Jump to content

Black D'Sceptyr

Black D'Sceptyr

Member Since 02 Mar 2009
Member ID: 110,457
Currently Not online
Offline Last Active Yesterday, 12:13 AM

#7136694 [DP22] Dark Occultism

Posted by Black D'Sceptyr on 17 April 2019 - 03:03 PM

Gonna be copypasting from Drew's vid on these cards, but here we go. 


(start quote)


It really helps if you see the majority of the Legendary Duelist support as stealth support of other rogue Archetypes. Like, Weevil's was stealth Inzektor support due to the combos with the equips, and Mako's is stealth Atlanteans, because...yeah, lets be real, Citadel Whale is a cheaper Poseidra and still triggers their effects. And fends off targeting, giving them oodles of defensive potential where they once struggled outside of Abyssgaios. 
For Bakura? This is looking to be a cross between supporting D/D/D's and Infernoids. Latter one is obvious: Banish 3 o' those buggers for Onuncu or Devyaty, shuffle them back in the Deck for Curse Necrofear-it's basically taking up the spot Snow once did in the Deck, and nukes boards should you leave Frozen Void or Void Imagination up. The other cards, outside of Final Sentence, however, look to help out the D/D/Ds (and maybe Dark World) get out their big hitters. Especially considering that the proper discards chain off themselves (coughDangers!cough)
(end quote)
So yeah, this is the best of the bunch-Vlaine was already very helpful in pointing out which of these cards worked with what, but a generic Level 8 Fiend Searcher helps so many Decks-Mega Monarchs, D/D/Ds, Dark Worlds, Demise Ritual, Archfriends, even Magical Muskets (Zakiel's Level is looking less and less like a mistake NOW, isn't it). And within Destiny Board, this helps easily recover if the chain is interrupted and possibly allows you to make out like a bandit in hand advantage too. 9.4/10.

#7136664 Create a Card Game

Posted by Black D'Sceptyr on 17 April 2019 - 12:57 AM



DARK/Fiend-Type Synchro Effect Monster/Level 6/2500 ATK/900 DEF


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

Once per turn: You can Special Summon 1 "D/D" Tuner from your Deck, and make it Level 6. After this effect resolves, you cannot Special Summon monsters from the hand or Deck for the rest of the turn, except by Pendulum Summon. Once per turn, during your opponent's turn, you can (Quick Effect): Inflict 500 damage to your opponent for each "Dark Contract" card you control. Immediately after this effect resolves If you would take damage, you can make 1 face-up monster on the field lose exactly 500 ATK instead.
Printer Press - Junket

#7136402 [RIRA] Defender of the Netherworld Labyrinth

Posted by Black D'Sceptyr on 09 April 2019 - 09:20 AM

Rescue rabbit has better usages. This is pretty garbage


Tianwei, Metalfoes, and Phantasm Spiral, however....


And I would like to point out that ALL TOKENS COUNT AS NORMAL MONSTERS.


Seriously though, it's like Vanillas are getting all the love now. And Tokens. Especially with that Effect Monster drain specifically targeting your opponent. It's niche but the nice type of niche. 


Speaking of nice, 6.9/10. 

#7136039 Create a Card Game

Posted by Black D'Sceptyr on 30 March 2019 - 04:54 AM



Arcana Mefist

LIGHT/Fairy-Type Synchro Effect Monster/Level 8/2800 ATK/1300 DEF


Lore: 1 Tuner + 1+ non-Tuner monsters
Your opponent must pay 300 LP to Special Summon a monster(s). All monsters your opponent controls lose 300 ATK for each card you control. Once per turn, if a monster effect is activated while your opponent controls more cards than you do: You can negate the activation, and if you do, inflict 300 damage to your opponent.
Fairywitch Whirlwind

#7135839 Create a Card Game

Posted by Black D'Sceptyr on 25 March 2019 - 01:03 AM



Red-Eyes Hunter with Fangs

DARK/Warrior-Type Flip Effect Monster/Level 3/700 ATk/1000 DEF


Lore: You can discard this card; add 1 "with Chain" Trap from your Deck to your hand. You can only use this effect of "Red-Eyes Hunter with Fangs" once per turn. If this card was flipped face-up, it cannot be destroyed by battle, also during each End Phase, you can Special Summon 1 "Red-Eyes" monster from your hand with a different Level from the Effect Monsters in your GY.





Rush to Market

#7135830 Support an Archetype

Posted by Black D'Sceptyr on 24 March 2019 - 08:59 PM



Seraph with Eyes of Blue

LIGHT/Spellcaster-Type Tuner Effect Monster/Level 1/0 ATK/0 DEF


Lore: If this card is Normal or Special Summoned: You can target 1 Level 1 LIGHT Tuner from your GY, except "Seraph with Eyes of Blue"; Special Summon it. When a card or effect is activated that targets a "Blue-Eyes" monster(s) you control (Quick Effect): You can Special Summon this card from your GY, and if you do, negate the activation, but banish this card when it leaves the field. You can only Special Summon "Seraph with Eyes of Blue(s)" once per turn.






#7135829 Evigishki Cuprite (For the Benefit of Those With Waterproofed Photography...)

Posted by Black D'Sceptyr on 24 March 2019 - 08:08 PM



Evigishki Cuprite: Info


Well, I'm back. And I've got some more stuff fresh out the Workshop for you all to indulge in. 


Like this creature named after a gem too fragile to be used for gemstonin', but just great enough to shine brighter than a diamond. Descrip's all in here.




..giving Lev2 Decks, Paleo and Ojamas especially, a way to better tutor out their hand without having to hold out for a Saryuja is the bomb and you'll easily see how so when that Normal Summon caveat kicks in. Special Summon basically happens at a -0 cost and negated effects don't matter a damn if the thing isn't staying on the field long, Summon Sorceress has already proven that. 


I don't know what else you want me to say about this card, its bonkers what it can offer you if you can make it, while being of a Rank that doesn't immediately make it the most busted thing you can grab. And if it wasn't that Rank (even Rank 3 would go nuts with this, let alone R4NK) and it'd follow the trajectory of Lavalval Chain, Daigusto Emeral, Tellarknight Tolemaeus, the Loch Ness Monster, North Dakota....


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


BD'S, signing off.



#7135479 [RIRA] Draw Discharge

Posted by Black D'Sceptyr on 14 March 2019 - 05:46 AM

the worst thing about this is that it doesn't trigger if you make them draw. it's already really slow, why exactly can't it be triggered by your own effects?


Because there's already a meta Deck around whose main playmaker is banishing your opponent's hand and drawing them an entire new one that'll go right into Tier 0 territory if they can follow it up with a Trap Trick tutored Drastic Drop Off On Steroids over here? I mean, Trickstars already swept Worlds once before, why is everyone so eager to effortlessly hand them another one?


Like, I've had issues with restrictions too, but one sniff of this with your buy-in being added into the draw and they'll ban every hand-fixer by Sunday morning. 


That being said, this can actually make those Saryuja plays regrettable, and that's fine by me. 7.1/10.

#7135221 [Ritual & Spell] Gravekeeper's Excommunicator /-Passover (Sure to Giv...

Posted by Black D'Sceptyr on 07 March 2019 - 12:52 PM

"alright Brain, what do you want to do today?"


"since we've already done a Spooky Scary Skeletons nametwist for one post and a Ghostbusters ref for another, the same thing we do every other night, Pinky-try to take over the world!" 


(labrats the world over start breakdancing)


dd1ewzp-a1987b64-4226-4f99-8cab-866d0cc2     Gravekeepers_Passover.png


Gravekeeper's Excommunicator: Info
Gravekeeper's Passover: Info




that my consistency record on introductions is the spottiest ish...


...so let's get to the heart of the matter with these cards already (s'been a while on Advanced anyhow.)


Alright, first of all-no need to fear, I SPECIFICALLY demanded that the Tributed monster from the Deck had to have THE CARD "Necrovalley" (e.g. not 'a "Necrovalley" card',) placed there on purpose. So no, you cannot use 1 Excommunicator from the bush to Ritual out one from the hand (WORDPLAY!) 


Second off, giving Gravekeeper's a Ritual is to round out them getting a Fusion-and it being Level 9 also fills out the one Level category between 2 and 10 they didn't already have on lock. So that's a nice milestone. And this card's effect is a wondrous millstone paired up with Supernaturalist - now The Most Anti-Meta Field Spell in The World can't be targeted with card effects or be destroyed. 


Third, sweeping all attacks into the face of the 2500 ATK beat-stick that takes two cards down with it if it dies? Priceless. Even more so if you use Passover to get your battle-immunity totem, the Charm of Shabti, into the hand. WHICH I GUARANTEE NONE OF YOU KNEW EXISTED TILL THIS POST This concludes your History in Powercreep lesson from the BlaDeS of Change Workshop.


P.S., I'll be off helping to plan a wedding, so don't expect another Advanced card until the start of my Spring Break next week-and in that case, I will have one here for each day off. As a treat to you all for sticking it out here on YCM.


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


BD'S, signing off.

#7134960 Naturia Brambi (Good Luck Blazing Down THIS Doe)

Posted by Black D'Sceptyr on 23 February 2019 - 11:26 PM

And as is true in all things good and free, the greatest stampedes always start with three.




Naturia Brambi: Info
Can't go wrong with negating a Summon. And the circuitous nature it goes about bringing another Plant Tuner to the board can easily be used to your advantage, especially with their quick recovery in the GY. 
And a hefty 2750 ATK to mop up if the opponent decides to sit on their board. 
Because why not? 
Until the next card, reviews, revelry, you know the drill.
BD'S, signing off.

#7134914 The Neo New Make a Fusion Monster Game

Posted by Black D'Sceptyr on 23 February 2019 - 03:41 AM



Colossal Calamity Fighter

DARK/Warrior-Type Fusion Effect Monster/Level 10/3800 ATK/2000 DEF


Lore: "Colossal Fighter" + "Colossal Fighter/Assault Mode"

Must be either Fusion Summoned, or Special Summoned by discarding 1 "Fusion" Spell and banishing 2 Warrior monsters from your GY, including 1 (and only 1) Synchro Monster (in this case, you do not use "Polymerization".) Once per turn: You can take 1 Warrior monster from your Deck, and either Special Summon it or banish it, then if it was banished, all monsters your opponent controls lose ATK equal to its DEF. During your opponent's turn, negate the effects of all Special Summoned monsters on the field, except Warrior monsters.
Like Rainbow Neos, make a Fusion that requires a specific monster or its Dark Counterpart version as 1 of the Fusion Materials. The catch? It can't be Rainbow Dragon or Warrior Dai Grepher.

#7134899 Create the Flavour Text Above You! Game

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

Endless Decay


This revenant of rot has been shambling the earth for as long as humanity has known. Rumored to be the first of the royal bodyguards of Egypt, its ability to necrotize the flesh of anything it touches and hyper-regenerative powers makes it an almost impossible foe to even approach, let alone apprehend.






Eater of Millions

#7134831 Fowl Firefight (Crashing The Coop Never Looked So Lethal)

Posted by Black D'Sceptyr on 20 February 2019 - 07:06 PM

Artwork is worthy enough to deserve a like, but your card is pretty cool too. Considering, however, the fact how such a versatile card provides so much advantage, perhaps adding a restriction or cost to the card wouldn't be such a bad idea.


Did you have an idea on where to start? I thought the Summoning thing might be the biggest issue, but then thought of the number of Decks that profit on turning out the entire hand through Special Summoning (cough!Danger!cough!) to think it might be balanced on a non-Turn-0-Trap.

#7134830 Swing Into Action (Are YOU Ready to Play?)

Posted by Black D'Sceptyr on 20 February 2019 - 07:00 PM

And before you ask


Challenging everyone, everywhere, every day is usually the mark of one'a two things: 1) An obsessive-compulsive, or 2) SG-1. Only one of them has actually put down gods. Continue....




Swing into Action: Info


So onto this card. 


Fills in the blanks of Extra Deck Summoning that Pendulum Fusion did not, and ties into our favorite tomato-haired attention sink, Yuya, by allowing it to literally 'swing into' Action Spells and Those Performapals Almost Nobody Uses. 


It giving off extra draws is, I'm afraid, the price of admission, as this is not searchable and normally, Pendulums are already resource-intensive enough without demanding you bomb your Scales for no equivalent value. Goodness, even Wavering Eyes isn't enough to serve up drinks with these days, +1ing will likely need to be the spice of life for non-Archetypal tech that isn't a A) Trap, B) handtrap or C) something that counters em' to ever see use.


And no before you ask... 



Till the next card, reviews, revelry, you know the drill.


BD'S, signing off.

#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.