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Darj

Darj

Member Since 11 Feb 2008
Member ID: 21,083
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Offline Last Active Today, 10:12 AM
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#7100729 [Sakura] Nā moʻolelo o ka moana (Mekk-Marina)

Posted by Darj on Yesterday, 06:07 AM

Funnily enough, the story does reach what appears to be an ocean, as seen in "World Legacy - World Lance".

Aren't these supposed to be mechanical? Why did you go for Aqua over, let's say, Machine?

World Ship is off-theme since World Legacies are based on equipment or gear, with the exception of Chalice but that's because it's implied to be the core.

 

Flavor aside:

Of course I would need to test these somehow, but at first glance these look actually overpowered xD

The main deck monsters are cookie-cutter, almost like standard Tellarknights, so far so good. But then you have the Links, which not only can stack the gained effects of the maindeck monsters, also they get to float through Link laddering. So, basically we are looking at some kind of hybrid of Tellarknights + Goukis, and if Goukis are about to crash TCG due to Troymares... I guess you can already get an idea of the potential these ones have. Then again, something that holds Goukis back is their reliance on the Normal Summon, and seems the same would go for this archetype, but still, they appear to have crazy Link laddering and combo plays. That, or just directly go for a Link4 stacked with 4 different effects from the maindeck materials. Then they have a couple of power cards in there, namely Manō o Kūhaʻimoana. And Festival. Hold on... the draw effect of Festival is no hard OPT? o.O

Actually, a flaw they have is that the effects of their maindeck monsters can miss timing, so they are not as straightforward or practical as they may look like.

 

By the way, Spells cannot have the "(Quick Effect)" clause. Quick Effect is a type of monster effect according to the YGO Wikia. You should use good old "During either player's turn" instead.




#7100726 [Sakura 38K] Blizzard Storm Dragon

Posted by Darj on Yesterday, 05:31 AM

How do you increase your post count this fast? o.O and here I struggle to hit the 10K when I have been here since ancient times xD

 

Let's see. You were a bit too greedy with this one, IMO. I dare say this outright outclasses Borreload, and that isn't cool. Borreload is handy for its blanket on targeting from monsters, and it's used as a non-destructive, non-targeting remover of monsters. This instead is non-targetable by anything, can straight banish that monster, or a Spell/Trap even so it has more flexibility, without forsaking attack, and it eve gets to do it in a disruptive way during the opponent's turn. The only drawback is that you can't use Tokens for this but... you can easily turn those Tokens into Links and ladder into this anyway. Not to mention that unlike Borreload, this can use Normal monsters as material, for whatever that's worth.

 

You mention a hard OPT clause but it's not written anywhere.

 

Really, this needs a nerf, IMO. You could start with a -1 cost to its effect, for example Tribute a monster like Decode Talker does, and also make it target for good measure, but even then, it would be still really good as an un-targetable Quick Effect remover.




#7100725 Support an Archetype

Posted by Darj on Yesterday, 05:11 AM

Wouldn't work with Sanctuary as a LIGHT either since it's not a Fairy anyway. Still, sucks that you deliberately put stepping stones on your cards.

 

Koa'ki Meiru Powerload
FIRE/Machine/Link/Effect
Rating: 2
Link Markers: down-left, down-middle
ATK: 1900
2 monsters with different Attributes, except DARK or LIGHT, including at least 1 "Koa'ki Meiru" monster
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 EARTH, FIRE, WATER or WIND monster in your hand. While this card is linked to only EARTH, FIRE, WATER or WIND monsters, the effects of DARK and LIGHT monsters are negated. (Quick Effect): You can Tribute 1 "Koa'ki Meiru" monster you control; Special Summon from your Deck 1 monster with the same Attribute or Type as that monster, except a DARK or LIGHT monster, and whose ATK is equal or lower than the original ATK of that monster. That monster cannot attack. You can only use this effect of "Koa'ki Meiru powerload" once per turn.

 

 

Really wanted to go for summoning a monster from the ED instead, but Superheavy Samurai Steam Train King had to be a thing >.>

Still, I guess it's for the best, for futureproofing and whatnot.

 

 

Next:

Fortune Lady




#7100008 [DP20] Cyber Dragon Support

Posted by Darj on 14 May 2018 - 12:43 PM

Cyber Eternity Dragon is basically Cyber End Barrier Dragon, standing in complete opposition to everything Cyber Dragons are about and not hard to play around as it presents no disruption and no threat on its own. 

 

Yes, Cyber Dragon players the world over wanted easier access to Power Bond, but

 

I was intrigued to see that Cyberload Fusion was a Quick-Play spell, but

Defeats the purpose of being a Quick-Play Spell.

 

1. Yeah, I'm surprised it doesn't follow either the OTK theme of CyDras, nor the stun from Infinity. Then again, in a way Infinity was, and still is, an oddball in CyDras.

 

2. Agreed. The conditions to search Power Bond are awkward and impractical.

 

3. To be fair, as a Quick-Play you can play it during the opponent's turn and attack with full power during your next turn. Actually, it says "for the rest of this turn", so you can still attack with all your monsters, then follow up with this.

 

Anyway, the Fusion Spell is may favorite of the bunch. It gets both "Cyber" and "Fusion" support, good for extra damage or a surprise Rampage Dragon during the opponent's turn. It's no Overload Fusion, but still good IMO. In fact Overload Fusion would set it up.




#7099763 [Written] Wrestle-Bound Chameleon

Posted by Darj on 13 May 2018 - 10:31 AM

Not quite sure what you mean with making it twice per turn. You mean, like for ramming it twice in the same turn and create a monstrous Chameleon? That can work, yeah.

And I would say reducing the damage is actually the opposite, less manly, since you are not being man enough to take the full damage :v

More seriously now, I think halving the damage both players take is more fair, since this is intended to get scarily big.




#7099760 [Written] Wrestle-Bound Chameleon

Posted by Darj on 13 May 2018 - 10:20 AM

Putting the Serpent aside, this is basically a slower but stronger "The Tricky". Good enough for a casual level, IMO. IIRC it doesn't benefit from much support, though. It's searchable by King of Feral Imps, Shining Angel and... IDK what else. You could make it a Tuner for Needlefiber fun, or 0 DEF for some synergy with fellow Masked Chameleon.

 

EDIT:

I mean Copycat, not the Tricky xD




#7099739 [Written] Moby Disc | Taking Senet-Link Strategy to new heights

Posted by Darj on 13 May 2018 - 09:06 AM

IDK about this one. While I understand it's intended to be gimmicky, it also seems needlessly complicated. Perhaps it's because of your wording. I will try to polish it up a bit, assuming I understand it correctly:

 

Spell & Trap Zones in the same column as this card, and that this card points to, are also treated as Main Monster Zones, but they cannot be used for monsters, except "Moby-Disc". Unaffected by the effects of cards with the same card type (Monster, Spell, Trap) as face-up cards this card points to. Once per turn (Quick Effect): You can move this card to a Monster Zone this card points to, and if you do, destroy 1 card in the same or adjacent column as this card. You can only activate this effect during your opponent's turn if this card is face-up in a Zone that is also a Spell & Trap Zone.

 

I turned the relocation into part of the effect since AFAIK there is no card that relocates as a cost.

Also introducing a keyword:

"used for monsters" - includes Summoning, moving monsters to those Zones by effects. It should still be possible to place monster cards turned into Equips in those Zones

 

Text fix aside, card looks fun and good enough. I would be most effective in the Spell/Trap Zone of the middle column, but it would take it 3 turns if I am not mistaken to reach that Zone so it should be fine.

 

It would be much more mobile and dangerous if it had at least 2 markers pointing downward. It would be able to point towards a monster, Spell and Trap for full immunity xD




#7099579 [Written] Diceverse Archetype

Posted by Darj on 12 May 2018 - 03:00 AM

"If an effect that rolls a die activates, you can send this card from your hand or field to the GY as it resolves (Quick Effect): [insert effect]"

 

I don't quite get how this works. What do you mean with "as it resolves"? You mean in the middle of the chain? If so, then this shouldn't start a chain on its own, and instead should be a Continuous effect, or alternatively apply at a different timing. What you could do for instance is chaining this card to the die-rolling effect so this would resolve first, then the die effect will resolve next, which will then be affected by this effect. To add more flexibility, you can make it apply to the next die-rolling effect in the chain, so you don't have to necessarily chain this effect to the die-rolling effect.

 

Anyway, you got a nice signature effects going for these, but IMO they are missing something. To be specific, since they appear to reach the GY ASAP so you get to Summon a monster with any die result, I think some floating effects would be appropriate. Said floating effects would be further supported by their own self-discard effects. You did give extra +1 effects to the Flamingo and Stegosaurus, but they still rely on being Summoned first with their effects, falling a bit on the overkill side instead of offering consistency.

Also I wish their typing had a more clear theme. You seem to start with the elemental Types of Aqua-Pyro-Rock-Thunder, but halfway you switch to animal Types. More consistency on that department would be welcomed IMO.




#7099578 [Written] Wrestle-Bound Serpent

Posted by Darj on 12 May 2018 - 02:48 AM

A gimmicky card for sure, but I can see that's the intention. I would say it fulfills its purpose.

Although I find a bit out of place that a Level  can have that much ATK, is not an alien concept. There are other low-Level monsters that can reach high ATK through their effects, namely Eater of Millions.

Also, AFAIK it's better if you make the card stay revealed when its added to your hand by its effect. Otherwise, by card mechanics/rulings, once it gets in your hand, it "forgets" that it was in the GY already, or rather, you are unable to confirm that the card you Normal Summon it's the same as the card that was previously in the GY.




#7099516 [Leaderboard] D'Sceptyr vs. BatMed (Queen of the Hill) (Cards UP!)

Posted by Darj on 11 May 2018 - 05:49 PM

This is a tough choice. I would say both sets are at about the same power level.

First, an "ABC-Buster Dragon" for Harpies, who should have little problem with getting 3 Harpies in the GY and the monster it's pretty much a walking OTK. Meanwhile, Akiza support can be summed up as a Quick Effect Black Rose which in turn it's Summonable by Needlefiber, so you can go Needlefiber --> this --> this + a Plant --> Nuke, bounce, or Summon Red Wyvern, etc. I'm assuming the first effect is supposed to say "If you don't control other Plant monsters".

 

Anyway, on the other hand, The Harpie Queen from Set B can be devastating if you Summon it from Chidori, plus it's able to grab the Feather Duster in OCG, and in TCG too if it's ever moved from the Forbidden list. And the Akiza support is a welcomed counterpart to Crystal Wing that cannot get Windwitch support, so that's more or less a balancing factor IMO. Still, it's a nasty card.

 

 

I'm going for Set A at the end. The strength of the Chidori -> Harpie Queen play, in addition to Queen's own effects, pushes it a bit too far IMO, while the Black Rose card and its one-sided Skill Drain + Quick monster steal is outright nasty.

I may not be a big fan of the Harpie Fusion from Set A due to its ABC-style free monster + OTK nature, but at least it isn't as potent as Set B's Harpie, and I like the Akiza support from this Set.




#7099515 [Written] Lady of the Red

Posted by Darj on 11 May 2018 - 05:18 PM

Lady of the Red
FIRE/Dragon/Xyz/Effect
Rank: 7
ATK: 2100
DEF: 2400
2 Level 7 monsters

If this card is Xyz Summoned: You can Set, directly from your Deck, 1 "Dragon" Spell/Trap Card that includes "Dragon monster" in its text. During your opponent's turn, if a card or effect is activated (Quick Effect): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Lady of the Red" once per turn.

 

Made this for one of those "Create a card" games and decided to bring it up here.

As you may have noticed, the Rank7 pool is lacking of generic "floodgates", monsters with Quick Effect disruption, while other pools have stuff like Baguska, Dweller, Tornado Dragon, Strike Bounzer, Hope Harbinger, Felgrand Knight, Durendal, etc. Granted, there is Absolute Dragon --> float into Vortex, but that's bound to Pendulum decks. This is intended to fill that gap, and with an effect that kinda sorta makes a nod to Lord of the Red. It's Rank7 because of Red-Eyes Black Dragon's Level7, plus it has its inverted ATK/DEF for an extra hint of flavor.

However, IMO the first effect is the more fun part about this card. It can grab fun cards like Dragon's Ravine, Shrine, Mirror, Return of the Dragon Lords, Melody of Awakening Dragon, even potential techs like Wingbeat of a Giant Dragon, Dragon's Bind, etc.

 

Needless to say, it can also grab cards with "Dragon-Type" in their text. I don't think it's necessary to state it since that's not an official term anymore.

 

IDK if this is actually a better Rank7 pick than, let's say, Tomahawk, but at least the option of going for a floodgate is there. Thoughts?




#7099453 [Written] Advance Cultivation | Possibly crazy advantage card for weird Stat...

Posted by Darj on 11 May 2018 - 07:32 AM

Ah, you are right. Otherwise you would be able to always drop it to 30. Still, thinking there should be another way to write the effect, and even drop the "reduce ATK/DEF" part of it so the monster gets to keep its ATK/DEF. Can be as simple as "apply 1 or more of the following effects, depending on the value of the last 2 digits of its ATK or DEF"




#7099449 [Written] Advance Cultivation | Possibly crazy advantage card for weird Stat...

Posted by Darj on 11 May 2018 - 07:09 AM

Was a bit confused at first, but got the gist of it. If you apply it on a monster with 30 or less ATK, you would get all effects. Neat. A creative effect for sure.

How about applying it on either ATK or DEF? IIRC there are a handful of monsters whose DEF has an odd ending, but not their ATK.

Why does it reduces ATK in multiples of 100 when you an just make it lose ATK until it becomes 0~100?

 

The last effect shouldn't target, since it already targeted a monster on activation, and you can't target another card again while the effect is still ongoing. I may as well drop a text fix suggestion, skipping the "drop ATK in multiples of 100":

 

Target 1 monster you control: Until your next Standby Phase, it cannot be used as Tribute or Material for a Summon, also reduce its ATK until it becomes between 0 and 100, then apply 1 or more of the following effects based on the current ATK of that target.
@ 90 or less: Draw 1 card
@ 50 or less: Add 1 Monster with the same name as that target from your Deck to your hand.
@ 30-1: Special Summon 1 monster with same Type as that target from either player's GY.
You can only activate 1 "Advance Cultivation" per turn.




#7099315 [CP18] Born from Draconis

Posted by Darj on 10 May 2018 - 11:34 AM

Grab this with Lilith --> resort to mass-milling strats --> play this, Summon Jizukiru --> win? Bonus if you mill Slumber and you grab Jizukiru next turn with its GY effect.

 

I wonder how Draconis and the constellation in the artwork is associated with LIGHT Machines.




#7098894 [VJUMP] Trishula, the Iceprison Dragon

Posted by Darj on 08 May 2018 - 11:40 AM

I wonder if Konami will give this card a backstory or role in the DT storyline, or if it will be unrelated to it.