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#7110039 Archetype Generator Meta

Posted by Draconus297 on 14 July 2018 - 07:18 PM

In case you're curious regarding the way I grade vis-a-vis AGM/Konami cards, you're fine with Konami cards unless it's a group-centric challenge; that being said, I'm more willing to overlook weaknesses and faults when spicy AGM techs are involved.

Regarding Dictator Dragon, it's what I call a "predictability punish"- one of several cards I've created that are built to demolish solved formats by killing specific crutch cards. For example, in the real game, you could drop one against Sky Strikers and kill their important Spells, or against Goukis to eliminate necessary playmakers like Suprex or Isolde. It's exponentially weaker the more variety is present in a given format, or the more off-brand cards you use (for example, no one is going to use it to call Neo-Spacian Aqua Dolphin in most situations, so that play would go through uninterrupted in most circumstances).

Here in the AGM, it's immensely vulnerable due to most Decks being roughly at the same relative strength (barring pathetic outliers like GameChildren), so the only "safe" declares are staples- Solemns, Raigeki, handtraps, Crystal Wing, D. D. Tempest, etc., and even then it kills those same staples in your Deck. It's got protection from Tribute removal, but considering that that's not in most Decks here . . . that's not something that can be counted in its favor. The Graveyard killing is probably one of the few relevant things in its favor.

#7109200 Single to Archetype Game

Posted by Draconus297 on 09 July 2018 - 07:25 PM

Secret Guard of the Fire Princess
FIRE - Level 4 - Pyro/Effect - 1700/200
When this card is Normal Summoned: You can Special Summon 1 "Fire Princess" monster from your hand, Deck, or Graveyard, except "Secret Guard of the Fire Princess". If the monster Summoned this way was "Fire Princess", you can banish up to 1 each of a Monster and Spell/Trap Card your opponent controls, and if you do; gain 300 LP for each card banished this way. "Fire Princess" monsters you control cannot be destroyed or targeted by your opponent's card effects.

Handmaiden to the Fire Princess
FIRE - Level 4 - Pyro/Effect - 1200/1400
If you Normal or Special Summon a "Fire Princess" monster: You can Special Summon this card from your hand or Graveyard (you can only Summon this card from your Graveyard once per turn this way), and if you control "Fire Princess" when you do; you can add 1 "Fire Princess" card from your Deck to your hand. If a FIRE monster you control inflicts battle damage to your opponent: Gain LP equal to the amount of damage inflicted, and all "Fire Princess" monsters you control gain ATK equal to the amount of LP you gained. While you control this card, "Fire Princess" you control can attack your opponent directly.

Maid to the Fire Princess
FIRE - Level 2 - Pyro/Effect - 500/700
Once per turn, during either player's turn, you can reveal this card in your hand until the End Phase: Gain 500 LP. If you inflict damage to your opponent with a card effect while this card is revealed in your hand by its own effect: You can target 1 card your opponent controls and destroy it; also, if the effect that inflicted damage was the effect of "Fire Princess"; you can increase the ATK and DEF of "Fire Princess" by 500. Once per turn: You can return this face-up monster you control and own to your hand.

Body Double to the Fire Princess
FIRE - Level 4 - Pyro/Tuner/Effect - 1500/1300
You can Special Summon this card (from your hand) by returning 1 "Fire Princess" monster from your field or Graveyard to your hand. You can only activate this effect of this card's name once per turn. This card's name is treated as "Fire Princess" on the field and in the Graveyard. If you gain LP: Inflict 800 damage to your opponent, then draw 1 card. You can only activate this effect of this card's name once per turn.

Order of the Fire Princess
Quick-Play Spell
Target 1 monster your opponent controls: That target cannot attack or be used as Material for a Summon this turn. If you control a "Fire Princess" monster when this card is activated, that target's effects are negated. If you control "Fire Princess" when this effect is activated, gain 200 LP for each monster on the field, and discard 1 random card from your opponent's hand.

Nobility of the Fire Princess
Continuous Spell
If your opponent Summons a monster(s) from their Extra Deck: Gain LP equal to half the ATK of the Summoned monster. If your opponent takes damage from the effect of "Fire Princess", all monsters your opponent controls lose ATK equal to the amount of damage inflicted. If you control "Fire Princess", your opponent cannot activate cards or effects that add a card(s) from their Deck to their hand unless they control the monster on the field with the highest ATK, and that monster has successfully attacked while on the field.

Coronation of the Fire Princess
Continuous Trap
When this card is activated: You can Special Summon 1 "Fire Princess" monster from your Graveyard, then gain LP equal to its ATK. A monster Summoned this way cannot be destroyed by battle. During the End Phase, if you control "Fire Princess" and the opponent of the turn player took damage this turn: Gain 500 LP, then draw 1 card.

There. Anti-meta heal/burn Deck.

Life-Absorbing Machine

#7107078 Sakura's AGM Legacy Support

Posted by Draconus297 on 27 June 2018 - 03:28 AM

Okay, time for quick commentary on why the A) Toon and B) Evil HERO support has relevance.

By giving Toons Nepenthes, you've immediately bumped them up a tier. Why? Two words: Toon Fusion. Any Toon of a new Type, of easy access, or that is also a member of an archetype, immediately adds options to a Toon ED under the AGM banner, and giving Toons an actual PREDAPLANT (Jesus Christ on a pogo stick) means that you can now make Chimera Rafflesia, Dragostapelia, or one of the many options I've created for the Predaplant ED, into a Toon. Let that sink in- a Skill Drain on legs that can attack directly and escape destruction with Kingdom. This is on top of Toons having reliable access to Dark Magician the Dragon Knight to make Toon Kingdom literally immortal, a reliable way to put back banished cards from Dova (and a less reliable but more consistent way from me), and search/recoup power out the ass. Slow and battle-reliant, yes, but when you have a relatively easy-bake board that requires a Sphere Mode/Lava Golem/Enemy of Wysthae to get through, it's actually pretty nuts. I think Toons might actually be a threat here, and that's amazing.

Evil HEROes. Hoo boy.
First off, consistency is going up with each support wave. Infernal Claw is an OPT search literally anything, Sinistershade (me) is an on-Summon search of any monster in the Deck that doubles as an archetypal Prisma, Supreme Dark Fusion (me) searches your monsters if you draw into it, Dark Fusion City (me) is an archetypal Union Hangar, Kingpin (Tink) is a discard-to-search that searches up to 2 Fusion cards on-Summon, Back Alley (Tink) recoups every time a Fusion dies . . . I think they are good in terms of getting their stuff now lol.
Second, you're actually good in terms of Infernal Claw. Brute and Mastermind, from my support lineup, call generically for Evil HEROes (plus a Normal/any HERO, respectively), so either of those can inflict doubled damage . . . which is super-relevant as far as Mastermind is concerned, as it weakens your opponent's entire board on attack declaration, and steals the lost ATK permanently. It also works with Dark Gaia, making the big boy an even bigger OTK machine.

#7106841 Remake a Card

Posted by Draconus297 on 25 June 2018 - 07:43 PM

Millennium Shield
EARTH - Level 5 - Warrior/Effect - 0/3000
If your opponent's monster declares a direct attack: You can Special Summon this card from your hand in face-up Defense Position, and proceed to damage calculation with this card as the attack target; then, if this card was Summoned this way, monsters your opponent controls that have not successfully inflicted battle damage to you cannot be used as Material for a Summon. If you have not taken battle damage in a turn, all effect damage you would take is negated. If you had 2000 or less LP at the start of this turn, an opponent's monster that battles this card has its ATK halved, and your LP are increased by any damage your opponent takes from battles involving this card.

Chip damage can suck a lemon. Changes are obvious.

Deepsea Warrior.

#7105464 Archetype Game

Posted by Draconus297 on 19 June 2018 - 05:45 PM


Interference Waves!

This is a WATER Machine-Type Synchro archetype, which may sound familiar to people who can make Trishula during their opponent's turn. Like Crystrons, Wavebots are very disruption heavy, but they actually like running destruction-based backrow (Trap Holes, Raigeki Break, hell even a Mirror Force or Sakuretsu can help in this regard) over trying to Synchro on your opponent's turn.

Why is this? Well, it has to do with specific clauses on their Synchros and on their Main Deck Tuners. The Synchros will, whenever an opponent's monster gets destroyed, get a Tuner back from your Graveyard. The Tuners, by contrast, have effects that activate when added to your hand by a card effect, including such things like an archetypal Monster Reborn effect, Summoning itself again for free, dropping a monster from your Deck, or helping to deal with other threats with banishing/MST/effect negation. Due to the wording, the Synchro monsters can trigger off of destroying things by battle if necessary, and the Tuners go off automatically on being searched.

Actually, helping to clarify that last point, while their backrow support is limited (and you only have one Spell), your best option for going maximum ham is a twofer floodgate/consistency engine, negating your opponent's monster effects during the turn those monsters are Summoned and giving you a search every time your opponent Normal Summons. Always run three and never any less.

Thematically, you've got a solid steampunk sound engine aesthetic, with speakers and microphones being prominent design elements across your monsters.


#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.