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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Viewing Community Index
Offline Last Active 59 minutes ago
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#7101580 Yu-Gi-Oh! Rulings Questions

Posted by Zaziuma on Yesterday, 12:31 PM

So idk if this is a  super dumb question but I need it answered for fanfic purposes. Would a card like Forbidden Chalice negate Light and Darkness Dragon's effect?

 

If so after the effect of Forbidden Chalice ends would Light and Darkness Dragon return to its original attack, or would it return to the attack it had before activation (assuming its effect had been used previously). For this second question would this also work in the case Light/Dark End Dragon?

Well, I assume you mean to Chain it after another effect was activated, since only activating it by itself would cause it to be negated. If that's the case, you can negate it that way, yeah.

 

When a monster whose effect changes its own ATK or DEF, and only its only ATK or DEF has its effects negated, that change disappears, so it would change to what it had before its ATK or DEF changed.

 

At least this is how I remember it, but I am not sure if this is completely up to date.




#7101319 Waveweb Archetype (10/?)

Posted by Zaziuma on 23 May 2018 - 02:41 PM

Waveweb is an Archetype of Insect/WATER monsters with various Levels. They focus on negating their own activation and effects, as the monsters all have effects that Special Summon them from the hand when your effects are negated, using Counter Traps, as well as Synchro Summoning.
 
Their main playstyle revolves around simply using Seabed along with Sting to negate one of your own monster's effects, which is most easily done with the Tuners, and then Special Summoning a monster from your hand, or using Capture to take control of one of your opponent's monsters. While the Tuners have conditions that make it harder to get the Synchro Monster you want, but with Sting, you don't destroy the monster, so if you choose to negate your monster's effect, you gain the ability to use Capture or Special Summon from your hand, so you can gain access to Link and Synchro Summons easily.
 
They are based on sea spiders, which I figured would be interesting, as Insect/WATER has so few members, while I know that they like normal spiders, it feels odd for them not to be Insect to me.
 
Main Deck Monsters:
 
Waveweb Tanystylum
Insect/WATER/Tuner
Level 1
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Tanystylum". You can discard 1 card, then target 1 face-up monster you control and declare a Level between 1 and 7; that target becomes that Level, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Waveweb Tanystylum" once per turn.
200/300
 
Waveweb Achelia
Insect/WATER/Tuner
Level 2
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Achelia". During your Main Phase: You can Special Summon 1 "Waveweb" monster from your hand, except "Waveweb Achelia", and if you do, you cannot Special Summon monsters, except "Waveweb" monsters for the rest of this turn. You can only use each effect of "Waveweb Achelia" once per turn.
500/500
 
Waveweb Nymphon
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Nymphon". When a card or effect is activated (Quick Effect): You can discard 1 "Waveweb" card; negate the activation, and if you do, destroy that card. You can only use each effect of "Waveweb Nymphon" once per turn.
1000/200
 
Waveweb Cilunculus
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Cilunculus". If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "Waveweb" monster in your GY, except "Waveweb Cilunculus"; Special Summon that target. You can only use each effect of "Waveweb Cilunculus" once per turn.
400/1400
 
Waveweb Elassorhis
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Elassorhis". If this card is sent to your GY, except from your Deck: You can target 1 other "Waveweb" card in your GY; add it to your hand. You can only use each effect of "Waveweb Elassorhis" once per turn.
600/1200
 
Extra Deck Monsters:
 
Waveweb Pycnogonum
Insect/Water/Synchro
Level 5
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 ATK and DEF. Each time a Counter Trap Card is activated, this card gains 500 ATK and DEF immediately after it resolves. The first time each "Waveweb" monster you control would be destroyed by battle or card effect each turn, it is not destroyed.
2000/2000
 
Spell/Traps:
 
Waveweb Seabed
Field Spell
When this card is activated: You can reveal 3 Counter Traps from your Deck, including 1 "Waveweb" Counter Trap, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest into your Deck. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon 1 "Waveweb" monster from your Deck. You can only use each effect of "Waveweb Seabed" once per turn.
 
Waveweb Capture
Quick-Play Spell
If the activation of a "Waveweb" card or effect in your possession is negated: Target 1 face-up monster your opponent controls; take control of it until the end of your next turn. If you activate a Counter Trap while this card is in your GY: You can shuffle this card into your Deck, then draw 1 card. You can only use each effect of "Waveweb Capture" once per turn.
 
Waveweb Sting
Counter Trap
If you control a "Waveweb" monster, when a card or effect is activated: Negate the activation, also your opponent cannot activate cards or effects with the same name as that card for the rest this turn. If you control "Waveweb Seabed", you can activate this card the turn it was Set.
 
Waveweb Meal
Counter Trap

If you control a "Waveweb" monster, when a monster effect is activated: Negate the activation, and if you do, destroy that monster, also if you negated the activation of your opponent's card effect, you can Set this card instead of sending it to the GY.




#7099409 Maliciousea Archetype (16/16)

Posted by Zaziuma on 11 May 2018 - 12:19 AM

Assuming you mean activate it from the hand, yeah, that's a good idea. However, the main problem I have with it is that you'll generally only be needing GY recovery when you have a bad field, and if you have an Xyz Monster, that shouldn't really be a problem. And if you do have a bad field, the Xyz monsters low material requirements means you'll just be Summoning them with their lower Summoning restriction. Again, which I don't really like, as their materials basically are "You can Xyz Summon this card with any number of "Maliciousea" monsters.", which kinda defeats the point of Xyz Summoning, at least for me.

 

You could Set it after activation, which I guess is always good to an extent, but again, a card that eats up your advantage to gain advantage isn't something that's going to be amazing to reuse. I really don't know how to rework it while keeping its interesting mechanic.

Well, I would consider Surfacing the Maliciousea to be my comeback card more than anything, as grabbing an Xyz Monster with this can be helpful as it puts them with no materials for School of the Maliciousea this card is further be able to advance your play, by removing materials and getting back monsters, you can get another monster on the field or use School, all of their support is meant to work together in that way. Another idea I had was to make it work when the Xyz Monster leaves the field, as in battle, effect, using it as a material for a Link Summon etc. and making it able to target monsters up the number it attached at that time. This way it's a comeback card truly. I would make it a Quick-Play instead for that as well, or possibly give it a hand activating clause if I wanted to keep it a Trap.




#7099105 Maliciousea Archetype (16/16)

Posted by Zaziuma on 09 May 2018 - 07:37 AM

Maliciousea is an Archetype of Level 4 Aqua, Fish and Sea Serpent/DARK monsters, as well as a single Level 1 monster. They focus on Xyz Summoning and Special Summoning from the Deck. Each Main Deck monster, except Amphipod, has an effect that can Tribute another Maliciousea monster to Special Summon another Maliciousea monster from the Deck with a different Type, where Amphipod does this when it itself is Tributed.
 
You use this playstyle to perform Xyz Summons with the special method their Xyz Monsters have that make you able to use only a single monster for the Xyz Summon if it was Special Summoned from the Deck, also their offensive effects are about banishing cards face-down.
 
Along with that, their Field Spell, The Deep Maliciousea, provides the ability to use monsters from your hand or field as though they were materials when you activate their effects, so you don't even need to have a lot of materials attached! That being said, you are also benefited by having at least 3 materials attached to them as well, by providing a protection effect on them.
 
Their name is a portmanteau of Malicious and Sea, and they are all based around deep sea creatures, particularly the weird and scary ones. I realize that the Sea Serpent monsters aren't really serpents, but it's the closest I was able to come to them.
 
Main Deck Monsters:
 
Maliciousea Amphipod
Aqua/DARK
Level 1
If you control a "Maliciousea" monster: You can Special Summon this card from your hand, but banish it when it leaves the field. If this card is Tributed: You can Special Summon 1 "Maliciousea" monster from your Deck, except "Maliciousea Amphipod". You can only use each effect of "Maliciousea Amphipod" once per turn.
0/0
 
Maliciousea Gulper
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is sent to the GY to activate the effect of a "Maliciousea" Xyz Monster: You can Special Summon this card from your GY.  You can only use each effect of "Maliciousea Gulper" once per turn.
1000/1500
 
Maliciousea Stargazer
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is Special Summoned from your Deck: You can target 1 "Maliciousea" monster in your GY, except "Maliciousea Stargazer"; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Stargazer" once per turn.
1300/1600
 
Maliciousea Anglerfish
Fish/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If another "Maliciousea" monster(s) is Tributed: You can add 1 "Maliciousea" card from your Deck to your hand, except "Maliciousea Anglerfish". This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Anglerfish" once per turn.
1600/1000
 
Maliciousea Fangfish
Fish/DARK
Level 4
If this card is Normal or Special Summoned: You can Special Summon 1 "Maliciousea" monster from your hand, except "Maliciousea Fangfish", but it cannot be used as material for an Xyz Summon. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Fangfish" once per turn.
1800/500
 
Maliciousea Blackdragon
Sea Serpent/DARK
Level 4
You can Tribute 1 "Maliciousea" monster; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Blackdragon" once per turn.
500/2000
 
Maliciousea Grenadier
Sea Serpent/DARK
Level 4
You can Tribute other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use this effect of "Maliciousea" once per turn. An Xyz Monster that was Xyz Summoned using this card as material gains this effect.
● Once per turn: You can Tribute 1 other "Maliciousea" monster; take 1 "Maliciousea" monster from your Deck and either attach it to this card as a face-up material or Special Summon it.
1700/1200
 
Extra Deck Monsters:
 
Maliciousea Coffinfish
Fish/DARK
Link Arrows: Down, Left
2 DARK monsters with different Types
When this card is Link Summoned by using a "Maliciousea" monster as material: You can move it to your Main Monster Zone it points to. Once per turn: You can Tribute 1 monster this card points to; banish 1 random card from your opponent's hand face-down, also this card cannot attack for the rest of this turn. If a monster is Special Summoned from your Deck to your zone this card points to: Draw 2 cards, then discard 1 card. You can only use this effect of "Maliciousea Coffinfish" once per turn.
1700/LINK-2
 
Maliciousea Viperfish
Fish/DARK/Xyz
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Viperfish" once per turn by using 1 Level 4 or lower "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this, then target 1 face-up monster your opponent controls whose ATK is less than or equal to this card's ATK; banish that target face-down. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2200/1700
 
Maliciousea Blobfish
Aqua/DARK
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Blobfish" once per turn by using 1 Level 4 "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this card, then target 1 face-up Spell/Trap your opponent controls; banish that target target face-down, then look at your opponent's hand and Deck as banish as many cards face-down with the same name as possible. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2000/2500
 
Maliciousea Chimaera
Sea Serpent/DARK/Xyz
Rank 4
3+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea" once per turn by using 1-to-2 Level 4 or lower "Maliciousea" monsters you control as material that was Special Summoned from your Deck. Once per turn (Quick Effect): You can detach any number of material from this card; all face-up monsters your opponent control lose ATK equal to the number of materials detached x 1000, then banish any monsters face-down whose ATK was reduced to 0 as a result. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2500/1500
 
Spells/Traps:
 
The Deep Maliciousea
Field Spell
All "Maliciousea" monsters you control gain 300 ATK and DEF. Once per turn, if a "Maliciousea" Xyz Monster you control would detach its material(s) to activate its effect, you can also treat other "Maliciousea" monsters in your hand or field as materials by sending them to the GY. If you Xyz Summon a "Maliciousea" Xyz Monster: You can add 1 "Maliciousea" card from your Deck to your hand, except "The Deep Maliciousea". You can only use this effect of "The Deep Maliciousea" once per turn.
 
Surfacing the Maliciousea
Normal Spell
If you control no monsters in your Extra Monster Zone: Target 1 "Malicious" monster in your GY; Special Summon it in Defense Position, also for the rest of this turn, you cannot Xyz Summon, except "Maliciousea" monsters. You can only activate 1 "Surfacing the Maliciousea" per turn.
 
School of the Maliciousea
Quick-Play Spell
Target 1 "Maliciousea" Xyz Monster you control with no materials; attach 1 "Maliciousea" monster from your hand or Deck to it as a material, also if you control "The Deep Maliciousea", attach up to 2 other "Maliciousea" monsters from your hand or field to it as material. If a "Maliciousea" monster you control would be destroyed by battle, you can banish this card from your GY instead.
 
Darkness of the Maliciousea
Normal Trap

You can target "Maliciousea" monsters in your GY with different Types up to the number of materials attached to "Maliciousea" Xyz Monsters you control; detach materials from "Maliciousea" Xyz Monsters you control equal to the number of targets, then add those targets to your hand. If you control "The Deep Maliciousea", you can activate this card from your hand. You can only activate 1 "Darkness of the Maliciousea" per turn

 

Maliciousea Species
Continuous Trap

Once per turn: You can Tribute 1 DARK monster; Special Summon 1 "Maliciousea" monster from your Deck with a different Type from that monster. If you control 3 "Maliciousea" monsters with different Types, once per turn, if DARK Xyz Monster you control would detach exactly 1 material to activate its card effect, you can banish 1 face-up monster your opponent control face-down instead.




#7098085 Paladin Protector

Posted by Zaziuma on 03 May 2018 - 03:18 AM

So I didn't really know this, but there are a series of Level 4 Ritual Monsters known as Paladin, each supporting Blue-Eyes, Red-Eyes, Photon and now Cyberse monsters. Each of them have 1900 ATK and 900 DEF and focus on battling, so I figured, I can make a support card for that! Firstly, it can Special Summon itself if you control no monsters other than Ritual Monsters. You can also discard it to add either Cynet Ritual or a Ritual Monster with 2000 or less ATK, which also supports the new Demise minis if you're into that sort of thing. It also prevents your opponent from activating effects when your Ritual Monsters battle, so you can use the Paladins for that purpose, but of course you can also Tribute them, which allows you to activate its last effect that Special Summons it from the hand or the GY to Special Summon it. It's a card with a lot of different uses depending on when you get to draw it, but ultimately should help making a Paladin Ritual Deck, or in other Ritual Decks that use low ATK monsters as well.

 

paladin_protector_by_zaziuma-dcai470.jpg

If you control no monsters, other than Ritual Monsters: You can Special Summon this card from your hand, and its Level becomes 4. You can discard this card; add 1 “Cynet Ritual” or Ritual Monster with 2000 or less ATK from your Deck to your hand. If a Ritual Monster you control battles, your opponent’s cards and effects cannot be activated until the end of the Damage Step. If a Ritual Monster(s) you control is Tributed: You can Special Summon this card from your hand or GY, but banish it when it leaves the field. You can only use each effect of “Paladin Protector” once per turn.



#7097466 Glorious Numbers (CP18)

Posted by Zaziuma on 28 April 2018 - 06:40 AM

Screen-Shot-2018-04-28-at-6.35.57-PM.jpg
Glorious Numbers
Normal Spell Card
You can only use each effect among the (1)st and (2)nd effects with this card’s name once per turn.
(1) If you control no monsters: Target 1 “Number” Xyz Monster in your GY; Special Summon that monster, then draw 1 card.
(2) You can banish this card from your GY, then target 1 “Number” Xyz Monster you control; attach 1 card from your hand to that monster as Xyz Material.

 

If you are playing Numbers, this seems alright, free Special Summon that puts it in the MMZ and gets a draw, plus you get to attach stuff to it as well. Requires no monsters, which is a bummer.




#7096807 Spectre of Debt

Posted by Zaziuma on 24 April 2018 - 08:06 AM

So paying LP is a thing that they made Vampires do, so why not make a card focused around paying LP? Simple, if you pay LP to activate a card or effect, you get to Special Summon this card. Additionally, DARK Decks benefit a lot from this card by it also gaining ATK and DEF equal to that paid LP, so you can beef this card up, but if it has another use as well, as it can increase its own Level by paying LP, and an effect that gives an Xyz Monster the effect to add another copy of this card from your Deck or GY to your hand. This works well in Vampires of course, as they have Rank 5s and 6s, so the cost isn't too huge, unless that's what you're going for of course.

 

spectre_of_dept_by_zaziuma-dc9phhs.jpg

If you pay LP to activate a card or effect: You can Special Summon this card from your hand, then if you paid LP to activate a DARK monster’s effect, this card gains ATK and DEF equal to the amount paid. Once per turn: You can pay LP in multiples of 500; increase this card’s Level by 1 for each 500 LP paid. A DARK Xyz Monster that was Summoned using this card as material gains this effect.
● When this card is Xyz Summoned: You can pay 500 LP; add 1 “Spectre of Debt” from your Deck or GY to your hand.



#7094489 [CYHO] Shield Handler

Posted by Zaziuma on 13 April 2018 - 02:02 AM

So specific, so not very threatening, so Trap Card. I get why they didn't print cards from the anime as much the old days, because they really are very specific to the situation, this should probably have stayed in the anime, at least until they make a set for anime only cards.




#7093603 Paragon Knight

Posted by Zaziuma on 09 April 2018 - 07:11 AM

An anti-Link Link Monster? How dare you?! Well, this is just that, making it hard to Link Summon (or Special Summon Link Monsters in general), but you are also able to reduce it by having more monsters in the zones it points to. Additionally, if it points to 4 monsters, it gains full immunity from card effects, along with you being able to Link Summon whatever you want now!

 

paragon_knight_by_zaziuma-dc8c3h3.jpg

2+ Effect Monsters

Neither player can Special Summon Link Monsters, except Link-4 or higher monsters. The Link Rating of this effect is reduced by the number of monsters this card points. Unaffected by card effects while it points to 4 monsters.

 



#7093229 Hoshiningen Link Name Guessing

Posted by Zaziuma on 07 April 2018 - 09:14 AM

hoshi.png?resize=800%2C600&ssl=1

???
LIGHT/?
LINK 2
1400 ATK
Bottom-Left, Bottom Right

OCG Twitter is doing their usual guessing game for this card’s name. This time for a retrain of Hoshiningen, like we have seen in the past with Missus Radiant, Mistar Boy, Duelittle Chimera and Greatfly.

For reference, Hoshiningen’s Japanese name is “スーパースター” (Superstar), and its TCG name is Japanese for “Star Human”.

 

 

So, guessing time, guessing something like Rockstar would make sense, but have been wrong before.




#7092843 Flames of Destrcution F.A. Support

Posted by Zaziuma on 05 April 2018 - 01:35 PM

If I should rank these from best to worst, I would say Overheat, Dark Dragster, Dead Heat, Dawn Dragster, Winners. That being said, they are very similar in how I feel about them, Overheat is a great way to get a monster out with more Levels, and a Field Spell revive is good too, but also is only from the hand, is a Trap and the increase doesn't last forever. Dark Dragster is a relatively easy Special Summon, but is Special Summon only, while it has a good effect, it can be dead easily as well. Dead Heat is nice to get out any monster, but it is on a direct attack, so it's slow, and because of the random chance that also destroys, it is quite risky. Still, from the Deck can be very handy. Another Synchro Monster is nice, but it's just another Synchro Monster, I feel that their Main Deck needs more of a tune-up, Extra Deck is a bonus. It is nice to have another option, sure, but that's really all I can say about it. Winners is cute, but it's a very slow alternate win condition that needs a lot of factors to actually do.




#7092771 D.D. Royal Jokester

Posted by Zaziuma on 05 April 2018 - 03:02 AM

Season 1 of VRAINS just concluded, and minor spoilers, Yusaku made an Extra Link while his opponent already had an Extra Link, in other words, he created a god damn loop, and that's fucking badass, so here's a card that supports doing just that. I like to dub it Full Link, though it really is just both players having an Extra Link, so that's what my card says. Anyway, this card is fun, it has an effect for a simple co-link, which allows it to Special Summon a banished Link-3 or lower monster to a zone your monster points to, making your Extra Link easier to achieve, but it has its effects negated and ATK halved, unless this card is co-linked to an opponent's monster. Then it has an effect for it being normal Extra Linked, which allows you to banish Spells/Traps on the field up to the number of your banished monsters, but the big deal here is that no cards can be activated in response, so your opponent can't counter it at all. Next, for both players having an Extra Link, you get to banish all monsters on the field when it attacks and it gains ATK equal to those monsters x 500. In all situations, this would mean it becomes a 5000 monster, potentially a 7000 monster, more than enough to take out your opponent, since they probably have no Spells/Traps left, and now no longer have any monsters left either. This card is just all around fun, one of my favorites I have made in a good while.

 

d_d__royal_jokester_by_zaziuma-dc7y137.j

2+ monsters

Once per turn, if this card is co-linked: You can target 1 of your banished Link-3 or lower monsters; Special Summon it to your Main Monster Zone a Link Monster points to, but it has its effects negated and its ATK is halved, unless this card is co-linked with an opponent’s monster. Once per turn: You can banish Spells/Traps on the field up to the number of your banished monsters. Cards and effects cannot be activated in response to this effect. This card must be Extra Linked to activate and to resolve this effect. When this card declares an attack: You can banish all other monsters on the field, then this card gains ATK equal to the number of monsters banished x 500. Both players must have Extra Links to activate and to resolve this effect.




#7092569 [TCG] Art of 2 of the 5 FA cards in FLOD revealed

Posted by Zaziuma on 04 April 2018 - 12:21 PM

Top one looks pretty badass, the bottom one is boring though. Nice to see that there will be more, thought they were done with them in the last set actually. Still haven't played them, since I want to wait for their final support.




#7090696 Platuner Archetype (15/15)

Posted by Zaziuma on 28 March 2018 - 12:08 PM

Platuner is an Archetype of Level 1 Tuners with 500 ATK and DEF and various types and Attributes. They focus on Synchro Summoning using ONLY Tuners, rather than using non-Tuners as well, and also deal a bit with top Deck mechanics. The Synchro Monsters have other Levels and ATK and DEF, and are all Synchro Tuners.
 
Their main strategy is to use Army of the Platuners to Special Summon as many Tuners from your hand as possible to get out their Synchro Monsters fastly, and activate the various effects your monsters have when Special Summoned from the hand. A lot their monsters have various kinds of effects, but a few of their Main Deck monsters also have equip based effects that are meant to boost your Synchro Monsters, which are fairly low Level and have low stats with extra ATK and DEF, as well as protection and other forms of effects as well, though the Deck is also meant to be a starting off point for higher Level Tuner Synchros, and as they require generic Tuners, the card Yokotuner, which was my inspiration for these, works very well with them.
 
Platuner is a portmanteau of Platoon and Tuner, and their names, well, I gotta say, I had their Archetype name in mind for a long time, I had it sitting around ready to use when a random number generator got around to choosing it, finally it did, and I was kind of stumped on what to do with their card names. I have done army based Archetypes before, so I didn't want to do that, so instead, I thought, a platoon is a group of two or more people, so why not make the Archetype based around things that are typically considered two or more of, for example wings and gloves, as well as things that are typically considered to be two, like scissor blades and pants. It's odd, and honestly I wish I could change it, but I had no other ideas, and I committed to it after a while, so it's some very odd things I had to make into cards here, but hope you get what I'm going for anyway.
 
Main Deck Monsters:
 
Platuner Loudspeakers
Machine/EARTH/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can Specials Summon 1 "Platuner" monster from your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can target up to 4 other "Platuner" monsters in your GY; place them on top of your Deck in any order. You can only use this effect of "Platuner Loudspeakers" once per turn.
500/500
 
Platuner Long Wings
Winged Beast/WIND/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can add 1 "Platuner" Spell/Trap from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can add 1 "Platuner" monster from your Deck to your hand. You can only use each effect of "Platuner Long Wings" once per turn.
500/500
 
Platuner Tree Roots
Plant/EARTH/Tuner
Level 1
When this card is Normal Summoned or Special Summoned from your hand: You can excavate the top 3 cards of your Deck, send any excavated "Platuner" cards to the GY, then Special Summon the same number of "Platuner Tree Roots" from your hand and/or Deck, also, after that, place the remaining cards on the top or bottom of your Deck in any order, also you cannot Special Summon monsters for the rest of this turn, except Tuners. You can send any number of "Platuner" monsters you control to the GY, then target the same number of "Platuner" cards in your GY with different names; add them to your hand. You can only use this effect of "Platuner Tree Roots" once per turn.
500/500
 
Platuner Woolen Pants
Beast/EARTH/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be targeted or destroyed by your opponent's card effects, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can target 1 other "Platuner" monster in your GY; place that target on top of your Deck, then add this card to your hand. You can only use each effect of "Platuner Woolen Pants" once per turn.
500/500
 
Platuner Spiked Gloves
Rock/DARK/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be destroyed by battle, also it gains 500 ATK and DEF. If this card is equipped to a Synchro Monster: You can send both this card and that equipped monster to the GY; destroy monsters your opponent control up to that monster's Level in the GY. You can only use each effect of "Platuner Spiked Gloves" once per turn.
500/500
 
Platuner Snow Shoes
Aqua/WATER/Tuner
Level 1
(Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be banished or Tributed, also it gains 500 ATK and DEF. If this card is sent to the GY while equipped to a Synchro Monster: You can Special Summon this card from your GY. You can only use each effect of "Platuner Snow Shoes" once per turn.
500/500
 
Extra Deck Monsters:
 
Platuner Scissor Blades
Machine/DARK/Synchro/Tuner
Level 2
2 Tuners
If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can send the top 2 cards of your Deck to the GY, then destroy Spells/Traps your opponent control up to the number of Tuners sent. If this card is sent to the GY: You can target 1 other "Platuner" Tuner in your GY; Special Summon that target in Defense Position, also you cannot Special Summon monsters, except Tuners for the rest of this turn. You can only use each effect of "Platuner Scissor Blades" once per turn.
1000/1000
 
Platuner Firelogs
Pyro/FIRE/Synchro/Tuner
Level 3
2+ Tuners
If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can look at the top 3 cards of your Deck, you can show 1 of them to your opponent and add it to your hand, also, after that, place the remaining cards on top or bottom of your Deck. You can only use this effect of "Platuner Firelogs" once per turn. Once per Chain, during your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials including this card you control.
1500/1500
 
Platuner Swimming Trunks
Aqua/WATER/Synchro/Tuner
Level 4
2+ Tuners
If this card is Synchro Summoned by using a monster that was equipped with a "Platuner" monster: You can equip 1 "Platuner" monster from your hand or Deck to this card. You can send 1 Equip Card equipped to this card to the GY; draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Platuner Swimming Trunks" once per turn.
1800/1800
 
Platuner Dragon Eyes
Dragon/LIGHT/Synchro/Tuner
Level 5
2+ Tuners
If this card is Synchro Summoned by using only Synchro Monsters as material: You can make your opponent send 2 cards from their hand to the GY (or their entire hand, if less than 2). You can only use this effect of "Platuner Dragon Eyes" once per turn. While this card is equipped with a card that was originally a Tuner, it gains 500 ATK and DEF, also if Synchro Summoning using this card, you can treat it as a non-Tuner.
2000/2000
 
Spells/Traps:
 
Platuner Camp Stations
Field Spell
Once per turn: You can add 1 "Platuner" monster from your Deck to your hand, then place 1 "Platuner" monster from your hand on top of your Deck. During your Main Phase, you can Normal Summon 1 "Platuner" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You cannot Special Summon monsters, except Tuners the turn this card is activated.
 
Army of the Platuners
Normal Spell
Excavate the top 5 cards of your Deck, Special Summon Tuners from your hand up to the number of "Platuner" monsters excavated, then place the cards excavated on the bottom of your Deck. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Army of the Platuners" per turn.
 
Platuner Double Training
Quick-Play Spell
Target 1 "Platuner" monster you control; it becomes Level 2, then you can reveal any number of "Platuner" monsters in your hand to increase its Level by that amount. During either player's turn, except the turn this card was sent to the GY: You can banish it from your GY, then target 1 "Platuner" monster in your GY; banish it, and if you do, during the next Standby Phase, Special Summon that monster.
 
Platuner Heterochromia
Normal Trap

Target 2 Tuner monsters in your GY with different names; Special Summon them, but they are destroyed during the next Standby Phase, then if you control no other monsters, you can immediately after this effect resolves, Synchro Summon 1 "Platuner" Synchro Monster using those monsters as material. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Platuner Heterochromia" per turn.

 

Platuner Armory
Continuous Trap
When this card is activated: You can target 1 "Platuner" monster in your GY and 1 Tuner Synchro Monster you control; equip the first target to the second target. Once per turn: You can target 1 Tuner Synchro Monster you control, then activate 1 of these effects;
● Equip 1 other "Platuner" monster from your hand or field to that target.

● Special Summon 1 equipped "Platuner" monster that is equipped to that monster.




#7089851 Yu-Gi-Oh! Rulings Questions

Posted by Zaziuma on 25 March 2018 - 03:58 PM

idk how damage calc works, so if I attack Topologic Bomber Dragon into a higher ATK monster, do I get the burn effect?

You would be able to. It being destroyed by battle doesn't make those kinds of effects prevent from activating.