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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Not online
Offline Last Active Yesterday, 11:16 PM

Rube Goldberg Machines

12 April 2018 - 12:24 PM

Post 'em!


Are we at a point where this kind of card is reasonable?

09 April 2018 - 04:14 PM

Hello, fine peoples!


This came to me a while ago and... I'm actually not sure about it.  Is it too powerful?  Would never be played?  I think I lean on the side of it being strong over weak, but this was meant to be less a discussion on the card itself but whether or not it would be used and the kind of precedent the game's gotten to if this kind of card is "discussable" to begin with.




Normal Spell

During your next Draw Phase, before you draw, place 1 card from your Deck on top of your Deck.  You can only activate 1 "Soulfetching" per turn.


Side notes


It "searches" every card in the game with the downside being that it literally doesn't do anything to impact the game at the point of activation.  It's like a faster Gold Sarc, but it loses out on 1) the banish utility that Gold Sarc has and 2) the fact that you get both your draw + the card after the two turns.



First Post Seen on All Pages?

09 April 2018 - 11:37 AM

This is kinda more of a suggestion for stuff like Games and compilation topics. Basically, I think it might be a good idea to (upon request) have the original post at the top of each page so that one could easily refer to it without going back to page 1.

It's not the biggest change in the world and I know that MOST topics won't need it, but for those few that do, it seems like it would be really helpful.

Didn't hear much when I'd suggested it last year.  Still think it'd be something useful as a toggle-able option.


Bandit Brotherhood [AGM, WRITTEN]

08 April 2018 - 02:41 PM

Hello, fine peoples!
It's been a bit since I'd actually posted a set so I wanted to make something real quick before jumping back into obscurity.  Decided to run with this prompt:

Bandit Brotherhood is an archetype that steals your opponent's life points. As yours increase, your opponent's decreases. They do this by having normal spells that summon them from your deck and on-summon effects that give you life points. They then have a field spell and a few monsters that inflict damage to your opponent as you gain LP. To keep it interesting, they also have a deck-out strategy by having high rank XYZs that can banish cards from your opponent's deck face-down.

Unfortunately, I grabbed the prompt then was away from my computer all day, forgetting most of it except the highlights (LP stuff + high rank Xyzs), so I'd ended up taking a number of liberties in working with it.
Anyways, on to the cards!


Simple effects that increase LP, inflict damage, or manipulate levels.  Nothing super noteworthy about how the deck's supposed to be played from exclusively this bunch other than Nebuchadnezzar.
Nebby's effect is intentionally not once per turn which, while punishing hand traps and forcing the opponent to think through their plays, also (unfortunately) allows for burn loops.  However, getting it onto the field (outside a Bandit Brotherhood deck) is difficult, making it much less dangerous and thus less prone to FTK burn loops... I think.  Let me know if ya think it's still potentially too dangerous.

Each Bandit Path is supposed to increase consistency and inflict the burn damage while Golden Babylon is your primary way of making plays turn after turn.  If anyone could help trim down Babylon's text though, that would be great (I'd be willing to ditch the protection effect, but I'd need to then make another card to help recycle the Spells).  Unfortunately while "blah x X00" is fairly common, "blah divided by X00" is one that I don't believe has a precedent.
Extra Deck

The actual main win conditions of the deck.  Whether you're using them to burn excessively, beat face with high stats, or banishing the entirity of your opponent's deck, these each focus on taking down your opponent.  They also have stun effects which lets you interrupt your opponent in case you cannot build up a winning combination early enough.

A couple side notes

I think this was really fun to design, but I think I fell back into some of my older card making habits like trying to make the archetype do everything and using awkward text which makes card text extremely long.  On the plus side, I kinda hit my goal in what I'd wanted to make with this archetype (namely, having an archetype with very loose OPTs while still constraining you to run the archetype pretty much pure).
As always, CnC much appreciated!  Cheers!


29 March 2018 - 06:06 PM

So my roommate's been up to all hours playing the game and eventually got me to play it.  I'm... pretty awful at shooters though.


Any advice for a dude who can't hit the broad side of a barn?


Also general discussion I guess.