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Darkrai1276

Darkrai1276

Member Since 18 Dec 2009
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#7005742 Gemini Pendulum [W]

Posted by Darkrai1276 on 01 May 2017 - 10:27 PM

Pretty confusing name, I was expecting something relating to the Gemini monsters. 

But in a word. No.

Generic pendulum support is the absolute last thing needed. The only thing holding pendulums back is the fact that they are being slightly outdone by True Kings and Cancer Toad. Metalfoes are still totally unhit in the banlists and we just got generic, powerful support. Most pendulum decks are still tier 1-2

Considering links are just surfacing as well, I just don't see something like this useful being a good idea.

 

My main issue is it's just too powerful. Way too many cards can abuse the heck out of this. The same scale limitation means nothing with things like magicans and metalfoes being able to pop themselves. The second effect just seems perfect for abuse. It should at the very least be limited to the opponents turn only or preventing the target card from being used that turn. And definitely ditch it being able to work on any spell card. Bouncing field and continuous spells you control is far too powerful in the game in general, let alone the current meta and it's practically Dewloren on steroids.




#6953944 Unpossesed deck! Tier 2 Familar Possesed Build

Posted by Darkrai1276 on 25 November 2016 - 01:53 PM

I posted some support for these guys but honestly; they don't need it. I built this deck on a whim and accidentally built a seriously competitively viable deck. It makes good use of wind witches and Eidolon beasts while benefiting both archetypes heavily. It also isn't a crutch as all three parts of the deck work well independently or together allowing for great versatility.

 

Monsters

Spells/traps

Extra Deck

And yes, this deck can quite consistently bring out Bahamut shark. So have fun

The best part? Your opponent will ALWAYS underestimate you if they see the possessed monsters first.




#6952465 [Written] The Perfectly Ultimate Great Moth Takes Flight (5 Cards)

Posted by Darkrai1276 on 21 November 2016 - 10:52 AM

Damn beat me to it; was thinking of adding a cool little card for insta brining out the big moths by tributing an insect. love the idea of this though; Konami has being showing some love to the oldest archtypes in the game so making Moths playable might be pretty cool no matter what. Plus insect support is always nice. 

 

Mabye you could add in a card that does bring out the old moths easy; like with what magnet warriors did?




#6951914 [WRITTEN]New Unpossessed cards + Charmer and Spirit art support

Posted by Darkrai1276 on 19 November 2016 - 10:45 PM

An archetype that has yet to be finished by old Konami it has seen some serious power with Wind Witch and Eidolon being splashed in; so some new support could see this deck have some serious competitive viability.

Note that the cards would refer to the kanji for "Familiar" in Japanese, since Unpossessed is known as Familiars Unleashed

 

Monsters

 

Spells
Traps



#6370166 After school cartoons...[Toon Support (6/6)]

Posted by Darkrai1276 on 17 March 2014 - 09:27 AM

Im in love with this idea. Considering it got its own card type, toons were very short lived.

The cards are very nice, and the art is fantastic.

Only real complaint is with toon town's adding instead of drawing effect, which seems a bit overpowered.

Prehaps you could change it to a "malefic world " style adding?




#6364129 Mecha Phantom Beast support

Posted by Darkrai1276 on 05 March 2014 - 02:24 PM

The cards in this archetype, i find, have far too few support, and are way too slow and easily over encumbered by other decks. These cards are designed so the deck can make its monsters easier, and can keep its tokens alive better

 

Mecha Phantom Beast Dragoexa

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Cannot be normal summoned or set. When a token is special summoned to your side of the field, you special summon this card from your hand. This card's level is equal to the highest level "Mecha phantom beast" monster on the field. Once per turn, you can select one "Mecha phantom beast token" you control; Activate one of the following effects:
-Increase its level by three until the end phase.
-The selected token becomes a tuner monster until the end phase
If this card is sent to the graveyard for a card effect, or as an xyz material detach, special summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
 
Mecha Phantom beast Phoniel
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1  tuner + 1 or more "Mecha Phantom Beast" non tuners
Once per turn, you can tribute one token you control. Special summon 1 Machine type monster from your hand or graveyard.
Once per turn, you can negate the destruction of a token(s) on your side of the field. If this card would be destroyed, you can tribute a machine type monster on the field or in your hand instead.
 
Mecha Phantom beast Airmato
 
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3 level 10 "Mecha Phantom beast" monsters
When this monster is xyz summoned, you can special summon machine type monsters from you graveyard, equal to the number of tokens on the field. Once per turn, you can tribute one toke you control: special summon a "Mecha Phantom beast" monster from you deck, banish it during the end phase. Once per turn, during either player's turn, you can detach one xyz material; Machine type monsters you control are unaffected by your opponent's card effects, until the end phase of this turn.
 
Mecha Phantom Beast Sharx
 
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If you control 3 or more "Mecha phantom beast" monsters, you can special summon this card from your hand. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn, if you control a token, you can select one level 3 or lower machine tuner monster in your grave, special summon it. Its effects are negated and it is destroyed during the end phase. If the summoned card is sent to the graveyard except by this card's effect, Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
 
Phantom Airstrike
 
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Activate only by tributing 3 "Mecha Phantom beast" tokens. Destroy all cards your opponent controls. Then, inflict 300 damage to your opponent for each card destroyed. You cannot declare an attack the turn you use this effect. During the end phase of this turn, special summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0) to your side of the field.
 
Sky Fortress
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Machine type monsters gain 500 atk and def. Machine token monsters gain 1000 ATK and DEF. While you control a token, this card cannot be destroyed. Once per turn, a token you control cannot be destroyed by battle. Once per turn, you can use a "Mecha phantom beast" monster's effect on the field without tributing. Once per turn, if a token is special summoned to your side of the field, you can normal summon 1 "Mecha phantom beast" monster as an additional normal summon.
 
Assault Formation
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Special Summon 2 "Mecha Phantom Beast Token"s (Machine-Type/WIND/Level 3/ATK 0/DEF 0). They cannot be tributed, except for the effect of a "Mecha Phantom beast" monster. Destroy them during the end phase. You can only use the effect of "Assault Formation" once per turn