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Member Since 12 Jun 2014
Member ID: 756,728
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#7104696 Three California Initiative Makes November Ballot

Posted by Draconus297 on 14 June 2018 - 11:19 PM

Funny thing is, at least in the places I've been around the state (which mostly fall into "California" and "Southern California"), most people I've talked to think that this is a terrible, pointless bill.

I'll be perfectly honest, though: Even though I think it's stupid, and most of the people I've talked to think it's stupid . . . there's no telling if it'll go through or not. One of the commercials advocating the split is trying to say that there isn't enough money being distributed to schools, but that isn't a problem of just whoever's in office- a lot of local officials just think they can pocket the cash that's supposed to go to the school system, which leads to nonsense like my local school district going through four different primary administrators during my childhood, and my having to attend every one of those protests. The money going to schools from the state government has increased, even in the more rundown urban districts, but the actual amounts reaching the schools are decreasing due to sheer greed among the people distributing said cash. The split won't do anything to fix that, and will only create more expensive bureaucracy that will take more money away from things like the emergency services we just reappropriated money towards.

I'm not going to say that people will be smart enough to vote against something that won't accomplish anything positive- I've been disappointed by human stupidity enough times- but I hope that this gets shot down fast.

#7104609 Super Smash Bros Ultimate

Posted by Draconus297 on 14 June 2018 - 04:01 PM

He's not talking from a technical perspective. It would be very simple for Ultimate to have as many characters as there were Generation 1 Pokémon. The issue is maintaining a standard of quality across the entire cast that shows that everyone was thought through and given proper respect. A lot of those fan games with a huge number of characters, intentionally or not, let certain characters fall by the wayside or show others huge favoritism, making huge gaps when it comes to attention to detail, playability, etc.

Also, the bigger the cast gets beyond a certain point, the more characters there are that straight-up will not see play.

#7103363 Create the Flavour Text Above You! Game

Posted by Draconus297 on 06 June 2018 - 06:14 PM

Revolt is the natural response to tyranny. In this case, a huge, ugly tyrant produced a huge, ugly revolution.

Damage = Reptile

#7102835 Remake a Card

Posted by Draconus297 on 03 June 2018 - 04:56 PM

Kozmo Dark Planet
DARK - Level 10 - Machine/Effect - 4000/4000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing "Kozmo" monsters from your hand, field, or Graveyard whose total Levels equal 10 or more. Cannot be targeted by your opponent's card effects. If your opponent activates a Spell/Trap Card or effect, you can banish 1 "Kozmo" monster from your Graveyard: Negate the activation, and if you do, destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard, you can banish this card from your Graveyard: Add 1 Level 9 or lower "Kozmo" monster from your Deck to your hand; and if you do, you can Special Summon 1 Level 8 or lower "Kozmo" monster from your hand or Graveyard, or from among your banished cards.

●Functions as comeback potential by being able to eat resources from your field or Graveyard.
●Can now negate Traps and effects (so on-field effects, like Field Spells and Continuous cards, can get hit, as can Graveyard effects for things like Reincarnation)
●You can now field a free monster after it dies so long as your opponent doesn't drop an Ash Blossom the search effect.

Red Warg

#7102567 Remake a Card

Posted by Draconus297 on 01 June 2018 - 12:47 AM

Parasite Paracide
EARTH - Level 2 - Insect/Flip/Effect - 500/300
If this Set card would leave the field by a card effect, you can reveal this Set card: Negate that effect, then return this card to face-down Defense Position. This card cannot be Tributed or used as Material for a Summon, except for the Summon of an Insect-Type monster.
FLIP: If this card is flipped face-up by an opponent's attack that does not inflict damage, this card is not destroyed by that battle. Shuffle this card into your opponent's Deck, face-up. If you draw this card that was shuffled into your Deck this way, Special Summon this card in Defense Position, and lose 1000 LP (or all of your LP, if less than 1000). Then, while this card is face-up on the field, all monsters you control become Insect-Type.

●A Flip monster for searchability.
●Inability to be Tributed or used as ED Material, so it clogs the board unless your opponent is willing to crash with it.
●Unkillable as a Set card bar mass negation, Counter Trap fieldwipes, BP effect lockouts, and monsters with piercing.
●PSCT to the rescue.
●LP loss instead of burn damage, because it's unpreventable, again bar negation.

Nobleman-Eater Bug

#7102563 Support an Archetype

Posted by Draconus297 on 01 June 2018 - 12:05 AM

Continuous Trap
You must control a "Ghostrick" monster to activate this card. A player that controls a face-down Defense Position monster cannot Summon monsters from their Extra Deck. Once per turn, during either player's turn, if your opponent Special Summons exactly 1 monster: You can flip one face-down Defense Position "Ghostrick" monster you control to face-up Defense Position; that Summoned monster is changed to face-down Defense Position, and cannot be flipped face-up while you control a face-up "Ghostrick" Spell/Trap Card. During your opponent's End Phase, you can add 1 "Ghostrick" monster from your Graveyard to your hand.

Link rules can't screw you over if your opponent never actually Link Summons.


#7102402 Create the Flavour Text Above You! Game

Posted by Draconus297 on 30 May 2018 - 05:43 PM

This pot holds incredible riches for any brave enough to put his hand inside . . . but will explode on the unworthy.

Trident Dragion

#7102305 Archetype Game

Posted by Draconus297 on 29 May 2018 - 10:58 PM

Scales Lizardry

You remember how everyone was hyping up Pendulums as a wonder mechanic that could make any Deck better? These reptilian guys and girls embody that philosophy!

Scales Lizardry is an archetype of EARTH Reptiles that specializes in changing their Scales . . . and their Pendulum effects are based on what their own current Scale is, or how big the gap is between the Scales. These effects are mostly just generic goodstuff, with things like draw power, stat changes, revival effects, and simple removal being most prevalent. This encourages running a few of them as an engine that ends in having things like potential replacements for things like Twin Twisters/Raigeki in monster mash Decks, free stat increases for Pendulum Decks that run little boys, and extra consistency and comeback potential for older Decks on top of being modular Scales for whatever strategy you want to run.

However, in case you want to run Scales Lizardry as their own Deck . . . they're very, very good at doing all the things bigger Pendulum Decks do, with help from the monster effects you'll never see used by the people who run one of the many quite consistent engine variants (with competitive Decks running 3 Sorceress and 2 each of Witch and Caster, or 3 Caster with 3 Necromancer). They're effective at spam, good at maintaining tempo, and can go plus while comboing off thanks to their own archetype-locked equivalents to Pendulum Sorcerer, Astrograph, Zefraath, Deskbot 003 . . . and, if you can put 4 or more monsters on board consistently, they have a horrifying Ultimate Falcon/Vortex Dragon hybrid as a boss, whose only real weakness is that you need to Tribute an archetype member every turn or it commits suicide and takes literally everything available to both players with it, turning the game into a topdecking contest.

Why aren't pure variants on top, then? Simple- their biggest playmakers shut out the use of any non-archetypal monsters for the rest of the turn, meaning that you're probably not making solid ED plays unless you can force your opponent to pass turn. Plus, while they're very consistent at throwing themselves onto the board even without the ridiculous stuff, at that point you'd be better off playing Zefra or Pendulum Magicians (or, y'know, literally any ED spam Deck released in the last four years), due to them being built around ED bosses that appreciate the specific aspects of each archetype. Scales Lizardry lack a Startime, Supreme King Dragon, or the ED options of Dracoslayers, and no majorly relevant bosses ask for EARTH Reptiles.

Barrial (barrier + burial)

#7102264 Ascension Carp

Posted by Draconus297 on 29 May 2018 - 06:52 PM

If the effect was mandatory (no "you can"), you could definitely trigger it in multiples. Since it's optional, they go off one at a time. That's why people flipped their shit about an early TCG mistranslation of the Paleozoic cards' Summon effects being mandatory.

#7102225 Shine Black “C”

Posted by Draconus297 on 29 May 2018 - 03:40 PM

So . . . The boss monster probably needs to use Level 4 EARTH Insect Normals, then. Both Shiny Black "C" and Gokibore fit that criteria. So does Giant Flea, but eh.

#7101681 Single to Archetype Game

Posted by Draconus297 on 26 May 2018 - 02:39 AM

Hourglass of Patience
LIGHT - Level 4 - Fairy/Effect - 1200/1000
If you control a face-up "Hourglass of" monster, you can Special Summon this card from your hand. Until your 2nd End Phase of the turn this card is Summoned, all monsters you would Special Summon are immediately destroyed. After that, your opponent must banish 1 card from their hand each time they would Special Summon a monster(s), otherwise that Summon is negated. If an "Hourglass of" monster inflicts battle damage, draw 1 card.

Hourglass of Trust
LIGHT - Level 4 - Fairy/Effect - 1000/1500
If this card is Normal or Flip Summoned, you can add 1 "Hourglass of" monster from your Deck to your hand. During the first Standby Phase after this card was sent from the field to the Graveyard, you can Special Summon this card from your Graveyard. Until your second End Phase of the turn this card is Summoned, all monsters you control lose 500 ATK and DEF. After that, all monsters your opponent controls lose 500 ATK and DEF, and all "Hourglass of" monsters gain ATK and DEF equal to that combined lost ATK and DEF, respectively.

Hourglass of Silence
LIGHT - Level 4 - Fairy/Effect - 0/2000
Until your 2nd End Phase of the turn this card was Summoned, you cannot activate Spell/Trap Cards or effects, except " Turning of the Hourglass". After that, your opponent cannot activate Spell/Trap Cards or effects, or add cards from their Deck to their hand by a card's effect. Your opponent cannot target "Hourglass of" monsters you control with attacks or effects, except this one.

Turning of the Hourglass
Quick-Play Spell
During the turn an "Hourglass of" monster is Summoned: Immediately apply the effect directly following "after that" in its card text, then draw 1 card for each "Hourglass of" monster you control. If you Normal Summon an "Hourglass of" monster while this card is in your Graveyard: You can banish this card from your Graveyard. After the second End Phase after this card was banished this way, your opponent's monsters lose ATK equal to the number of turns this card has been banished x100, and your opponent cannot activate the effects of monsters with less ATK than a face-up "Hourglass of" monster you control.

Mosaic Manticore

#7101677 Support an Archetype

Posted by Draconus297 on 26 May 2018 - 02:08 AM

Machina Reactor
EARTH - Level 7 - Machine/Effect - 2700/0
If this card is sent from your hand or field to the Graveyard: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). Monsters that have not battled successfully (including damage calculation) cannot be Tributed for a Tribute Summon, or used as Material for the Summon of a monster from the Extra Deck. If this card destroys your opponent's monster by battle, you can target 1 "Machina" monster in your Graveyard: Either add that target to your hand, or Special Summon it. While you control another "Machina" monster, this card can make up to 2 attacks during each Battle Phase.

Combine this with Rampart from the other page, and this becomes a first-turn option for Machina that starts putting in work setting up your plays on later turns. Against certain Decks, you practically get an instant win, what with most ED spam Decks not typically running something that can get over this. This is the evolution of the Machina Gadget playstyle- outpacing your opponent's resource game with big boys and the grind game- adding in some stun to make said style more effective.

In Machina, you're typically bringing this out with Cannon or Fortress's discard effects, and in a combo with Fortress you can make Flare Metal and maybe a Link (if you had things to revive that were either big enough or had enough of the way cleared for them to battle) in MP2. So there's that.

Also, requiring successfully reaching damage prevents cheese like Bull Blader from becoming free Material that also removes things. You are still allowed to negate the damage with things like Kuriboh and Waboku, but literally no one is going to do that in a competitive setting. This is also potentially giving relevance to things that cannot be destroyed by battle, but most of those are kinda slow.

Here's a fun one:

Golden Castle of Stromberg (technically a series, but we've done those before).

#7101251 Remake a Card

Posted by Draconus297 on 23 May 2018 - 01:05 AM

Hyper-Ancient Shark Megalodon
WATER - Level 8 - Fish/Effect - 2900/1300
If your opponent's monster declares an attack, you can send 1 WATER Fish-Type "Shark" monster from your Deck to the Graveyard: Special Summon this card from your hand, halve the ATK of the attacking monster, and change the attack target to this card. If this card is Normal or Special Summoned: You can add 1 WATER Fish-Type "Shark" monster from your Deck to your hand. When this card inflicts battle damage to your opponent: You can destroy 1 card your opponent controls.

●Welcome to Tragoedia, powercrept. The cost literally only exists to lock it into Sharks, and can actually help set up for Salvage/Surface plays.
●Stratos for Sharks!
●Destruction effect is now non-targeting, because protection can suck a very tiny lemon.

Snake Deity's Command

#7101248 AGM Legacy Support Thread 2: Electric Boogaloo

Posted by Draconus297 on 23 May 2018 - 12:56 AM

The Des-Draco stuff is really interesting, and frankly nuts (Ensign can make ham happen really easily, given the proper board), but I'd like to point out how, between the two of us, we've created two different Evil HERO Field Spells that both ape Skyscraper's effect in some way.

Also, now one of us should make a Sparkman/Avian Evil HERO Fusion, considering that one of the three Fusions I made closed the Burstrinatrix/Clayman/Sparkman triangle.

#7100959 Create a Card Game

Posted by Draconus297 on 21 May 2018 - 03:35 AM

Des Doormain - Final Orders
Continuous Spell
You must Tribute the Normal monster you control with the lowest Level to activate this card. Once per turn, you can discard 1 card to target 1 Level 3 or lower Normal monster in your Graveyard, and 1 Effect monster in your opponent's Graveyard: Banish the target in your opponent's Graveyard, and Special Summon the target in your Graveyard, with the effects of the banished card (it is still treated as a Normal monster). If a Normal monster you control inflicts battle damage, all monsters you control gain 100 ATK.

Des Doormain - Stone's Bookcase