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BatMed

BatMed

Member Since 02 Aug 2010
Member ID: 258,394
Currently Viewing Topic: DM x Timaeus shipping post
Offline Last Active 32 minutes ago
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#7109919 Curious, Twilightsworn Tyrant [Updated]

Posted by BatMed on 13 July 2018 - 07:34 PM

8YI0CyE.png

I made the art <3

Curious, Twilightsworn Tyrant

Level 8 | 2400 / 2000

DARK | Warrior / Effect

 

You can Special Summon this card (from your hand or GY) by shuffling 2 “Lightsworn” cards from your hand and/or GY into the Deck. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY. You can only use each of these effects of "Curious, Twilightsworn Tyrant" once per turn.
● If this card is Special Summoned: You can send 1 "Lightsworn" card from your Deck to your GY.
● (Quick Effect): You can banish 1 "Lightsworn" monster from your hand or GY, then shuffle 2 of your banished "Lightsworn" cards into the Deck; banish 1 face-up card your opponent controls.

 

 
Do I need to explain myself? besides the fact that I turned a Link to an Effect monster, I mean just think about it, making another Link for LS is lame, og Curious is already good, now that we have Diana I doubt we'll need Giant Rex/Gigantes to summon him.
So anyways, I tried to fix LS in one card (or at least that's what I had in mind):

  • Hand-brick prob: You shuffle Wulf/Felis (and smtg else) to SS this card THEN bump wolf/felis.
  • Resources: It shuffles your banished cards back to your deck (Shirayuki, Diana, Twilightsworns?)
  • Power removal: Yes I said it, JD is GOOD, but not good enough nowadays. LSs need smtg to disturb the opponent's plays and protect themselves from potential threats, in form of a Quick-Play non-targeting banishing effect.

I'm aware that this card might not be enough to bring LS to the edge of glory, but I think it's enough to make them at least competitive?
 

Thoughts?




#7109582 Single to Archetype Game

Posted by BatMed on 12 July 2018 - 09:32 AM

"Sacred Night" - "Holy Knight" in OCG (ホーリー・ナイト Hōrī naito)

Errata


Sacred Night's Worshiper
LIGHT | Spellcaster / Effect
Level 3 | 400 / 2000
When this card is Normal or Special Summoned: You can add 1 "Sacred Night" Spell from your Deck to your hand. Once per turn: You can Tribute 1 LIGHT monster you control, then target 1 "Sacred Knight" Spell in your GY; add that target to your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Worship" (Fairy/LIGHT/Level 1/ATK 2000/DEF 0).

Sacred Night's Paladin
LIGHT | Warrior / Effect
Level 4 | 1800 / 1500
If this card is Normal or Special Summoned: You can target 1 "Sacred Night" card in your GY; add that target to your hand. If you control another "Sacred Night" card or if the targeted monster was a Normal Monster, you can also Special Summon 1 "Sacred Knight" monster from your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Loyalty" (Fairy/LIGHT/Level 1/ATK 0/DEF 1800).

Sacred Night's Noble
LIGHT | Warrior / Effect
Level 5 | 2000 / 1800
If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Sacred Night" monster from your Deck to your hand, then, if you added a Normal Monster, you can draw 1 card. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Devotion" (Fairy/LIGHT/Level 1/ATK 2500/DEF 2300), also, if you control a non-Effect monster, you can target 1 monster your opponent controls; destroy that target.

Sacred Night's Tyrant
LIGHT | Fiend / Effect
Level 7 | 2700 / 1000
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Sacred Night" monster. This Tribute Summoned card cannot be Tributed, and is unaffected by your opponent's Spell effects. If this card is Tribute Summoned: You can Special Summon 1 "Sacred Night" monster from your hand or Deck. If you Special Summon "Seiyaryu" by this effect, you can add 1 "Sacred Night Ordeal" from your Deck or GY to your hand.

Sacred Night in the Sky
LIGHT | Fairy / Fusion
Level 7 | 2500 / 2300
2 "Sacred Night" monsters

Sacred Night Wyrm
LIGHT | Wyrm / Xyz
Rank 7 | 3000 / 2800
+2 Level 7 LIGHT monsters

Alohim, the Sacred Night on High
LIGHT | Fairy / Fusion
Level 9 | 4000 / 2500
"Seiyaryu" + "Sacred Night's Monarch"

Sacred Night Prayer
Normal Spell
You can target 1 LIGHT monster in your GY; Special Summon that target in face-up Defense Position. It cannot be destroyed by battle, also if you Special Summoned a LIGHT monster by this effect, Effect monsters your opponent currently controls lose 800 ATK. You can only activate 1 "Sacred Night Prayer" per turn.

Ascent of the Sacred Knights
Continuous Spell
During your Main Phase: You can Fusion Summon 1 LIGHT Fusion Monster from your Extra Deck, using monsters from your hand or field as materials. You can only use this effect of "Ascent of the Sacred Knights" once per turn. If Summoning a "Sacred Knight" Fusion Monster this way, you can also banish monsters from your GY as material. Level 7 or higher LIGHT Non-Effect Monsters you control gain the following effect.
● At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster.
Sacred Night Temple
Field Spell
You can Normal Summon 1 "Sacred Night" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Level 7 or higher LIGHT Non-Effect Monsters you control cannot be targeted by card effects, also they gain the following effect.
● You can Tribute 1 LIGHT monster you control; this turn, if this card attacks a monster, it can make a second attack in a row.

Sacred Nights Ordeal
Continous Trap
If a monster(s) on the field is Tributed; inflict damage to your opponent equal to half the total original ATK of that monster(s). You cannot attack the turn this effect is applied. Level 7 or higher LIGHT Non-Effect Monsters you control cannot be destroyed by card effects, also they gain the following effect.
● (Quick Effect): You can Tribute 1 LIGHT monster you control; Tribute up to 2 face-up Effect monsters on the field (for no effect). This effect can only be used once while this card is face-up on the field.


Next: Zera the Mant


#7109192 Single to Archetype Game

Posted by BatMed on 09 July 2018 - 06:28 PM

"Gishilnodon" -  OCG (ギシルノドン Gishirunodon)

x393wz.jpg

Gishilnodon Avatar - Charybdis

WATER | Aqua / Effect
Level 7 | 2800 / 1000
Other WATER monsters you control gain 300 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Charybdis" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● You can discard this card; add 1 "Gishilnodon Legendary Temple" from your Deck to your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position.
 

Gishilnodon Avatar - Carcinus

WATER | Aqua / Effect
Level 7 | 1700 / 2900
"Gishilnodon Legendary Temple" cannot be targeted or destroyed by card effects. You can only use each of these effects of "Gishilnodon Avatar - Carcinus" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● (Quick Effect): You can discard this card; until the end of the turn, WATER monsters you control are unaffected by your opponent's Spell/Trap effects.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Avatar - Akheilos
WATER | Aqua / Effect
Level 7 | 2500 / 2100
All non-WATER monsters on the field lose 500 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Akheilos" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● If you control exactly 2 WATER monsters in your Main Monster Zones, and no other monsters, you can Special Summon this card from your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Priestess - Naiades
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; destroy 1 face-up monster your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Naiades" once per turn.
 
Gishilnodon Priestess - Nereides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; banish 1 Set Spell/Trap your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Nereides" once per turn.
 
Gishilnodon Priestess - Oceanides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card and discard 1 WATER monster; draw 2 cards. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Oceanides" once per turn.
 
Gishilnodon Dragon Overlord of 7 Seas 
WATER | Sea Serpent / Synchro / Effect
Level 10 | 3000 / 1800
1 WATER Tuner + 1+ non-Tuner WATER monsters
If "Umi" is face-up on the field, this card is unaffected by your opponent's card effects. If a face-up Level 3 or lower monster on the field is sent to the GY, this card gains 500 ATK until the End Phase of this turn. Once per turn: You can target 1 "Gishilnodon Avatar" monster in your GY or that is banished; until the end of your opponent's turn, this card gains that target's effect, also shuffle that target into the Deck.
 
Gishilnodon Legendary Temple
Field Spell
(This card's name is always treated as "Umi".)
You can only use each effect of "Gishilnodon Legendary Temple" once per turn. When this card is activated: You can shuffle 1 card from your hand into the Deck; add 1 "Gishilnodon" monster from your Deck to your hand. If you control a WATER Synchro monster, you can activate 1 of these effects.
● You can discard 1 card; Special Summon 1 "Gishilnodon Priestess" monster from your GY.
● You can Tribute 1 WATER monster you control; Special Summon 1 of your banished "Gishilnodon Avatar" monsters.
x393wz.jpg

 

Next: Fire Princess




#7109162 [Leaderboard] Season 18 Postseason (Championship Tiebreaker)

Posted by BatMed on 09 July 2018 - 11:53 AM

So this is it. I will lose my shiny title to one of you ... *sad violin*

 

Now let's see:

Card A: It has better arrows than Xtra, the same Attribute thingy is a bummer (I'm talking about using it in competitive HERO Decks) but then again this card is meant to be used in Destiny HEROes. I was about to complain about the search effect (Dark Synchro Nightmares) but it can't search Malicious smart boi and it has a strong restriction. However, the cost is somewhat heavy, since most Destiny HERO effects are GY based and must stay there to activate it. But, let's assume you used 2 monsters to Summon this (Drilldark & any DH), you must make/have made another play (D - Draw maybe) to have a total of 3 monsters in your Gy, and yes it does say any monster so handtraps might help you with that but you can't use handtraps in your 1st turn, can you? Also adding anything else might hurt the deck's consistency. Now the last one is interesting, you can return a banished "Celestial", because who doesn't want two extra cards, but with the cost of banishing something else, a handtrap perhaps? The ATK boost is cute touch.

One of the reasons why one might choose to run this over (or with?) Isolde is because it's a Destiny HERO monster, which means it will benefits from Dynatag/Dangerous/Honesty Neos ATK boosts. The search effect is somewhat hard to fulfill in your first turn, and since Ash is still a thing you might end up losing your GY setup for nothing, Shadow Mist can do the same thing with ease (might be limited in OCG but they have 2 Stratos). However, the recycling effect is somewhat good, recycling Celestial is neat, you can also recycle Malicious (return 1 to your Deck during your opponent's turn, and return 1 to your GY during your turn) but it will require 2 turns and need 2 monsters in your GY to do so.

 

Card B: So to summon this guy, you can either discard a Mask Change Spell then banish Honesty Neos and Dank Law from your field/GY or a Prisma you control that dumped Plasma or Dogma with its effect, OR just use Miracle Fusion lmao. All HEROes (including itself) are protected from targeting, I like that. Now to the last effect: Cool, Miracle Fusion with feets (in case you Summon this monster with poly), but then again, you need to control a Link monsters to do so, and that's where I cried: Xtra HERO sucks and Isolde doesn't help them to carry on their plays because running 4 equips is not a healthy option (you can still search Honesty Neos but for what?) 

 

My vote will go for Card B: It's not necessarily better than card A, cause both require a lot of setup to achieve their full potential, but Card B being a 2.5k HERO beater that protects all HEROes from targeting is a good thing to have.




#7109156 [SOFU] Kaminari Summer Vacation

Posted by BatMed on 09 July 2018 - 10:25 AM

So in case I have Solar Batteryman and Gold Sarcophagus in my hand, this card will actually help me to Raigeki my oppoent in their turn. NEAT. 

 

It is a 2 cards combo if you are interested (+the discard cost)



#7108806 Gravekeepers for days

Posted by BatMed on 07 July 2018 - 07:27 AM

Hello lovely people of ycm

I believe you all saw the new GK Fusion monster, I kinda had "Secret Six Samurai" vibes when I did. I always see "missing potential" whenever I came across GKs, they had it since the beginning: a Gouki-like searcher that misses timing, a Field Searcher that is only a Field Searcher but with legs, a valley that hates GY but not Goukis, super conditional floudgates and warning, and slow field swarmers.

Yes. They had it.

But anyways x) What they really need in order to shine and bright IMO was a proper way to trigger Recruiter and actual "field-build strategies". I once tried "Transmodify" to make plays with Recruiter but I can't remember why I end up droping it, (It either misses timing OR was too inconsistent), either way I made the cards below to fix GKs WHILE staying faithful to their OG concept.
 

Cards



#7100987 Single to Archetype Game

Posted by BatMed on 21 May 2018 - 10:49 AM

D-Gang
DARK | Fiend / Flip / Effect
Level 1 | ATK 100 / def 1000
Flip: Add 1 "D-Boyz" from your Deck or GY to your hand.
You can banish this card from your GY: Target up to 2 "D-Boyz" in your hand and/or GY; shuffle them into the Deck, and if you do, draw 1 card. You can only use this effect of "D-Gang" once per turn.
 
D-Broz
DARK | Fiend / Flip / Effect
Level 1 | ATK 100 / def 1000
When this card is Summoned: You can add 1 "B-Boying" from your Deck to your hand. (Quick Effect): You can Tribute this card; Special Summon 1 "D-Boyz" from your Deck or GY in face-up or face-down Defense Position. You can only use each effect of "D-Broz" once per turn.
 
D-Alpha
DARK | Fiend / Link / Effect
Link - 3 | â†™â†“↘ | ATK 1500
3 Level 1 monsters
Gains 500 ATK for each Level 1 Fiend monster in your GY. If this face-up card would leave the field by an opponent's card: You can banish 1 "D-Boyz" from your GY instead, and if you do, take 2000 damage. You can Normal Summon or Set 1 Fiend monster to a zone this card points to in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

B-Boying
Field Spell
When this card is activated: You can add 1 Level 1 Fiend monster from your Deck to your hand. Level 1 Fiend monsters you control cannot be destroyed by battle. Once per turn: You can change 1 face-down Level 1 Fiend monster you control to face-up Defense Position, and if you do, you take 500 damage.
 
Next: Light of Redemption




#7082947 Single to Archetype Game

Posted by BatMed on 25 February 2018 - 05:58 PM

"Glutton" - in OCG (グラットン Guratton)

 

Note - Errata

 

Herald of Bleak Glutton
DARK | Spellcaster / Effect

Level 4 | ATK 1200 / DEF 1800

This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. You can only use each of these effect of "Herald of Bleak Glutton" once per turn.

● If you control no monsters: You can Special Summon this card from your hand or that is banished.

● If this card is Special Summoned: Each player banishes 5 cards from the top of their Deck, face-down (or their entire Deck, if less than 5).

 

Glutton Knight

DARK | Warrior / Effect
Level 4 |  ATK 1900 / DEF 0

Cannot be Normal Summoned/Set. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. If there are 5 or more cards banished face-down: You can Special Summon this card (from your hand or GY). You can only Special Summon "Glutton Knight" once per turn this way. Once per turn, if a card(s) is banished face-down: You can draw a number of cards equal to that many of banished cards, then banish from your hand that number cards -1, face-down.

 

Gluttonarcotic

DARK | Zombie / Effect

Level 4 | ATK 1800 / DEF 1800

This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. If a card(s) is banished face-down: You can Special Summon this card (from your hand or GY). You can only Special Summon "Gluttonarcotic" once per turn this way. (Quick Effect): You can banish this card, face-down; add 1 "Glutton" card from your Deck to your hand. You can only use this effect of "Gluttonarcotic" once per turn.

 

Gluttonous Fatal Disgorge

Normal Spell

Pay 1000 LP; excavate all of your banished face-down cards, return all excavated "Glutton" cards into the Deck, and if you do, Special Summon 1 "Glutton" monster from your Deck. You can only activate 1 "Gluttonous Fatal Disgorge" per turn.

 

Bleak Glutton

Trap Continuous

Change all face-up monsters your opponent controls to Defense Position. Neither player can Special Summon monster(s) in Attack Position. If a card(s) is banished, except by the effect of "Bleak Glutton": Inflict 100 damage to your opponent for each. Your opponent can decrease the damage they took by this effect by banishing the top card(s) of their Deck face-down for each 100 damage they will take. There can only be 1 face-up "Bleak Glutton" on the field.

 

Next: Dimensional Alchemist




#7082581 El Shaddoll Construct / Summon Gate series

Posted by BatMed on 25 February 2018 - 06:27 AM

Video Index

pixel__green_star_by_apparate-d337m0q.gi Introducing Ladies and Gentlemen, a new video series - "SUMMON GATE"! pixel__green_star_by_apparate-d337m0q.gi

"Summon Gate" is a weekly series of videos where I select a banned or limited card and play it at 3 to test it against the current on-going meta. The goal of this series is to see if the selected card is still ban-worthy AND for fan-servicing. For the 1st video, I picked our bae and goddess: "El Shaddoll Construct".
 

El Shaddoll Construct | Banned ban_by_batmed-dc4v3md.png | 2018.2 TCG Banlist

pixel__green_star_by_apparate-d337m0q.gi Verdict pixel__green_star_by_apparate-d337m0q.gi

lim_by_batmed-dc4v3gn.png or semi_by_batmed-dc4v4y3.png El Shaddoll Construct:
It's not as crazy as it was back in the days. It might seem abusable at 3 but only if you already have the right pieces, and lemme tell you something, they're not consistent enough compared to the current meta-decks. Even if Construct is back at 3, the deck still have another major problem: They cannot make their own link, as you will see in the video above. You need outside-engines to make it viable and being able to make proper 1st turn board, for example Rescue Cat; a fragile engine that breaks down if you draw 2 cats, AND Invoked; better than Cat but instead of Construct-Link you'll be relying on Aleister-Link instead.


Next - Zoodiacs




#7082444 El Shaddoll Construct / Summon Gate series

Posted by BatMed on 24 February 2018 - 06:49 PM

 

Hello people of ycm! Today I finally had the time to finish and submit the 1st video of my weekly series - Summon Gate"Summon Gate", where I select a banned or limited card and play it at 3 to test it against the current on-going meta. The goal of this series is to see if the selected card is still ban-worthy AND for fan-servicing. For the 1st video, I picked our bae and goddess: "El Shaddoll Construct".

 

el_shaddoll_construct_by_kyokugenpunch-d

 

Keep it banned? No longer ban-wothy? Discuss!




#7080847 Single to Archetype Game

Posted by BatMed on 20 February 2018 - 09:09 AM

"Bunilla" -  (バニーラ BanÄ«ra)
 
Bunbunilla
DARK | Beast / Effect
Level 1 | ATK 200 / DEF 2000
You can discard 1 Level 1 monster (Quick Effect): Send this card from your hand or field to the GY, and if you do, Special Summon up to 2 "Bunilla" monsters from your hand, Deck, or GY, including at least 1 "Bunilla", but you cannot Special Summon monsters for the rest of this turn, except "Bunilla" or "Rapid" monsters. You can only use this effect of "Bunbunilla" once per turn.
 
Bunilla Vanilla
LIGHT | Beast / Effect
Level 1 | ATK 0 / DEF 2200
When this card is Normal or Special Summoned: You can add 1 "Bunilla" Spell or Trap from your Deck to your hand. You can banish this card from your GY; add 1 "Bunilla" monster from your Deck to your hand. You can only use each effect of "Bunilla Vanilla" once per turn.
 
Raging Bunilla
FIRE | Beast / Effect
Level 1 | ATK 900 / DEF 1300
When this card is Special Summoned: You can target 1 monster your opponent controls; destroy it. You can banish this card from your GY; draw 1 card, also draw 1 additional card for each face-up "Bunilla" you control. You can only use each effect of "Raging Bunilla" once per turn.
 
Snowball Mutant Bunillagon
LIGHT | Dragon / Link / Effect
LINK - 3 | â†™ ↓ â†˜ | ATK 2950
3 "Bunilla" monsters
If this card is Linked Summoned using 3 "Bunillas", it is unaffected by your opponent's activated effects on the field. Level 1 Beast monsters gains ATK equal to their DEF. You can only use each of the following effects of "Snowball Mutant Bunillagon" once per turn.
● (Quick Effect): You can Special Summon 1 "Bunilla" monster from your hand or GY in a Zone this card points to.
● If this card is sent to the GY because of a card effect or being destroyed by battle: Target up to 3 "Bunilla" cards in your GY; add them to your hand.
 
Sweet Tooth Bunilla
Normal Spell 
Activate 1 of these effects,
● Special Summon 1 "Bunilla" monster from your GY.
● Send 1 "Bunilla" from your hand or field to the GY; Special Summon 1 "Bunilla" monster from your hand or Deck.
 
Bunilla Carrutopia
Field Spell
"Bunilla" monsters gain 200 DEF. Monsters your opponent controls become EARTH Plant, also banish them when sent to the GY. Once per turn, if a "Bunilla" monster destroys an EARTH Plant monster by battle: Discard 1 random card from your opponent's hand.
 
Bunillamorph
Normal Trap
Send from your hand or field to the GY and/or banish from your GY, 3 "Bunilla" monsters, and if you do, Special Summon 1 "Rapidragon" from your hand, Deck or GY, also it gains the following effects.
● Cannot be destroyed by monster effects.
● (Quick Effect): You can Tribute this card; Special Summon 3 "Bunilla" from hand, Deck, or GY.
 
Next: Belial - Marquis of Darkness



#7080204 A B A K I / [Written]

Posted by BatMed on 18 February 2018 - 04:19 PM

"Abaki" - "Raging Demon" in OCG (暴鬼 Abaki)


Kuro Abaki
FIRE | Fiend / Effect
Level 2 | ATK 200 / DEF 0
If this card is in your hand: You can Fusion Summon 1 FIRE Fiend Fusion Monster from your Extra Deck, using monsters you control or from your hand as materials, including this card. If this card is Normal or Special Summoned: Inflict 200 damage to your opponent. You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Abaki" monster from your hand. You can only use each effect of "Kuro Abaki" once per turn.

Nightmarish Abaki
FIRE | Fiend / Effect
Level 4 | ATK 1800 / DEF 0
You can only use each of these effecta of "Nightmarish Abaki" once per turn. You can banish this card from your GY; both players take 300 damage. If this card is destroyed; activate 1 of these effects.
● Add 1 "Abaki" card from your Deck to your hand.
● Special Summon 1 "Abaki" from your hand or Deck.

Abaki ArchdeVille
FIRE | Fiend / Effect
Level 7 | ATK 2500 / DEF 1000
If a player(s) takes effect damage, except by the effect of "Abaki ArchdeVille": You can Special Summon this card from your hand or GY, and if you do, this card gains ATK equal to the damage inflicted to the player(s). If this card is destroyed: Both players take 1000 damage, and if you do, you can Special Summon up to 3 Level 4 or lower "Abaki" monsters from your hand or GY. You can only use each effect of "Abaki ArchdeVille" once per turn.

Abaki the Fallen Fiend
FIRE | Fiend / Fusion / Effect
Level 9 | ATK 2950 / DEF 2000
"Abaki ArchdeVille" + 2 "Abaki" monsters
Must first be Fusion Summoned. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn, during the Standby Phase: Special Summon 1 "Abaki" from your hand, Deck, or GY. You can only use each of the following effects of "Abaki the Fallen Fiend" once per turn.
● When this card is Fusion Summoned; inflict 1000 damage to your opponent, but any battle damage your opponent takes for the rest of this turn is halved.
● If this card is in your GY: You can destroy 3 "Abaki" monsters you control or in your hand; Special Summon this card.

Abaki? ABAKI!
Normal Spell
Destroy 1 "Abaki" monster you control or in your hand, and if you do, send 1 FIRE Fiend monster from your Deck to your GY. You can only activate 1 "Abaki? ABAKI!" per turn.

Abaki Hellfire
Quick-Play Spell
Destroy up to 2 "Abaki" monsters you control or in your hand, then target that many of cards your opponent controls; negate their effects, then if possible, reduce their ATK or DEF to 0 (your choice). If your opponent controls a monster that was Special Summon from the Extra Deck, you can also destroy up to 1 "Abaki" monster from your Deck. You can only activate 1 "Abaki Hellfire" per turn.

Abakis' Legendary Mace
Continuous Trap
Each time an "Abaki" monster(s) is destroyed: Inflict 100 damage to your opponent. You can only use each of these effects of "Abakis' Legendary Mace" once per turn.
● If a player takes effect damage because of an "Abaki" monster effect: You can Special Summon 1 Level 4 or lower "Abaki" monster from your Deck or GY in face-up Defense Position, and if you do, reduce its ATK by the amount of the damage inflicted.
● If this card is in your hand or face-up on the field, and an "Abaki" monster(s) would be destroyed: You can destroy this card as a substitute for 1 of them instead, and if you do, draw 1 card.

I posted this entry in a game. But then I realized that I made something ... extraordinary? Basically "Abaki_the_Deck" is a disgusting hybrid of Trickstars and Diagram.EXE, speaking of which, Master Piece might be a noice tech because of "Abakis' Legendary Mace" and cause Diagram destroys just sayin.
Anyways, let's talk about ze cards and dem potentials:
Kuro is "D/D Swirl Slime the A B A K I": It's a poly and it also helps you build a field.
ArchdeVille you gonna love it is your 1st boss, with easy summoning conditions wonder how it m8 do in Trickstars that BURNS and become 3 smol A B A K I s when it bounces. I'm thinking about making it only summonable if an Abaki monsters/card deals damage if it's too generic inb4 Gorz.
Nightmarish is your game maker, the main combo is to destroy it (with Diagram or with A B A K I Spells) and grab ArchdeVille, then summon it with the Nightmarish's GY burn effect: You'll end up with a 3.1K beater. In case you already got ArchDeville on the field you can search Kuro instead and YUGO shokan Fallen Fiend OR you can search any of the Archetype's Spells OR you can just summon A B A K I ... and ... profit ... etc. So yeah again, it's your game maker.
Fallen Fiend is damage.BOSS on steroids, now that Keeper of Dragonic Magic is thing, I can proudly say that this card can also be Summoned with "Dark Fusion"! This beast can SS "A B A K I" en la "toadally awesome" fashion and can revive itself, cause I wanted them to have some comeback ability.

"Abaki? ABAKI!" is a Diagram-Burial for obvious reasons (they love to be destroyed and have GY effects), also might be a good indirect support for noids... ABAKInoids?
Hellfire for disturbance and to destroy moar, with a bonus if your opponent has an Extra DeckLINK monster.
Mace is a mini-damage booster and another medium to establish field presence and also is as a draw engine-destruction substitute.

This catastrophe end up being flexible, I don't know about Trickstars, but it has hella of other outside interactions: True King the Vanisher, True Draco Masterpiece Diagram, Infernoids, and Invoked duh ...

.... what have I done ....

A B A K I




#7080144 Single to Archetype Game

Posted by BatMed on 18 February 2018 - 11:10 AM

"Abaki" - "Raging Demon" in OCG (暴鬼 Abaki)


Kuro Abaki
FIRE | Fiend / Effect
Level 2 | ATK 200 / DEF 0
If this card is in your hand: You can Fusion Summon 1 FIRE Fiend Fusion Monster from your Extra Deck, using monsters you control or from your hand as materials, including this card. If this card is Normal or Special Summoned: Inflict 200 damage to your opponent. You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Abaki" monster from your hand. You can only use each effect of "Kuro Abaki" once per turn.

Nightmarish Abaki
FIRE | Fiend / Effect
Level 4 | ATK 1800 / DEF 0
You can only use each of these effecta of "Nightmarish Abaki" once per turn. You can banish this card from your GY; both players take 300 damage. If this card is destroyed; activate 1 of these effects.
● Add 1 "Abaki" card from your Deck to your hand.
● Special Summon 1 "Abaki" from your hand or Deck.

Abaki ArchdeVille
FIRE | Fiend / Effect
Level 7 | ATK 2500 / DEF 1000
If a player(s) takes effect damage, except by the effect of "Abaki ArchdeVille": You can Special Summon this card from your hand or GY, and if you do, this card gains ATK equal to the damage inflicted to the player(s). If this card is destroyed: Both players take 1000 damage, and if you do, you can Special Summon up to 3 Level 4 or lower "Abaki" monsters from your hand or GY. You can only use each effect of "Abaki ArchdeVille" once per turn.

Abaki the Fallen Fiend
FIRE | Fiend / Fusion / Effect
Level 9 | ATK 2950 / DEF 2000
"Abaki ArchdeVille" + 2 "Abaki" monsters
Must first be Fusion Summoned. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn, during the Standby Phase: Special Summon 1 "Abaki" from your hand, Deck, or GY. You can only use each of the following effects of "Abaki the Fallen Fiend" once per turn.
● When this card is Fusion Summoned; inflict 1000 damage to your opponent, but any battle damage your opponent takes for the rest of this turn is halved.
● If this card is in your GY: You can destroy 3 "Abaki" monsters you control or in your hand; Special Summon this card.

Abaki? ABAKI!
Normal Spell
Destroy 1 "Abaki" monster you control or in your hand, and if you do, send 1 FIRE Fiend monster from your Deck to your GY. You can only activate 1 "Abaki? ABAKI!" per turn.

Abaki Hellfire
Quick-Play Spell
Destroy up to 2 "Abaki" monsters you control or in your hand, then target that many of cards your opponent controls; negate their effects, then if possible, reduce their ATK or DEF to 0 (your choice). If your opponent controls a monster that was Special Summon from the Extra Deck, you can also destroy up to 1 "Abaki" monster from your Deck. You can only activate 1 "Abaki Hellfire" per turn.

Abakis' Legendary Mace
Continuous Trap
Each time an "Abaki" monster(s) is destroyed: Inflict 100 damage to your opponent. You can only use each of these effects of "Abakis' Legendary Mace" once per turn.
● If a player takes effect damage because of an "Abaki" monster effect: You can Special Summon 1 Level 4 or lower "Abaki" monster from your Deck or GY in face-up Defense Position, and if you do, reduce its ATK by the amount of the damage inflicted.
● If this card is in your hand or face-up on the field, and an "Abaki" monster(s) would be destroyed: You can destroy this card as a substitute for 1 of them instead, and if you do, draw 1 card.

Next: Phantom Gryphon
Trivial facts about " Phantom Gryphon" that might help you


P.S.: Added Archive to the OP post


#7079883 Single to Archetype Game

Posted by BatMed on 17 February 2018 - 08:32 AM

"Zany" - "Evil Horizontally" in OCG (ヨコ Yoko)
 
Zany Panda Roux (jp name: Evil Horizontally - Striped Red Panda)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 7 ⊲
Level 3 |  ATK 500 / DEF 1500
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
Cannot be destroyed by battle. Once per turn, when your opponent Special Summons a monster: You can target 1 unused Main Monster Zone in your opponent's field; move that monster to that Zone, and if you do, the previous  Zone cannot be used.
 
Zany Tiger (jp name: Evil Horizontally - Striped Tiger)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 1 ⊲
Level 4 |  ATK 1900 / DEF 100
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
If this card is Normal or Pendulum Summoned: You can Special Summon "Zany" monsters from your Deck, up to the number of unused Zones on the field. You can only use this effect of "Zany Tiger" once per turn.
 
Zany Liger (jp name: Evil Horizontally - Striped Liger)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 1 ⊲
Level 5 |  ATK 2000 / DEF 0
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
If this card is Normal or Pendulum Summoned: You can add 1 "Zany" card from your Deck to your hand. If there is an unused Zone on the field (Quick Effect): You can Tribute this card; Special Summon 1 "Zany" monster from your hand or GY, except "Zany Liger". You can only use each effect of "Zany Liger" once per turn.

 

Zany Land (jp name: Evil Horizontally - Striped Land)

Field Spell
"Zany" monsters you control gain 300 ATK for each unused Zone on the field. Once per turn: You can destroy 2 other cards you control or in your hand, including a "Zany" card, and if you do, add 2 "Zany" cards with different names (1 from your Deck, 1 face-up from your Extra Deck) to your hand.
 
Zany Schemes (jp name: Evil Horizontally - Striped Plan)
Normal Trap
Inflict 400 damage to your opponent for each unused Zone on the field. If you have 2 "Zany" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zany Schemes" per turn.
 
Next: Kycoo the Ghost Destroyer



#7079776 Single to Archetype Game

Posted by BatMed on 16 February 2018 - 06:02 PM

pixel__green_star_by_apparate-d337m0q.gi Single to Archetype - the Game pixel__green_star_by_apparate-d337m0q.gi

 

Choose a card (Monster, Spell, Trap) that doesn't belongs to any archetype, then the person below will make a bunch of cards (min.2) in order to make the chosen card playable in a Deck alongside the created cards.

Starting with: Skull Knight #2