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BatMed

BatMed

Member Since 02 Aug 2010
Member ID: 258,394
Currently Viewing Community Index
Offline Last Active Today, 08:33 AM
****-

#7124577 Single to Archetype Game

Posted by BatMed on 20 October 2018 - 09:03 AM

Design Note

Magical Predictor
EARTH | Spellcaster / Effect
Level 4 | 1500 / 1600
Each time a Spell Card is activated, place 1 Spell Counter counter on 1 Spellcaster monster you control when that Spell resolves. Once per turn: You can remove any number of Spell Counters from your field; Special Summon 1 Level 4 EARTH Spellcaster or Level 2 Spellcaster Tuner monster from your Deck whose Level is equal to the number of Spell Counters you removed.
 
Magical Prospector
EARTH | Spellcaster / Effect
Level 4 | 1800 / 1300
Each time a Spell Card is activated, place 1 Spell Counter counter on 1 Spellcaster monster you control when that Spell resolves. Once per turn: You can remove 2 Spell Counters from your field; add 1 Spell Card that specifically lists Spell Counters in its text from your Deck to your hand. While you have no cards in your hand: You can banish this card and 1 Spellcaster monster from your GY; draw 2 cards. You can only use this effect of "Magical Prospector" once per turn.
 
Light's End Magician
LIGHT | Spellcaster / Tuner / Effect

Level 2 | 400 / 1300
When this card is Normal or Special Summoned: You can discard 1 card, then target up to 2 Spellcaster monsters in your GY; add those targets to your hand. If you control "Magical Citadel of Endymion" or a Continuous Spell, you can also Special Summon 1 of those targets. You can only use this effect of "Light's End Magician" once per turn.

 

Dusk & Twilight Enchanter
DARK | Spellcaster / Tuner / Effect
Level 2 | 0 / 1700
If this card is sent to the GY: You can add 1 Level 2 Spellcaster Tuner monster from your Deck to your hand. You can only use this effect of "Dusk & Twilight Enchanter" once per turn. You can banish this card from your GY; place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on.
 
Twilight Magician
LIGHT | Spellcaster / Synchro / Effect
Level 6 | 2300 / 1300
1 Tuner + 1+ non-Tuner Spellcaster monsters
If this card is Synchro Summoned: You can target 1 Spell in your GY; add that target to your hand. You can only use this effect of "Twilight Magician" once per turn. Once per turn: You can remove any number of Spell Counters from your field; Special Summon 1 of your banished Spellcaster monsters whose Level is equal to the number of Spell Counters you removed.
 
Visionary Ether Magician
DARK | Spellcaster / Synchro / Effect
Level 8 | 3000 / 2500
1 Tuner + 1+ non-Tuner Synchro Monsters
Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card, and if you do that, place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. Once per turn, during your Standby Phase, if this card is in your GY: You can remove 8 Spell Counters from your field; Special Summon this card.
 
Magical Essence
Normal Spell
Add 1 monster that specifically lists Spell Counters in its text from your Deck to your hand, and if you do, if you control "Magical Citadel of Endymion" or a Continuous Spell, you can also add 1 Spell from your GY to your hand that specifically lists Spell Counters in its text, except "Magical Essence". You can only activate 1 "Magical Essence" per turn.
 
Magicians' Hazard
Continuous Spell
Once per turn (Quick Effect): You can Place 1 Spell Counter on 1 face-up card you control. Once per turn: You can remove 3 Spell Counters from the field; destroy 1 face-up card on the field. If this card is destroyed by an opponent's card effect: You can destroy 1 card on the field.
 
Magicians' Serenity
Continous Spell
Spellcaster monsters you control gain 300 ATK and DEF. Once per turn, if you control no monsters: You can Special Summon 1 Spellcaster monster from your hand. If a Spellcaster monster is Normal or Special Summoned: You can place a number of Spell Counters on that monster up to its original Level .



#7119086 [SAST] Shiranui

Posted by BatMed on 18 September 2018 - 08:03 AM

that spell, isn't that the mayakashi monster? Is there any actual lore linking them and the shiranui monsters right now?

There were already some hints of them being linked with Shiranuis. The first was the fact that the background of "Mayakashi Revolt" is a ruinous version of the temple in "Shiranui Style Samsara".




#7118724 [SAST] Shiranui

Posted by BatMed on 15 September 2018 - 09:35 AM

Goddess says "2 or more" despite being a link 3.

Is there synergy between shiranui and vendread?

With the new Link, Vendreads will become the new Extra Link Terror, but that aside, you'd rather use Sucker since Vendreads would rather go solo (with the Zombie-Support brigades that include solitaire ... omg)

That's aside, the fact that Mononobu and Story being are able to SS Shiranui monsters from the deck is quite tempting, but again only on paper. Goddess is good but I'm concerned that it might cause the ban of PSYOmega. Flower Formation is ... interesting to say the least, the Tower protection is permanent so I might try that in Skull Servants lmao.




#7118722 [SAST] Pot of Indulgence and other teaser cards

Posted by BatMed on 15 September 2018 - 09:21 AM

Hey, congratz on getting the prediction. How did you arrive at the number 6 though?

Avarice shuffles 5 cards into the main deck to draw, desires banishes 10 (5 x 2) face-down from the Deck to draw. I just followed that pattern:

Riches shuffles 3 cards from the Extra Deck/GY to draw, so it'd make sense for Indulgence to banish 6 cards (3 x 2) from the ED to draw.




#7118719 [SAST] Cyberse Quantum Dragon

Posted by BatMed on 15 September 2018 - 09:17 AM

oooh another generic Level 7 Synchro. I like those <3




#7118717 [DP21] Harpie cards

Posted by BatMed on 15 September 2018 - 09:04 AM

I like "Perfumer", she an instant Rank4 OR "whatever Harpie Link we're going to get I hope" since it searches Elegant Egoist. It can also search the Field Spell which is something I dig due to the inevitable future hit of Terraforming. This card also gives the vibes of a probable future "Harpie" Level 6 monster (since Dragon and sisters are baaaad). This card's utility depends on the Link (again if we'd have any) I hope they won't ruin this.
Again, Oracle's Summoning conditions are giving the same vibes, the last effect is cool since Yu-Gi-Oh is all about card advantage (It doesn't state that IT must be face-up to resolve, otherwise it sucks)
 
Mirror is a good one, I'm ignoring the Amazoness village effect since you'd never use it, what I'm hitting on is the destruction effect, the Monster Reborn, since this how Harpies play their game. I'm actually glad they made it payable AND stay faithful to their original design (Synergies with Playing Ground). The same thing goes the "The Elegant Harpie Lady", the ROTA of the Deck. The 1st effect is alright but you'll have to use in your opponent's End Phase to make full use of it.



#7118714 [SAST] Pot of Indulgence and other teaser cards

Posted by BatMed on 15 September 2018 - 08:43 AM

MY PREDICTION WAS ACCURATE!!!

 

The new pot card might see plays in anti-meta OR monarch-esque decks. The 2nd card, however, I guess one should be careful when using handtraps (and the solemn brigade) ... yikes ... but it's trap so 1st turn handtraps are still OP and called by the Grave is a thing but daaaaaaaaang




#7117108 Rainbow Netherdragon

Posted by BatMed on 31 August 2018 - 07:51 PM

rainbow_netherdragon_by_batmed-dcloier.p

pixel__green_star_by_apparate-d337m0q.gi ARTWORK MADE BY ME pixel__green_star_by_apparate-d337m0q.gi

Rainbow Netherdragon

12 ✪ | ATK 4000 / DEF 0

DARK | Dragon / Effect

 

(This card is always treated as an "Ultimate Crystal" card.)
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 8 DARK monsters with different names from your field and/or GY, except "Rainbow Netherdragon", including 1 “Ultimate Crystal” monster. Unaffected by other cards' effects. Once per turn (Quick Effect): You can target 1 monster on the field, then apply 1 of these effects.
● That target gains 200 ATK for each of your banished DARK monsters.
● That target's effects are negated, also banish it during the End Phase.


This was originally a remake of "Rainbow Drak Dragon" that I decided to give it its own body. So if you did not catch it already, it is supposed to be the DARK counterpart of "Rainbow Overdragon" and the retrained version of "Rainbow Dark Dragon". It can be SS from GY to synergize with its Attribute engines, has a great immunity, and can either boost ATK OR a disturb your opponent. Basically, it is the only "Ultimate Crystal" monster that is worth it.

 

Thoughts?




#7116972 Nephthys Link

Posted by BatMed on 30 August 2018 - 08:52 AM

ARsK9RZ.png

 

Written List

 

The deck has the potential of making good boards, they do even have proper comeback abilities: Enlightened, Speaker, and Avatar (Besides the Standby Phase thingy which might be slow but does come in handy tho.) Gusto Griffin is a personal touch (too bad it's winged beast otherwise Summon Sorceress might be an option) It's the best fodder for Nephthys effects as it SS another copy of itself or Egul for Needlefier plays.
Another good tech I discovered is Borrelguard: Cannot be destroyed by card effects so it's safe from Garunix AND it can revive a Nephthys you destroyed (with the heavy cost of ditching 1 card in your S/T zones).
 

Any thoughts to make it better?




#7114859 Single to Archetype Game

Posted by BatMed on 15 August 2018 - 01:18 PM

Doomcaliber Executor

DARK | Fiend / Effect
Level 4 |  ATK 1800 / DEF 1900

Cannot be Special Summoned. If a Trap effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that card.

 

Doomcaliber Magician

DARK | Fiend / Effect
Level 4 |  ATK 1700 / DEF 2000

Cannot be Special Summoned. If a Spell effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that card.

 

Doomcaliber Ferryman 

DARK | Fiend / Effect
Level 4 |  ATK 1500 / DEF 2200

Cannot be Special Summoned. When a monster(s) would be Summoned (Quick Effect): Tribute this face-up card; negate the Summon, and if you do, destroy that card(s).

 

Doomcaliber Dragoness of Macabre  

DARK | Fiend / Effect
Level 8 |  ATK 2700 / DEF 1000
Cannot be Tributed and is unaffected by the effects of monsters with 2700 or less ATK. If a Fiend monster(s) is Tributed (except during the Damage Step) to negate the Summon or effect activation of an opponent's card: You can Special Summon this card from the GY (if it was there when you Tributed) or hand (even if not). Once per turn (Quick Effect): You can target 1 card your opponent controls; banish 1 "Doomcaliber" monster from your GY that lists type of that card (Monster, Spell, or Trap) in its text, and if you do, destroy that target.
 
Doom Arrival
Continuous Spell
When this card is activated: You can add 1 "Doomcaliber" monster from your Deck to your hand. "Doomcaliber" monsters' effects can also be activated from your hand.
 
Piteous Laments
Continuous Spell
If a "Doomcaliber" monster is Tributed: You can add 1 "Doomcaliber" with a different name from your Deck or GY to your hand, and if you do, immediately after this effect resolves, Normal Summon 1 Fiend monster.
Next: Metal Armored Bug



#7114846 Single to Archetype Game

Posted by BatMed on 15 August 2018 - 10:19 AM

 

Radioactive Inferno

Field Spell

Once per turn: You can discard 1 card; Special Summon 1 "Solar Flare Token" (Pyro/FIRE/Level 4/ATK 2000/DEF 500). These Tokens cannot be used as a material for an Extra Deck Summon, except for the Special Summon of a Pyro monster. Each time your opponent destroys Pyro monster you control; inflict 300 damage to your opponent. If your opponent takes damage by a Pyro monster's effect: You can target 1 Pyro monster you control; that target gains ATK equal to the damage your opponent took.

 

Solar Flare Chemist

FIRE | Pyro | Level 3 | Effect
You can discard this card; add 1 "Radioactive Inferno" from your Deck to your hand. If your opponent takes damage by a Pyro monster's effect: You can Special Summon this card from your GY in Defense Position. You can only use this effect of "Solar Flare Chemist" once per turn.
ATK 500/ DEF 2000
 
Solar Flare Executor
FIRE | Pyro | Level 4 | Effect
If this card is Normal or Special Summoned: You can add 1 "Solar Flare" monster from your Deck to your hand, except "Solar Flare Executor". You can Normal Summon 1 Pyro monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If your opponent takes damage by a Pyro monster's effect: You can send 1 card from your opponent's field or hand to the GY. (The card in the hand is chosen at random.)
ATK 1900/ DEF 600
 
Solar Flare Diablen
FIRE | Pyro | Level 6 | Effect
You can Special Summoned this card (from your hand) by Tributing 1 Pyro monster you control. Cannot be destroyed by card effects while you control another Pyro monster. If you control Pyro monsters, and no other monsters, each time your opponent activates a card or effect, inflict 300 damage to your opponent immediately after it resolves. If your opponent takes damage by a Pyro monster's effect: You can add this card from your GY to your hand.
ATK 2500/ DEF 0
 
Solar Flare Wyrmlord
FIRE | Pyro | LINK - 3
+2 FIRE monsters
This Link Summoned card cannot be Tributed, also it cannot be targeted with card effects. When this card is Link Summoned: You can Special Summon 1 "Solar Fire" monster from your Deck. You can only use this effect of "Solar Flare Wyrmlord" once per turn. FIRE monsters this card points to cannot be destroyed by battle or card effects. Once per turn, if your opponent takes damage by a Pyro monster's effect: You can draw 1 card.
ATK 2500
 
Searing Radiance
Normal Spell
Special Summon 1 Pyro monster from your hand or GY, and if you do, it gains 400 ATK and cannot be targeted by card effects.
 
Next: Abaki

 

Oh a fresh user, "welcome to our swamp".

For the next card, Abaki is already chosen, pick something else. To edit a thread, click on "edit" button on the bottom of your thread. 




#7114836 Fisherman Going to Sea

Posted by BatMed on 15 August 2018 - 07:46 AM

> searches "umi" on ygopro

 

The first effect is cool. Takes up your Summon, but there's a wide range of stuff you can search with it, so... Second effect is mostly bad, depending on the matchup, but as you say, flavor is a thing. Might as well just leave it there; leaves the potential for another Umi making monsters WATER and stuff. Last effect is great for Fisherman, and dedicated Umi decks; I just hope it can also send itself from the hand/field to the GY, meaning you can double discard. That being said, I don't like the range of activation potential on it; of course, it's not too strong, but as a personal preference, I don't like making cards too easy to use.

Yes, double discard is an option. I'm planning to tighten up the SS range in return of making Special Summoning any WATER Warrior instead.




#7114728 Fisherman Going to Sea

Posted by BatMed on 14 August 2018 - 02:07 PM

fisherman_uminiku_by_batmed-dck4p8m.png

 

pixel__green_star_by_apparate-d337m0q.gi ARTWORK MADE BY ME pixel__green_star_by_apparate-d337m0q.gi

 

When this card is Normal or Special Summoned: You can activate 1 “Umi” Field Spell directly from your Deck. At the start of the Damage Step, if this card battles a WATER monster: Take control of that monster. You can send this card and 1 other Fish or Sea Serpent monster from your hand and/or field to the GY; Special Summon 1 WATER “Fisherman” monster from your hand, Deck, or GY.

Trivial notes


I always felt there was a missing potential in the Fisherman series, so I decided to give them some love. Now the card: Other than being a renegade Umi searcher, it can also bring a Fisherman to the field if teched in mermails/Atlanteans. The 2nd effect is just there for the flavor.
I'm working on remaking "Inland" (art wise) and grant fishermen their own Umi to give them consistency and comeback ability.
 

Thoughts? 




#7114160 Support an Archetype

Posted by BatMed on 10 August 2018 - 02:37 PM

Altergeist Selothetis
Level 3 Fiend FIRE
Effect:Once per turn, if you control 1 or more "Altergeist" monster(s): You can Special Summon this card from your hand in Defense Position. If this card is sent to the GY as a Link Material for the Link Summon of an "Altergeist" Link Monster; Special Summon this card from your GY to a zone that monster points to, and if you do, Set 1 Trap from your GY, but banish both cards when they leave the field.

A vendread link that supports rituals.

your card is missing ATK/DEF stats and its sub-type, but I'll assume it's just [/ Effect]

 

OCG is making a Link Vendread, but that doesn't prevent us from making one too I guess:

 

Avendread Punisher of Dawn

LIGHT | Zombie / Link / Effect

Link 2 | Down Right | ATK 2000

2 Zombie monsters, including at least 1 "Vendread" monster

If this card is Special Summoned: You can add 1 "Vendread" Spell/Trap from your Deck to your hand. If this card is Link Summoned using a Ritual Monster as material: You can also Special Summon 1 Level 4 or lower "Vendread" monster from your GY. You can Tribute this card and 1 other Zombie monster it points to; Special Summon 1 "Vendread" Ritual Monster from your Deck whose Level exactly equals the Level of the Tributed monster's Level +4. (This Special Summon is treated as a Ritual Summon.) You can only use each effect of "Avendread Hero" once per turn.

 

Next: A "Gem-Knight" Fusion monster.




#7114134 Remake a Card

Posted by BatMed on 10 August 2018 - 11:28 AM

If a monster(s) is Special Summoned from the GY: You can draw 1 card. You can only use this effect of "Card of Safe Return" once per turn. During your End Phase, if you have not drawn a card by this effect this turn, send this card to the GY.
 
Changes:
  • "Pinpoint Landing" for GY Special Summons.
  • Include both GYs

Next: Last Will