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Tinkerer

Tinkerer

Member Since 02 Aug 2010
Member ID: 258,659
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Offline Last Active Yesterday, 01:39 AM
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#7133576 Guess the Yugioh Card

Posted by Tinkerer on 27 December 2018 - 11:23 PM

5. Half or Nothing?
6. Red-Eyes Wyvern?
8. Worm Call?


#7133496 The Fake Type Knights-Guild

Posted by Tinkerer on 27 December 2018 - 12:05 AM

FTK Phantom - Pet Trunade
WIND 3*
Aero/Tuner/Effect
You can Special Summon this card from your hand to an empty Main Monster Zone on your side of the field in the same column as 1 of your Spell/Trap cards. If Summoned by this effect, return all Spell/Trap cards in this card's column to its owner's hand. If a face-up card was returned to the hand by this effect, neither player can activate cards with the same name as the returned card(s) for the rest of the turn.
800/1000

("Aero" type would be an elemental type equivalent to Rock for EARTH, Pyro for FIRE or Aqua for WATER)


#7133195 [DANE] Psychic Reflector

Posted by Tinkerer on 24 December 2018 - 01:01 PM

Welp. This is the best thing they coulda asked for, huh?

Level 1 for 141 support.
Psychic for E-Tele support.
DARK for whatever support that gives it.
Works on Normal or Special Summon.
Can use both effects in one turn.
Can search Assault Beast so it CAN USE both effects the turn it's summoned.
No restrictions on what it can be used for, and it can Sync into any generic Synchro up to Level 9.

...that last point might end up being the deal breaker for it though. It is (somehow) too generic, even if it does require running specific things to work.


#7133180 Cynetspace [WRITTEN]

Posted by Tinkerer on 24 December 2018 - 12:27 PM

Cynetspace
Field Spell
All monsters on the field become Cyberse. Cyberse monsters gain 100 ATK for each Link monster on their controller's field. While this card is in the GY, you can tribute 1 linked Cyberse monster OR 1 Cyberse monster in the Extra Monster Zone; add this card from your GY to your hand. You can only use this effect of "Cynetspace" once per turn.


This may not do too much on its own, but it can enable a LOT while also acting as a highly searchable (if low powered) floodgate to decks that focus on a specific type. Second effect didn't matter a ton and I'm willing to to change it to be stronger/weaker as necessary. Third effect because any deck that uses this card would very likely build the deck around it, so having a means of pseudo-searching/recovering it is critical.


#7133167 [AGM Gift] WAR! What is it good for? Absolutely nothing

Posted by Tinkerer on 24 December 2018 - 11:34 AM

Hello, fine Nyx!

Been a while since we've joined YCM, hasn't it? You've become a real fixture here and it's great to see how much of a presence you hold. I hope that you keep doing you and I wish ya all the best as we move forward into a new year. Cheers!


The gift archetype is written for now (prolly won't have access to a computer for about a week), but I plan to edit it as actual cards with pictures when I get back home. In the meantime, I hope ya like it!

Monsters



Backrow



Synchros



#7132922 Guess the Yugioh Card

Posted by Tinkerer on 22 December 2018 - 11:51 PM

Guesses:

2. Phantasm Spiral Dragon
3. Neo Aqua Madoor (unsure between this and regular Aqua Madoor tbh)
4. Gate Guardian


#7132294 Tempo Tempo Tempo! [WRITTEN] (6/6)

Posted by Tinkerer on 18 December 2018 - 11:00 AM

Here we've got Sir Bumps-a-lot

He's really quite a charmer

A comment slump

So watch him bump

All night in shining armor




#7132244 Fusion Catalyst

Posted by Tinkerer on 17 December 2018 - 10:36 PM

Wait, maybe I'm misunderstanding, but you put that the monster has to have a minimum of 5 mats.  How do you summon Exterio off this card when it only has 2 mats?

 

In any case, it can lead to some possibly game-winning stuff if it resolves, but is ultimately an unsearchable card that doesn't actually do anything unless you have a fusion spell in-hand.  It is a bit like an instant Future Fusion, but it trades the turn delay for needing an extra card to work and is way more limited in what it can summon.  I'm not too sure how I feel about this if I'm honest..




#7132182 [DBIC] The “Cursed Eye” Theme Revealed

Posted by Tinkerer on 17 December 2018 - 10:05 AM

This is a solid start. I guess my only real concern based on the cards so far is that it could become overly Normal Summon reliant like the Magical Musketeers, but it's too early to say one way or another.


#7132162 Make a Synchro Monster Game (v. 2.0)

Posted by Tinkerer on 17 December 2018 - 03:36 AM

Overking Archfiend
DARK 6*
Fiend/Synchro/Effect
1 Tuner + 1+ Fiend non-Tuner monsters
When this card is Special Summoned: You can add 1 "Terrorking Archfiend" from your Deck to your hand. If you control "Pandemonium", you can Special Summon it instead. Once per turn: You can pay 800 LP and target 1 Fiend monster you control; destroy that target, and if you do, roll 1 six-sided die and apply the appropriate result:
- Even: Send 1 face-up card your opponent controls to the GY.
- Odd: Special Summon 1 "Archfiend" monster from your GY whose Level/Rank is greater than the destroyed monster's.
2400/1900


A "Stardust" monster that tributes itself.


#7131825 [19PP] Three of the New Links

Posted by Tinkerer on 14 December 2018 - 11:17 AM

Im pretty sure we had a topic on Flame Swordsman a few days ago.

Here I am waiting for Ojamas to get another main deck effect monster so they can use Obedience Schooled effectively. I'm guessing they tied Emperor to Ojama Country because if they left it generic, it'd just be used with Chicken Game?

The Superheavy is REALLY good. Superheavies have a number of means of getting stuff to the field w/o their NS and a big problem with 'em is simply having stuff stuck in their hand. This gives them that needed extension while also being the easiest way to trigger Soulpiercer. At this point, I think the deck's got enough opening plays + this to finally be competent (not meta, but workable).


#7131184 Tempo Tempo Tempo! [WRITTEN] (6/6)

Posted by Tinkerer on 09 December 2018 - 01:14 AM

Hello, fine peoples!

 

Mm.  Guess the music theme hasn't worn through me yet.  I think it's what I get for having music playing for probably 80% of my waking hours recently.

 

I decided to make a random set, and when I say random that's exactly what I mean.  I... barely had a plan for this when I started making them, but I fell in love with the theme as I moved forward.  Here are the notes I jotted to ground myself:

 

 

A Level 1 Tuner that can treat itself as a non-Tuner.  The Synchro requires 2 copies of itself.

 
Idea is to Synchro climb by continually using it over and over.

 

Basic prompt.  Prolly doesn't make sense since my shorthand is garbage, but the result ended up being Cardian levels of ridiculous (i.e. ridiculous in the best way).  Hope ya enjoy 'em!

 

Cards

 

I really love how these turned out.  They're silly and gimmicky and probably not feasible to play by actually laddering but dangit if it isn't silly to see a Level 1 do-nothing tuner become ridiculous.

 

This set could definitely do with play starters and whatnot, but I'll leave them as-is for now.

 

As always, CnC would be much appreciated!

 

Cheers!




#7130891 Fishspam (Needs refining)

Posted by Tinkerer on 06 December 2018 - 02:20 PM

I'm not sure how to make Turtle or Bahastos work or what numbers I'd need them in.
Is the idea with Sekka's Light to discard it then use its GY effect?


I think the idea there is 37 monsters, 3 Sekka's Light. Since you'd have so many WATER monsters, you'd be able to use the Fishborg stuff effectively. Bahastos and Turtle would act as removal options.

It'd be a deck that is fast-paced and aggressive, with lots of combo and board-breaking potential. However, it would be a fundamentally different deck than your current build.


#7130882 [Written] Yokubo, Glorious Patriarch of Excess

Posted by Tinkerer on 06 December 2018 - 11:41 AM

This is honestly pretty interesting, but I think Darj summed it up pretty well.  It actually is too good.

 

On the whole, this could be considered another form of hand destruction which is something that the game has largely kept away from until recently *cough*Gumblar*cough*. If you use this turn 1, you could deal with all your opponent's monsters before they have a chance to do anything with them and this can easily act as a measure against handtraps since it forces 'em to be played.

 

At the same time, toning down the forced summon effect would make this card near useless.  Maybe you could change the last effect to allow it to give your opponent some kind of drawing benefit (instead of LP) if it is sent to the GY or something?  I dunno.

 

...wait, 3300 ATK?  That's way too much.  Even if everything else stayed the same, how would anyone destroy it by battle?  At least take it down to 2300 and/or allow its benefit to work regardless of how it is sent to the GY.




#7130831 Caroler Archetype [WRITTEN]

Posted by Tinkerer on 05 December 2018 - 06:58 PM

Hello, fine peoples!

 

A bit early for the theme, but I'm in the mood now dammit!

 

Anyways, this is pretty much a combination of an old idea I'd had trying to make Zone placement matter combined with Melodious' old playstyle (if it had stuck to its roots and built on its whole "Special Summoning for monsters that are hard to get rid of").  WATER Attribute because winter/snow/ice, and a fairy type because angelic voices I guess.

 

It is a larger set (over 15 cards), but I tried to keep the effects short-ish.  The Zone stuff probably bumped up effect length needlessly, but...

 

Well, anyway, enough backdrop.  Let's get into the cards!

 

Monsters


Spells

 

 

Traps

 

 

I got a bit burned out by the time I got to Spells/Traps.  I wanted to make at least 1 more powerful removal card and maybe a Link or two, but, on the whole, the archetype feels pretty complete.

 

I'm actually considering tossing these up and trying 'em out on DB, so any wording/balance help would be much appreciated!