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Draconus297

Draconus297

Member Since 12 Jun 2014
Member ID: 756,728
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#7139678 Make a Spell/Trap Card Game

Posted by Draconus297 on 21 August 2019 - 11:47 PM

Spell Collection
Field Spell
Cannot be activated, except at the start of your Main Phase 1. Cannot be destroyed or targeted by card effects. Neither player can Set cards. Both players can activate Trap Cards and Quick-Play Spell cards from their hand. Each player must remove a number of Mana Counters on their field equal to the Spell Speed of a card they would activate (cards with "cannot activate cards or effects in response" in their text are treated as Spell Speed 4) or Level, Rank, or Rating of a monster they would Summon. Once per turn, the turn player can reveal 1 monster in their hand, and keep it revealed until the End Phase to place 1 Mana Counter on themselves. Once per turn, the turn player can place a number of Mana Counters on any card they control equal to the number of Mana Counters currently on themselves.

Get dunked on, literally everyone, we playing MtG now. Simplified rules, obviously, but good luck surviving to the point that you can actually make an ED monster (at minimum, it takes 4 turns to make a Link-4). A half-decent Level 3 or lower beater can utterly crush most game plans by virtue of being difficult to counter under this, because nobody runs wall monsters anymore, unless your opponent specifically saves up Counters to drop a bigger monster (by which point you can also probably beat over their thing). Welcome back to caveman YGO for a good few turns, if you get this turn 1.

Along the lines of Number Wall giving Numbers the Number Clause, create a Spell/Trap that conveys the missing anime effect of a monster that got neutered IRL. Try your best to make it narrow enough to avoid abuse without outright naming the thing you're trying to give back its glory. Examples:
•REDMD gaining its ability to negate Spells and its 400 boost per Dragon in the Graveyard.
•Blue-Eyes Shining having the ability to pick and choose which effects work on it and a Quick field nuke during the Battle Phase.
•Meklord Astro Mekanikle could negate monster effects so long as you had a monster card on hand and a Synchro existed in a visible space, and could revive Meklords ignoring their Summoning conditions.
•Starving and Greedy Venom both did burn damage when they nuked the field, and negated the effects of monsters whose effects they copied.


#7139621 Make a Pendulum Monster Game

Posted by Draconus297 on 18 August 2019 - 06:46 PM

Des Dealer
DARK - Level 8 - Fiend/Pendulum/Effect - 1800/2800 - Scale 1
Pendulum Effect - If a Pendulum monster battles while both players have at least 1 card in their hand: Make both players shuffle their respective hand into their Deck, then each draws cards equal to the number of cards they shuffled +1. Neither player can activate cards or effects in response to this effect. During your opponent's Draw Phase, immediately after their Normal Draw: Inflict 200 damage to your opponent for each card in their hand; then, if there is an even number of cards in your opponent's hand, your opponent must then discard half of the cards in their hand. You can only control 1 "Des Dealer" in the Pendulum Zone.
Monster Effect - This card gains 200 ATK for each card in both players' hands. There is no limit to the number of cards you can have in your hand. This card can attack all monsters your opponent controls, once each. If this card destroys your opponent's monster by battle: You can add 1 face-up Pendulum monster from your Extra Deck to your hand.

Master Swordsman of Deep-Seated


#7139205 Make a Spell/Trap Card Game

Posted by Draconus297 on 22 July 2019 - 11:36 PM

ignore me, I'm a fucking idiot


Sorry, saw the I and thought FIRE, because I don't make generic LIGHT support on principle most of the time.


#7139191 Support an Archetype

Posted by Draconus297 on 22 July 2019 - 07:57 PM

Archfiend Pandemonium Overwhelming
Continuous Spell
When this card is activated: You can activate 1 "Pandemonium" directly from your Deck or Graveyard. Once per turn: You can Special Summon 1 "Archfiend" monster from your hand or Graveyard that mentions rolling a six-sided die in its card text, and if you do, draw 1 card. If a six-sided die is rolled, and the result is 3: You can destroy 1 card your opponent controls. Once per turn, if your opponent activates a monster effect while you control a face-up "Archfiend" monster: You can change the activated effect to the following:
●Target 1 "Archfiend" monster your opponent controls: Increase its ATK by 500.

Gem-Knight


#7139176 Archetype Game

Posted by Draconus297 on 22 July 2019 - 03:04 AM

Maskeraid

This Pyro-Type archetype is based on all manner of celebration, simultaneously the dancers at a masquerade and the fireworks they use to celebrate. Not only are most of them Rekindling targets, even Rekindling's drawback benefits their literally explosive playstyle.

You see, Maskeraid is one of the lucky archetypes to have the distinction of being hypothetically immortal, given their ability to repeatedly banish things, trigger effects off of being banished, and having several ways to put themselves back into the Deck from being banished; this party doesn't end unless the planners screw up. They also have multiple Field Spells with the ability to load your Graveyard with archetype members to set up said banishing, so really you can use the exact same archetype to play control, aggro, or OTK whenever you so please, or even a combination of the three to fight multiple opponents without needing to touch your Side Deck.

While the Main Deck members are definitely able to proc one another, it's the ability to choose between Link, Fusion, and Synchro Summons, and even a rather disgusting Main Deck boss, that makes this archetype so threatening; the only way to be sure you're beating Maskeraid is to specifically build against them with anti-banish or anti-Special Summon techs, and even those are liable to be decimated if they happen to have one of their Traps on deck to get rid of those direct threats.

As for building them . . . literally always run 3 Dansparkler. She's your best searcher in a Deck that has several, your archetypal Ronintoadin, a Level 1 Tuner, and is a Compulsory when banished. There is no variant of this Deck that doesn't want her. For context, this Deck also has an archetypal Kaiju and a Dragon Ruler wannabe.

Maskeraid Dansparkler
FIRE - Level 1 - Pyro/Tuner/Effect - 300/200
If your opponent declares a direct attack: You can Special Summon this card from your hand, and if you do; you can Special Summon 1 Level 4 or lower "Dansparkler" monster from your hand or Graveyard, then negate that attack. If this card is Normal or Special Summoned: You can add 1 non-Tuner "Maskeraid" monster from your Deck to your hand. While this card is in your Graveyard, you can banish 1 other "Maskeraid" monster from your Graveyard: Special Summon this card from your Graveyard. If this card is banished, you can target 1 face-up monster your opponent controls: Return that target to its original owner's hand. You can only activate each effect of "Maskeraid Dansparkler" once per turn.

Splendrone


#7139091 Single to Archetype Game

Posted by Draconus297 on 20 July 2019 - 03:33 AM

Goblindogfighter
EARTH - Level 4 - Warrior/Effect - 1600/0
If this card is Normal Summoned: You can Special Summon 1 "Goblind" monster from your Graveyard, then change this card to Defense Position. If this card is Special Summoned in Defense Position: You can add 1 "Goblind" monster from your Deck to your hand, then change this card to Attack Position. You can only activate this effect of "Goblindogfighter" once per turn.

Goblindelivery
EARTH - Level 4 - Warrior/Effect - 1100/0
If this card is Normal Summoned: You can add 1 "Goblind" Spell/Trap Card from your Deck to your hand, then change this card to Defense Position. If this card is Special Summoned: You can Normal Summon 1 "Goblind" monster this turn, in addition to your Normal Summon/Set. You can only apply this effect of "Goblindelivery" once per turn.

Goblindiver
EARTH - Level 4 - Warrior/Effect - 1000/0
If this card is Normal Summoned: You can Special Summon 1 "Goblind" monster from your Deck, except "Goblindiver", then change this card to Defense Position. If this card is Special Summoned, you can target 1 "Goblind" monster you control, except "Goblindiver": Activate the effect of that target that activates when that monster is Normal Summoned. You can only activate this effect of "Goblindiver" once per turn.

Goblindestroyer
EARTH - Rank 4 - Warrior/Xyz/Effect - 2100/1900
2 or more Level 4 monsters
While you control a Normal Summoned monster and your opponent does not, this card cannot be destroyed or targeted by your opponent's card effects. If this card is Xyz Summoned using 1 or more Defense Position monsters as Material: You can destroy a number of cards your opponent controls up to the number of this card's Materials that were in Defense Position. If your opponent Normal Summons a monster, you can detach 1 Xyz Material from this card to target 1 Level 4 or lower EARTH Warrior monster in your Graveyard: Normal Summon that target. You can only activate this effect of "Goblindestroyer" once per turn.

Goblindalliance
Continuous Spell
If you Normal Summon a "Goblind" monster, you can target 1 card your opponent controls: Banish it. If opponent adds a card(s) to their hand by an effect: You can add 1 "Goblind" monster from your Graveyard to your hand, then, discard 1 random card from your opponent's hand. You can only activate this effect of "Goblindalliance" once per turn.

Goblindrive
Continuous Trap
If an Xyz monster with a "Goblind" monster(s) attached as Material is sent to the Graveyard: You can Special Summon 1 "Goblind" monster from your Graveyard. You can only activate this effect of "Goblindrive" once per turn. If a "Goblind" monster is Normal Summoned, you can target 1 card on your opponent's field or in their Graveyard: Attach that target to a face-up EARTH Warrior Xyz monster you control.

D. D. Scout Plane


#7139000 Trump Suggests That American-Born Congresswomen Go Back To Their Own Country

Posted by Draconus297 on 16 July 2019 - 03:07 AM

Hold on.

That still doesn't address Omar being the only one not American-born. If he lumped a large group together and referred to them as a group with a descriptor that doesn't apply to the majority, that's still fucking wrong, from a purely semantic sense.

I'm not saying it's "mask off", whatever that's supposed to mean, but call a duck a duck, and this duck fucked up hard.


#7138931 Make a Spell/Trap Card Game

Posted by Draconus297 on 13 July 2019 - 02:49 PM

Darkfire Emergency
Normal Trap
If your opponent Special Summons exactly 1 monster from their Extra Deck during Main Phase 1: Special Summon 1 monster from your hand, Extra Deck, or Graveyard with "If this card is destroyed by battle" in its card text; it becomes the Battle Phase, and your opponent's Summoned monster must attack the Summoned monster. While this card is in your Graveyard, monsters on the field cannot leave the field by their own effects. You can only activate 1 "Darkfire Emergency" per turn.

Take a wild guess. Fun fact: That Graveyard effect makes PSY-Frames entirely unplayable, Rokkets aggressively bad, and Yosenjus unable to bounce themselves.

Create a "Fusion"/"Polymerization" card that grants the Summoned monster an effect.


#7138778 Make Pack Filler Game

Posted by Draconus297 on 09 July 2019 - 04:18 AM

Pernicious Pair
Normal Trap
If you activate a card or effect by paying exactly 1000 LP, except for the effect of "Pernicious Pair", pay 1000 LP: Return 1 random card from your hand to the top of your Deck; apply the following effect during the 3rd End Phase after this effect resolves:
●Look at your opponent's hand and discard 1 card from it. Then, your opponent discards 1 random card from their hand.

A draw card that would be incredibly broken, except for the Type, Attribute, or archetype it's tied to.


#7138462 Make Legacy Support

Posted by Draconus297 on 29 June 2019 - 03:51 AM

Phantom Beast Emperor Ursus
EARTH - Link-1 - Beast-Warrior/Link/Effect - 1200 - L
1 Beast-Warrior monster with a Level
If this card is Summoned: You can add 1 "Phantom Beast" Spell/Trap Card from your Deck or Graveyard to your hand. You can only activate this effect of "Phantom Beast Emperor Ursus" once per turn. If this card destroys your opponent's monster by battle: You can Special Summon 1 Beast-Warrior "Phantom Beast" monster from your Deck. If a Beast-Warrior "Phantom Beast" monster you control with a Level has higher ATK than its original ATK, this card gains ATK equal to the difference.

Phantom Beast Monitor
EARTH - Level 4 - Beast-Warrior/Effect - 1800/800
If you Normal or Special Summon a Beast-Warrior "Phantom Beast" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can send 1 Beast-Warrior "Phantom Beast" monster from your Deck to the Graveyard: Draw 2 cards. You can only activate this effect of "Phantom Beast Monitor" once per turn. Other "Phantom Beast" monsters you control gain 100 ATK. If this card destroys your opponent's monster by battle: You can Special Summon 1 Beast-Warrior "Phantom Beast" monster from your Graveyard with less ATK than this card.

Phantom Beast Lightning Hare
LIGHT - Level 4 - Beast-Warrior/Effect - 1000/1800
If you control a face-up "Phantom Beast" Spell/Trap Card: You can Special Summon this card from your hand or Graveyard. If this card is sent to the Graveyard: You can add 1 Beast-Warrior "Phantom Beast" monster from your Deck to your hand, except "Phantom Beast Lightning Hare". You can only activate each of the above effects of "Phantom Beast Lightning Hare" once per turn. If your opponent Summons a monster(s) while this card is in your Graveyard: Reduce the ATK and DEF of all monsters your opponent controls by 100.

Phantom Beast's Illusion Hall
Field Spell
Beast-Warrior "Phantom Beast" monsters you control gain 500 ATK. Monsters on the field that have gained ATK by this card's effect cannot be destroyed by battle or targeted by effects. All battle damage that you take from battles involving Beast-Warrior "Phantom Beast" monsters you control is halved, and damage your opponent would take from battles involving Beast-Warrior "Phantom Beast" monsters you control is doubled. If you Summon a Beast-Warrior "Phantom Beast" monster(s), you can target 1 Spell/Trap Card your opponent controls: Destroy that target.

Phantom Beast Howl
Continuous Trap
When this card is activated, you can target up to 2 Beast-Warrior "Phantom Beast" monsters in your Graveyard with different names: Special Summon that target(s). Beast-Warrior "Phantom Beast" monsters you control gain 300 ATK for each monster you control, and 100 ATK for each Beast-Warrior "Phantom Beast" monster in your Graveyard. Once per turn, if you control the monster on the field with the highest ATK and at least 1 Beast-Warrior "Phantom Beast" monster, you can target 1 Special Summoned Effect monster your opponent controls (Quick Effect): Banish it.

Lame battle-centric Deck? Yeah, kinda. Much more cohesion and ability to play? Definitely. Lightning Hare facilitating actual field presence, Monitor being your new beater that puts Lightning Hare and the occasional Cross-Wing or Rock Lizard into the Graveyard as cost for a draw, and Emperor Ursus getting really big really quickly if you play it right provide a fun, if linear, beatdown build. Also, literally always run 3 Howl.

Time for two very unfinished-feeling villain archetypes:
Reptilianne
OR
Umbral Horror


#7138145 Wee Witch's Whirlwind (You Span My Head Right Round Last Round)

Posted by Draconus297 on 15 June 2019 - 03:24 PM

This is definitely an instant board clearer in any backrow-heavy Deck. Sky Strikers, as mentioned, now have a Trap they'll run in the main, but you can also use Paleozoics to potentially get active plus off of popping your opponent's shit. Use this with the one that's Dark Core and you're potentially going 3-for-3, then getting 2 monsters out of the deal. Welcome back, Fire Lake.

Given how the theming is getting increasingly relevant, Medusa Worm or Guardian Statue might be appropriate retrains at the moment.


#7138062 Legalize Anime/Manga Cards

Posted by Draconus297 on 13 June 2019 - 09:54 PM

Brilliant Shrine of the Earthbound Immortal
Continuous Trap
When this card is activated: You can Special Summon 1 "Earthbound Immortal" monster from your hand, Deck, or Graveyard whose Type matches the Type of a monster on the field. Once each per turn, if you control an "Earthbound Immortal" monster, and your opponent would activate a monster's effect on the field OR attack with a monster: You can negate that activation or attack, and destroy that card. If you attack your opponent directly while they control a monster, your opponent cannot activate cards or effects until the end of the Damage Step. You can only activate 1 "Brilliant Shrine of the Earthbound Immortal" per turn, and only 1 "Brilliant Shrine of the Earthbound Immortal" can be face-up on the field at a time.

Searchable, flexible, and makes for fun choices of cards to splash to get a free EBI (Insects for Uru, Fiends for Ccpac, Reptiles for Ccarayhua, etc.) on demand.

The Pillager
[Normal Spell
Add 1 random card from your opponent's hand to your hand.]


#7137905 Make a Tuner Monster Game

Posted by Draconus297 on 07 June 2019 - 10:34 PM

Armoria Gate
EARTH - Level 1 - Machine/Tuner/Effect - 0/2000
If you control a Defense Position monster, and you do not control "Armoria Gate": You can Special Summon this card from your hand. If this card is used as Material for a Synchro Summon, the Summoned monster gains the following effect:
●Once per turn, if this card has at least 1000 ATK: You can reduce this card's ATK and DEF by this card's original ATK, then, if this card's DEF is not 0, you can Special Summon up to 2 monsters from your Graveyard whose combined ATK is less than the ATK this card lost.

Create a Tuner with the name "Detonation Belt Serpent".


#7137669 Legalize Anime/Manga Cards

Posted by Draconus297 on 27 May 2019 - 03:30 AM

Soul Arena
Field Spell
When this card is activated, you can reveal your Extra Deck to your opponent: If the only cards revealed are "Number" Xyz monsters, this card on the field cannot be destroyed or targeted by your opponent's card effects, and its effects cannot be negated. "Number" Xyz monsters can be Xyz Summoned to Main Monster Zones, regardless of whether a Link monster points to said Zones. Once per turn, if a Rank 8 or higher "Number" Xyz monster(s) is destroyed, you can discard any number of cards from your hand (min. 1): Special Summon 1 Rank 8 or higher "Number" Xyz monster from your Extra Deck, except a monster with the same Rank as the destroyed monster, and attach both the destroyed monster(s) and all cards discarded for this effect to the Summoned monster as Material (this is treated as an Xyz Summon).

I took a few liberties with this one, so bear with me.
1. The most powerful protection you can give a Field Spell, with the caveat that you're running literally only Numbers.
2. Lets you swarm the board with exclusively Numbers, should you decide to put more than one on the field.
3. A nerfed version of the original effect, yes, but the severe bonus that the thing you Summon has Material- pretty relevant given what the Rank 8+ Number pool actually is. Oh yeah, and you get to choose how many cards to discard, instead of your entire goddamned hand every time.

A fun play I can see from this is making #38, eating a Spell, and if #38 dies you can just turn it into C9 and eat something, or 81 to get an effect-immune 4K booty.

Cross Heart
[Normal Trap
If your opponent's monster inflicts battle damage to your LP: Take control of that monster.]


#7137468 Legendary Duelist Pack Game

Posted by Draconus297 on 20 May 2019 - 03:31 AM

Satellite Cannon X-06S Balsam
LIGHT - Level 8 - Machine/Fusion/Effect - 0/2000
"Satellite Cannon" + "Satellite Cannon" + "Satellite Cannon"
Cannot be destroyed by battle or card effects, or targeted by your opponent's card effects, except battle with or the effect of Level 10 or higher monsters. Once per turn, during the End Phase, this card gains 3000 ATK. This card inflicts piercing battle damage. At the end of the Battle Phase, if this card attacked: Reduce this card's ATK to 0, and if you do, you can Special Summon 1 "Satellite Cannon" from your Graveyard.

Prototype Satellite Cannon
LIGHT - Level 3 - Machine/Tuner/Effect - 0/0
This card is treated as "Satellite Cannon" on the field and in the Graveyard. If this card is Normal or Special Summoned: You can add 1 "Satellite Cannon" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Prototype Satellite Cannon" once per turn. The first time your opponent Summons a monster(s) each turn: Increase this card's ATK by 500. During the End Phase, if this card attacked: Reduce this card's ATK to 0.

Satellite Cannon - Mk-2
LIGHT - Level 5 - Machine/Effect - 0/0
If your opponent controls a face-up monster that was Special Summoned from the Extra Deck, you can Tribute Summon this card by Tributing the monster they control with the lowest ATK. This card is treated as "Satellite Cannon" on the field and in the Graveyard. Cannot be destroyed by battle or card effects, except battle with or the effects of Level 5 or higher monsters. Once per turn, if your opponent activates a monster effect: This card gains 1000 ATK. During the End Phase, if this card attacked: Reduce this card's ATK to 0.

Satellite Cannon Charging
Continuous Spell
When this card is activated, you can add 1 LIGHT Machine-Type "Satellite Cannon" monster from your Deck or Graveyard to your hand. Once per turn, you can Fusion Summon 1 "Satellite Cannon X-06S Balsam" using monsters from your hand or field as Fusion Material. Your opponent cannot activate cards or effects in response to this effect or its activation. Once per turn, if a LIGHT Machine-Type "Satellite Cannon" monster gains ATK by its own effect: You can draw 1 card.

Satellite Cannon Defense System
Continuous Trap
When this card is activated: You can Special Summon 1 LIGHT Machine-Type "Satellite Cannon" monster from your hand or Graveyard. While you control a LIGHT Machine-Type "Satellite Cannon" monster, your opponent cannot Tribute monsters they do not control, nor use monsters they do not control as Material for a Summon. If a LIGHT Machine-Type "Satellite Cannon" monster gains ATK by its own effect, you can select and activate 1 of the following effects:
●Target 1 card your opponent controls: Destroy that target.
●Target 2 cards in your opponent's Graveyard: Banish both targets.

Since the rule is three, then, new pack!

Fortune Gaze - Characters who read or told fortunes!
Ishizu Ishtar (Egyptian Fairies)
Sartorius Kumar (Arcana Force)
Carly Carmine (Fortune Ladies/Fortune Fairies/Aslla piscu)
Cathy Catherine (Cats.dek)
Hochun Mieru [won't be bothered to look up a dub name at 1:30] (Prediction Princess)