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Dr. Jolly Glot the III

Dr. Jolly Glot the III

Member Since 07 Mar 2014
Member ID: 738,512
Currently Not online
Offline Last Active Yesterday, 10:10 PM
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#7137410 [CP19] Last three cards

Posted by Dr. Jolly Glot the III on 16 May 2019 - 10:20 PM

Two Spell Cards, the last Number. Probably not what most expected.

 

ZZZ.png?resize=199%2C300&ssl=1

 

Hoshi no Kinka / Gold Moon Coin
Normal Spell

You can only activate 1 card with this card’s name per turn.
(1) Add 2 cards from your hand to your opponent’s hand, then draw 2 cards.

 

ZZZ-1.png?resize=206%2C300&ssl=1

 

Inochi no Mizu / Water of Life
Normal Spell

You can only activate 1 card with this card’s name per turn.
(1) If you control no monsters: Target 1 monster in your GY; Special Summon it in Attack Position, also for the rest of this turn after this card resolves, you cannot activate monster effects, except effects on the field of the Summoned monster.

 

REALSHIT.png?resize=225%2C300&ssl=1

 

Numbers 26: Jigen Kouro Octobypass / Number 26: Octobypass the Dimensional Pathway
LIGHT, Psychic, Rank 3, ATK 800, DEF 2400

2 Level 3 monsters
You can only use the (1) effect of this card’s name once per turn.
(1) At the start of the Battle Phase: You can detach 1 material from this card; during this Battle Phase, only 1 monster can attack, and its attacks become direct attacks.
(2) At the end of the Damage Step, if a monster inflicted battle damage by direct attack: Give control of that attacking monster to the turn player’s opponent.

 

source: https://ygorganizati...ynumberssummon/

 

ok basically all Number slot is completed with exception of printed version 1-4 & C1000




#7137392 [CP19] “T.G.” Support

Posted by Dr. Jolly Glot the III on 15 May 2019 - 10:32 PM

The remaining T.G. cards from the 5D’s anime in Antinomy’s final Duel are revealed!

 

HeavyMetalZombie.jpg?resize=206%2C300&ss

 

CP19-JP028 Tech Genus Metal Skeleton (T.G. Metal Skeleton)
Level 2 DARK Zombie Effect Monster
ATK 1100
DEF 0

You can only use the (1) and (2) effects of this card’s name once per turn.
(1) If a monster(s) on the field is destroyed by battle or a card effect: You can Special Summon this card from your hand.
(2) If a T.G. monster(s) you control would be destroyed by battle or a card effect, you can banish this card from your field or GY instead.

 

IsThisANarwhal.jpg?resize=206%2C300&ssl=

 

CP19-JP027 Tech Genus Drill Fish (T.G. Drill Fish)
Level 1 WATER Fish Effect Monster
ATK 100
DEF 800

You can only use the (1) and (3) effects of this card’s name once per turn.
(1) If all monsters you control are “T.G.” monsters (min. 1): You can Special Summon this card from your hand.
(2) This card can attack your opponent directly.
(3) When a “T.G.” monster inflicts battle damage to your opponent: You can target 1 monster your opponent controls; destroy it.

 

PoorDoubleTypeRescueHeNeverScored.jpg?re

 

CP19-JP029 Battle Stun Sonic
Normal Trap Card

(1) When an opponent’s monster declares an attack: Negate that attack, then you can Special Summon 1 “T.G.” monster or a Level 4 or lower Tuner monster from your hand or Deck.

 

Source: https://ygorganizati...ubletyperescue/

 

i dont really have much complain other than the trap which not very T.G like




#7137365 [CP19] Number 76: Gladiyell the Melody Lumaestra

Posted by Dr. Jolly Glot the III on 15 May 2019 - 05:44 AM

The 99th Number reveals its identity, and it’s… light and music?

 

D6lrifLUwAAa-LF.jpg?resize=300%2C211&ssl

 

No.76 諧調光師グラディエール Numbers 76: Kaikyou Koushi Gladiyell (Number 76: Gladiyell the Melody Lumaestra)
Rank 7 LIGHT Fairy Xyz Effect Monster
ATK 2700
DEF 2100

Materials: 2 Level 7 monsters
You can only use the (3) effect of this card’s name once per turn.
(1) This card’s Attribute is also treated as the same Attributes of its materials.
(2) Cannot be destroyed by battle with a monster with the same Attribute as this card, also cannot be destroyed by the effects of monsters with the same Attribute as this card.
(3) (Quick Effect): You can target 1 monster in your opponent’s GY; detach 1 Xyz Material from this card, and if you do, attach that monster to this card as a material.

 

Note, as with many Numbers, this card’s name is a pun/pormanteau. Here is refers to a Lecturer or Expert and the Japanese term for the photon particle (but not the Theme name). Since she is musical, we’ve gone with an inference of being a Maestro. (And it goes well with Lumenize)

 

Source: https://ygorganizati...flightandsound/




#7137097 DIVINE-BEAST CoC Please

Posted by Dr. Jolly Glot the III on 04 May 2019 - 12:37 AM

Interesting Points;1° Not Being Removeable From The Field(As Far as I Know)Means He Cannot Be Tributed;2°I looked up the Tower You Mentioned And its actually A Prime Example of What i Want So I Did a Re-Editing On The Card
ー:
Divine
Level:10
Atk:3000/Def:2500
Divine-Beast/Ritual/Effect:

This Card Can Only Be Ritual Summoned from Your Hand or Graveyard By Banishing Monsters From Your Hand and/or Field Whose Total Levels is At Least 10(2 Must Be From the Field),This Card's Ritual Summoning Cannot be Negated,When This Card is Ritual Summoned it Gains 4 King Counters and Atk/Def Points Equal to the Total Combined Level of the Banished Monsters ×100,If This Card Would Be Destroyed It Loses 1 King Counter Instead,This Card Cannot Be Removed From The Field if it Has Any King Counters Left,If This Card Has No King Counters Left it is Removed From Play,This Card Cannot Be Targeted nor Affected By Spell Cards,The Control or Possession of this Card Cannot be Altered By Any Card.

Let Me know if Anything Else

well this is advance design in which we expect realism. in this regard some of the wording you have here doesn't exist in the game like " cannot be removed" so its pretty much still can be removed via summons. also if you include "unaffected by ... card effect" its pretty much already solve the non-destruction removal in the much the same way (this also means you didn't need the control switch immunity) while making the wording shorter so you can get even more creative with gimmick effects

i kinda forgot that this card is self-ritual summoning. well we do have contact fusion so its not really far-fetch we can slide on this one

so probs some thing like this

Must first be Ritual Summoned from your hand or GY by its own effect and cannot be Special Summoned by other ways. You must also Tribute Monsters whose total Levels is equal 10 from your hand and/or field (Min 2) to Ritual Summon this card. This card is unaffected by opponent card effect. If this card is Ritual Summoned: Place 1 King Counter on this card for each monster used as tributes to Ritual Summon this card. Based on the number of King Counter on this card you can apply 1 or more of the following effect(s): @ 4 or more: This card cannot be used as tribute or Material to summon a monster @ 3 or more: While this card is face-up, this card gain ATK/DEF equal to total Level of monster(s) used to Ritual Summon this card x100 @ 2 or more: If this card would be destroyed by battle, you can remove 1 King Counter on this card instead

the reason i put the effects based on number of counter its to encourage usage of strong effect/gimmick but in a fair way that you investing more monster. immunity to Kaiju being one of them because a straight god card that cannot be kaiju-ed is potentially overpowering so we lock it on 4 counter

you may add 4rd counter effect in any of your liking within reason


#7136787 [Written] Pot of Serenity

Posted by Dr. Jolly Glot the III on 20 April 2019 - 09:33 PM

This concept is highly dangerous

The Drawback is highly severe and probably lose you the game outright

BUT the drawback is not immediate. Also you can draw 3 only to dig deeper for possiblities you draw another copy of this for up to +4 which is ridiculous in this game.

Therefore this is auto include in FTK decks that didnt require any phase further than Main Phase


#7136762 [CP19] More Battlewasps

Posted by Dr. Jolly Glot the III on 20 April 2019 - 07:31 AM

Three new cards for Battlewasps have been revealed during the latest OCG Duel Live.

 

Screenshot_2019-04-20-%E9%81%8A%E6%88%AF

 

Battlewasp – Sting the Poison
WIND/Insect
Tuner/Effect
Level 2
400/800

You can only use the (1) and (2) effects of this card’s name once per turn each.
(1) If this card is Normal or Special Summoned: You can add 1 “Battlewasp” monster from your Deck to your hand, except “Battlewasp – Sting the Poison “.
(2) (Quick Effect): You can Tribute 1 Insect monster except this card, then target 1 Effect Monster your opponent controls; negate its effects until the effect of the turn.

 

Screenshot_2019-04-20-%E9%81%8A%E6%88%AF

 

Battlewasp – Twinbow the Attacker
WIND/Insect
Level 3
1000/500

You can only use the (1) effect of this card’s name once per turn.
(1) During your Main Phase: You can Special Summon this card from your hand, but for the rest of this turn, you cannot Special Summon monsters from your Extra Deck, except Insect monsters.
(2) This card can make a second attack during each Battle Phase.

 

Screenshot_2019-04-20-%E9%81%8A%E6%88%AF

 

Battlewasp – Azusa the Ghost Bow
WIND/Insect
Synchro/Tuner/Effect
Level 5
2200/1600

1 Tuner + 1+ non-Tuner monsters
You can only use the (1) effect of this card’s name once per turn.
(1) When you inflict damage to your opponent by the effect of a “Battlewasp” monster except this card (even during the Damage Step): You can inflict damage to your opponent equal to the Original ATK of that monster.
(2) If this card is already in your GY when a “Battlewasp” monster(s) you control destroys a monster in battle: You can Special Summon this card in Defense Position, but banish it when it leaves the field.

 

source: https://ygorganizati...ftermyrobotbee/




#7136580 Single to Archetype Game

Posted by Dr. Jolly Glot the III on 14 April 2019 - 03:47 AM

Voltestrument Pluginslay
DARK / Link 2 / Thunder / Effect
Top, Bottom

2 Thunder Monster
You can also Link Summon this card using a Extra Linked Link monster your opponent control that didn't point to any of your zone as its Material. If this card is destroyed by card effect: Draw 1 card During the End Phase of this turn. If this card is destroyed by the effect of "Voltester", You can Draw equal to number of monster destroyed by the effect of "Voltester" this turn instead.you can only use this effect of "Voltestrument Pluginslay" once per turn

ATK 2000

Voltestrument Electrosuit
DARK / Rank 7 / Thunder / Xyz /Effect

2+ DARK Thunder Monster with the same Levels
You can Detach 1 Xyz Material from this card (Quick Effect): Target 1 Monster on the field; It lose 500 ATK/DEF for each Link monster that points to that zone +1 and then you can move it to Unoccupied Adjecent zone. You can only use this effect of "Voltestrument Electrosuit" once per turn. If this card is Destroyed, either by battle or card effect: Special Summon 1 "Voltest" Monster from your hand or GY to your field except "Voltestrument Electrosuit"

ATK 2500 / DEF 1100

Voltesting Jump-start
Quick Play

Add 1 "Voltest" card from your Deck or GY to your hand. During Either player turn, except during the turn you add cards to your hand by the effect of "Voltesting Jump-Start": You can Banish This card from your GY; Special Summon 1 "Voltester" from either GYs. You can only use each effect of "Voltesting Jump-Start" once per turn.

Voltested Circuit
Field Spell

Whenever a Thunder Monster(s) you control would be destroyed by the effect of "Voltest" card: You can pay 300 LP; Thunder Monster(s) you control gain 100 ATK and cannot be targeted by opponent card effect until the end of opponent's next turn. And after that Destroy all of your monster Linked to that card instead.

Tlacaelel, the Evil King


#7136554 Single to Archetype Game

Posted by Dr. Jolly Glot the III on 13 April 2019 - 10:25 AM

Parry Knight - Lady Flankfinger
EARTH / Level 4 / Spellcaster / Effect

If either this card is summoned OR flipped face-up: You can add 1 "Parry Knight" card from your Deck to your hand. Additionally, if this card is summoned by "Parry Knights"; End the current Battle Phase. During your Main Phase: Draw up to 2 cards and then Shuffle that many cards from your hand, field, and/or GY including a "Parry Knight" card. If you have no "Parry Knight" card in your hand, show your entire hand and then shuffle it to your Deck. You can only use this effect of "Parry Knight - Lady Flankfinger" once per turn.

ATK 1500 / DEF 1300

Parry Knight - Sir Rob Oathmaster
EARTH / Level 4 / Machine / Effect

If either this card is summoned OR flipped face-up: You can target 1 card on the field; Shuffle it to its owner Deck. Additionally, if this card is summoned by "Parry Knights" and that Target is a Monster; Gain LP equal to that monster ATK while its on the field. You can only use this effect of "Parry Knight - Sir Rob Oathmaster" once per turn While your LP is higher than the current total ATK of monster your opponent control, Monsters you control can't prevent your opponent from attacking directly.

ATK 1300 / DEF 1100

Dance Fort
Continuous Spell

If this card is activated: Special Summon 1 "Parry Knight" monster from your GY. "Parry Knight" monster you control cannot be destroyed by card effect. You can Target 1 Monster your opponent control (Quick Effect); That monster cannot be used as tribute or material to summon a monster this turn also must attack at the start of opponent Battle Phase. and after that, Double the ATK of "Parry Knight" monster you control.

Miss Keep Barba


#7136164 [RIRA] Spirit Sculptor

Posted by Dr. Jolly Glot the III on 02 April 2019 - 09:19 AM

Not really Spirit monster support.

 

D3HdFpIV4AMs-Eq-300x211.jpg?resize=300%2

 

Spirit Sculptor
LIGHT/Fairy
Level 4
1600/2100

You can only use the effect of this card’s name once per turn.
(1) You can Tribute 1 monster; add from your Deck to your hand, 1 monster whose combined original ATK/DEF is the same as the Tributed monster’s.

 

source: https://ygorganizati...pirit-sculptor/




#7135837 'Fighter Edge' monsters fusions and support

Posted by Dr. Jolly Glot the III on 24 March 2019 - 11:27 PM

Fighter Edge Yinman: The search effect wording is potentially illegal because you lack of effects that suppose to give proof that monster it search is indeed listed on Fusion while Fusion Monster is not considered a public knowledge due to being face-down in ED. its easy to fix though by adding process of revealing the Fusion to the condition of the effect

 

"Cannot be Special Summoned. If this card is Normal Summoned: Reveal 1 "Fighter Edge" Fusion Monster from your Extra Deck; Add 1 "Fighter Edge" Monster that listed as Fusion Material of the revealed card from your Deck to your hand. If this card is used as Material to Fusion Summon a monster that Summoned using "Fighter Fusion" that monster gain the following effects:

@ This card gain 200 ATK for each of your Banished card(s). If this card is Fusion Summoned: Target 1 Monster your opponent control; Negate its effects while its face-up on the field.

 

unlike earlier review im not finding this powerfull. in fact its quite a standard. the search is just a convoluted version Stratos which not really game-breaking amazing but quite practical to be auto-include. singular negation is bit hampered by targeting clause but is reasonable as it nice to have. 200 boost per banish could be big but scenario in which it become amazing is rarely come

 

Fighter Edge Yangwoman : 2 problems, the Spell search isn't once per turn but also you not specified from where its search. the fusion bonus effect is just a weaker UTL/Armades. quite safe IMO

 

"If this card is used as Material to Fusion Summon a monster that Summoned using "Fighter Fusion" that monster gain the following effects:
@ If this card Attack, Your opponent cannot activate Spell/Trap Card until the end of Damage Step.

 

Fighter Edge Insect Knight: quite safe special summon effect. the damage deflect is not really ridiculous since we have UTL, Borrelload, Raigeki, etc which can be summoned with greatest of ease.

 

"If this card is Summoned, Special Summon 1 Level 4 or lower "Fighter Edge" from your hand or GY. Your opponent take any Battle Damage you take from battle involving this card, instead.

 

Fighter Edge War lion: kinda same case as Insect Knight. i wouldn't call this broken but its indeed quite annoying. put cap on the ATK manipulation effect to original ATK. also made it cannot be destroyed by battle only once instead of twice

 

" This card can Attack twice during each Battle Phase. If this card battle a monster, this card ATK become equal to Original ATK of monster that battled with this card. The first time this card would be destroyed by battle, is not destroyed.

 

Fighter Edge Fishman: its just a Grandmaster of Six Samurai with stat reduction

 

Fighter Edge Rasca: now this is some thing that can be agreed to be too strong. double cost-less negation is a no on top of easy to be special summoned big body. If this a Nomi and the negation effect is granted on fusion just like the lower levels to tied in with the main gimmick of Fusion then its probably much more bearable

 

Fighter Edge Bodybuilder: stat reduction is as practical as is Boring. oh well its not bad. anti-summon from main deck. is....a dilemma. not many card does that. making this effect kinda useless in most scenario but also this effect stop the strongest summon effect that possible in this game. its an OK.. for now

 

Fighter Edge Equinox: this game have "Thousand Eyes Restrict" and "No.101". so the equip effect is kinda fine with exception of effect copy which too much. as for the rest, for precaution make the effect hard once per turn and requiring to Target

 

Fighter Edge Wild Knight: make the mass destruction trigger only when fusion summoned. the Follish burial part of the effect is kinda concerning but for now i let it slide due to lack of powerful GY manipulation effect

 

Fighter Edge Insect Rasca: the only thing thats broken about this card is its  Azathot-style effect shut down that also work on spell/trap.

 

Cloning call: standard search card. its kinda underpowered due to only add monster since all Spell/Trap is not named "Fighter Edge".

 

Fighter Fusion: quite ok as a fusion card. but the draw effect is really counterproductive

 

Muscle Growth: instant 3000 isn't really broken. its technically Honest with piercing bonus and the drawback is quite severe. yeah can be passed

 

Containment pod: its quite nice as the battle-based trap goes. but summoning Rasca is the problem. even if you follow my CnC to nerf Rasca. its still a instant 2600 body of a relatively free cost. make the summon effect activate by banish in GY except on the turn its was sent there and can only summon Level 4 or lower.




#7135631 Carmen Sandiego [WRITTEN]

Posted by Dr. Jolly Glot the III on 17 March 2019 - 10:32 AM

this is cool effect

 

i can think 1 combo using Saryuja in same manner it was used in Slash Draw OTK by fixing another copies of Carmen after the first copy has its self-shuffling effect resolved and then digging it via Danger! well not really optimal i guess? Danger! will take care the rest of the board setup and you getting opponent stuff  when going 2nd




#7135285 Shooting for a Cosmic Horror theme

Posted by Dr. Jolly Glot the III on 09 March 2019 - 01:05 AM

Summon Condition it kinda similar to Darkness Neosphere... granted this using your opponent resource also

 

the card itself is crazy. basically a bit preventable Kaiju that punish your opponent for overextending. not the most difficult scenario but a really clunky one. the rest of the effects though... oh my dog the pure advantage this card bring to the table is crazy. its basically worse (in really OP way) Pot of Greed that add 3+ cards with the only risk is your opponent force your to draw 1-2 cards for deck-out lose. and those 3+ advantage can enable you to create craziest possible board as you wish.




#7135275 [New Mechanic] Power Cards

Posted by Dr. Jolly Glot the III on 08 March 2019 - 09:26 PM

kinda thin ice to thread with

 

if the power level is to weak, its an expensive investment of 2 face-up S/T with symbols, which leaves us with Equip Spell, Continuous S/T, and Field Spell and as far as the game goes its usually preferable to keep them. also, unless you make it so it bypass the ED slot number of 15 then it also eat that slot making it even more undesirable

 

but if the power level is really high, its an "continuous" advantage that's really hard to disturb




#7135212 Casual Programmer Here

Posted by Dr. Jolly Glot the III on 07 March 2019 - 09:43 AM

I have read about the community split right after I joined and I don't want to pour more oil into the flames. However, do know that I'm more of a C#/C++ guy and web programming really isn't my forte. And forget about SQL, I love to hate that so called language. This is the last time I speak about the split. It isn't to disrespect anyone that I will, from now on, ignore any message related to the split or YCMaker's controversies, but because I feel neither ready nor in the mood to talk about these matters.

understandable, pardon my insensitivity

 

enjoy your stay :)




#7135056 My Archetype - Dark Realm

Posted by Dr. Jolly Glot the III on 28 February 2019 - 01:01 AM

Puppetry: this kinda need a major wording fix

 

When a "Dark Realm" is Targeted for Attack: You can pay 1000 LP; Take Control 1 Monster your opponent control until the end of Battle Phase. You must take control monster other than the attacking monster if possible. then you may apply 1 of the following effect.

@ the Attacking Monster is attacking monster you take control, Instead.

@ if your opponent control no monster, Inflict damage equal to half of the ATK of monster you take control.

 

well thats the rough fixes. basically a slightly stronger Magical Arm Shield being able work on 1 monster, non-targetting, and have damage potential. but battle traps is not really as prominent as is before. with exception of the ones with mass control/removal effect. (Mirror Force Variant). but i guess this is fine

 

Realm: you need to specify what type of destruction this card prevent. battle or effect? 700 stat boost is really huge though to be this generic. maybe lower it to 400

 

Odd: need the field spell and archetype's monster. not the hardest to fullfil. the defense position changing not that much effective in link era but it may screw your opponent setup when you go first with DEF reduction and continuous destruction.

 

Necros and zombie: you mean "You can Normal Summon this card without tribute". well instant 2 mat although a bit slow so its fine. but  Zombie is all kinds of wrong though. non-destruction removal by the equip effect. with zone lock to boot. sure if its removed from the field the monster returned but it open the finishing window so easily

 

Sacrifice: so at max this is discard 4 draw 5. the only thing that prevent this to be abused outside this deck is the Zombie requirement. but the advantage this card can give you is so huge its not funny. if this archetype can can get a good GY manipulation effect. this could be busted. which really close given generic zombies have those kind of effects in abundant

 

Ghoul: i dont really get the utility of this card besides one for one, Crush Card, or Rescue Rabbit

 

Leviathan: you need to specify if the effects of this card is stack or only works on fixed number of monster like Cyber Blader. most of this effect is not that good. (10) is bland stat boost, (6-9) is protection that just like field spell need to be specify, (5) effect is outclassed by Doomsday Horror in every-way, leaving (2-4) & (1) being the good one