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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Searching...
Offline Last Active 38 minutes ago

Chikorita Line and Solarbeam (PAC)[WRITTEN]

15 June 2018 - 07:40 PM

Hello, fine peoples!

Just a few more additions to the Pokémon Archetype Club. I wanted to do a three stage line and continue the trend of making Johto 'mon, so... yeah.

Thing is, Chiky-poo and its evos aren't really known for much and the best thing I could really find for 'em was their ability to wall. So... yeah, kinda ran with that, and for Chiky in particular I tried to connect it with its type to have a bit of usage outside the overall "Poké" archetype (Sylvans anyone?).

Solarbeam is a simple +1 delayed destruction. Not sure if I should let it target though...

PokéGrass Chikorita
When this card is Normal Summoned: you can excavate the top 3 cards from your Deck; add 1 "Poké" monster from among those cards to your hand, also send the remaining cards to the GY. If this card is Special Summoned: you can target 1 monster your opponent controls; decrease that monster's ATK/DEF by 300, and if you do, increase this card's ATK/DEF by 300.

PokéGrass Bayleef
EARTH *****
You can Special Summon this card from your hand by tributing 1 level 4 or lower "PokéGrass" monster. Once per turn: you can target 1 monster your opponent controls; decrease that monster's ATK/DEF by 400, and if you do, increase this card's ATK/DEF by 400. If this card is Special Summoned using "PokéGrass Chikorita" as tribute, it gains the following effect:
- This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

PokéGrass Meganium
You can Special Summon this card from your hand by tributing 1 level 5 or 6 "PokéGrass" monster. When this card is Special Summoned: halve the ATK/DEF of all monsters your opponent controls. (You can only gain this effect once per turn.) Once per turn (Quick Effect): you can decrease the ATK/DEF of 1 monster by 500, and if you do, gain 500 LP. If this card is Special Summoned using "PokéGrass Bayleef" as tribute, it gains the following effects:
- When you gain LP: increase this card's DEF by the amount of LP you gained. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

PokéMove Solarbeam
Target 1 "PokéGrass" monster you control to activate this card. Target up to 2 cards your opponent controls. During the End Phase: destroy those 2 targets your opponent controls.

Simple stuff, but it actually took a bit trying to figure out what I wanted their gimmick to be. Anyways, CnC would be much appreciated.


Psyko Beast [WRITTEN] (WIP)

15 June 2018 - 06:54 AM

Hello, fine peoples!

I've had this idea for an archetype for a while and I'd ended up writing it down, but I'd never gotten around to posting it. The reason it is currently still a WIP is because I needed to rework the Spell/Trap lineup and I hadn't initially made Synchros at all despite the deck's focus on constantly having tuners and non-tuners on the field at the same time.

Field Spell

I needed to start with the field spell just because the rest of the archetype would be kinda underwhelming otherwise. The card is simple: it lets you attack your own monsters. The ATK boost/drop is relatively negligible but it is permanent and it even lets you modulate your opponent's Psyko Beasts in a mirror match.


With the field spell out of the way, these should make sense. The non-Tuners are predators while the tuners are prey and they get effects that reflect this. Thematically, they link their life with the opponent so that the opponent feels the pain of their death.

Extra Deck

Again, more of an afterthought than the focus. I wanted to make sure these are bosses that could stand to be used despite their restrictions and with the EMZ (even though the monsters could probably put up Links pretty easily). Probably overdid Calf though.

I plan to finish these up when I get to a computer, but any CnC so far would be much appreciated.


Highlander Format Deck

11 June 2018 - 06:15 PM

Eh, thought I'd post my 60-card highlander deck here just because it managed to win 3 duels in a row yesterday against non-highlander decks (4 wins out of 5 duels... somehow).


Monsters (25):

  • Star Destroying Kaiju
  • Lightningstrike Kaiju
  • Orbital Hydralander
  • Mad Flame Kaiju
  • Mystery Dust Kaiju
  • Sea Turtle Kaiju
  • Multidimensional Kaiju
  • Sticky String Kaiju
  • Destrudo
  • Fairy Tail - Rella
  • Fairy Tail - Snow
  • Fairy Tail - Luna
  • Armageddon Knight
  • Witch of the Black Forest
  • Aleister the Invoker
  • Summoner Monk
  • Mathematician
  • Fiendish Rhino Warrior
  • Tour Guide
  • Sangan
  • PK Ragged Gloves
  • Scarm of the BA
  • PK of Ancient Cloak
  • PK of Silent Boots
  • Eater of Millions

Spells (23)

  • Instant Fusion
  • Galaxy Cyclone
  • Raigeki
  • RotA
  • One Day of Peace
  • Pot of Desires
  • Dark Hole
  • Soul Charge
  • Upstart Goblin
  • Terraforming
  • Invocation
  • Foolish Burial
  • Monster Reborn
  • Night Beam
  • Kaiju Slumber
  • MST
  • Twi Twi
  • Supply Squad
  • Legacy of the Duelist
  • Wonder Wand
  • Magical Meltdown
  • Dragon Ravine
  • Magical Mid-Breaker Field

Traps (12)

  • Storming MF
  • PK of Mist Claws
  • Heavy Storm Duster
  • Quaking MF
  • OG MF
  • Dust Tornado
  • Blazing MF
  • Metaverse
  • PK Fog Blade
  • Solemn Strike
  • Solemn Warning
  • Solemn Judgment


Extra (14)

  • Each Invoked Fusion (Except Elysium)
  • Thousand Eyes Restrict
  • Borreload Dragon
  • Saryuja
  • Decode Talker
  • Knightmare Goblin
  • Linkuriboh
  • Knightmare Cerberus
  • Knightmare Phoenix


Though mostly a showcase, I did kinda want to improve it a bit.  Biggest things was maybe editing the extra deck a little and finding replacements for the Destrudo engine (since I was running Ancient Fairy Dragon when I first created it)/removing the Destrudo engine entirely for something else.


Other stuff:

  • Rella feels fairly underwhelming.  Its only use is fetching Wonder Wand for extra draw power.  Considering replacing it with the Prophesy Engine...
  • Magical Mid-Breaker Field is... there.  I don't think I've ever actually used it and it does little but secure some low-power plays.  I'd prefer another field spell to replace it, but none seem generally useful enough for my purposes.  Maybe SPYRAL Resort?


The deck itself has a few go-tos.  It uses the level 3s (both the fiends and the PKs) to put monsters on the field for easy Link plays, and it tries to get to Invoker as quickly as possible for Fusion plays.  Most everything else are either one-of power cards (the Kaijus, Hydralander, Eater of Millions, Raigeki, etc.) or little engines to increase consistency as high as possible (Fairy Tail/Wand, and (formerly) Destrudo > AFD > Magical Meltdown).



Ecclestial Archetype [WRITTEN, AGM]

10 June 2018 - 07:43 PM

Hello... fine... peoples...




So I did this whole thing today and it was long and annoying and each card's text is about as lengthy as a Harry Potter novel and when I tried to post this the first time, I accidentally ported away before the post went through so... yeah.


Anyways, here's the prompt:


Synchro-centric archetype of LIGHT monsters whose members have roles of clerics, priests, priestesses, healers, monks, witch doctors, shamans, sages, etc., and are pretty much a church/ecclesiastical organization. But the catch is that they are all Fiend monsters, and resemble demons. They go to show that not all devils are evil.
Their playstyles are LP gain and single-use protection from destruction in a similar fashion to "Return of the Dragon Lords" and the latest Six Samurais. They generate card advantage and plays when you gain LP, and most of their effects include a small to average LP gain bonus (e.g. an inverse Volcasaurus effect that gives you LP instead of burning the opponent), for them to be are able to trigger themselves. Basically they are Aromages done better, and with better support. Also they benefit from techs that give you LP, namely Ancient Fairy Dragon, Juragedo, etc.


This deck's playstyle is unusual in that it doesn't exactly conform to being much of an aggro, control, or stun deck.  Instead, it's a deck that specializes in breaking opponent's boards through different types of removal and swinging for damage while using their LP gain to soak up damage instead of directly inhibiting the opponent's plays (though they have a small capacity to do the latter).


Main Deck


Anyways, if anyone wants to comment on this monstrosity of an archetype, feel free.  Any comments would be much appreciated.




Shuckle, Remoraid, Octillery, and Signal Beam (PAC)[WRITTEN]

03 June 2018 - 09:57 PM

Hello, fine peoples!
Decided to put up the 'mon I had for the Pokemon Archetype Club.  While the cards don't have any real relation to one another as a whole, the 'mon happen to be some of my favorites so I kinda really wanted to do 'em early.
PokéBug Shuckle
EARTH ****
If this card is Summoned: change it to face-up defense position. This card can attack while in face-up defense position. This card cannot be destroyed by battle. Your opponent cannot target "Poké" monsters you control for attacks or card effects except "PokéBug Shuckle".


PokéWater Remoraid
If all the monsters (if any) on your side of the field and in your GY are WATER (and only WATER), you can Special Summon this card from your hand. Once per turn (Quick Effect): you can target 1 "PokéWater" monster you control; equip this monster from your hand or side of the field to that target. At the start of the Damage Step, if the equipped monster battles a monster, you can destroy this card and that monster.

PokéWater Octillery
WATER *****
You can Special Summon this card from your hand, by tributing 1 level 4 or lower "PokéWater" monster. You can target this card to activate any "PokéMove", "beam" card, ignoring card conditions. If this card, or a "PokéMove" card that is activated by targeting this card destroys an opponent's monster(s) (by battle or card effect): you can target up to 2 face-up cards on the field; negate their effects. If this card is Special Summoned using "PokéWater Remoraid": you can add 1 "PokéMove", "beam" card from your Deck or GY to your hand.

PokéMove Signal Beam
Target 1 "PokéBug" monster you control to activate this card. Target 1 card your opponent controls and roll a six-sided die. If the result is 1-5: send the second target to the GY. If the result is 6, apply the appropriate effect:
- If the second target is a monster, take control of that target.

- If the second target is a Spell/Trap, Set it to your side of the field.


I might have been a little too into the flavor to the detriment of capacity, but I think I hit a good chord for right now.  As always, CnC much appreciated!