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Tinkerer Bartholomew Melon
Tinkerer Bartholomew MelonMember Since 02 Aug 2010
Member ID: 258,659
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- Member Title The Aloof One
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Making stuff up.
...But isn't that obvious?
Hello, fine peoples!
15 June 2018 - 07:40 PM
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...
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.
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.
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.
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.
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.
Psyko Beast Forest
"Psyko Beast" monsters you control can target monsters you control for an attack. If a "Psyko Beast" monster declares an attack: you can increase or decrease its ATK by 200. "Psyko Beast" cards cannot be negated.
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.
Psyko Beast Armadillo
Your opponent takes all battle damage from battles involving this card. If this card is Normal or Special Summoned: you can shuffle 4 "Psyko Beast" cards from your GY into your Deck; draw 2 cards. If this card is destroyed by battle: you can Special Summon 1 "Psyko Beast" monster from your Deck in defense position. You can only use each effect of "Psyko Beast Armadillo" once per turn
Psyko Beast Rat
Your opponent takes all battle damage from battles involving this card. If you control no monsters: you can Special Summon this card from your hand. When this card is Special Summoned: inflict 400 damage to your opponent's LP. If this card is destroyed by battle, you can Special Summon up to 2 "Psyko Beast Rat" from your hand or deck.
Psyko Beast Gazelle
Your opponent takes all battle damage from battles involving this card. If you control a "Psyko Beast" monster: you can Special Summon this card from your hand. When this card is Special Summoned: gain 600 LP. If this card is destroyed by battle, you can Special Summon up to 2 "Psyko Beast Gazelle" from your hand or Deck.
Psyko Beast Raccoon
Your opponent takes all battle damage from battles involving this card. This card can always be treated as a non-tuner monster. If this card is destroyed by battle or if it destroys a monster by battle: you can Special Summon 1 level 4 or higher non-tuner "Psyko Beast" monster from your GY.
Psyko Beast Wolf
Your opponent takes all battle damage from battles involving this card. This card gains 400 ATK for each "Psyko Beast Wolf" you control. If this card destroys a monster by battle: you can Special Summon 1 "Psyko Beast Wolf" from your hand, Deck, or GY.
Psyko Beast Leopard
Your opponent takes all battle damage from battles involving this card. When this card is Normal Summoned: you can Special Summon 1 "Psyko Beast" monster from your hand. If this card destroys a monster by battle: you can take 1 "Psyko Beast" Spell/Trap card from your Deck and either add it to your hand or Set it on your side of the field.
Psyko Beast Bear
Your opponent takes all battle damage from battles involving this card. If this card destroys a monster by battle: you can return that monster to the hand instead of sending it to the GY. If a card(s) is returned to your hand by this effect: this card can declare a second attack this turn. "Psyko Beast" monsters cannot be destroyed by card effects.
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.
Psyko Beast Golden Calf
1 Tuner + 1+ non-Tuner EARTH monsters
Your opponent takes all battle damage from battles involving this card. This card cannot be destroyed by battle. Your opponent cannot activate the effects of monsters with more ATK than this card.
Psyko Beast King Dragon
1 EARTH Tuner + 1+ non-Tuner EARTH monsters
Your opponent takes all battle damage from battles involving this card. Once per turn, you can halve this card's ATK and decrease this card's level by 4; add 1 "Psyko Beast" monster from your GY to your hand, and if you do, this card becomes a Tuner. If this card destroys a monster by battle: you can target up to 2 cards (1 Monster and 1 Spell/Trap); destroy those targets.
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.
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).
- Star Destroying Kaiju
- Lightningstrike Kaiju
- Orbital Hydralander
- Mad Flame Kaiju
- Mystery Dust Kaiju
- Sea Turtle Kaiju
- Multidimensional Kaiju
- Sticky String Kaiju
- Fairy Tail - Rella
- Fairy Tail - Snow
- Fairy Tail - Luna
- Armageddon Knight
- Witch of the Black Forest
- Aleister the Invoker
- Summoner Monk
- Fiendish Rhino Warrior
- Tour Guide
- PK Ragged Gloves
- Scarm of the BA
- PK of Ancient Cloak
- PK of Silent Boots
- Eater of Millions
- Instant Fusion
- Galaxy Cyclone
- One Day of Peace
- Pot of Desires
- Dark Hole
- Soul Charge
- Upstart Goblin
- Foolish Burial
- Monster Reborn
- Night Beam
- Kaiju Slumber
- Twi Twi
- Supply Squad
- Legacy of the Duelist
- Wonder Wand
- Magical Meltdown
- Dragon Ravine
- Magical Mid-Breaker Field
- Storming MF
- PK of Mist Claws
- Heavy Storm Duster
- Quaking MF
- OG MF
- Dust Tornado
- Blazing MF
- PK Fog Blade
- Solemn Strike
- Solemn Warning
- Solemn Judgment
- Each Invoked Fusion (Except Elysium)
- Thousand Eyes Restrict
- Borreload Dragon
- Decode Talker
- Knightmare Goblin
- 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.
- 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).
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:
EcclestialSynchro-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).
Anyways, if anyone wants to comment on this monstrosity of an archetype, feel free. Any comments would be much appreciated.
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.
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".
UPDATED Effect doesn't let it protect other copies of itself if you have more than 1.
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.
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.
Remoraid is supposed to reflect itself being a "side mon" next to Mantine, hence the equip effect. Its self-summoning effect is supposed to reflect its speed and ability name (Hustle) as opposed to its effect.
Octillery is more straightforward with it simply being able to negate (bind) things when it destroys stuff by battle. A light effect, but it gets more powerful when used in conjunction with more and more "beam" PokeMoves (negate Pen. scales, field spells, continuous monster effects, etc.). If anyone has any suggestions on how to write it better though, I'm all ears.
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.
UPDATED Effect now lets you use against Spells/Traps
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!