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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Offline
Offline Last Active Private

Black Gale [WRITTEN, AGM]

06 August 2018 - 07:04 PM

Hello, fine peoples!


This AGM archetype (I believe) is the first one that I've done of my own prompts.  It was an old one though, so I don't exactly remember if I had anything in mind when I came up with it, but anyway here's the prompt I was working with:


Black Gale

A set of WIND Fiends that are quite tricky. They focus on spinning themselves back into the Deck in order to bounce cards to the Hand and block out the Zones temporary. They also enjoy the light field in order to make direct attacks if their column is empty. Coupled with their direct-attack playstyle, they come equipped with an arsenal of equip spells that not only buffs their limited offensive capabilities, but search whenever the equipped monster is spun.



First things first though: the deck is probably (on average) too slow, too inconsistent, and too... Equip-happy to be super viable, yet at the same time I cannot really toss this into casual because of its gimmick.  The spam-happy playstyle and tendency to lock the opponent out of spots can actually be pretty ridiculous under the right circumstances and can potentially be used to lock key areas.  Locking the opponent out of the Extra Deck?  Locking them out of field spells?restricting Link Zones?  These cards can help with that.


Anyway, enough preliminary jabbering.  On to the cards themselves!







Thanks for looking!  As always, CnC would be much appreciated!




Yugioh + Fire Emblem [Interest Check]

29 July 2018 - 12:24 AM

Hello, fine peoples!

Just want a quick head count if anyone would be interested in RPing a Fire Emblem-esque RP but in a world of duel monsters where each RPer would also play a duel monster.

I don't have much more than concept for now, but if people are interested, I'll move forward with figuring out plot + implementation and whatnot.

Any help and advice for running a Fire Emblem-like RP would also be greatly appreciated.


Information and FAQs so far

Lair of Zombies [Theory Deck]

15 July 2018 - 05:00 PM

Hello, fine peoples!


I just want to note the title "theory deck".  Basically, it means that this is entirely based around an idea and I haven't even been able to do preliminary testing of it.  Therefore, I don't actually know what might be important and what might be replaceable.  Bear this in mind when suggesting edits (making sure to explain WHY said card might make a good fit over another).


Monsters (24):


3 Shiranui Solitaire

3 Uni-Zombie

3 Mezuki

1 Gozuki

1 Shiranui Spectralsword

1 Shiranui Spiritmaster

1 Nine-Tailed Fox

2 Darkest Diabolos, LotL

3 Ahrima, the Wicked Warden

3 Lilith, Lady of Lament

2 Tour Guide

1 Sangan


Spells (10):


3 Lair of Darkness

2 Pot of Desires

1 Foolish

1 Raigeki

1 Dark Hole

1 Monster Reborn

1 Soul Charge


Traps (6):


1 Shiranui Style Swallow's Slash

1 Eradicator Epidemic Virus

2 Grinning Grave Virus

1 Rise to Full Height

1 Darklight


Extra (15):


3 PSY-Framelord Omega

1 Zombie Sucker

1 Needlefiber

1 T.G. Wonder Magician

9 ...other ED Monsters (Rank 4s?)


Like regular Lair decks, this is supposed to use the stun ability & hand/grave destruction of the Lair coupled with the powerful resource retention and plays of Zombies.  Ideally, you want to be able to get out Omega and Diabolos as early as possible so that you can continually snipe 2+ cards from your opponent, crippling their ability to respond to your plays.


I initially came to this thought when I realized Shiranui Solitaire tributed while playing against my brother's Lair of Darkness deck.  However, I realized that the Lair deck doesn't have Extra Deck dependence, and Zombies don't depend on a field spell.  That was the big picture, but other smaller things made this idea appealing.  For example, Lilith can search Swallow's Slash: a Zombie version of Icarus Attack that also tributes.  Again, this is a theory deck, so I don't have all the plays right now, but I'm sure there are many more interesting combos in the deck, yet I feel it can also be made much better.

Generic Cards [WRITTEN]

15 July 2018 - 11:45 AM

Cyberse Nomad
(Quick Effect): you can Special Summon this card from your hand or GY if you control no monsters in the Main Monster Zone. If this card is Special Summoned: Destroy all other monsters you control (min. 1), then, you can send 1 Set card from the field to the GY. You can only Special Summon "Cyberse Nomad" once per turn.

Reverse Blast Archfiend
If your opponent activates a monster effect and they control no Set Spell/Trap cards: you can Special Summon this card from your hand, and if you do, look at your opponent's hand, then you can destroy a number of cards on the field up to the number of Spell/Trap cards in their hand.

Battle, Standby!
Continuous Spell
Swap the Standby and Battle phases.

Just a few random cards with odd utility.

7 Completed [The State of Equip Spells, Milestone]

11 July 2018 - 11:41 AM

Hello, fine peoples!


Since my rep count just hit jackpot and since I'd never done it before, I wanted to do a milestone card/discussion topic.




Activate this card by choosing ATK or DEF; equip only to a Machine-Type monster. It gains 700 ATK or DEF, depending on the choice.


A simple ATK or DEF boosting equip.  Restrictive, gimmicky, and powercrept out of existence from the moment more powerful generic equips became available.  Perhaps even before then, just by the nature of the game.


Years later, equips are still not viable for doing, you know, what they are supposed to *cough* Isolde *cough*.  Is there any means to make equips viable for... equipping?  Also, a general question: if Konami came up with a plain stat boosting equip today, how much ATK/DEF would it need to give a monster before you (personally) would consider running it?



Also, discuss 7 Completed as well, I suppose (Side discussions on "7", "Nanana", "Jackpot 7" or "RUM - The Seventh One" also allowed).