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Member Since 12 Jun 2014
Member ID: 756,728
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Online Last Active 7 minutes ago

Q & A with the Draconus #9!

16 October 2018 - 10:32 PM

I just realized my last one got buried, lost to the sands of time.

Q- Why don't you call these AMAs like everyone else?
A- AMA is a silly name. I don't like it.

Q- What's your opinion on Link format?
A- Some of the archetypes to come out are very interesting in concept, but I'm of the opinion that most of the changes affected by Master Rule 4 are stupid and/or unnecessary. Link monsters themselves bother me for many reasons, not least of which is stealing the dark blue color border from Rituals.

Q- 297?
A- 3^3 × 11. Previous versions of this thread have gone over why this combination of numbers specifically.

Q- Draconus?
A- Ancient root words meaning "Dragon Lord". Other potential translations would substitute "Dragon" for "Snake", or "Lord" for "King", but the point stands.


13 October 2018 - 10:41 PM

So, when I started this archetype, I had some Ritual Spells and a hazy idea for a gimmick. The rest . . . kinda came from there, funnily enough. I wanted consistency in a Ritual Deck that wasn't just "Nekroz 2: Fuck You Boogaloo", and I figured that the most interesting way to do that was to give the bosses the ability to Summon their own fodder by shuffling themselves into the Deck, and I balanced this by forcing the widest-range Summoner to be the biggest boss, and giving the little dudes consistency effects that got better the bigger the monster was. To prevent the comments from being "uh this is bullshit in MR4", I even locked the player out of the ED on the turn they used the consistency effects of the Rituals, and tied part of the fodder's gimmick specifically to being Tributed. Eventually, I wound up with a Deck that functioned effectively, did what it wanted to, and just generally coaxed the player into actually using big Ritual monsters.

Ritual Spells

Ritual Monsters

Other S/T

non-Ritual monsters

Left Arm Offering [COMPARISON]

27 September 2018 - 04:51 PM

Left Arm Offering [ANIME]
Normal Trap
Discard all cards in your hand (min. 1): Add 1 Spell Card from your Deck to your hand.

Left Arm Offering [TCG/OCG]
Normal Spell
If you have 2 or more cards in your hand: Banish your entire hand; Add 1 Spell Card from your Deck to your hand. You cannot Set Spell/Trap Cards during the turn you activate this card.

So, what's the damage, in YCM's opinion? The speed increase from a Trap to a Spell was counterbalanced by neutering attempts at Graveyard setup and blocking off the ability to Set backrow (although Decks like Shiranui and Metaphys can still use this to get off their floating effects), which was probably more of a hindrance back in the Marik days when people actually ran Trap Cards. Was it even made objectively weaker?

Five-Headed Dragon [COMPARISON] (5000 posts!)

17 September 2018 - 01:41 PM

Five-Headed Dragon [TCG/OCG]
DARK - Level 12 - Dragon/Fusion/Effect - 5000/5000
5 Dragon-Type monsters
Cannot be Special Summoned, except by Fusion Summon. Cannot be destroyed by battle with a DARK, EARTH, WIND, FIRE, or WATER monster.

Five-Headed Dragon [ANIME]
DARK - Level 12 - Dragon/Ritual/Effect - 5000/5000
This card can only be Ritual Summoned with the Ritual Spell Card, "Dragon Revival Ritual". When this card is Ritual Summoned, destroy all cards your opponent controls. This card cannot attack the turn it is Ritual Summoned. This card cannot be destroyed by battle with a DARK, EARTH, WATER, FIRE, or WIND monster.

Dragon Revival Ritual

Well, where to start with this one?

Many people would believe that, due to being a Fusion, the IRL release is better, and I'm inclined to agree. However, the full field nuke is incredibly tempting, and if I'm reading the Ritual Spell properly it can finish on your opponent's turn, giving you the most absolutely insane disruption effect ever. Not only that, 1 each of every Attribute except LIGHT and DIVINE is really interesting, and that method of Ritual Summon (where you can Tribute whenever you want after activation to bring out the boss at any moment) has never been used in any archetype in the game to my knowledge. It's basically a meme/hype card anyway at this point, so making it even more hype shouldn't ruffle anyone's feathers. What's the damage, in YCM's opinion?

Garbalord [Written]

14 September 2018 - 01:41 AM

This archetype is more just a long-standing joke than anything. The only reason it exists is because of Rata's Legacy of the Worthless series, combining the better effects of the members of awful archetypes more as a thought experiment than any serious attempt to make something competitively viable.

That said, I did take design seriously enough to make the goal of battle-centric Synchro/field spam vaguely functional, and while some members will undeniably be better than others even contextually, I gave actual thought into them as an archetype.

Each Main Deck monster is based on one LotW archetype, but the backrow (and any future archetypal Synchros) are entirely my own design with occasional inspiration from these archetypes' own support. However, I could not for the life of me imagine any combination of Vehicroid effects that are functional in this regard.

Main Deck monsters