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Darj

Darj

Member Since 11 Feb 2008
Member ID: 21,083
Currently Not online
Offline Last Active 20 minutes ago
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#7115325 Ritual monsters that can break the Troymare Extra Link lock?

Posted by Darj on Yesterday, 07:26 PM

If you mean an Extra Link with all of the Knightmares, then only Nekroz of Unicore comes to mind, which will negate all of them and won't be stopped by Gryphon since its effect is Continuous.




#7115282 Vylina the Battle Mage

Posted by Darj on Yesterday, 02:17 PM

That restriction looks awkward. There should be a shorter alternative. Maybe something like "not Summoned from the Extra Deck"? Although then you would be able to use a revived ED Spellcaster from the GY.

 

Some text fixes, but not sure on some things since I'm taking the Moss Neo Spacian but they don't have updated PSCT.

 

While this card is in your GY or banished: You can Tribute 2 monsters; Special Summon this card. You can only use the following effect of "Vylina the Battle Mage" once per turn. If this card is Special Summoned: You can draw 1 card, and if you do, you can reveal that card, and based on its type, apply the proper effect ●Monster: This card gains 800 ATK this turn , also it can make a second attack during each Battle Phase this turn. ●Spell: Banish 1 monster from your GY face-down and if you do, add it to your hand during the next Standby Phase. ●Trap: Choose up to 2 cards your opponent controls, destroy them then, if this effect did not destroy 2 cards, negate those card's effects.

 

 

Fixes aside, my only concern is the lack of OPT on the self-revival effect because it could enable some crazy loops somehow (e.g. Tribute floaters) although if that's the case, it wouldn't be this card's fault. Other than that, it looks good to me. It rewards you right away with a draw, and it gets better after that. The Trap effect is the strongest, but also Traps are the least played in decks, with a few exceptions every now and then like Altergeists, but still, that more or less balances it out nicely. The monster effect may not net extra pluses like the other effects do, but that +800 ATK and x2 attack could very well lead to OTKs, so it's good.




#7115137 [Theory: Gameplay] Are we ready for Extra Linking Variation?

Posted by Darj on 17 August 2018 - 06:08 AM

Woah, didn't know that card existed. I missed it when it was posted in TCG section. I find a bit dumb that it blocks Extra Link, but the card still looks good for the disruption.

 

Anyway, I would say the game is ready, but not because it is powercrept enough for the V-Extra Link to not have an impact, but because there are tools to out it and decks/players can adapt to handle them once it becomes a thing. I mean, they already run techs and outs to the standard Extra Link, so a V-Extra Link shouldn't be too different.

 

As for the 2nd question, I don't understand your description of a 6-7 monster Extra Link xD


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#7114569 Future HERO for custom card duels

Posted by Darj on 13 August 2018 - 05:01 AM

I want to say that most of the Future HERO cards don't really cut it. IMO you are better off sticking with their Future Fusion, Astral Flash to grab them, and some extra Future HEROes of your choice to feed said Spell. I suggest to dedicate the rest of the deck to Masked HERO/Dark Law and/or Link laddering shenanigans with Vyon and Malicious. Your go-to play should be to fetch their Future Fusion, use it to mill Shadow Mist or Mallicious by revealing Whipmaster. The rest of the plays should remain similar to current HERO builds. Than again, Gaia Defender looks like a solid boss so the card along their Miracle Fusion should be an option as a 1-of; besides, some HERO builds run Solidman already, an EARTH that can be used as material for it.

 

By the way, a tip: you may as well make Future Fusion as a proper Equip Spell. That way it can synergize a bit better with Isolde.

 

All in all, I would look for the most successful builds of HEROes nowadays, and find space for the following:

x3 Future HERO Fusion

x3 Future HERO Astral Flash

x1~2 other Future HEROes to feed the Future Fusion

x1~2 Future HERO Laser Whipmaster

x1~2 Sparkwingman

 

Not an expert of HEROes, but taking a look around, seems the core for HEROes nowadays is:

x3 Shadow Mist

x2~3 Solidman (3 for sure if you are teching the Miracle Fusion & Gaia Defender)

x2 Honest Neos

x3 Malicious

x1 Vyon (maybe 2? IDK)

 

x3 A Hero Lives

x1 ROTA

x3 E-Call

x3 Mask Change

x1 Poly (for OTKing with Trinity)

 

Extra Deck:

x2 Dark Law

x1 Anki

Isolde

Some Troymares

x1 Divine Wind (if playing Sparkwingman)

 

Other options are Junk Forward (Summonable by Isolde if you tech some Equips like Moon Mirror Shield, or if you make the Future Fusion an Equip as suggested above) and Needlfiber since Forward is a Tuner. You can further complement Needlefiber with Ghost Girls, notably Snow Rabbit since Needlfiber --> Summon Snow Rabbit is IMO a solid play to fall back on if your combo is disrupted. Besides, Ghost Girls are meta calls so you are better off playing them already.

 

Another thing, I'm curious on the banlist you are using because OCG has 2 Stratos and 1 Shadow Mist, while TCG has 3 Shadow Mist and 0 Stratos, so HEROes play differently in both formats.

 

A bit off-topic but I don't like the concept of Sparkwingman. The name implies it's a Fusion of Sparkman with Wingman, but it is not. I cannot but find it out of place. Its dual Attribute further makes it stand out. IMO it should be reworked as an unique HERO instead of being "a fusion but not really".




#7114438 If the TCG unbans Elemental HERO Stratos

Posted by Darj on 12 August 2018 - 05:01 AM

Keep in mind that while OCG has Stratos at 2, it holds Shadow Mist at 1. Having Mist at 3 and Stratos at 2, but Hero Lives at 1 in TCG... I cannot picture how would that turn out.

Unsure about the hit on Dark Law. IMO the Mask Change play of Anki --> Dark Law is fine. HEROes rely on their OTKing power to stay up, anyway. Personally I would make the other changes first and gauge how HEROes fare, then decide if Law is moved into the banlist or not.


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#7113658 [Emergency] Shaddolls!

Posted by Darj on 08 August 2018 - 10:34 AM

The ATK/DEF boost could very well be a separate, Continuous effect IMO. In fact, I dare say the entire effect could be separate and Continuous; Shaddolls do need the support after all, IMO.

3rd effect can be written better as a Continuous effect as well. Making it start a chain may lead to some conflicts. For instance, do you have to chain this effect to Grysta/Sheky's effect? Not to mention you would still require a Shaddoll in hand to activate Grysta/Sheky's effect. Instead, I suggest:

Once this turn, if you would send a "Shaddoll" monster from your hand to the GY by a "Shaddoll" Fusion Monster effect, you can send 1 "Shaddoll" card from your Deck to the GY instead.

 

I like the first effect, it would help a lot by flipping Hedgehog to grab a Shaddoll Fusion Spell as you say, and also to flip a Shaddoll Beast revived by Falco.

 

It should be fine with "Shaddoll" in its name. It would compensate for the fact that it depends on Shaddolls to be live, unlike more potent Fields like the ROTA-like Fields and Dragonic Diagram.




#7113380 Archetype Game

Posted by Darj on 06 August 2018 - 05:52 PM

Emissary

Archetype of level 5 or higher Fiends with different Attributes. They revolve around 2 playstyles: One is specializing in Normal Summoning Level 5+ Fiends without Tributing, and generating extra Normal Summons for them to keep things steady and not rely too much on Special Summons. Because of this, they synergize and support most Level 5+ Fiends, including notable floodgates Vanity & Majesty's Fiend.

The other is disrupting the opponent by replacing certain effects of its cards with an effects that inflicts damage to you, or turning attacks from its monsters into direct attacks They do so with in-GY effects so in a way they are bonus effects while they focus on their Level 5+ Normal Summoning playstyle. These effects are there to enable and support Gorz, the Emissary of Darkness, which inherently is a member of the archetype.

Their Spell/Trap support use the name "Yorishiro" and are intended to adopt Sinister Yorishiro into the archetype, which goes well with their intended playstyle.

The playstyle is inspired on Emissary of Pandemonium, a high Level Fiend that as Tuner already offers the archetype access to Synchros and Needlefiber. Another indirect member is Emissary of the Afterlife, although its effect wouldn't mesh too well with their playstyle. Also, note that most of their Emissary support apply on Fiend monsters, so although "Emissary of the Oasis" is a member by name, it cannot really mix with them.

 

 

Next:

Exeskell




#7113323 Single to Archetype Game

Posted by Darj on 06 August 2018 - 02:30 PM

Was kinda tough to make support for an Extra Deck monster which technically is a support card itself, for "Magician" Pendulums. I opted to give it an Stardust Dragon treatment:

 

Enlightenment Magician

DARK/Spellcaster/Level 2/Pendulum/Tuner/Effect

Scale: 1

800/1000

Pendulum Effect:

Once per turn: You can target 1 "Magician" Pendulum Monster you control: Destroy it, and you do, Special Summon 1 face-up "Magician" Pendulum Monster with a different name from your Extra Deck. You can only use this effect of "Enlightenment Maagician" once per turn.

 

Monster Effect:

If you Synchro Summon a monster using at least 1 Pendulum Monster as Material: You can Special Summon this card from your Extra Deck or GY. If Summoned this way, Cannot be used as a Synchro Material, except for the Synchro Summon of a DARK Spellcaster, DARK Dragon or WIND Dragon Synchro Monster, also place it on the bottom of your Deck when it leaves the field. Once per turn, if this card would be destroyed by battle, it is not destroyed.

 

Enlightenment Paladin/Assault Mode

DARK/Spellcaster/Level 10/Pendulum/Effect

Scale: 9

3000/2500

Pendulum Effect:

Once per turn, if a Pendulum Monster you control would be destroyed by battle, it is not destroyed. At the end of the Damage Step, if a Pendulum Monster you control battled: All monsters your opponent currently controls lose ATK equal to half the ATK if that Pendulum Monster you control, until the end of this turn.

 

Monster Effect:

This card cannot be Normal Summoned or Set. This card must be Special Summoned with its own effect or with "Assault Mode Activate". If this card is Special Summoned: Add 1 Spell Card from your Deck or GY to your hand. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.  If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone, also you can Special Summon 1 "Enlightenment Paladin" from your GY.

 

Enlightenment Road

Counter Trap

When a card or effect is activated that would negate the activation of a Spell Card or effect in your possession: Negate the effect, and if you do, destroy that card, then you can Special Summon 1 "Enlightenment Paladin" from your Extra Deck.

 

 

Next:

Skelengel




#7113286 Cartridge Partridge

Posted by Darj on 06 August 2018 - 09:34 AM

I like the Union idea considering that Cyberse have yet to have their own Union monsters (Making me ponder on the use of other subtypes with Cyberse). I actually will implement that. As for the Summoning vanilla effect what do you have in mind?

 

I already dropped an idea. Make the effect trigger when the equipped monster either battles, or activates its effect. That way you can get a Token to work with before the MP, then get an additional Token for the MP2 if the equipped monster inflicted damage. It can also be amusing with Decode Talker, which lacks OPT, so the Summoned monster can "restock" its pointed monsters for Tributing to keep its effect live.




#7113231 Cartridge Partridge

Posted by Darj on 05 August 2018 - 07:38 PM

Looks lackluster to me. Can be improved on other ways. For example, it comes to mind you can make it an Union, for whatever Union support it can get. You could also make the summoning effect faster instead of making it wait until the Battle Phase. Maybe make it trigger also when the monster activates its effect? That would be interesting, and a rather underused mechanic.




#7113228 Scroll of Split Personalities (In Duplicity, There Is Dominance)

Posted by Darj on 05 August 2018 - 07:31 PM

Can it also be activated from the hand if the player controls no monsters, or must control at least 1 non-Effect monster?

The way you wrote it, if there are no remaining Tokens on your field by the time you Summon, the forced destruction cannot activate. That means you can use all the Tokens at once for a Tribute or Extra Deck Summon and avoid destroying your own monster. Was that intended?




#7113225 Single to Archetype Game

Posted by Darj on 05 August 2018 - 07:07 PM

I was hoping for the Patrician archetype to revolve around controlling the opponent's attack declarations.

 

 

Interplanetarypurplythorny Dinosaur

DARK/Dinosaur/Level 5/Effect

1100/2200

If a monster you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Insect" once per turn.

 

Interplanetarypurplythorny Fish

DARK/Fish/Level 5/Effect

1100/2200

If a Spell/Trap you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Fairy" once per turn.

 

Interplanetarypurplythorny Insect

DARK/Insect/Level 5/Effect

2200/1100

If a Spell/Trap you control is destroyed and sent to the GY: You can Special Summon this card from your hand.

 

Interplanetarypurplythorny Wyrm

DARK/Wyrm/Link/Rating 2/Effect/ATK 2200

Arrows: down-left, middle-left

2 monsters, including at least 1 "Interplanetarypurplythorny" monster

During your Main Phase: You can add 1 "Interplanetarypurplythorny" card from your Deck, then send 1 card from your hand to the GY. (Quick Effect): You can target 1 card on the field; this turn, it is unaffected by card effects that do not destroy it. You can only use each effect of “Interplanetarypurplythorny Wyrm” once per turn.

 

Interplanetarypurplythorny Voyage

Continuous Spell

If this card is activated: You can take 1 "Interplanetarypurplythorny" monster from your Deck, and either add it to your hand or send it to the GY. Once per turn, if a card on the field would be removed from the field by a card effect, you can destroy that card and send it to the GY (even if it would be sent anywhere else) instead. You can only activate 1 "Interplanetarypurplythorny Voyage" per turn.

 

Interplanetarypurplythorny Thorn
Equip Spell
Activate this card by targeting 1 "Interplanetarypurplythorny" monster in your GY; Special Summon it in Defense Position, also equip it with this card. When this card leaves the field, destroy that monster. The equipped monster is unaffected by card effects that do not destroy it. If a card you control is destroyed and sent to the GY, while this card is in the GY: You can place this card on either the top or bottom of your Deck. You can only activate 1 "Interplanetarypurplythorny Thorn" per turn.

 

Interplanetarypurplythorny Invasion

Continuous Trap

If this card is activated: You can Special Summon 1 "Interplanetarypurplythorny" monster from your Deck in Attack Position. Cards on the field are unaffected by effects that would remove them from the field, except by effects that would destroy them. You can only activate 1 "Interplanetarypurplythorny Invasion" per turn.

 

 

Next:

Puppet King




#7113110 Single to Archetype Game

Posted by Darj on 04 August 2018 - 04:51 PM

Baobadger
FIRE/Plant/Level 3/Effect
1300/900
If this card is Normal or Special Summoned: You can shuffle up to 3 of cards from your hand into the Deck, then draw that same number of cards. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobadger" from your Deck.

Baobat
WIND/Plant/Level 3/Effect
900/1300
If this card is Normal or Special Summoned: You can reveal the top and bottom cards of your Deck, add 1 of them to your hand, then shuffle 1 card from your hand and the rest of the revealed cards into your Deck. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobat" from your Deck.

Baobarnacle
WATER/Plant/Level 3/Effect
1100/1100
If this card is Normal or Special Summoned: You can excavate the top 5 cards from your Deck, your opponent randomly picks 1 for you to add to your hand, then place 1 card from your hand and the rest of the excavated cards on the top of your Deck in any order. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobarnacle" from your Deck.

Baobamboo Forest
Field Spell
"Baobab" monsters on the field are unaffected by your opponent's card effects, except by effects that would destroy them. You can destroy 1 other card you control or in your hand, and if you do, Special Summon 1 "Baobab" monster from your Deck. During your Main Phase: You can destroy 1 monster you control, and if you do, Set this card from your GY. You can only use each effect of "Baobamboo Forest" once per turn.

Baobark
Quick-Play Spell
Target any number of "Baobab" monsters in your GY; shuffle them into the Deck, then draw 1 card, also Special Summon "Baobark Tokens" (Plant/Level 1/ATK 0/DEF 400) equal to the number of the different Attributes of the monsters returned into the Deck, and each Token has a different Attribute from among those Attributes. If this card is sent to the GY by a card effect: You can add 1 "Baobab" card from your Deck or GY to your hand. You can only use each effect of "Baobark" once per turn.

Baobattle
Quick-Play Spell
Double the ATK of all "Baobab" monsters you currently control. At the end of the Battle Phase, destroy those monsters.
If this card is sent to the GY by a card effect: You can add activate 1 of these effects. You can only use each effect of "Baobattle" once per turn.
• Take 1 "Baobab" Spell/Trap card from your Deck or GY, and either Set it, or activate it.
• Special Summon 1 "Baobab" monster from your Deck or GY in face-down Defense Position.

 

 

Next:

Patrician of Darkness




#7112669 Aquarium Curtains

Posted by Darj on 01 August 2018 - 04:48 PM

A risky approach that you took here, IMO. Special Summoning any Aqua, with no other restrictions like Level, ATK/DEF, etc. is deceptively dangerous, but on the other hand if the card gets negated or pseudo-negated by being destroyed, then you take a loss due to the cost.

 

I guess it's good and fair enough for Aquaactresses xD




#7112668 Draw Monitor

Posted by Darj on 01 August 2018 - 04:45 PM

Looks fine to me but really match-up dependent, naturally. IDK if I would ever even side this since it would only hurt a handful of cards in a handful of decks. Then again, it depends of the meta. If, let's say, Dangers! and/or Dark Worlds take the lead in the meta, then of course this may be a meta call to consider. And even then... it being OPT doesn't help if the opponent can shrug the 1-card loss and keep on going with the draws.