 6 trickery can easily lead into some more nasty Xyzes. Evolzar Solda is an immediate candidate. 

 

Until the next card, then, reviews, revelry, you know the drill. 

 

BD'S, signing off.




#7114413 Sceptyr's Support (Grandeur of Gradius) (10/10)

Posted by Black D'Sceptyr on 11 August 2018 - 11:00 PM

Okay folks, so this time I decided to make something more of the Gradius lineup today-because really, it was the prototypical idea of Glad Beasts made rather poorly. They've got similar ATK, very usable effects that just need to be activated on far easier triggers, and an amazingly simple way to maintain advantage that can actually pay bigger dividends in Master Rule 4.

 

So I start off with giving each of the other iconic ships (Lord British, FalchionB and Jade Knight) their own Laser Equip Spells, then move on to making it easier for each of them to come forth.

 

And then came this.

 

Gradius Monsters

 

 

Gradius Spells/Traps

 

There WILL BE MORE, FOLKS.

 

Stay tuned. 

 

BD'S, signing off.

 

UPDATE I: Metalion Space Fighter N322 and Gradius' Gaiden are in.

 

UPDATE II: AND NOW SO IS FORCES OF GRADIUS, AFTER MY WEEK-LONG BATTLE WITH AN EYE INFECTION.




#7114273 Make Legacy Support

Posted by Black D'Sceptyr on 10 August 2018 - 11:33 PM

rhinemaiden_floshilde_by_bdsceptyr-dcjt8

 

Rhinemaiden Floshilde

LIGHT/Warrior-Type Effect Monster/Level 3/1400 ATK/1400 DEF

 

Lore: You can shuffle 1 "Valkyrie" or "Rhinemaid" monster from your field or GY into the Deck: Special Summon this card from your hand. Other "Rhinemaiden" monsters you control cannot be targeted for an attack. If you control at least 1 face-up monster and all of them are LIGHT (Quick Effect): You can pay 700 LP; immediately after this effect resolves, Tribute Summon 1 LIGHT monster, then you can add 1 "Rhinemaid" or "Valkyrie" card from your GY to your hand, except "Rhinemaiden Floshilde".

 

 

rhinemaiden_gunde_by_bdsceptyr-dcjt853.p

 

Rhinemaiden Gunde

LIGHT/Warrior-Type Effect Monster/Level 3/1200 ATK/1700 DEF

 

Lore: If you control a "Valkyrie" monster: You can banish 1 "Rhinemaiden" or "Valkyrie" monster from your GY; Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect.

• When an opponent's monster activates its effect, inflict 300 damage to your opponent when it resolves.

 

rhinemaiden_glinde_by_bdsceptyr-dcjt85l.

 

Rhinemaiden Glinde

LIGHT/Warrior-Type Effect Monster/Level 3/1000 ATK/2000 DEF

 

Lore: If you control "The Rhinegold": You can Special Summon this banished card. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this face-up card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect, then if that target was Normal Summoned, you can add 1 "Rhine" Spell/Trap from your Deck to your hand..

• Once per turn, this card cannot be destroyed by battle or card effects.

 

valkyrian_rhinemaid_freiya_by_bdsceptyr-

 

Valkyrian Rhinemaid Frieya

LIGHT/Fairy-Type Effect Monster/Level 8/2000 ATK/2200 DEF

 

Lore: This card is also treated as a "Valkyrie" monster while in the hand or GY. When this card is Normal Summoned: You can banish 3 Level 7 or lower "Valkyrie" and/or "Rhinemaid" monsters from your GY, and if you do, Special Summon those banished monsters during the Standby Phase of the next turn (even if this card leaves the field). If this card is destroyed or banished by a card effect, while you control "The Rhinegold": You can Special Summon this card, also destroy 1 other card on the field.

 

 

 

the_rhinegold_by_bdsceptyr-dcjt84m.png

 

The Rhinegold

Field Spell Card

 

Lore: When this card is activated: You can discard 1 "Valkyrie" or "Rhinemaiden" card from your hand; add 1 Fairy monster from your Deck to your hand, but unless it is a "Valkyrie" monster, you cannot Summon or activate the effects of monsters with that name for the rest of the turn. During your Main Phase, you can Normal Summon 1 Level 5 or higher "Valkyrie" monster without Tributing, in addition to your Normal Summon/Set, but if you do so using this effect, send it to the GY during the End Phase. (You can only gain this effect once per turn.)

 

 

fury_of_the_valkyries_by_bdsceptyr-dcjt9

 

Fury of the Valkyries

Quick-Play Spell Card

 

Lore: All monsters on the field will lose 500 ATK/DEF, except "Valkyrie" and "Rhinemaiden" monsters, until the End Phase. When this card is destroyed: You can target 1 LIGHT monster that was banished by a "Valkyrie" card's effect: Special Summon it in Defense Position. You can only use this effect of "Reign of the Valkyries" once per turn.

 

 

nibelung_s_curse_by_bdsceptyr-dcjt9cc.pn

 

Nibelung's Curse

Normal Spell Card

 

Lore: When you have exactly 3 cards in your hand: Reveal 1 "Valkyrie" or "Rhine" card in your hand; equip 1 Equip Spell from your hand or Deck to 1 face-up monster your opponent controls, then draw 1 card, plus 1 more card if you equipped a "Ring" Equip Spell this way. You cannot Special Summon monsters the turn you activate this effect, except LIGHT monsters. You can only activate 1 "Nibelung's Curse" per turn.

 

 

rainbow_bridge_bifrost_by_bdsceptyr-dcjt

 

Rainbow Bridge Bifrost

Normal Spell Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Target 1 "Valkyrie" monster you control; it gains 500 ATK for each different name among all currently banished monsters, but its ATK becomes 0 during the End Phase. If you would take battle damage from a battle involving a "Valkyri" monster you control, you can banish this card and 1 "Valkyrie" monster from your GY instead. You can only use each effect of "Rainbow Bridge Bifrost" once per turn.

 

 

nibelung_s_ring_by_bdsceptyr-dcjt9c6.png

 

Nibelung's Ring

Equip Spell Card

 

Lore: You can only control 1 "Nibelung's Ring". The equipped monster cannot attack, be Tributed, or change its battle position, also it cannot activate its effects. Once per turn, during the Standby Phase of the equipped monster's controller: They can draw 1 card and reveal it, and if it is a monster, they must discard it immediately.

 

 

mourning_on_the_rhine_by_bdsceptyr-dcjt8

 

Mourning on the Rhine

Normal Trap Card

 

Lore: When you control a "Rhinemaiden" monster: Draw 3 cards, and if you do, discard 2 cards or banish 1 "Valkyrie" or "Rhinemaiden" card from your hand. If you control "The Rhinegold", but have no other cards in your hand, you can activate this card from your hand. You can only activate 1 "Mourning on the Rhine" per turn.

 

 

loge_s_flame_by_bdsceptyr-dcjt86i.png

 

Loge's Flame

Continuous Trap Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Your opponent's monsters on the field with 2000 or less ATK cannot attack. When a monster is targeted for an attack, before damage calculation: Destroy this card. When this face-up card in the Spell & Trap Zone is destroyed by a card effect: You can Special Summon 1 Level 6 or 7 Fairy monster from your Deck. You can only activate 1 "Loge's Flame" per turn.

 

 

Decided to elaborate on the Der Ring des Nibelungen tale a bit more to give Valkyries that extra push. Rhinemaiden three are all the girls that Alberich stole the gold from to make that ring of his - btw, the Nibelung Ring is now GOLD as well and so is it's Treasure, now renamed Curse to more align with what happened upon Alberich's treachery being found out. 

 

Bifrost and Loge's Flame were the other old cards made new by this update to the Valkyrie playstyle (former is their Limiter Removal, latter protects against the odd Eater of Millions/Knightmare)

 

Then I followed up with a glorified Graceful Charity Mourning on the Rhine, to more bring together the tragedy in Act I of Der Ring.

 

Freiya's the entity that provides the gods in that tale with their immortality through the Golden Apples-naturally, its a given that she herself would be able to have them come to her aid. Rhinegold's the new Field Spell that works like a quasi-Trickstar Lightstage and Metaphys Factor all in one. 

 

And finally, Fury of the Valkyries handles the Valkyrie's piss-poor ATK values by knocking down the other monster's values to their Level-have fun with all that.

 

NEXT UP: I'm feeling in the mood to relive a bit of Cats vs. Dogs, aren't you all? Support either...

 

Cathy Katherine's Cat/Neko monsters

 

or 

 

Pip's Dog/Inu monsters




#7114193 Remake a Card

Posted by Black D'Sceptyr on 10 August 2018 - 05:03 PM

I ain't 'fraid of no ghost

 

Last Will

Normal Spell Card

 

Lore: Once during the turn this card was activated (and was not negated), if exactly 1 monster on your side of the field was sent to your GY, you can Special Summon 1 monster from your Deck with lower ATK than that sent monster, where the difference is 1500 or more. Unless that Summoned monster has the same original Type and Attribute as that sent monster, it has its effects negated, also banish it face-down when it leaves the field. You can only activate 1 "Last Will" per turn.

 

BD'Switchlog:

  • Hard load of conditions (1500+ lower ATK than the monster it succeeds, and negation/face-down banishing should it not share its Type and Attribute).
  • But the effect persists, even if with a HOPT. In hopes that the massive conditions needed for this card will keep it fair.

 

NEXT UP: 

 

Miraculous Rebirth




#7113699 Single to Archetype Game

Posted by Black D'Sceptyr on 08 August 2018 - 04:45 PM

HALLELUJAH

 

DO YOU ALL HAVE

 

ANY IDEA

 

HOW LONG I'VE WAITED FOR THIS

 

 

sweep_of_the_pot_of_greed_by_bdsceptyr-d

 

Sweep of the Pot of Greed

WIND/Thunder-Type Effect Monster/Level 2/200 ATK/0 DEF

 

Lore: If this card is in the GY, when a Normal Spell/Trap that lets you draw 1 or 2 cards is activated (Quick Effect): You can add this card to the hand. If this card is added to the hand by a card effect: You can target 1 monster and/or 1 Spell/Trap on the field; discard this card, then destroy those targets, and if you do that, draw 1 card for each "of Greed" card destroyed this way. You can only use each effect of "Sweep of the Pot of Greed" once per turn.

 

 

tin_pot_of_greed_by_bdsceptyr-dcjlhhw.pn

 

Tin-Pot of Greed

EARTH/Rock-Type Flip Effect Monster/Level 3/0 ATK/1000 DEF

 

Lore: FLIP: You can add 1 "Avatar of the Pot" or 1 "of Greed" monster with 100 or more DEF from your Deck to your hand. 

During your Main Phase: You can pay 1000 LP; Normal Summon or Set 1 Rock Flip monster or 1 "of Greed" monster as an additional Normal Summon/Set. If this card is sent from the hand or field to the GY: You can take 1 "of Greed" Spell/Trap from your Deck, and either Set it to your field or send it to the GY. You can only use each effect of "Tin-Pot of Greed" once per turn.

 

 

sealant_of_the_pot_of_greed_by_bdsceptyr

 

Sealant of the Pot of Greed

FIRE/Pyro-Type Effect Monster/Level 3/0 ATK/200 DEF 

 

Lore: Once per turn: You can target 1 "of Greed" monster in your GY; Special Summon that target, but you cannot Special Summon monsters from the GY with that Summoned monster's Level for the rest of the turn. If this card is returned to the Deck: You can draw 2 cards, but you cannot activate Spell/Trap effects that draw cards for the rest of the turn. You can only use this effect of "Sealant of the Pot of Greed" once per turn.

 

 

tea_pot_of_greed_by_bdsceptyr-dcjlh6r.pn

 

Tea Pot of Greed

WATER/Aqua-Type Effect Monster/Level 4/2000 ATK/500 DEF

 

Lore: Cannot be Normal Summoned/Set. (Quick Effect): You can shuffle 1 "Pot of Greed" or 1 "Tin-Pot of Greed" from your hand into the Deck: Special Summon this card from your hand, then you can Special Summon from your hand, 1 "of Greed" monster or 1 "Avatar of the Pot". You can only Special Summon "Tea Pot of Greed" once per turn this way. You can activate "Pot of" Spell/Trap Cards from your hand during either player's turn.

 

 

jar_of_the_forbidden_by_bdsceptyr-dcjlia

 

Jar of the Forbidden

Lore: FLIP: You can activate 1 of these effects.

If an "of Greed" card(s) on the field would be destroyed or negated by a card effect (Quick Effect): You can negate that effect, then Special Summon this card from your hand in face-up or face-down Defense Position. This card's name becomes "Pot of Greed" while in the hand or GY. You can only Summon "Jar of the Forbidden(s)" once per turn.

 

 

creator_of_the_pot_of_greed_by_bdsceptyr

 

Creator of the Pot of Greed

DARK/Fiend-Type Ritual Flip Effect Monster/Level 3/1500 ATK/1500 DEF

 

Lore: FLIP: Draw 2 cards.

You can Ritual Summon this card with "Blueprint of the Pot of Greed". Once per turn: during the Main Phase (Quick Effect): You can target 1 monster on the field; it loses exactly 1500 DEF, and if it does, it gains 1500 ATK, then you can change it to face-down Defense Position. If this Ritual Summoned card is sent to the GY by an opponent's card effect: You can Special Summon 1 "of Greed" monster from your Deck, and if you do, it can attack directly. You can only use this effect of "Creator of the Pot of Greed" once per turn.
 
 
party_of_the_pots_of_greed_by_bdsceptyr-
 
Party of the Pots of Greed
Field Spell
 
Lore: You can pay 500 LP: until the end of the next turn, your opponent cannot target monsters on the field for attacks or with their card effects, except the "of Greed" monster you control with the highest ATK. During your Main Phase: You can discard 1 card; add 1 "of Greed" monster and 1 "Pot of" Spell/Trap from your Deck to your hand, but the effects of cards with the same name of any Normal Spell/Trap Cards added to your hand this way cannot be activated this turn. You can only use this effect of "Party of the Pots of Greed" once per turn.
 
 
manifestation_of_greed_by_bdsceptyr-dcjl
 
Manifestation of Greed
Quick-Play Spell
 
Lore: Tribute 1 "of Greed" monster or 1 "Avatar of the Pot" you control, then target 1 monster your opponent controls; at resolution of that monster's activated effects, your opponent must discard 1 card or that monster's effect is negated. If you activated a "Pot of Greed" from your hand or GY this turn: You can banish this card from your GY; each player draws 1 card, also until the end of the next turn, your opponent takes 500 damage each time they add a card(s) to their hand by a card or effect. You can only use this effect of "Manifestation of Greed" once per turn.
 
 
blueprint_of_the_pot_of_greed_by_bdscept
 
Blueprint of the Pot of Greed
Ritual Spell Card
 
Lore: This card can be used to Ritual Summon up to 3 "Creator of the Pot of Greed" from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish 1 "Pot of the Forbidden" or 1 "Jar of the Forbidden" from your GY, whose total Levels equal the Levels of the monsters you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; until the end of the next turn, the effect of the first Normal Spell the turn player activates becomes "Draw 2 cards." You can only use this effect of "Blueprint of the Pot of Greed" once per Duel.
 
...ah, that was a wonderful set to do. Might make it a part of my ASPECT fanfiction, in fact. 
 
So, NEXT UP, since I made the most of a Flip monster in this archetype-mastery and want to see how well you all do in a similar regard: 
 



#7113564 Styx the Soul Channeler (An Autonomic River of Regrets! But Enough Talk,...

Posted by Black D'Sceptyr on 07 August 2018 - 11:00 PM

Styx_the_Soul_Channeler.png

 

Styx the Soul Channeler: Info
 
Voila.
 
1 long-winded effect, and suddenly, what most Decks normally count their lucky stars for being able to do-use Xyzes to float into other goodies from the Extra Deck-is now its own version of disruption!
 
For this one, I wanted to try something new-and not just with the whole combos interruptus masquerading as a Rank-Up effect, but with the prospect of giving Zombies a good Rank 4 to play with. Since there are...let's say issues, with Zombies being able to get out their good Xyzes, this offers another way out of the doldrums for them without having to go into OMEGASPAM.dek.
 
This may be abusable in another context (coughGoukiscough) but I'm proud with what it can do right now and I hope you are too.
 
Till the next card, reviews, revelry, you know the drill.
 
BD'S, signing off.



#7111607 Single to Archetype Game

Posted by Black D'Sceptyr on 26 July 2018 - 09:21 AM

Magical Blast Sphere

FIRE/Machine-Type Effect Monster/Level 4/1700 ATK/1400 DEF

Lore: If this card is Normal Summoned; You can Special Summon 1 "Blast" Machine monster from your Deck whose ATK is equal to or less than the number of "Blast" Machine monsters in your Monster Zones x700 in Attack Position or face-down Defense Position, and if you do, inflict 700 damage to your opponent for each "Blast" monster in the Spell & Trap Zones that you own. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, that equipped monster has its effects negated. Then, during your next Standby Phase: Destroy the monster this card is equipped to.

 

Sky Blast Sphere

DARK/Machine-Type Effect Monster/Level 4/800 ATK/1100 DEF

Lore: (Quick Effect): You can discard this card; apply 1 or both of these effects and resolve in sequence. You can only use this effect of "Sky Blast Sphere" once per turn. 

* Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, it gains ATK equal to the highest ATK among the monsters on the field equipped with a monster(s) (if any).

* Change the battle position of 1 face-up "Blast" Machine monster you control and 1 other monster on the field to face-down Defense Position.

If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, inflict damage to your opponent equal to the number of monsters currently on the field x300. Then, during your next Standby Phase: Destroy the monster this card is equipped to.

 

Asmodic Blast Sphere

FIRE/Machine-Type Effect Monster/Level 3/300 ATK/1000 DEF

Lore: If your opponent takes damage from a monster effect, while this card is in your GY: You can banish 1 "Blast" Machine monster from your Deck; Special Summon this card in face-up or face-down Defense Position. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster, and that monster cannot attack while it is equipped with this card. Then, during the next Standby Phase: Destroy the monster this card is equipped to. You can only Summon "Asmodic Blast Sphere(s)" once per turn.

 

Juggling Blast Sphere

FIRE/Machine-Type Effect Monster/Level 3/900 ATK/800 DEF

Lore: You can reveal this card in your hand, then target 1 "Blast" Machine monster you control; equip 1 "Blast" Machine monster from your Deck with a different name from that target and this card to a monster on the field that it can equip to, and it is treated as if it were equipped by its own effect, also Special Summon this card from your hand. When you do: You can activate 1 "Blast Shelter" from your Deck. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster. Then, during the next Standby Phase: Destroy the monster this card is equipped to, and if you do, you can destroy up to 2 Spell/Trap Cards on the field. You can only Summon "Juggling Blast Sphere(s)" once per turn.

 

Blast Shelter

Continuous Spell Card

Lore: When this card is activated: You can add 1 "Blast" Spell/Trap from your Deck to your hand, except "Blast Shelter". All "Blast" Machine monsters you control gain 500 ATK. If exactly 1 monster is Normal or Special Summoned from the hand: You can equip it with 1 "Blast" Machine monster from your hand that can equip to it, and if you do, it is treated as if it were equipped by its own effect, also that monster(s) cannot be Tributed or be used as material for a Summon this turn. You can only use this effect of "Blast Shelter" once per turn.

 

 

Blasted Fusion

Normal Trap Card

Lore: When you control a "Blast" Machine monster: Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, you can Fusion Summon 1 Fusion Monster from your Extra Deck, using "Blast" monsters you control and monsters in your hand as Fusion Materials. If you control "Blast Shelter", you can activate this card from your hand. You can banish this card from your GY;  all monsters your opponent currently controls with "Blast" Machine monsters equipped to them lose 1000 ATK. You can only activate 1 "Blasted Fusion" per turn. 

 

 

No Custom Fusions because come on, the Fusion Monster synergy with Blasted Fusion literally writes itself in anyways.

 

Anyways, next card-to-arch. suggestion....

 

Dreadscythe Harvester




#7111550 Make Legacy Support

Posted by Black D'Sceptyr on 25 July 2018 - 08:04 PM

aromage_lavender_by_bdsceptyr-dar2n9n.pn

 

Aromage Lavender

WIND/Plant-Type Effect Monster/Level 1/1000 ATK/200 DEF
 
Lore: If this card is Summoned while your LP is higher than your opponent's: You can Special Summon 1 Level 3 or higher "Aromage" monster from your hand or GY. A Plant Synchro Monster that was Synchro Summoned using this card as a Material when you previously gained LP that turn gains 1000 ATK/DEF.
 
 
aroma_drake_by_bdsceptyr-db91o7x.png
 
Aroma Drake
EARTH/Thunder-Type Flip Effect Monster/Level 7/2500 ATK/2400 DEF
 
Lore: Each turn, if this card is flipped face-up, the first time each "Aroma" card you control would be destroyed by a card effect, it is not destroyed. You can target 1 Level/Rank 6 or lower "Aroma" monster you control; Special Summon this card from your hand in Defense Position, and if you do, this card loses Levels equal to that target's Level/Rank. You can only use this effect of "Aroma Drake" once per turn.
 
 
aromaseraphy_lavender_by_bdsceptyr-daqzr
 
Aromaseraphy Lavender
WIND/Plant-Type Ritual Effect Monster/Level 2/1200 ATK/400 DEF
 
Lore: You can Ritual Summon this card with "Aroma Shrine". This card can attack directly. While your LP is higher than your opponent's, all Plant monsters you control with 1000 or less ATK cannot be destroyed by battle or card effects. Once per turn, if you gain LP: You can Special Summon 1 Level 6 or lower Plant monster from your Deck, ignoring its Summoning conditions, but return it to the hand during the End Phase.
 
 
aromaseraphy_cananga_by_bdsceptyr-daqu8h
 
Aromaseraphy Cananga
EARTH/Plant-Type Xyz Effect Monster/Rank 4/1600 ATK/1200 DEF
 
Lore: 2 Level 4 Plant monsters
While your LP is higher than your opponent's, your opponent cannot Special Summon monsters from the hand or GY in Attack Position. Once per turn, if you gain LP: You can detach 1 material from this card to target 1 Set card or 1 Defense Position monster on the field; shuffle it into the Deck, and if you do, this card gains 1000 ATK/DEF until the end of the next turn.
 
 
aromaseraphy_bergamot_by_bdsceptyr-daqw6
 
Aromaseraphy Bergamot
FIRE/Plant-Type Fusion Effect Monster/Level 7/2600 ATK/2000 DEF
 
Lore: 1 Plant monster + 1 "Aroma" monster
Must be either Fusion Summoned, or Special Summoned by paying 1500 LP and banishing the above cards you control whose total Levels/Ranks equal 7 (in this case, you do not use "Polymerization".) While your LP is higher than your opponent's, your opponent cannot activate Normal Spell/Trap Cards. If the difference between you and your opponent's LP is 3000 or less, this card gains ATK equal to half that difference. Once per turn, if you gain LP: You can banish 1 card from the hand of each player with a hand until the End Phase.
 
 
aroma_shrine_by_bdsceptyr-dbv0ta5.png
 
Aroma Shrine
Continuous Spell Card
 
Lore: During your Main Phase: You can Fusion Summon 1 Plant Fusion Monster, by shuffling Fusion Materials listed on it from your side of the field or your GY into the Deck. During the Main Phase: You can send this card to the GY; Tribute monsters from your hand or field whose total Level equal or exceed the Level of a Plant Ritual Monster in your hand, then Ritual Summon that Ritual Monster. You can only use each effect of "Aroma Shrine" once per turn.
 
 
TA DA
 
Now for the next up Legacy stuff, how about my two white whales of card-making in the ZeXal era: 
 
OR