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Draconus297

Draconus297

Member Since 12 Jun 2014
Member ID: 756,728
Currently Viewing Community Index
Offline Last Active 53 minutes ago
****-

#7124672 Expand My Archetype Game (Version 2.0)

Posted by Draconus297 on 20 October 2018 - 11:06 PM

Personally not a fan of the Psyber playstyle. Loew needs it more anyway.

Lawbook of Loew
Continuous Trap
Once per turn, if your opponent activates a card or effect from their hand: You can add 1 "Loew" card from your Deck or Graveyard to your hand, except "Lawbook of Loew". Once per turn, if you Normal Summon a "Loew" monster: You gain 1 additional Normal Summon of a "Loew" monster this turn, which you can use during the Main or Battle Phase. If you control a "Loew" monster, your opponent's Special Summoned monsters cannot activate their effects.

Serviceable conceptually, I think.


#7124200 Heckle the Member Above You

Posted by Draconus297 on 17 October 2018 - 09:54 PM

I've heard of an unfunny joke having a bad butt, but this is ridiculous.


#7124110 Q & A with the Draconus #9!

Posted by Draconus297 on 17 October 2018 - 03:18 PM

Ah, that does sound pretty cool. kod62z0.png?1

 

I can see why you'd name yourself after one. kod62z0.png?1

 
IYlJKrE.png?1 Woah, that sounds super cool and scary!
 
IYlJKrE.png?1 Are you a dragon!?

I myself am not a dragon. I just claim dominion over them. Master and commander, that sort of thing.


#7123536 Archetype Generator Meta

Posted by Draconus297 on 16 October 2018 - 02:43 AM

So, given card judgment, @Dante21 is the winner of the support challenge! Applause, champagne, confetti, and somesuch. As I say to all new members, drop into the Game thread and pick up a first club project, fill out your member info, and maybe open up a Legacy Support Thread for those AGM approved archetypes you want to make that little bit better.

Also, regarding @R.Surraco . . . I would run you through the Deck Challenge, but it's so blatantly obvious that you've wanted to be in for the longest time, and you've been quite the good sport about multiple second place finishes. So, I'll tell you what; try again. You can pick a different archetype, or stick with your guns in an attempt to fix what is, in my opinion, my biggest failure as an archetype designer. You have until the Monsters are unmasked in early November. If you can make support that reinvigorates an archetype or series (Mindsealers only have two bosses when they should have three due to naming conventions, Tythe's Ghaststreet cards lack a way to get plays truly started, and those two are off the top of my head) that was created by an archetype member, it'll be proof that you understand the group. Take your time, read the cards out, look for weak links in a chain. I'm offering this because, in all honesty, you have the makings of a good member; I'd say what you need most is just a bit of guidance. If you get stuck on the thing you chose, talk to the original creator to see what the original design philosophy was, and how you can extend it. I want to see you in, I really do. You just need to prove yourself.

Also, I'm going to take this opportunity to mention that, after much deliberation, I've given us one of the best battle Traps ever to appear in the anime: Kaiba's own Mechanical Trick Mirror, which applies the effect of any Normal or Quick-Play Spell Card in your opponent's Graveyard. It can be a better Mirror Force by using your opponent's own Raigeki, it can be used to increase the ATK of Slifer the Sky Dragon by borrowing your opponent's draw power, set up on your opponent's turn by stealing their Gold Sarc, use search cards in certain mirror matches, Summon monsters using revival or Fusion Spells, cherry-tap a limping opponent to death with their own copy of Sparks if they're running a Sparks Deck . . . The sky is truly the limit.


#7123223 Archetype Generator Meta

Posted by Draconus297 on 15 October 2018 - 01:28 AM

Minicon (Tinkerer's support card gave them a HOPT Destiny Draw equivalent iirc): https://forum.yugioh...brick-or-broke/

Cosmos (Tinkerer's support card was a non-Pendulum Rider Flip monster that revived a Raptor, then immediately equipped itself to said raptor):
http://forum.yugiohc...-written-cosmo/

Also, if you want, I'm a pretty comprehensive resource on PSCT, and during my elementary and middle school years I got in trouble multiple times for reading in class, up to and including reading the dictionary out of sheer boredom with the lesson plan at the time. If you need any help with wording, just explain the basics of what you want a card to do and I can write out the actual text.

Another thing I'd like to point out is that, regardless of which of you wins, the other can just slide in at the end of the month on the October Deck Challenge, because I don't think you'll have much competition. While I'd appreciate creativity in that regard, there's really nothing stopping you from building a Neos Deck, taking advantage of cards like Deep Neo Space and Neo-Spacian HERO in the AGM to combo off hard. Or, y'know, Dragonna-bugeisha, Dark Magician, Blue-Eyes, Cyber Dragons, Toons . . .


#7123181 Archetype Generator Meta

Posted by Draconus297 on 14 October 2018 - 11:16 PM

@Dante21: Minicon

Minicon Transport Unit (a truck)
Level 2
EARTH/Machine/Effect
When this card is Normal Summoned: You can Set one "Minicon" Spell/Trap card from your Deck, but it cannot be activated this turn. If this card is used as Xyz Material for the Summon of a "Minicon" Xyz monster, you can target 1 Spell/Trap Card your opponent controls: Banish it. When this card is detached from a Rank 2 Xyz monster you control to activate its effect: You can target 1 "Minicon" Spell in your Graveyard and add it to your hand.
300 ATK/700 DEF

Minicon Recon Unit (an UAV)
Level 2
EARTH/Machine/Effect
When this card is Special Summoned by another "Minicon" card's effect: You can send 2 "Minicon" monsters from your Deck to your Graveyard, then look at your opponent's face-down cards on the field and, if you do, destroy one of them. If this card is used as Xyz Material for the Summon of a "Minicon" Xyz monster: You can attach one card from your hand to that monster as Material. When this card is detached from a Rank 2 Xyz monster you control to activate its effect: Your opponent reveals one card from his hand.
100 ATK/ 900 DEF

Minicon Super Robot - Modular Armour
Rank 2
EARTH/Machine/Xyz/Effect
2+ Level 2 "Minicon" monsters (max 5)
When this card would be destroyed by battle or by card effects: you can detach one Xyz material instead.
This card gains the following effects depending on the number of material it has attached to it:
3+ : This card can attack a number of times per Battle Phase equal to the number of Materials attached to it.
4+ : This card gains ATK and DEF equal to the number of Materials attached to it x200.
5+ : This card is unaffected by your opponent's card effects that don't specifically target this card.
When this card has no attached Xyz Material: Change it to Defense Position, but it is destroyed during your next Standby Phase, and if it is, draw 1 card.
1000 ATK/ 1000 DEF

Minicon Expansion Pack
Continuous Spell
When this card is activated: Add up to 2 "Minicon" monsters from your deck to your hand. Once per turn: You can send one of your "Minicon" monsters from the deck to the Graveyard, then Special Summon 1 "Minicon" monster from your Graveyard with a different name. You can only activate this effect of this card's name once per turn.

Hidden In Plain Sight
Normal Trap
When at least 2 "Minicon" monsters you control would be destroyed: You can change all non-Xyz "Minicon" monsters you control to face-down Defense Position instead and, for the rest of this turn, those face-down monsters cannot be destroyed by battle or card effects. You can banish this card from the Graveyard, except during the turn it was activated: Special Summon 1 "Minicon" monster in face-up Attack Position, then change all other "Minicon" monsters you control to face-up Attack Position.
(This card is always treated as a "Minicon" card).

The only edits I made were in service of appropriate card text, and not making my eyes bleed.

Transport Unit is pretty solid, actually. The Minicon backrow lineup is a huge part of what makes the archetype as competent as it is, so pulling it from the Deck on a Normal Summon is good shit, ESPECIALLY if Buyout Craze is up to make that Normal Summon plus harder. The backrow banish when used as Material is also a solid way to get fodder ready for Heroic Armor's escalating burn, and the recoup when detached is just icing atop that cake. The only thing I don't get is what purpose it serves in the multi-toy mech- Control Unit is a sports car that forms the head, Backup Unit is a helicopter and jetpack, Assault Unit is a Formula 1 car and the weapon arm . . .

I . . . don't understand the reason Minicons want or need Recon Unit. Rather than a conditional effect that gives this Graveyard-heavy Deck even more setup that's reliant on it getting into the Graveyard in the first place, this slot could easily have been filled with an archetypal Bora the Spear or Gogogo Gigas clone. Also, again, you didn't provide a use for it in the combined body of tne mech, lore-wise.

Modular Armor doesn't look like much more than a mostly worse Heroic Armor, which has no effects besides a protection-based one if Summoned with two Materials. Then there's the suicide-and-draw effect . . . for some reason. The Towers clause if you get up to 5+ Materials is really sweet, but no one really fears a 2K Towers that can swing five times unless their entire board is already gone. As far as I understand, this was meant as some kind of alternate boss for when you can't vomit a 3+ mat Heroic Armor out to crush all resistance, but walling a basic passive ATK boost behind a Material requirement that gives you a good Heroic Armor anyway isn't optimal.

Expansion Pack is everything you could ever dream of in a setup card. A double search on activation is insane early game, and then you have an OPT Foolish that also revives a guy . . . I'm almost tempted to call it too good, given the plays you get access to.

What is going on with Hidden in Plain Sight? You're letting the big mechs (the point of the Deck) die to save the fodder, which gets flipped face-down for whatever reason. I'm tempted to call the banish effect good for no other reason than the extra free revival to use this overwhelming Graveyard setup with, but the mass position change seems to exist for no real reason, in terms of lore or game mechanics, unless you're that determined to prevent its use for chump blocking after getting frustrated one too many times by Trickstar Reincarnation.

So, you've effectively got two and a half good cards in this lineup, because Modular Armor is a bad stand-in for Heroic Armor if the latter gets banned or something, and Recon Unit has no reason to be played ever.

@R. Surraco: Cosmorider/Cosmoraptor

Cosmoraptor - Tricera
LIGHT - Level 8 - Dinosaur/Effect - 0/2500
This monster gains ATK equal to the ATK of its equipped "Cosmorider" monster. If you control a "Cosmoraptor" monster with a level less than the level of its equipped "Cosmorider" monster: it can attack your opponent directly using its original ATK; shuffle it into your deck at the end of the Damage Step. At your End Phase, if this monster has no "Cosmorider" monster equipped: Send it to the graveyard.

Cosmorider Trainer
LIGHT - Level 2 - Warrior/Effect - 1000/900
Once per turn: You can pay 50 LP as many times as you want: Add a "Cosmo" monster from your deck to your hand whose level is the same as the amount of times you paid the cost of this effect.

Rusted Solid Helm
Equip Spell
Equip this card to a Dinosaur monster you control. Put 3 time counters on this card. Equipped monster inflicts piercing damage as long as its ATK is not higher than its original ATK. During your Standby Phase: Remove a Time Counter from this card unless the equipped monster haven't battled in the last turn. If this card has no Time Counters on it: Destroy it.

Cosmo Spark
Quick-Play Spell
Activate only during your Main Phase 2 if you have a "Cosmorider" monster in each of your Pendulum Scales. For the rest of the turn, you can Pendulum Summon monsters whose level are the same as the active Pendulum Scales.

Cosmo Maneuver Alpha
Normal Trap
Whenever a "Cosmo" monster you control would be targeted for an attack: select the monster with the highest ATK or DEF, depending on its Battle Position; it becomes the new target for said attack.

So . . . you took an archetype that already faced an uphill struggle to do anything worthwhile . . . and gave it yet another boss that, in essence, accomplishes nothing on its own, just like their original big boss. Why on EARTH does it kill itself?

Trainer paying 100 to search a second Trainer sounds like the cheapest Deck thinning I've ever seen, but beyond that it's still a really solid search engine that really only asks for your Normal Summon, and with a soft OPT you can potentially just Summon multiples off the other Riders acting as Scales. It's unfortunate that it lacks any other effects to either take advantage of its searching or interact with the rest of the Deck in any meaningful way, but we're talking Cosmoriders/Cosmoraptors. This is better than anything else they have.

Solid Helm is a 0-of that does piercing and dies over time, nothing else to say.

. . . Why is Spark a Quick-Play, exactly? It's restricted to your Main Phase 2 and requires other cards on board to be useful. Speaking of its actual utility, its only addition to the formula is making Tyranno and Tricera able to be Pendulum Summoned, and letting you fish them out of the Graveyard if Concentrated Cosmos is online . . . once. I'm trying not to complain, but it's hard when the relationship these cards have with the existing ones is their shared lack of efficacy.

Alpha is a half-decent battle trap. 1-of if you really think you csn slam Tyranno or Tricera on board to redirect attacks into.

I'll leave a day for the others to comment on these lineups in case I missed something, or for you guys to defend individual cards you made (or trash talk each other's designs).


#7123026 Pimp My Card Game

Posted by Draconus297 on 13 October 2018 - 03:12 PM

Number C104: Astral Masquerade
LIGHT - Rank 6 - Spellcaster/Xyz/Effect - 3300/2800
4 Level 6 monsters
Once per turn, you can send the top 2 cards of your opponent's Deck to the Graveyard. Once per turn, during either player's turn, if a card(s) is sent to your opponent's Graveyard by a card effect: You can immediately attach that card(s) to this card as Xyz Material. Once per turn, during either player's turn, you can detach any number of Xyz Material from this card, and banish that detached Material(s): Reduce the ATK of all monsters your opponent controls by 300 for each Material detached, and negate the effects of all monsters your opponent controls with 1500 or less ATK. If this card has "Number 104: Masquerade" or "Number C104: Umbral Horror Masquerade" attached as Xyz Material, it gains the following effects:
●If your opponent activates a card or effect during the Battle Phase, you can detach 1 Xyz Material from this card: Negate that effect, destroy that card, then destroy up to 2 random cards from your opponent's hand.
●If this card with Xyz Material leaves the field: You can Special Summon this card.

What better way gor Vector to be forgiven?

Give new help to "Chain Thrasher".


#7122232 Create a Card Game

Posted by Draconus297 on 09 October 2018 - 01:45 AM

Danger! Grinning Man!
DARK - Level 7 - Psychic/Effect - 2500/0
You can reveal this card in your hand; your opponent chooses 1 random card from your entire hand, then you discard the chosen card. If the discarded card was not "Danger! Grinning Man!", you can Special Summon 1 "Danger! Grinning Man!" from your hand, then draw 1 card. If this card is discarded from your hand: You can add 1 "Danger!?" monster from your Deck to your hand. You can only activate this effect of "Danger! Grinning Man!" once per turn.

Probe Warp Launcher


#7121479 Make a Synchro Monster Game (v. 2.0)

Posted by Draconus297 on 04 October 2018 - 01:47 AM

Sleipnir, Aesir Steed of the Nordic Beasts
EARTH - Level 7 - Beast/Synchro/Tuner/Effect - 2500/1900
1 Tuner + 1 or more non-Tuner "Nordic" monsters
When this card is Synchro Summoned: You can Set up to 1 "Nordic Relic" card or "Gleipnir, the Fetters of Fenrir" each from your hand, Deck, and/or Graveyard, and cards Set this way can be activated this turn. Once per turn, if a "Nordic" or "Aesir" monster destroys your opponent's monster by battle: You can Special Summon up to 1 each of a Level 5 or lower "Nordic Alfar", "Nordic Ascendant", and/or "Nordic Beast" monsters from your Graveyard or Banished Zone. During the End Phase, if this card was banished this turn: You can Special Summon this banished card, and if you do; Gain 1000 LP for each "Nordic" and "Aesir" monster you control.

Just clarifying:
It's a Level 7 because that's surprisingly the easiest Level for all Nordic branches to access.
It's a Tuner to let it be Thor fodder; more on that later.
The first effect allows you one each per location, meaning that you can hypothetically Set 3 Gleipnir if one is in your hand and one got into the Graveyard, meaning that it is potentially a +2 to resolve the first effect.
The second effect is one per sub-archetype, letting you retreive banished ones in case you actually Summoned a goddamned Aesir, and in some cases actually letting you go into one (fittingly, one of the easiest Aesir for Sleipnir to just hand you is Loki due to that stupid Level 5 Tuner).
It's got a variant Aesir effect when banished, because it's Thor fodder. Essentially, if Sleipnir dies, Thor probably went with it. Thor banishes Sleipnir to self-revive, Sleipnir can now also revive, burning your opponent for 800 and healing off a minimum of 2K, which is important when you're getting your ass handed to you.

Boom. Better support for Nordics in one Synchro than literally everything in LHD.

A bigger, bossier version of an old low-Level Synchro, that can in some way revive the thing it's an upgrade for.


#7121412 The Presidential Alert

Posted by Draconus297 on 03 October 2018 - 02:50 PM

The fact that the president has a "message the entire country" button is absolutely horrifying, regardless of who's in office. The fact that it's a guy who is infamous for having no filter only makes it worse.

Who thought this would ever be a good thing?


#7120323 Archetype Generator Meta

Posted by Draconus297 on 25 September 2018 - 07:02 PM

Uggla joined.
Tinkerer left and came back.
Dova wound up with the responsibility of choosing the next group prompt.
Yosenju, U.A., and Majespecters got in.
The "blow stuff up" challenge came and went.
I had to adjust the banlist, because KIRIN.
My Legacy thread exceeded 500 cards.
I started a Legacy Support Entry Challenge.
Fucking Neos got support.


#7119468 Garbalord [Written]

Posted by Draconus297 on 20 September 2018 - 07:58 PM

Finally got the Level 7 Synchro done! We're golden!

Also, I got bored while making the Level 7 and gave them a stupid Level 12 Synchro that combines some assorted superbosses from the various LotW archetypes.


#7119390 Single to Archetype Game

Posted by Draconus297 on 20 September 2018 - 04:27 AM

Monstrous Bird's Fledgling
WIND - Level 3 - Winged Beast/Union/Effect - 1000/950
If you control no face-up monsters, you can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Monstrous Bird" monster from your Deck to your hand, except "Monstrous Bird's Fledgling". Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains ATK equal to its Level x100, also, if it destroys your opponent's monster by battle, you can banish the top 2 cards of your opponent's Deck.

Monstrous Bird's Imitator
WIND - Level 3 - Winged Beast/Union/Effect - 1200/1100
If you Normal or Special Summon a "Monstrous Bird" monster: You can Special Summon this card from your hand or Graveyard (You can only activate this effect of this card's name once per turn). If this card is Special Summoned: You can add 1 "Monstrous Bird" Spell Card from your Deck to your hand. Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains 1 additional attack per Battle Phase, also, if it destroys your opponent's monster by battle, you can banish up to 3 cards from your opponent's Graveyard.

Monstrous Bird Dummy
WIND - Level 3 - Winged Beast/Union/Effect - 1100/800
If you activate a "Monstrous Bird" Spell Card: You can Special Summon this card from your hand or Graveyard (you can only activate this effect of this card's name once per turn). Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. If the equipped monster attacks: Negate the effects of the attack target, also, the equipped monster gains ATK equal to the difference between the original ATK of the battling monsters, until the end of the Battle Phase. If a "Monstrous Bird" monster equipped with this card destroyed your opponent's monster by battle: Banish the top card of your opponent's Extra Deck.

Superior Monstrous Bird
WIND - Level 7 - Winged Beast/Effect - 2400/2300
If you are Tributing a "Monstrous Bird" monster, this card can be Normal Summoned with 1 Tribute. This card gains 100 ATK for each of your opponent's banished cards. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Monstrous Bird" monster from your hand or Graveyard.

Monstrous Bird's Flocking Pattern
Quick-Play Spell
If you control no monsters, or only "Monstrous Bird" monsters: Add 1 "Monstrous Bird" monster from your Deck to your hand. If this card is activated in response to your opponent's attack, or a monster effect that would inflict damage: Your opponent takes all damage you would have taken from that attack/effect. You can only activate 1 "Monstrous Bird's Flocking Pattern" per turn.

Monstrous Bird's Return Flight
Quick-Play Spell
Target 1 "Monstrous Bird" monster in your Graveyard, and either Special Summon it or equip it to a face-up "Monstrous Bird" monster you control. Unless your opponent has 10 or more banished cards, you can only activate 1 "Monstrous Bird's Return Flight" per turn.

Monstrous Bird's Monstrous Gust
Normal Spell
If you control a face-up "Monstrous Bird" monster: Destroy as many cards your opponent controls as possible, up to the number of half of your opponent's banished cards. Any cards that you designated to be destroyed, that were not destroyed by this effect, have their effects negated. You can only activate 1 "Monstrous Bird's Monstrous Gust" per turn.

Cracking Dragon (In case you care, its anime attack name was Traffic Blast, and its burn-and-stat drop effect is called Crack Fall. Obvious recommendation is obvious: a way to give monsters with no Levels a Level)


#7119373 [AGM/Written] Deck Constrictor: Milling Reptiles! (9/9)

Posted by Draconus297 on 20 September 2018 - 02:22 AM

Quick note: Nest Guardian and Hatchling don't specify where they self-Summon from. I'm assuming it's from the hand, but you could have intended hand or Graveyard for one or both.

I love that Hydra Overlord is a Hydra's Egg target (lore?), especially because Beyond Strangulation's handtrap status is so easy to trigger when playing Sorcery Hydras due to their archetypal gimmick, meaning that there's actually really solid synergy among AGM Reptile-Type Decks. Trying to figure out why it's Level 9, though. On a separate but similar note, if you wanna play Fungal Serpent Deck Constrictors, Anaconda misses being searchable by Damp Den by 100 ATK or DEF (2900 combined stats), or an EARTH Attribute, and that's unbelievably unsatisfying.

Beyond that, the Deck works as intended. A bit awkward and possessing of some unfortunately low stats, but their mill goal is achieved surprisingly well. Good job.


#7119077 Shining Neogenesis

Posted by Draconus297 on 18 September 2018 - 03:57 AM

If you do dump it, it's completely and utterly useless. BKSS: if it wasn't properly Summoned first, you can't ignore conditions when bringing it out of the Graveyard.

Basically, the Graveyard revival that ignores conditions only works if ypu properly Summoned Shining earlier in the Duel. The only consistent trigger is from your Deck.