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Tinkerer

Tinkerer

Member Since 02 Aug 2010
Member ID: 258,659
Currently Viewing Topic: [DP22] The Other 4 Themes Reveal...
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#7137432 [Written] Magical Warrior Marcus

Posted by Tinkerer on 17 May 2019 - 11:02 PM

To be honest, this is the type of consistency card Dark Magician needs.  A low level monster that can both grab Dark Magician and enable one of the Deck's combo pieces.  Personally, I just like the fact it screws over Ash Blossom because she can't stop both effects.




#7137431 Xeno Archetype [WRITTEN, WIP]

Posted by Tinkerer on 17 May 2019 - 10:52 PM

The fact that this archetype synergizes well with itself but could also synergize pretty well with others is pretty crazy. Gotta say I love Vehicroid, best generic boss in the game. Overall, damn good job there. :3

 

Thank you!  Being on here and really interacting with the game again has given me a ton of practice :D

 

Unfortunately, I've got a lot of work I need to catch up on over the next week, so I probably won't be updating this with more stuff until maybe next weekend.




#7137413 [CP19] Last three cards

Posted by Tinkerer on 17 May 2019 - 12:42 AM

Water of Life is very interesting, but I'm thinking it'd be mainly used in a deck that's basically the opposite of monster mash.  If there comes a deck with only a single monster enabler, it could be good.  You know... like Mystic Mine burn.  Or Junk Collector/Life Equalizer OTK.

 

...On second thought, I don't like Water of Life anymore.




#7137395 Xeno Archetype [WRITTEN, WIP]

Posted by Tinkerer on 16 May 2019 - 01:03 AM

Hello, fine peoples!

 

This is the archetype that came to me over the weekend.  The archetype is themed as an "other" dimensional set of monsters.  This "Xeno dimension" has certain aspects that follow yugioh design conventions, but in other ways, they are specifically designed to be "off" in some way (for example, the names are often very un-yugioh-like).  Specific design choices are in a spoiler after the set if you're interested.

 

Anyways, the deck is designed to have trigger effects that work while the monster is banished (signifying the Xeno monsters doing stuff in their home dimension).  The cost is flipping them from face-up banishment to face-down banishment.  Other than that, the cards are meant to actually be largely generic (only 2 of the monsters actually specifically work with the archetype and one is a pendulum), so without further ado, let's get to the cards!

 

Spells

 

Monsters

 

Extra Deck

 

Yes, I plan to make at least 1 Xeno for each monster type.

 

Design notes

 

Thanks for the look through!  As always, CnC much appreciated!

 

Cheers!




#7137332 World Wrestlers ( Punch Out! )

Posted by Tinkerer on 14 May 2019 - 05:35 PM

Mm... I'll be honest.  I find it extremely difficult to gather my thoughts together about this archetype.  I think it's because it's pulling together a lot of different pieces (level 3s, level 6s, Fusions and Links) that are somewhat contained but, at the same time, it's a combo-intensive strategy.

 

The archetype's design is a combo-based strategy whose purpose is to OTK, or at least put out big damage.  At least... I think it is?  The thing is, there are a lot of cards and design aspects that act extremely defensive: from the fusion monsters' on-destruction effects, to the equip spell, to the trap.

 

Ok, I think I'm starting to confuse myself again.  Lemme just cut to the core:

- The Fusion's destruction revival effect - I don't like it.  In practice, this would likely be taken as an extreme version of Thunder Dragons' protection effect, so I guess there is precedent in the tcg.  However, it is still an extremely dangerous effect, especially since there is literally no way to get around it.  One can keep attempting to destroy the Thunder Dragons until they are finally removed, but one can't get around this effect that easily.  It needs to be toned down.

- The Links - The Links each enable a huge amount that really isn't fair.  It's hard to explain it straight out, but I can give a combo example:

Combo

 

...that's a ONE card combo for 7000+ damage (if you take into account the burn) + a full field nuke.  You could even replace Bald Bull in the combo with Super Macho Man and get ridiculous card draws and still do probably over 7000 damage.  And the thing is... you can do completely different plays before going into this to draw out opponent negation.

 

I think that's what makes this difficult: it's really hard for me to look at some of the interesting little parts of the archetype because the crazier aspects are just so ridiculously effective.  This might need a reworking from the ground up.  Or, at least the extra deck portion.  Sorry.




#7137280 Xenoan Tesseractium [WRITTEN]

Posted by Tinkerer on 12 May 2019 - 11:47 PM

Hello, fine peoples!

So this is actually a card from an archetype I'm still building. The idea of the archetype is that the monsters have trigger effects while banished. They flip themselves and other banished cards face-down as cost (with the stronger effects needing many more cards to flip face-down). All that said, the cards are meant to be splashable and this card is no exception. That said, I'm wondering if the generic aspects of this card are too strong, which is why I'm posting it. :P

Expect to probably see the rest of the archetype (or at least some of it) posted by Tuesday. Anyways, onto the card!

Xenoan Tesseractium
Field Spell
If a face-up banished card(s) is flipped face-down, you can banish the top card from your Deck. You can only use this effect of "Xenoan Tesseractium" thrice per turn. This card gains the following effects based on the number of your face-down banished cards:
0: Your opponent cannot target cards you control with monster effects. Banish the top 5 cards from your Deck during the End Phase.
3+: Monsters you control gain 300 ATK/DEF.
7+: If a monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
11+: The effects of your banished monsters and monsters you control cannot be negated.


The big question for me is the 0 effect. Blanket targeting protection is really strong, but I think it balances out because you cannot use either of the most generic draw spells in the game, and the self banish is mandatory and hits during both players' End Phases. All that said, I'd like a second opinion on this.

As always, CnC much appreciated!

Cheers!


#7137235 [19PR] Flying Carp

Posted by Tinkerer on 10 May 2019 - 10:37 PM

1aa720c13eb87d121b33caf5e1c26b63f4739095

Coelacanth i n t e n s i f i e s

Still not easy but at least now there's a way to use this to do it that doesn't rely on your opponent.


#7137182 The Tenth Title [ IC / Accepting ]

Posted by Tinkerer on 08 May 2019 - 02:53 PM

Rodyn looked at the pair.  He wasn't one of those barkeeps with the best memories of people's faces, but he was fairly certain he'd remember an unusual pair like this one.  He grunted as he raised himself from his leaning position and scooped up the coins, pocketing them as he turned and grabbed a bottle from the upper shelf.  Filling up a tankard until the foam raised an inch off the brim, Rodyn slapped the drink down in front of the hefty man and leaned on the counter.  There wasn't much else to do anyway.

 

"You don't often see people orderin' a drink this early." He said.  Scratching his beard, he grinned.  An old white scar became more prominent on his face.  "You two together?"

 

 

 

As the barkeep chatted with the two strangers, another hooded figure watched the duo with interest.  The figure's eyes glowed purple and they smiled.  A brown aura and a green aura.  How... interesting.  The figure went back to his burnt flatbread and eggs.  Hopefully those two would stay for a bit...




#7137161 DNA Viral Wave [WRITTEN]

Posted by Tinkerer on 07 May 2019 - 02:22 PM

DNA Viral Wave

Continuous Trap

If you control no cards, you can activate this card from your hand.  Activate this card by declaring 1 Monster Type or Attribute.  All monsters in both player's Decks become that type or Attribute.

 

 

This card is actually surprisingly versatile.  Can you peeps think of any uses for this?

 




#7137029 Archimedes Archetype [WRITTEN] (8/8)

Posted by Tinkerer on 30 April 2019 - 04:03 PM

Hello, fine peoples!

 

This is an archetype running through the mechanic I'd made a topic on last night.  Basically, it uses tokens that work in the Spell/Trap zone as continuous Spells/Traps with their own effects.

 

I kinda wanted to start off relatively tame, but I hope to make more interesting Spell/Trap Tokens later on.

 

Monsters

 

Spells/Traps


Link

 

So that's that.  I focused more on the unique mechanic, so I'm not sure how powerful it would be in practicality.  As always, CnC much appreciated!

 

Cheers!




#7137015 Token in the Spell/Trap Zone? [WRITTEN]

Posted by Tinkerer on 30 April 2019 - 03:02 AM

Synthetic Spellstone Constructor
LIGHT **
Spellcaster/Effect
If this card is sent from the field to the GY: Activate 1 "Spellstone Token" in your Spell/Trap Zone as a Continuous Spell with the following effect:
- If a Spell Card is activated: Place 1 Spell Counter on this card (max. 3).
You can only use this effect of "Synthetic Spellstone Constructor" once per turn.
500/900


Too tired to explain. Title pretty much tells it all. I have ideas for this, but this is the only card written.


#7136991 [Written] Armed Dragon

Posted by Tinkerer on 29 April 2019 - 12:13 AM

I would choose either destroy by battle or card effect, not both, especially since you can ignore the summoning conditions of the next monster your going to summon. Depending on the archetype monsters you have in the deck it could lead to a game ending monster instantly.

 

Under normal circumstances, that could be true.  However, I assume this card is made in reference to "Silent Swordsman" and "Silent Magician", both of which have the same effect.

 

 

Anyways, as for the card, the most dangerous thing this tutors is Dark Armed Dragon, but since this card itself is WIND, you'd have to build your deck in a very weird way to get maximum benefit from DAD, so I think this card is fine in today's game as a whole.  In terms of the text, the only thing I see that needs fixing is the quick effect.  You just need to put the target part before the semicolon.




#7136946 Wraith Archetype - Ritual + Flip monsters [WRITTEN]

Posted by Tinkerer on 26 April 2019 - 12:03 PM

Hello, fine peoples!

 

I thought of this in bits and pieces over the past couple days.  Originally, I wanted to design a Ritual deck without any Ritual Spells, but then it kinda morphed into this madness.  Each monster has a lot of text, however, all of them have the same first effect (which lets them ritual summon each other face-down).  You can just read the flip effect and the "if this card is tributed" effects.

 

The cards themselves have quite a bit of flavor behind them, but without further ado I present the Wraiths!

 

Monsters

 

Spells/Traps

 

 

 

Flavor Stuff

 

Other Design Stuff

 

Thanks for the look-through!  As always, CnC much appreciated.

 

Cheers!

 




#7136901 Popping my head out of the grave

Posted by Tinkerer on 23 April 2019 - 11:25 PM

Hey man!  It's been a while!




#7136887 Ali Baba Thieves Archetype

Posted by Tinkerer on 23 April 2019 - 02:37 PM

I'll be honest, going into this, I was scared that there were gonna be 40 archetypal cards XD

You said you were going to expand on this. From what I see right now, the archetype looks solid. You've got four core playmaker monsters, a field spell that lets you hold onto advantage, and a trap that really runs with the thief aspect.

As it is, until you write up the deck's main wincon, I don't really have too much to add other than maybe a PSCT fix here and there. I really like the gimmick and it really lends itself to, uh... "certain expectations" in card design. Really looking forward to seeing some more.

Text fixes