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Kid Gambino

Kid Gambino

Member Since 28 Feb 2013
Member ID: 661,289
Currently Not online
Offline Last Active Jan 17 2018 02:54 AM

In Topic: Dragon Ball FighterZ

17 January 2018 - 02:53 AM

Pretty hyped for this, already pre-ordered it and everything. Half of the characters released so far I want to play (Beerus, Goku Black, Yamcha, Kid Buu, Teen Gohan, Trunks, Vegeta, Cell, Piccolo, Frieza, Gotenks), the other half I don't care to play at all. Hopefully we get some pretty sweet DLC characters like Uub, Super 17, Kid Goku, Baby Vegeta, Janemba, Broly, Super Buu, Cooler, Yajirobe, Supreme Kai... that's all I can think of right now.

In Topic: [Written] Ancient Gear Support [6/6]

17 January 2018 - 12:11 AM

Looks a lot better now, just be aware, as with the Fusion Sub ruling, with your wording you can only have 3 total of this card and the OG Golem so it's not like your increasing your targets.



I guess sitting on 1 monster is better than sitting on 0, can't argue with that, and the Geartown play would be interesting. Completly conflicts with the first card since you can only run 3 total of Prototype and the OG Golem, but with Reactor Dragon it would be interesting since some builds do play that card.




Fair enough, but to be perfectly honest I'm trying to think of a way ancient gears can get 2 monsters on the field without fusion summoning a monster. Core only triggers when you have used to make a monster in the extra monster zone and using a fusion monster defeat the purpose since as you said it's for when Ancient gears don't have access to a fusion. If you can give me a combo on how you intend this card to be used that would help



First Link 3 is way to high for a deck like ancient gears it can help Ancient Gears with insane effects but it's no good if they can't make it. It would help if it has a fusion effect like a hound or alternatively counts as 2 materials for the fusion summon of an ancient geat monster.


Frankly, both of its current effects are bad, you're probably basing the burn effect off Hound, don't, that's something leftover from the anime where characters would react by saying "oh dear, he dealt damage on the first turn"/"He took first blood". Same with Howitzer.


The other effect is just straight bad, why does it have to be "this card", I want to destroy everything with Chaos Ancient Gear Giant since he can attack everything, does piercing, and has a bigger body, Not this card. Also, a token at that point is just redundant, it's fine as a "Bonus" effect but it's not what you'll make the card for.



I see you changed but to answer your question, Double Cyclone sees some play in stuff like Metalfoes, you can activate this card and pop it with your Materpiece/Drident, and basically anything that has "negate the activation, and if you do, destroy it." like Cyber Dragon Infinity. There are lot of ways to make use of that Draw 2 effect and don't underestimate how far players will go to Draw 2 cards


All nice ways to use that card. Forgot about Wyverns other effects so yeah you designed it perfectly to work around that in a fair manner.


Ancient Gear Golem - Prototype: I had no idea what you were talking about in reference to the "fusion sub ruling" but I did realize that this card making it's name "Ancient Gear Golem" conflicts with the normal rulings of you only being able to run 3 copies of 1 Unlimited card in your Deck. This card was not meant to replace Golem, but to give you more available options to utilize Ancient Gear Fusion's second effect. Gonna change this to "in your hand or on the field" to avoid that issue.


Ancient Gear Dragon Cannon: Machine Dupe (Box, Gadget, A-Gear would probably be a feasible addition if this and the Link monster were to exist), 1 Normal Summoned AG + A-Gear self-summon effect, 1 Normal Summoned AG + popping Geartown or Fortress, 2 Level 4 or lower AG's from hand + AG Reinforcements, AG Reborn + 1 AG Normal Summon. These are just the easiest ways I could come up with, AG's have other methods of summoning multiple AGs, they are just more of a headache and less accessible.


Ancient Gear Stalker: My reasoning for the burn effect is because the AG's tend to rely a lot of attacking with beefy monsters as their win condition, and have piercing effects and some burn (Hunting Hound, Howitzer) I assumed as backup plans in case your opponent is stalling out your ability to attack. Theoretically, it's not a bad concept, but it would probably work better as a third "why not" effect along with other really good effects if this was to remain a Link 3 or higher, the only problem being AG's wouldn't chime well with a Link 3 monster (albeit I thought it wouldn't be that difficult with a Gadget engine and Qliphort). Nonetheless, I agree that Link 3 is too much for AGs in any case, so I'm gonna bump him down to 2, give him a Hunting Hound fusion effect but keep the token summon effect. The tokens are meant to be replacement materials for Fusions (and Tribute Summons, I guess), so hopefully with the new effect it makes this card a lot better Link monster idea for Ancient Gears.


Ancient Gear Reinforcements: Fair enough. As I stated in my original post, I'm trying to get back into YGO, so I'd consider myself behind the curve as far as the capabilities of everything so far. I haven't ran into anything that makes me think they'd abuse the crap out of this but that's why I decided to take your word for it and nerf it anyways.

In Topic: [Written] Metalfoes support

16 January 2018 - 10:50 PM

Metalfoes Resilience: Nice card; at first, I thought this was a +2 from your Main Deck every turn, in which case I was like "whoa overpowered", but since this is from your Extra Deck, in which the mechanics of Pendulum Summoning already allow you to spam-summon them from that location if your scales are right, this card doesn't really seem broken to me. Like you said, a good card for recycling.


Metalfoes Retrieval: Ooh, I like this idea, turning the Metalfoes vanillas into basically effect monsters, which I'm assuming was meant to benefit Alkahest and his equip effect? The double-destruction effect is cool and works with Metalfoes, allowing you to nuke your opponent's cards and your own, consequently triggering their own effects.


Metalfoes Revolution: First effect, ATK boost is fine but I wonder if you were aware of the conflict between this card and Metamorformation? This card would simultaneously weaken your monster since the field already protects them from opponent card effects, while this protects them from any card effects, nullifying Metamorformation and making it incapable of being affected by your own cards. Not sure if this was intentional, just noting this is a less-favorable circumstance that I don't necessarily think would take away from the card if you were to replace it with another beneficial effect. Second effect, not bad that it can recycle itself and once again do the whole "hurting but helping myself" combo with Metalfoes, but shouldn't this clarify from where it can be set? Graveyard, hand, both? Just thought I'd point that out before someone else mentions the idea of this potentially being able to be played from the Deck (which I'm not even sure would be possible).

In Topic: Name a more Iconic duo... I'll wait.

16 January 2018 - 10:31 PM



In Topic: New Staff Member Election

16 January 2018 - 10:13 PM

I would also like to retract my vote from Krow. While at the time I thought it was hilarious, I did not mean to complicate things in the slightest.


(Sorry buddy xD)