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MewMew3

MewMew3

Member Since 26 Sep 2012
Member ID: 631,474
Currently Not online
Offline Last Active Apr 17 2018 06:22 AM
*****

Some Thoughts About the Meta

14 April 2018 - 04:32 PM

You hear people complain how Yugioh is broken, and it could be fixed if only they balanced out the game by banning some cards, making new ones, and so on.

 

I think the game is broken to the core because, unlike Pokemon and Magic, it has no floodgates to control the game. The game wasn't bad when it first came out but now it's cancer. Playing with most decks these days means spending 30 minutes on your Main Phase setting up a field, with battling your opponent as an afterthought, so much it is somewhat like playing solitaire. 

 

I don't suggest adding anything like Energy or Mana cards to the game; they're hideous and clog up a deck. I have other thoughts, only musings, which will probably never be put into practice, but I'm not expecting that anyway. Just a few thoughts on a boring Saturday.

 

Manga Rules

The Yugioh card game in the manga seems to have a pretty answer. You could only Normal Summon 1 monster per turn, set/activate 1 Spell per turn, and set/activate 1 Trap per turn.

 

All manga Spells work like our Quick Play Spells (you can activate them on your opponent's turn but can't activate them after you set them). The catch is most Spells can't directly protect you or your opponent's monsters from your opponent, so you have to use Spells in a more roundabout way for defense. Traps, however, make solid guards.

 

Manga Yugioh has a kind of poker element to it. You can Set 2 cards facedown but 1 will be a Spell and 1 will be a Trap and your opponent has to use that implied knowledge to work around your tactics. If you play 1 Spell, you can only set 1 card, a Trap, which could be an obvious ambush or a bluff. Again, your opponent will have to think through their options.

 

Forbidden Memories / Duelists of the Roses Rules

You can play only 1 card from your hand per turn. You can, however, combine cards in move as a combo, or toss away cards from your hand, and then you can draw more cards until you have 5 cards in your hand again. The rule would work way better if we played the game on a DoR board, as your Life Points won't be so bare. Either way, it makes Yugioh a little more like chess, forcing you to think more deeply, which is nice.

 

Deck Cost

Hosts could hold tournaments where players could not make a deck exceeding a set deck cost. A 700 deck cost limit would really force players to pick and choose among stables like Pot of Greed and Raigeki, while something a 2000 deck cost limit means everything goes. Tournaments with deck costs would most likely be held online since the computer could easily calculate your deck cost for you.

 

Anime Meta

I always found anime duels to be more interesting than real life duels, especially in Duel Monsters, probably because anime characters didn't abuse cards like Raigeki or Yata. Yugi and pals did seem to play under a kind of meta, which is hard to tease out, but I'll try. Anime meta was sort of like this:

 

-Cards that directly destroyed your opponent's cards (like Fissure, Heavy Storm etc.) were limited to 1, while very cheap cards like Dark Hole and Raigeki were banned outright. The anime put the emphasis on battle, not giant Main Phases. 

 

-Many drawing cards like Pot of Greed and Card of Sanctity were out there but limited to 1. Pot of Greed was tolerable in the anime because people didn't use Heavy Storm and Raigeki on the same turn.    

 

-Most burn cards seemed limited to 1, while "direct damage" cards like Tremendous Fire and Meteor of Destruction were banned.

 

-Maybe there was an overall limit to the number of cards listed above a player could use; like you could only use 10 such "super cards", so you had to pick and choose carefully what cards you wanted to use. 

 

The banning and limiting of so many overpowered destruction cards meant players had to coordinate their monsters better. They couldn't just stack their Deck with staples like we (kind of still) do. I would say Yugi and pals in Dark Side of Dimensions showed a nice balance between Anime Yugioh and IRL Yugioh.

   

 

 


Ramram and Bunnyblast Rulings

08 September 2017 - 08:24 PM

Part of Ramram's effect is:
An Xyz Monster whose original Type is Beast-Warrior and has this card as material gains this effect.
● When your opponent activates a Trap Card or effect that targets this card (Quick Effect): You can detach 1 material from this card; negate the activation.

 

Can you activate in response to ANY Trap Card or only a Trap Card that targets your monster?

 

Part of Bunnyblast's effect is:

An Xyz Monster whose original Type is Beast-Warriorand has this card as Xyz Material gains this effect.

● During either player's turn, when your opponent activates a Spell Card or effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.

 

Can you activate in response to ANY Spell Card or only a Spell Card that targets your monster?

 

[Ruling] Solemn Authority vs Black Moonlight Rose Dragon

14 August 2017 - 11:32 AM

My opponent has Black Moonlight Rose Dragon.
I Summon Thor, Lord of the Aesir.
My opponent targets Thor with Moonlight.
I activate Solemn Authority, targeting Thor.

Does Solemn Authority prevent Thor from getting bounced? It prevents an "Aesir" monster from getting targeted, but when Moonlight activates it supposedly targets a monster before you can respond. Help?


[WRITTEN] Bakura Cards Redux

07 August 2017 - 11:07 AM

NOTE: Sorry, this thread should have been first posted in Advanced Multiples.
 
Revised to be more competitive and reflect on their original manga effects more.
 
DESTINY BOARD LOCK
 
Dark Necrofear
DARK/Fiend/LV 8/ATK 2200/DEF 2800

  • Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend-Type monsters from your Graveyard.
  • If this card is destroyed (by battle or card effect) and sent from the field to the Graveyard, as long as this card remains in your Graveyard; activate the following effect: When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent and gain Life Points equal to half the current ATK of that monster your opponent controls.   

Destiny Board
Continuous Trap

  • Activate this card if "Dark Necrofear" is in your Graveyard and its effects are active.
  • At the end of each of your opponent's turns, place 1 DEATH counter on this card. If this card has 5 DEATH counters, you win the Duel. If "Dark Necrofear" is removed from your Graveyard, destroy this card. 

Dark Spirit of the Silent
Continuous Trap

  • Activate this card if a Level 8 or higher Fiend is in your Graveyard. If you no longer have any Level 8 or higher Fiend in your Graveyard while you control this card: destroy it.
  • When your opponent's monster attacks: you can negate that attack, and select another face-up monster your opponent controls. That monster attacks instead. (If it is in face-up Defense Position, change it to Attack Position.) 

Poltergeist Calamity
Trap

  • Activate this card when a Fiend you control is destroyed by battle while 3 or more Fiends are in your Graveyard. Destroy all cards on the field, and inflict damage to you and your opponent equal to the ATK of the monster with the highest ATK.

NOTE: Bakura used this card against Bonz in the manga, and he most likely held that same card in his hand against Atem, but he did not use it. I gave the card its name and effects.
 
ZOMBIE MILL
 
Cursed Twin Dolls
Continuous Trap

  • When activated: your opponent randomly chooses one of the following effects to activate on their field and the other effect to activate on your field.
  • Gain 200 Life Points for each card sent to either player's Graveyard. 
  • Banish all cards in your Graveyard. No cards can be sent to your Graveyard. Each monster in your Banished Zone is treated as 1 monster you control, without counting towards your 5 Monster Card Zone limit. 

NOTE: I'm very happy to have simplified this card's text and still keep its effects the same.
 
Counterbalance
Continuous Spell

  • At the end of each player's End Phase: that player sends cards from his/her Deck to the Graveyard equal to the number of monsters on the field.

NOTE: This card works with Cursed Twin Dolls to mill your opponent the same way Gravekeeper's Servant and Macro Cosmos work to stop your opponent from attacking you. 
 
Fountain of Light
Field Spell

  • Each monster in both players' respective Banished Zone is treated as 1 monster that player controls, without counting towards his/her 5 Monster Card Zone limit. 
  • Once per turn, during either player's turn: both players can Special Summon 1 banished monster to their field (ignoring all Summoning Conditions). 
  • At the start of each player's End Phase: that player banishes all cards in his/her Graveyard. 

NOTE: Not a card Bakura ever had but a card I made a long time ago and would finally like to refine.
 
Necro Cycle
Continuous Trap

  • Once per turn, during either player's turn, as long as you control at least 1 "Necro Mannequin": you can Special Summon as many "Necro Mannequin" monsters as possible from your hand, Deck, or Graveyard.

Necro Soldier
DARK/Zombie/LV 4/ATK 0/DEF 0

  • If this card is Normal or Flip Summoned: change this card to Defense Position. 
  • During your opponent's Standby Phase: you can Special Summon as many "Necro Soldiers" as possible from your hand, Deck, or Graveyard. 

[WRITTEN] Shadow Sirens Archetype

07 August 2017 - 11:06 AM

NOTE: Sorry, this thread should have been in advanced multiples.
 
----------------------------------------------------------------------------
 
The "Shadow Siren" cards; the Celestial Sirens are LIGHT Fiend-Type monsters loosely based on the Beldam, Marylyn, Vivian, and the Shadow Queen from the Paper Mario 2 games. This is an archetype I have worked on for about a decade now, changing them drastically over the years. Their Summoning Conditions resemble that of Dark Necrofear while their overall effects are borrowed from the Timelord archetype. They also have the effect of destroying the monster they battle and inflicting damage to the opponent equal to the destroyed monster's ATK, the same effect Zorc Necrophades had when he blasting Yugi's and Joey's monsters in the Memory Arc. They are named after the Fates and their effects reflect aspects of time: past, present, and future. The celestial nature of the Sirens reflects their true forms, as described in the Riddle Tower in Paper Mario 2:    
 
Master of Shadow and Dark...
Stones Have Power of Stars...
Complete All Seven...
So That We, the Great Ones...
Can Live Again by the Stone...
We Know the Stars Spurn Us...
And That the Skies Lie...
But the Stars Bring Balance.

The Celestial Sirens have a similar appearance to the Timelords, as they are fallen angel counterparts to the archangel Timelords. They are essentially like machines with screens on them, except the body has a more mermaid or serpent shape to it, and the female faces that appear on the screen all lack eyes. If the Judaic God can be read as a patriarch usurper who broke away from the unified cosmos to create the physical universe, an Urizen-like figure, then the Celestial Sirens are female counterparts who broke off at the same time, essentially Lucifer and her followers. If the Timelords are solar/day/sky gods then the Sirens are lunar/night sky/earth goddesses. Ouranos and Gaia clash again. Also, keep in mind until very recently in Christian art the Serpent who tempted Eve was depicted as a woman (you can even see it in Michelangelo's Sistine Chapel), that the Serpent and Eve were closely related, sometimes even the same being, and only later was the Serpent a male Satan.   
 
I'm worried the Celestial Sirens may have broken effects but possibly balances out how they need 3 Fiends banished to summon them and they return to your Deck during your next Standby Phase. So you have monsters somewhat hard to Summon and return to your Deck next turn anyway. They are powerful on their own without additional archetype support but have a heavy cost to using them. Only an unbiased reader can tell me for sure.  
 
Enough boring context with Yugioh and real life lore. I'll break down all the effects to keep them simple, and write them in a simpler way to make them easier to read.
 
Celestial Siren Clothon (Beldam - the crone - the spinner - the past)
LIGHT/Fiend/LV 10/ATK 0/DEF 0

  • Cannot be Normal Summoned/Set. Must be first Special Summoned by banishing 3 Fiends from your Graveyard. During your Standby Phase: shuffle this card into the Deck.
  • Cannot be destroyed by battle or card effects. If this card battles: during the Damage Step; destroy the monster that battled this card and inflict damage your opponent equal to its ATK, and reduce all battle damage to 0. 
  • At the end of the Battle Phase, if this card battled: return all face-down cards to the Deck(s).

Celestial Siren Lacheson (Marylyn - the mother - the allotter - the present)
LIGHT/Fiend/LV 10/ATK 0/DEF 0

  • Cannot be Normal Summoned/Set. Must be first Special Summoned by banishing 3 Fiends from your Graveyard. During your Standby Phase: shuffle this card into the Deck.
  • Cannot be destroyed by battle or card effects. If this card battles: during the Damage Step; destroy the monster that battled this card and inflict damage your opponent equal to its ATK, and reduce all battle damage to 0. 
  • At the end of the Battle Phase, if this card battled: banish up to 1 card each from your opponent's hand, field, and GY. (The card in the hand is chosen at random.)  

Celestial Siren Atropon (Vivian - the maiden - the inevitable - the future)
LIGHT/Fiend/LV 10/ATK 0/DEF 0

  • Cannot be Normal Summoned/Set. Must be first Special Summoned by banishing 3 Fiends from your Graveyard. During your Standby Phase: shuffle this card into the Deck.
  • Cannot be destroyed by battle or card effects. If this card battles: during the Damage Step; destroy the monster that battled this card and inflict damage your opponent equal to its ATK, and reduce all battle damage to 0. 
  • At the end of the Battle Phase, if this card battled: Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as this card, but with different names from each other (ignoring Summoning Conditions). Your opponent Special Summons 2 monsters from his/her Deck with the same Type, Attribute, and Level, but with different names from each other (ignoring Summoning Conditions).

Celestial Siren Queen Lucifron (Shadow Queen - all space and time)
DARK/Fiend/LV 10/ATK 0/DEF 0
Fusion ("Celestial Siren Clothon" + "Celestial Siren Lacheson" + "Celestial Siren Atropon")

  •  
  • Must be first Special Summoned as a Fusion Summon using exact Fusion Materials. During your Standby Phase: banish 1 "Celestial Siren" monster from your Graveyard. If you cannot: return this card to the Extra Deck, and return up to 3 banished "Celestial Siren" monsters with different names to your hand.  
  • Cannot be destroyed by battle or card effects. If this card battles: during the Damage Step; destroy the monster that battled this card; inflict damage your opponent and gain Life Points equal to its ATK, and reduce all battle damage to 0. 
  • At the end of the Battle Phase, if this card battled: you can Special Summon 1 "Celestial Siren" monster from your Graveyard (ignoring Summoning conditions). It's effects are negated, its original ATK and DEF become 4000, and if it would be removed from the field it is banished instead. 

PART TWO: SUPPORT CARDS (not necessarily of the same archetype):
 
Spiritualist Rebound
Continuous Trap

  • If a monster you control, that was Special Summoned by banishing monsters from your Graveyard through its Summoning Condition, is removed from the field: shuffle all monsters banished to Summon that card into your Deck, and draw 1 card.

Witches' Sabbath
Field Spell

  • If Fiends are banished from your Graveyard to Special Summon a monster through its Summoning Condition: Special Summon them. Their effects are negated, and cannot attack this turn. They cannot be used as Materials to Special Summon monster(s) from the Extra Deck.  

Ancient Door of Darkness
Continuous Spell

  • Once per turn: send 1 Fiend from your Deck to the Graveyard.
  • Once per turn: you can destroy this card: add 1 Fiend from your Deck to your hand.

Poltergeist Calamity
Trap

  • Activate this card when a Fiend you control is destroyed by battle while 3 or more Fiends are in your Graveyard. Destroy all cards on the field, and inflict damage to you and your opponent equal to the ATK of the monster with the highest ATK.

NOTE: Bakura used this card against Bonz in the manga, and he most likely held that same card in his hand against Atem, but he did not use it. I gave the card its name and effects.
 
Dark Chest of Forbidden Treasure
DARK/Fiend/LV 3/ATK 100/DEF 1000

  • FLIP: Once per turn: if this card would be destroyed by battle, it is not destroyed. Target 1 face-up monster your opponent controls, and equip it to this card.
  • During your Battle Phase: this card gains ATK equal to the ATK of the monster equipped to it.
  • If this card is destroyed (by battle or card effect) while equipped with a Monster Card: you can send 1 Fiend from your Deck to the Graveyard, or add 1 "Dark Chest of Forbidden Treasure" from your Deck to your hand. 

Legion the Black Clown
DARK/Fiend/LV 2/ATK 650/DEF 750

  • If you control Fiend(s) you can Special Summon this card from your hand. 
  • Once per turn: you can increase or decrease the Level of this card equal to the Level of 1 Fiend you control.
  • If this card is detached from an Xyz monster as an Xyz Material and sent to the Graveyard: you can return this card from your Graveyard to your hand during your Standby Phase.

Seven-Armed Fiend 
DARK/Fiend/LV 1/ATK 666/ DEF 666

  • If you Normal Summon this card: you can destroy it, and send 2 Fiends with different names from your Deck to the Graveyard.

NOTE: This card dates back from Duelist Kingdom. ATK and DEF of 666 is fun, but I can change it to 650 to make it more "serious" and "competitive". 
 
Crimson Blazing Phoenix
FIRE/Winged Beast/LV 10/ATK 0/DEF 0
Synchro (1 Tuner + 1 non-Tuner monster)

  • Gains ATK and DEF equal to the number of monsters your opponent controls x1000.
  • During the End Phase of the turn this card was destroyed: destroy all monsters on the field. Special Summon this card and 3 "Crimson Spirit Tokens" on your opponent's field in Defense Position (FIRE/Winged Beast/LV 1/ATK 1500/ DEF 1500).
  • If this card successfully destroys a monster in battle: you can attack with this card once more.
  • During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. 

Crimson Baby Phoenix
FIRE/Winged Beast/LV 2/ATK 800/DEF 800
Tuner

  • Once per turn: can Special Summon this card from your hand or Graveyard by decreasing the Level of 1 Level 8 or higher monster you control by 2 and, if you do, inflict 800 damage to your opponent.

Crimson Lesser Phoenix
FIRE/Winged Beast/LV 8/ATK 2000/DEF 2000
Synchro (1 Tuner + 1 non-Tuner monster)

  • Gains ATK and DEF equal to the number of monsters your opponent controls x500.
  • During the End Phase of the turn this card was destroyed: destroy all monsters on the field. Special Summon this card.
  • If this card successfully destroys a monster in battle: you can attack with this card once more.

Bone Snapper
DARK/Zombie/Rank 10/ATK 3500/DEF 3500
Xyz (2 Level 10 monsters)

  • During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. 
  • If this card would be destroyed by battle or card effect: you can detach 1 Xyz Material from this card; send 1 Fiend or Zombie from your Deck to the Graveyard, and this card is not destroyed. 
  • If this card is destroyed and send to the Graveyard: Special Summon 2 Fiends or Zombies from your Graveyard. 

Subspace Battle
Spell

  • Each player reveals 3 Monster Cards from their Deck simultaneously, one at a time. Each time both players reveal a Monster Card this way, the player who reveals a Monster Card with higher ATK adds that card to their hand, while the player who reveals a Monster Card with lower ATK takes 500 damage and sends it to the Graveyard. 

NOTE: Used by Jaden when he battled Yugi. This card is such a good tech-in and I forget it exists so often I must put it here to remind myself.
 
Netherworld Golem
DARK/Fiend/LV 10/ATK 3000/DEF 3000

  •  
  • You can Tribute 2 monsters your opponent controls to Special Summon this card on your opponent's field. 
  • If this card is destroyed (by battle or card effect) and sent from your opponent's field to the Graveyard: you can add 1 "Netherworld Golem" from your Deck to your hand.