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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Searching...
Offline Last Active 39 minutes ago

In Topic: Scraping

Yesterday, 08:23 AM

^ Does that really matter though? In some cases it might, but then that would you just having bad luck opening 2 copies of it.

It is a RotA that searches level 6 or lower machines for 700 LP. That statement on its lonesome should mean something. You can search CyDra for EMZ removal, Symphonic Guitaars for an extra NS + a body, or Speedroid Terrortop for opening plays. You can also search out some power plays on their own: Galaxy Soldier, Spell Canceller, Cannon Soldier, etc. This isn’t even to mention Machine decks as a whole. Something like Deskbots can shoot up in viability by having something like this and F.A.’s opening plays could become much more consistent.

Long story short, really I don’t think you should allow this to grab the same monster you sent. With the pool of machines we’ve got in the game, that could become way too good.

In Topic: Post and I'll post what Super Smash Bros character you remind me of

Yesterday, 07:02 AM

Hit me

In Topic: Archetype Generator Meta

Yesterday, 05:46 AM

How does everyone in here feel about Lightsworn in general (either the standard JD one or the Twilight forms they got in COTD)? Honestly, I'm ambivalent about them altogether; probably due to them being known for triple JD spam and boardwiping.

In the grand scheme of the AGM, they’re fine. I feel like we’ve got much better stuff overall and the only real thing they’d be adding would be mill engines. I don’t think they’d be consistent enough overall though.

I’m just not a fan of ‘em in general since my luck is usually fairly good except when I’m playing with/against them. Also miffed that people use Lightsworn Zombies more than regular Zombies when I’ve X-0’d all Lightsworn Zombie decks I’d ever faced using my vanilla Zombie deck. So... personal dislike.

Anyways, someone might need to bump the Archetype Game.

In Topic: AGM Generics Project

16 June 2018 - 09:24 AM

Maintenance Man

LIGHT - Level 1 - Psychic/Effect - 500/0

This card gains 500 ATK for each Maintenance Counter on your opponent.  When this card destroys an opponent's monster by battle or inflicts battle damage to your opponent: add 1 "Draining Maintenance" from your Deck or Graveyard to your hand.


Draining Maintenance

Normal Spell

Place 1 Maintenance Counter on your opponent for each monster they control. (Players with Maintenance Counters must pay 100 LP during each End Phase.  A Player with a Maintenance Counter can tribute 1 monster; remove this Counter).



Samsara Aster

EARTH - Level 2 - Plant/Effect - 200/1200

If a card(s) is added to your hand, except by drawing (except "Samsara Aster"), you can Special Summon this card from your hand or Graveyard, but banish it if it leaves the field unless it is tributed.  You can only Special Summon 1 "Samsara Aster" per turn.


(Need help rewording this.  If it is tributed, then it goes to the GY as normal, but if not it gets banished.  Also the exceptions to the self-summoning effect could probably be reworded as well.)


Leviathos the Varied

WATER - Level 10 - Sea Serpent/Effect - 3000/2750

Cannot be Normal Summoned/Set.  You can Special Summon this card from your hand if you have 5 or more monsters in your Graveyard with different types.  Once per turn: You can send 1 monster from your Deck to your Graveyard that has a different type than all the monsters in your Graveyard; until your opponent's End Phase this card is unaffected by Spell/Trap effects.  Once per turn, during your opponent's turn: You can banish 1 monster from your Graveyard; inflict 500 damage to your opponent, then, you can take control of any number of monsters your opponent controls with the same type as the banished monster.




Different Dimension Incarnation Zone

Field Spell

You can activate this card if the top card in your Banished Zone is a face-up monster that can be Normal Summoned.  That monster is treated as being on the field.  If the monster that was on top of your Banished Zone when this card is activated is not on top of your Banished Zone: Destroy this card.


Targeted Counter Cleanup

Quick-Play Spell

Declare a Counter name.  Remove all Counters with that name from all cards on the field and on each player.

In Topic: Psyko Beast [WRITTEN] (WIP)

16 June 2018 - 06:10 AM

Oh man, I hadn't noticed you'd done a similar thing, I should check it out!  I like seeing how people take and run with similar ideas, but I suppose you have to take my word for it in me saying I didn't know you did that idea before.  Sorry if it feels like I'm stepping on your toes..


Anyways, thanks for the look-through.  I admit, when an idea comes to me and I start making cards (especially when I'm just writing them down and I don't have my computer handy to look stuff up), I sometimes have a big picture idea and completely miss the little picture, along with, you know, the intent for people to win over playing thematically.  I guess I'll address the concerns in order:


  1. I probably should've posted more of the spell/trap lineup because the entirety of it was pretty much based on you attacking yourself.  The field spell isn't the lynchpin, just something that I needed to at least get up on the site with the monster lineup to establish that the theme is attacking yourself (which is what I meant by "underwhelming" since raw battle-based effects aren't all that great regardless).
  2. (and, I guess, 3) I, personally, am generally averse to HOPTs.  I very much try to walk the line with making stuff that doesn't need HOPTs and doesn't loop while still being good enough to play.  This... isn't one of those cases.  Considering i was so focused on attacking yourself, I didn't even think about the OTK potential of attacking the opponent and, well, I might need to break out the ol' HOPT, starting first and foremost with Armadillo.


Retroactive fixes are extremely tough for me though, so I might have to scrap this... Though I had a direction and a theme, this is largely ending up like another archetype that I'd made a while ago that was destruction-heavy, floater heavy, and liable to OTK without my intent for them to work that way.  The whole reason I hadn't put the Spells/Traps up before was because they were an even bigger mess of triggering things than the monsters.  Hopefully I can salvage this, but even if I can't effectively, I've got a bit more info when trying to take on this theme again!


Thanks again for looking into these, E!