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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 Today, 10:11 AM
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#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




#7134995 [Written] Warmonger Summoner | dust of those Giant Rat, Mother Grizzly and an...

Posted by Dr. Jolly Glot the III on 25 February 2019 - 08:53 AM

Warmongering Summoner
DARK / Level 4 / Spellcaster / Effect

This card Attribute is also treated as LIGHT, FIRE, WIND, WATER, and EARTH in your possesion. This card cannot be targeted for attacks or effecs while you control other monster except "Warmongering Summoner". While this card is face-up on the field the text “When This card is Destroyed by Battle and sent to GY:” of the effect(s) that has that text of monsters you control or in your hand become “If this card is Destroyed by Battle or card Effects:”

ATK 1500 / DEF 2000

Made this mainly for the 3rd effect which a bit twist on our new effect changing effect debutting from Malefic Teritory, which basically turning the classic DM era battle recruiters like Mystic Tomato, UFO Turtle, etc to can be triggered by effect destruction even in hand! He has bit of protection that encourage you to summon a wall via classic recruiter and finally the recruiter can search him.too with 1500 stat and having all attribute under the sun.




#7134683 [Written] Forgotten Sun - Eternal Corona

Posted by Dr. Jolly Glot the III on 13 February 2019 - 07:47 AM

I get it but i hardly see this as something that could be use with exception you make an archetype revolving it. Our spell is usually there to keep building advantage and negating it doesnt really seem that productive


#7134475 Metalmorphians (WIP Archetype)

Posted by Dr. Jolly Glot the III on 31 January 2019 - 11:16 PM

ok proper review

i dont think you should put this in Experiment its was realistic enough (well with addition of my fixes) to be put in casual multiple section. also being 1 card of archetype i can't really appraise the value of this card unless you post another archetype member first so my current review is will gloss over what this one already is and might change if you add another members

so basically a contact fusion enabler in the same vein as Neos Fusion although this one does fusion summon properly so if the fusion got pops you can reborn it. the self-destruct penalty probably needed if in future you gonna made strong fusion preferably the ones that can't really bypass that penalty (although you may bypassed it with maybe a certain play of fusion for competitive edge). oh yes you better have quite spammy main deck monsters given the you need to control the tributes which not the easiest scenario to fulfill since you also need to summon link monster first

alternatively, you can equip this card to stop attacks. not really amazing in this game as much but its not bad. that pop ala Graydles equip is a nice compensation for that lackness


#7134447 [DBIC] Key Cards for “Infinite Ignition”

Posted by Dr. Jolly Glot the III on 30 January 2019 - 12:47 AM

It appears Saikyo Jump has blown the lid on key cards.

 

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DBIC-JP009 Mugen Kidou Earthshaker (Infinite Ignition Earthshaker) – Ultra Rare
Rank 9 EARTH Machine Xyz Effect Monster
ATK 3100
DEF 2100


Materials: 2 Level 9 monsters
You can only use the 1st and 3rd effects of this card’s name once per turn.
(1) You can detach any number of material from this card, then target an equal number of cards on the field; destroy those targets.
(2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
(3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

 

ea4e9e87.jpg?resize=220%2C300&ssl=1

 

DBIC-JP011 Mugen Kidou Megaton Gale (Infinite Ignition Megaton Gale) – Super Rare
Link 3 EARTH Machine Link Effect Monster
ATK 4000
Links: Bottom Left, Bottom Right, Right
Materials: 3 Xyz Monsters


You can only use the 2nd effect of this card’s name once per turn.
(1) This card and Xyz monsters you control are unaffected by the effects of other monsters, and cannot be destroyed by battle, except by Xyz monsters.
(2) Target 1 Xyz monster in your GY and 1 card your opponent controls; Special Summon the first target and place the second target under that monster as material, but halve any damage inflicted to your opponent for the remainder of this turn.

 

ddb81fe5.jpg?resize=217%2C300&ssl=1

 

DBIC-JP008 Mugen Kidou Colossal Mountain (Infinite Ignition Colossal Mountain) – Common
Rank 7 EARTH Machine Xyz Effect Monster
ATK 2100
DEF 3100
Materials: 2 Level 7 monsters


You can only use the 1st and 3rd effects of this card’s name once per turn.
(1) You can detach 1 material from this card; this card gains 1000 ATK.
(2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
(3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

 

2d5c30d3.jpg?resize=211%2C300&ssl=1

 

DBIC-JP002 Mugen Kidou Rock Anchor (Infinite Ignition Rock Anchor) – Common
Level 4 EARTH Machine Effect Monster
ATK 1800
DEF 500


You can only use each effect of this card’s name once per turn.
(1) If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except “Infinite Igniton Rock Anchor”.
(2) Target 1 Machine monster you control, except this card; until the end of the turn, the Levels of this card and that monster become equal to the total combined Levels of those 2 cards.

 

2375b391.jpg?resize=203%2C300&ssl=1

 

DBIC-JP003 Mugen Kidou Cancer Crane (Infinite Ignition Cancer Crane) – Super Rare
Level 5 EARTH Machine Effect Monster
ATK 2100
DEF 500


You can only use each effect of this card’s name once per turn.
(1) You can Tribute 1 EARTH Machine monster you control; Special Summon this card from your hand in Defense Position.
(2) You can banish 1 Machine monster from your GY; add 1 “Super Contact Expansion (*)” from your Deck to your hand.

* This card’s proper name is illegible due to being a forced Furigana reading over blurry text. We’ll get the proper name at a later time.

 

Source: https://ygorganization.com/bagger288/




#7134359 [20TH-C] Malefic Tune

Posted by Dr. Jolly Glot the III on 25 January 2019 - 07:33 AM

So you need more draw and search power for your Malefic Deck?

 

DxwOH81V4AAAWpI.jpg?resize=300%2C211&ssl

 

20TH-JPC08 Sin Tune (Malefic Tune)
Normal Trap Card
You can only use each effect of this card once per turn.
(1) If a face-up “Malefic” monster you control is destroyed by battle or your opponent’s effect: Draw 2 cards.
(2) If a face-up “Malefic” monster you control is destroyed, except by battle, while this card is in the GY: You can banish this card from the GY; add 1 “Malefic” monster from your Deck to the hand.

 

Source: https://ygorganizati...leavesfromeggs/




#7134292 New Spicy Tech For True Draco!

Posted by Dr. Jolly Glot the III on 23 January 2019 - 08:13 AM

 

you kinda late




#7134279 [20TH-C] Malefic Paradox Gear

Posted by Dr. Jolly Glot the III on 23 January 2019 - 06:01 AM

A new Malefic monster appears, meant to make summoning your monsters even easier.

 

Dxlf25FU0AA2JGM.jpg?resize=300%2C211&ssl

 

20TH-JPC15 Sin パラドクスギア (Malefic Paradox Gear)
Level 1 DARK Machine Effect Monster
ATK 0
DEF 0


You can only use each effect of this card’s name once per turn.
(1) If a face-up Field Spell is on the field: You can Tribute this card; Special Summon 1 “Malefic Parallel Gear” from your Deck, then add 1 “Malefic” monster from your Deck to your hand, except “Malefic Parallel Gear”.
(2) If you would banish a monster to Special Summon a “Malefic” monster from your hand using its own procedure, you can banish this card from your field or GY instead.

 

Source: https://ygorganizati...adoxtoparallel/




#7134241 [SATS] Time Thief Archetype

Posted by Dr. Jolly Glot the III on 22 January 2019 - 10:59 AM

TimeThiefWinder-SAST-EN-C-1E.png

 

SAST-EN082
Time Thief Winder
Level 4 / DARK / Psychic / Effect
1800 ATK / 1300 DEF


You can detach 1 material from an Xyz Monster you control: special summon this card from your hand. If this card is normal summoned or special summoned: add 1 “Time Thief” Card from your deck to your hand, except “Time Thief Winder”. You can only use each effect of “Time Thief Winder” once per turn.

 

TimeThiefBezelShip-SAST-EN-C-1E.png

 

SAST-EN083
Time Thief Bezel Ship
Level 4 / DARK / Machine / Effect
1000 ATK / 2000 DEF


(Quick Effect): You can Tribute this card, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to that monster as material. If this card is in the GY: You can detach 1 material from an Xyz Monster you control; Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Bezel Ship” once per turn.

 

TimeThiefRegulator-SAST-EN-C-1E.png

 

SAST-EN084
Time Thief Regulator
Level 4 / DARK / Machine / Effect
600 ATK / 200 DEF


If you control no other monsters: You can Tribute this card; Special Summon 2 “Time Thief” monsters with different names from your Deck in Defense Position, except “Time Thief Regulator”. When an Xyz Monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Regulator” once per turn.

 

TimeThiefRedoer-SAST-EN-C-1E.png

 

SAST-EN085
Time Thief Redoer
Rank 4 / DARK / Psychic / Effect
2400 ATK / 2000 Def
2 Level 4 Monsters


Once per turn, during the Standby Phase: You can attach the top card of your opponent’s Deck to this card as material. (Quick Effect): You can detatch up to 3 different types of materials from this card, then apply the following effect(s) depending on what was detatched
● Monster: Banish this card until the End Phase ● Spell: Draw 1 card.
● Trap: Place 1 face-up card your opponent controls on top of the Deck.
You can only use this effect of “Time Thief Redoer” once per turn.

 

TimeThiefHack-SAST-EN-C-1E.png

 

SAST-EN086
Time Thief Hack
Continuous Spell Card


During the turn they are Special Summoned, Xyz Monsters you control cannot be destroyed by your opponent’s card effects, also your opponent cannot target them with card effects. You can target 1 face-up Xyz Monster you control; it gains 300 ATK for each material currently attached to it, until the end of this turn, and if it does, and also has a material that is owned by your opponent, it can attack directly this turn (even if this card leaves the field). You can only use this effect of “Time Thief Hack” once per turn.

 

TimeThiefFlyback-SAST-EN-C-1E.png

 

SAST-EN087

Time Thief Flyback
Normal Trap Card


Target 1 “Time Thief” Xyz Monster you control; attach 1 “Time Thief” card from your hand or Deck to it as material. You can banish this card from your GY, then target 1 “Time Thief” Xyz Monster you control; attach 1 card from your opponent’s GY to it as material. You can only use 1 “Time Thief Flyback” effect per turn, and only once that turn.

 

Source: https://ygorganizati...holywarforcyl3/




#7134192 [20TH-C] Malefic Territory

Posted by Dr. Jolly Glot the III on 20 January 2019 - 08:35 AM

ohohohohohoho

 

thank you tierra for that 2nd effect

 

1st effect really nice although World randomness still annoying

 

3rd effect allowing them for multi-attack. but sadly Skill Drain is still preferable. like come on konami you did several archetypal Skill Drain in the past and this archetype is the one that needed the most (barring Truth Dragon, that being said make Truth Dragon Playable would ya?)




#7134162 [20TH-C] Malefic Selector

Posted by Dr. Jolly Glot the III on 19 January 2019 - 07:28 AM

A Spell Card from Bonds Beyond Time appears for Malefics, designed to help you search your key cards!

 

DxMFPT3UwAA3k3H.jpg?resize=300%2C211&ssl

 

20TH-JPC07 Sin Selector (Malefic Selector)
Normal Spell Card
You can only activate a card with this card’s name once per turn.
(1) Banish 2 “Malefic” cards from your GY; add 2 “Malefic” cards from your Deck to your hand, with different names from each other and those banished cards, except “Malefic Selector”




#7133954 Structure Deck R: Lord of Magicians

Posted by Dr. Jolly Glot the III on 15 January 2019 - 08:11 AM

Breaker is back too as a Link monster! The first cards of Structure Deck R: Lord of Magicians revealed at last.

EndymionPendulum.png?resize=206%2C300&ss

SR08-JP001 Sousei Madou-Oh Endymion (Endymion, the Founding Sorcerer Supreme)
Level 7 DARK Spellcaster Pendulum Effect Monster
ATK 2800
DEF 1700
Pendulum Scale: 8
Pendulum Effect:
You can only use the Pendulum Effect of this card’s name once per turn:
(1) You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone. Then, destroy cards on the field up to the number of cards you control that you can place Spell Counters on, and for each card destroyed, place a Spell Counter on this card.
Monster Effect:
(1) Once per turn, when a Spell/Trap Card or its effect is activated: You can return 1 card you control that has Spell Counters placed on it to the hand, then, negate that activation, and if you do, destroy that card. Then, you can place the Spell Counters that were on that card on this card.
(2) This card that has Spell Counters placed on it cannot be targeted or destroyed by your opponent’s effects.
(3) When this card with Spell Counters placed on it is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.

Daybreaker.jpg?resize=206%2C300&ssl=1

SR08-JP040 Madou Kishi Daybreaker (Daybreaker the Splendid Magical Knight)
Link 2 LIGHT Spellcaster Link Effect Monster
ATK 1600
Links: Bottom Left, Bottom Right
Materials: 2 Spellcaster monsters
You can only use the 2nd and 4th effects of this card’s name each once per turn.
(1) If this card is Link Summoned: Activate this effect; place 1 Spell Counter on this card.
(2) If a Spellcaster is Special Summoned to a Monster Zone this card points to: Activate this effect. Place 1 Spell Counter on this card
(3) This card gains 300 ATK for each Spell Counter on this card.
(4) You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy that card.