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VCR_CAT

VCR_CAT

Member Since 15 Mar 2013
Member ID: 664,102
Currently Viewing Community Index
Offline Last Active 21 minutes ago
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[TCG] NINJA!

04 August 2018 - 06:28 PM

 

ca5f30ed43.jpg

 

Monsters

Twilight Ninja Getsuga, the Shogun - x2

Mythical Beast Master Cerberus - x3

Twilight Ninja Jogen - x3

Chronograph Sorcerer - x2

Mythical Beast King Jackal - x1

Kuro-Obi Karate Spirit - x1

Ninja Grandmaster Hanjo - x3

Upstart Golden Ninja - x3

Marauding Captain - x3

Junk Forward - x3

Twilight Ninja Kagen - x1

 

Spells and Traps

Hidden Village of Ninjitsu Arts - x3

Ninjitsu Art Notebook - x3

Ninjitsu Art of Alchemy - x3

Reinforcement of the Army - x1

Monster Reborn - x1

Moon Mirror Shield - x1

Ninjitsu Art of Rust Mist - x1

Ninjitsu Art of Shadow Sealing - x1

The Phantom Knights of Shade Brigandine - x3

 

Extra Deck

Saryuja Skull Dread - x1

Borreload Dragon - x1

Topologic Trisbaena - x1

Zefra Metaltron - x1

Summon Sorceress - x1

Isolde, Two Tales of the Noble Knights - x2

Ninja Grandmaster Saizo - x1

Proxy Dragon - x1

Heavy Metalfoes Electrumite - x1

Tornado Dragon - x1

Number 41: Bagooska the Terribly Tired Tapir - x1

Heroic Champion - Excalibur - x1

Number 68: Sanaphond the Sky Prison - x1

Number 38: Hope Harbinger Dragon Titanic Galaxy

 

 

 

It's back and better than ever! NINJAS! Done VCR_CAT style. I was in hopes that all the new Ninja support would drastically change how the deck is built, and BOY WAS I WRONG. That said, that doesn't mean I didn't go ahead and overhaul the deck's function in a big way.

 

Probably the largest change is the Spirit Pendulums. Before they were pretty front-and-center with Amorphage Goliath as kind of an ace, but they take a much smaller part of the stage now. The primary goal is to make summoning Getsuga immediately hardly a chore, and with this in mind I paired the engine down to just one scale 9 with the idea that if I instead focused on Isolde plays and Electrumite, I can just search that as a scale and use Electrumite to bring out Chronograph and make Getsuga live af on the field.

 

So probably my biggest concern is looking at the pendulums themselves and wondering what numbers to be running. Deck space is, frankly, very annoying, and one of the biggest places I have my eyes on and am seeking feedback for is that pendulum-half of the engine, and what might be a better idea to be doing there (more Spirit Pendulums? Less?) while also looking intently at the spell/trap line-up, especially in that I, personally, want to be running 6 traps but also I don't want the deck getting too big as it is.

 

Finally, if there was a good way to pair this down to 40 cards without making big sacrifices, that'd be super neat.


Construct the Overlay Circuit [5/5]

10 July 2018 - 01:19 PM

Ha ha yes I'm copying Black but this time it's Zexal, so just expect a fair number of either explicitly Xyz-themed Links or character-appropriate Links.

 

One thing to be clear is that my design intention with these cards is to make them less entirely focused on the themes they're made for. A lot of Zexal anime themes have not aged well in the slightest, and it's going to take more than a single support card to really make them work. Nonetheless, despite their generic nature, I still want them to be faithful to the character that they are designed for, and ultimately still help that specific deck, even if maybe it's going to be more useful in a different variety of deck.

 

Gagaga Network Magician

 

Full Armored Depth Draco

 

Heroic Champion Durendal

 

Chronomaly Crystal Knight

 

Umbral Horror Manifest

Danger!? Memes?

05 July 2018 - 02:05 PM

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Monsters

Rafale, Champion Fur Hire x1

Danger! Bigfoot! x2

Grapha, Dragon Lord of Dark World x3

Danger! Nessie! x3

Danger! Chupacabra! x2

Beige, Vanguard of Dark World x1

Snoww, Unlight of Dark World x3

Danger?! Jackalope? x3

Tour Guide of the Underworld x1

Broww, Hunstman of Dark World x3

 

Spells and Traps

The Gates of Dark World x3

Terraforming x2

Galaxy Cyclone x1

Sky Striker Mobilize - Engage! x2

Sky Striker Mecha - Hornet Drones x3

Trade-In x2

Allure of Darkness x2

Danger! Zone x3

 

Extra Deck

Sky Striker Ace - Kagari x2

Apprentice Witchling x1

Folgo, Justice Fur Hire x1

Summon Sorceress x1

Arch-lord Palladion x1

Topologic Gumblar Dragon x1

Borreload Dragon x1

Number 75: Gossip Shadow of Confusion x1

Super Quantal Mech Beast Grampulse x1

Leviair the Sea Dragon x1

Number 38: Hope Harbinger Dragon Titanic Galaxy x1

Number 90: Galaxy-Eyes Photon Lord x1

Number 68: Sanaphond the Sky Prison x1

Galaxy-Eyes Full Armor Dragon x1

 

 

 

So, I'm currently in the stage of "Cram as many memes in as possible and see what sticks", so a looooot of this is subject to change and definitely nowhere near final. The Extra Deck in particular, as I figure out exactly what options really stick with this deck. My main complaint is that there are no tuners that this deck can take advantage of consistently, but otherwise this deck has a pretty breezy time getting just a lot of crap out in one turn.

 

"But Where's Dragged Down/Dealings?!"

 

The issue I have with those cards is how they benefit your opponent. At best you're gaining the same value as them, but I don't like Dragged Down because of how you can't guarantee what you'll discard without minusing hard, and you bet your ass your opponent is going to pick the thing that benefits you the least or just straight hurts you if they know what they're doing. And Dealings? More often than not it's going to help your opponent more than yourself; they're getting just as much, if not more advantage than you, and I can't say I like that.


Divination [16/16]

05 July 2018 - 01:47 PM

The old name I had for this theme was "-Marked". It had a semi-simple concept, and a good way to explain it ended up being "Xyz Cardians" in a way. In other words, it's a theme centered around summoning a lot of smaller "part" monsters and then summoning one key monster that assembles the "parts".

 

From its original iteration, the overall design hasn't been changed nearly as drastically from its original. Instead, everything's been updated and the designs refined overall to make a much more solid and concise theme. It has a strong swarming potential with builds that focuses on tackling either threats of large numbers or individual strength.

 

The only new additions are the Link monsters, so take a looksee and enjoy!

 

 

Main Deck Monsters

 

Extra Deck Monsters

 

Spells and Traps

[SOFU] Dinowrestlers

26 June 2018 - 11:30 PM

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Dinowrestler King T Wrextle
EARTH Dinosaur Link Effect Monster
3000 ATK / Link-3 (Bottom-left, Bottom, Bottom-right)

2+ "Dinowrestler" monsters
(1) If this card battles, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step.
(2) Your opponent cannot target other monsters for attacks.
(3) At the start of your opponent's Battle Phase: You can target 1 monster your opponent controls in Attack Position; during this Battle Phase, your opponent must declare an attack with it, also other monsters cannot attack, or else destroy it at the end of the Battle Phase.

 

 

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Dinowrestler Capaptera
Level 3 WIND Dinosaur Effect Monster
ATK 1600 / DEF 0

-You can only use this card name's (1) effect once per turn.
(1) If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; send it to the GY.
(2) If this card is sent to the GY as Link Material for the Link Summon of a "Dinowrestler" monster: You can have that monster gain 1000 ATK until the end of this turn.
 

 

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Dinowrestler Capoeiraptor
Level 4 EARTH Dinosaur Effect Monster
ATK 1800 / DEF 0

-You can only use this card name's (2) effect once per turn.
(1) This card in Attack Position cannot be destroyed by battle, also if it was attacked, change it to Defense Position at the end of the Damage Step.
(2) During the Standby Phase, while this card is in Defense Position: You can Special Summon 1 "Dinowrestler Capoeiraptor" from your Deck.

 

 

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Dinowrestler Sistego
Level 4 EARTH Dinosaur Effect Monster
ATK 1900 / DEF 0

-You can only use each of this card name's (1) and (2) effects once per turn.
(1) If this card is Special Summoned: You can add 1 "Dinowrestler" monster or "World Dino Wrestling" from your Deck to your hand.
(2) During the End Phase, if this card was sent to the GY and your opponent controls more monsters than you do: You can target 1 "Dinowrestler" monster in your GY, except "Dinowrestler Sistego"; Special Summon it.

 

 

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World Dino Wrestling
Field Spell

-You can only use this card name's (3) effect once per turn.
(1) While you control a "Dinowrestler" monster, only 1 monster can attack during each Battle Phase.
(2) If your "Dinowrestler" monster attacks an opponent's monster, it gains 200 ATK during damage calculation only.
(3) If your opponent controls more monsters than you do: You can banish this card from your GY; Special Summon 1 "Dinowrestler" monster from your Deck.