Jump to content

Welcome to Yugioh Card Maker Forum
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account

zepheris

zepheris

Member Since 16 May 2012
Member ID: 585,817
Currently Not online
Offline Last Active May 20 2018 02:19 PM
-----

Baron of the Ballroom Archetype

10 May 2018 - 10:22 AM

The deck is all about card advantage and trap cards. The monsters have effects that make other monsters If summoned, and effects that gather traps If sent to the grave. The traps themselves are column based, and the field spell moves the columns of backrow (As a cost, allowing for some complicated mid-chain usage), while simultaneously punishing your opponent simply for starting chains.

 

Red Baron of the Ballroom

Level 4

1000/1000

If this card is summoned, you can add 1 "Baron of the Ballroom" card from your deck to your hand. If this card is sent from the field to the graveyard, you can set a "Ballroom" spell or trap card from your deck to your side of the field. You can only activate each of this card's effects once per turn. You cannot summon monsters, except "Baron of the Ballroom" monsters.

 

Green Baron of the Ballroom

Level 4

1000/1000

If this card is summoned, you can special summon 1 "Baron of the Ballroom" card from your hand. If this card is sent from the field to the graveyard, you can set a "Ballroom" spell or trap card from your deck to your side of the field. You can only activate each of this card's effects once per turn. You cannot summon monsters, except "Baron of the Ballroom" monsters.

 

Blue Baron of the Ballroom

Level 4

1000/1000

If this card is summoned, you can special summon 1 "Baron of the Ballroom" card from your graveyard. If this card is sent from the field to the graveyard, you can set a "Ballroom" spell or trap card from your deck to your side of the field. You can only activate each of this card's effects once per turn. You cannot summon monsters, except "Baron of the Ballroom" monsters.

 

Yellow Baron of the Ballroom

Level 4

1000/1000

If this card is summoned, you can shuffle 3 "Baron of the Ballroom" cards from your graveyard into your deck, then draw 1 card. If this card is sent from the field to the graveyard, you can set a "Ballroom" spell or trap card from your deck to your side of the field. You can only activate each of this card's effects once per turn. You cannot summon monsters, except "Baron of the Ballroom" monsters.

 

Black Baron of the Ballroom

Link 3 (Left, right, down)

3 "Ballroom" monsters

2000

If a card in the same column as this card moved to a different zone, you can draw 1 card. If this card leaves the field, you can set a "Ballroom" spell or trap card from your deck to your side of the field. You can only activate each of this card's effects once per turn. You cannot summon monsters, except "Baron of the Ballroom" monsters. This card cannot be used as link material.

 

Spells:

 

Ballroom of the Barons

field spell

Once per chain, during your opponent's turn, You can move 1 spell or trap card on the field to an adjacent unoccupied spell or trap card zone; Gain 300 lifepoints. Set spell and trap cards you control are unaffected by the effects of cards in the same column. You can only move each spell or trap card on the field once per turn using this effect. Once per turn, during either player's standby phase, you can rearrange all set spell or trap cards you control.

 

Blue Venom in the Ballroom

Quickplay
Target 1 "Ballroom" monster you control; Destroy it, then draw 1 card, and if you do, you can destroy 1 other card in the same column as this card. You can shuffle this card from your graveyard into your deck; Set 1 of your banished "Ballroom" cards to your side of the field, but shuffle it into your deck when it leaves the field.

 

Traps:

 

Red Wine in the Ballroom

If a "Baron of the Ballroom" monster is face up on the field, destroy all cards in the same column as this card. You can shuffle this card from your graveyard into your deck; set one "Green Cidar in the Ballroom" from your graveyard onto your side of the field, but shuffle it into the deck If it leaves the field.

 

Green Cidar in the Ballroom

If a "Baron of the Ballroom" monster is face up on the field, negate the effects of all spell and trap cards in the same column as this card. You can shuffle this card from your graveyard into your deck; set one "Yellow Mead in the Ballroom" from your graveyard onto your side of the field, but shuffle it into the deck If it leaves the field.

 

Yellow Mead in the Ballroom

If a "Baron of the Ballroom" monster is face up on the field, negate the effects of all monster cards in the same column as this card. You can shuffle this card from your graveyard into your deck; set one "Red Wine in the Ballroom" from your graveyard onto your side of the field, but shuffle it into the deck If it leaves the field.


Cellulite archetype

16 April 2018 - 11:31 AM

This is similar to a cross between atlanteans and dark worlds. This is pretty much the central core of the cards, but I think some more filler cards need to be introduced to make this a proper deck.

 

Earth/Plant

 

Cellulite Accelerator

Level 4

Once per turn, during either player's turn. you can discard 1 "Cellulite" monster; draw a card. If this card is sent to the graveyard to activate the effect of a "Cellulite" monster: draw a card. You can only use each effect of "Cellulite Accelerator" once per turn.

1800/1200

 

Cellulite Summoner

Level 4

Once per turn, during either player's turn. you can discard 1 "Cellulite" monster; Special summon a "Cellulite" monster from your hand. If this card is sent to the graveyard to activate the effect of a "Cellulite" monster: Special summon a "Cellulite" monster from your hand You can only use each effect of "Cellulite Accelerator" once per turn.

1800/1200

 

Cellulite Eradicator

Level 4

Once per turn, during either player's turn. you can discard 1 "Cellulite" monster; destroy 1 card on the field. If this card is sent to the graveyard to activate the effect of a "Cellulite" monster: destroy 1 card on the field. You can only use each effect of "Cellulite Eradicator" once per turn.

1800/1200

 

Cellulite Exchanger

Level 4

Once per turn, during either player's turn. you can discard 1 "Cellulite" monster; Add 1 "Cellulite" monster with a different name from your graveyard to your hand. If this card is sent to the graveyard to activate the effect of a "Cellulite" monster:  Add 1 "Cellulite" monster with a different name from your graveyard to your hand. You can only use each effect of "Cellulite Exchanger" once per turn.

1800/1200
 
Cellulite
Level 1
 If this card is sent to the graveyard to activate the effect of a "Cellulite" monster:  Add 1 "Cellulite" from your deck to your hand. You can only use this effect of "Cellulite" once per turn.
0/0
 
Cellular Abomination Prototype
Level 8
You can discard 1 "Cellul" monster; special summon this card from the graveyard. Once per turn, during either player's turn, you can shuffle 3 "Cellul" monsters with different names from your graveyard into your deck to negate the effects of all cards in the same chain.
3000/2000
 
Cellular Abomination
Level 10
You can send 1 "Cellul" card from your deck to the graveyard; Special summon this card from the hand. Other "Cellul" cards cannot be targeted or destroyed by card effects, also, their effects cannot be negated.
2000/3000

Quick attack

09 April 2018 - 11:03 AM

Quick play spell

Target a monster on each side of the field; Immediately after this effect resolves, your targeted monster attacks the other targeted monster. 


Can we powercreep raigeki break yet?

07 April 2018 - 10:44 AM

Raigeki Strike

Trap

Destroy 1 card on the field.

 

Is it possible for a card like this to be released?

What if it was a quick-play spell?

Would the quick play be broken? Remember, MST was, until very recently, an amazing staple card. Would you be fine with an MST that hits monsters?

 

Now, I don't give a rat's arsehole whether it affects the meta or whether people would top with it or even play it, for that matter. Do not comment that down below. I am asking whether, and you're reading this right, I'm asking if a quick-play spell raigeki break would be broken. Well, not broken exactly, but... You get the point. Whether it'd be too good to be released.

 

Mystical Space Lightning

quick-play

Destroy 1 card on the field.

 

Now, advantages:

1) Doesn't target

2) The choice happens at resolution, thus the opponent can't chain set cards to it, unless he chains all of them.

3) Hits monsters and offers quick and easy disruption or removal, and is a simple one for one.

4) Straight upgrade over ghost ogre, outside of not being a hand trap, although that's kinda a big thing.

5) Dodges removal, easy to chain to nearly anything.

6) Almost always live. Going first, it's disruption. Going second, helps break boards.

 

On a side note, has anyone noticed what a ridiculous name MST has? None of the three words really relate to each other at all, and they're all chuuni. It's like they mashed 3 cool-sounding words together then went "There, done."


C.S. Archetype

27 March 2018 - 03:16 AM

I'm going to preface this by saying that I generally have a pretty good idea of what makes cards good, and what good cards are. On the other hand, I have no idea whether this deck is a crazy bonkers broken piece of sheet that throws card advantage out the window, or a completely terrible piece of crap that auto-scoops to a stray beelze or stardust dragon. 

 

Well, no matter how strong it is, at least I can take comfort in the fact that, at the very least, it's terribly designed.

 

Thematically, not conceptually, this deck is somewhat inspired off psy-frames, where a uselessmain monster is given powers by smaller sub-monsters, and I've made them psychics to reflect this.

 

All level 1. The levels basically don't matter in the deck, and I like level 1's.

 

C.S. Mechanoid

Psychic/Light

0/0

This card cannot be normal summoned or set. This card can only be special summoned by the effect of a C.S. Drive monster, and cannot be special summoned by other ways. This card gains attack equal to the number of drive counters on it * 500. If a drive counter is placed on this card: Send 1 “C.S. Drive” monster from your deck to your graveyard. Monsters cannot be summoned to your side of the field.

 

This is the reason for the divide I mentioned. On one hand, he essentially replenishes the graveyard with new drives every time one is banished, while on the other, he has terrible stats, no protection, and prevents you from summoning anything. At least he can't be kaiju'd.

 

C.S. Drive: Ember

Psychic/Fire

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster cannot be targeted or destroyed, except by “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, destroy 1 card on the field. You can only use each effect of “C.S. Drive: Ember” once per turn.

 

C.S. Drive: Breeze

Psychic/Wind

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by the effects of spell cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all spell cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Breeze” once per turn.

 

C.S. Drive: Droplet

Psychic/Water

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by trap cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all trap cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Droplet” once per turn.

 

C.S. Drive: Flower

Psychic/Earth

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by monster cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all monster cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

C.S. Drive: Moonlight

Psychic/Dark

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. While the equipped monster is on the field, cards cannot be banished, except by the effects of “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, banish up to 3 cards in either player’s graveyard. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

C.S. Drive: Sunrays

Psychic/Light

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. While the equipped monster is on the field, cards cannot be shuffled into the deck, except by the effects of “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, shuffle 3 banished C.S. cards into your deck and draw 1 card. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

Now for the drives. There's six of them, and each has 3 effects. The first one is common among all six, discarding themselves to summon a mechanoid on an empty field. The second one is an effect equipping themselves from the hand and providing protection/floodgate effects to mechanoid. However, the true meat of their effects are the quickplay banish effects. Each of them places a counter, so banishing one means mechanoid can just mill another to replace it, leading to somewhat crazy advantage and disruption. One that negates spells, one traps, and one monsters. Ember is a raigeki break, moonlight is a dancing needle, and sunrays is a pot of acquisitiveness. 

 

C.S. Maintenance port

Field

When this card is activated, you can add 1 “C.S. Drive” card from your deck to your hand. Once per turn, during either player’s turn, you can place 1 drive counter on 1 “C.S. Mechanoid” you control. You can banish this card from the graveyard; special summon 1 “C.S. Mechanoid” from your graveyard. You can only activate each effect of "C.S. Maintenance port" once per turn.

 

I don't even need to explain this. It's a searcher, helps you get a greater variety of drives in the graveyard, and is the only way the deck can recover mechanoids from the grave.

 

Some other recommended cards include kaiser Colosseum (But it's banned), psy-frame overload, psychic path, and maybe extra copies of pot of acquisitiveness, along with solemns and such. I have no idea how good it is. I seriously have no clue. Just think of it as bujins on steroids, I guess.

 

Well, no matter how strong it is, at least I can take comfort in the fact that, at the very least, it's terribly designed.