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Member Since 29 Aug 2014
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#7029141 Electric Barrier

Posted by Zaziuma on 12 August 2017 - 05:57 AM

I got inspired by Weathery and their unique Spell/Traps that have effects for monsters in the same column and adjacent to that monster as well, it's an odd idea, but also a neat one that I can see being used for various cards, so here's a card for Thunder Decks, as they are able to spam monsters pretty easily, also you can use cards that change Type such as DNA Surgery to make use of this card in other Decks, and the last effect makes it so it's harder for your opponent to get rid of both DAN Surgery and this card as well.



Thunder monsters in your Main Monster Zone in the same column as this card, and Main Monster Zones adjacent to that zone cannot be targeted by your opponent’s card effects. If you control 3 or more Thunder monsters, your opponent cannot target Spell/Traps you control with card effects.

#7027466 Post and I'll post what Supernatural character you are

Posted by Zaziuma on 05 August 2017 - 09:44 AM

Finally! One of these that is relevant to my interests!

#7027020 Yu-Gi-Oh! VRAINS

Posted by Zaziuma on 03 August 2017 - 03:56 AM



Also Ghost Girl duels in episode 14-15, so...

It would be nice if you could stop spoiling future episodes, I didn't want to know that. It's minor now, but I don't want to avoid looking at this thread just so I won't be spoiled.

#7025133 Rulebook Series 10 Released (important change!)

Posted by Zaziuma on 27 July 2017 - 12:10 PM

So, when do these new rules become official? Just want to know so that I can play properly if they're becoming active after next Wednesday.

When Code of the Duelist comes out I assume, so August 4th.

#7025127 Rulebook Series 10 Released (important change!)

Posted by Zaziuma on 27 July 2017 - 11:20 AM

I've been playing Yugioh like this for years. Fiend Griefing send Back Jack. Chain Link 1 Anomalocaris, Chain Link 2 Back Jack. Oops!

It is a niche thing for sure, but whenever it comes up I sometimes make the same mistake too.

#7025116 The Unofficial Yu-Gi-Oh! Trading Card Game Rulebook

Posted by Zaziuma on 27 July 2017 - 09:59 AM

The new series 10 rulebook has been released, and with it, some small news, but important ones, previously, cards that would activate at the same time could normally be put into any order, with the exception of cards that triggered a tiny bit after. An example of this would be using Junk Warrior and Sonic Warrior's effects at the same time, before Sonic Warrior MUST be Chain Link 1, as it was sent to the Graveyard before the Synchro Summon happened, but now you can choose to make it Chain Link 2, boosting Junk Warrior's ATK by much more.




#7025113 Rulebook Series 10 Released (important change!)

Posted by Zaziuma on 27 July 2017 - 09:53 AM




The new rulebook has been released online, along with the updates about Link Monsters and the new field, an small, but interesting change has happened to SEGOC. Previously, cards that would activate at the same time could normally be put into any order, with the exception of cards that triggered a tiny bit after. An example of this would be using Junk Warrior and Sonic Warrior's effects at the same time, before Sonic Warrior MUST be Chain Link 1, as it was sent to the Graveyard before the Synchro Summon happened, but now you can choose to make it Chain Link 2, boosting Junk Warrior's ATK by much more.


Not sure if this was in the previous rulebook, but in case it wasn't, cards that explain a method to Tribute Summon can also Tribute Set them, Special Summon monsters and if they can be Special Summoned from the Graveyard after being sent from the Extra Deck, clarification for when a monster is considered to have "battled" have been added.


As for something not related to the rules, but just something I saw, they say that Graveyard is shorted to GY in card texts in the rulebook itself, which surprises me, since card text updates aren't referenced in the rulebook itself.

#7025101 Link Witch

Posted by Zaziuma on 27 July 2017 - 08:03 AM

A simple Link Monster, it allows you to Special Summon any monster from your hand to the zone it points to, but only if there is a Spell/Trap in the same column in it. Additionally, it gains 100 ATK for each Spell/Trap you control, making it able to become a 3000 ATK monster, so it's good to keep around for a while.



2+ Cyberse monsters
Once per turn: You can Special Summon 1 monster from your hand to your zone this card points to that is in the same column as a Spell/Trap you control. Gains 100 ATK for each Spell/Trap you control.

#7024398 [Written] Eleetch Archetype [12/?]

Posted by Zaziuma on 24 July 2017 - 12:27 PM

I really don't do reviews anymore, especially not Archetypes, but I thought, what the heck, I'm bored so I'll give go. Sorry for being rusty.


Eleetch Tuxquito, okay, so how does halving odd number work? Does it round up or down? You can't have a monster with 1.5 Levels. The card itself is interesting, a nice Tuner with the ability to changes Levels like that could be pretty good, but you don't have many Synchros to work with, would have hoped for at least one other one, guessing you're doing that in the future, so it will be better later.


Eleetch Socialice, I'm not here to rate your PSCT, though using the word attach is a bit strange, since that's normally for Xyz Monsters, just say that you equip it instead. Anyway, card is good for the Arachetype as a whole, equipping from the GY for free though I am not too sure about, but as I don't think your Archetype is overall broken, I guess it isn't a huge deal.


Eleetch Bed Butler, the way you worded this makes it sound like it only works if exactly 1 monster is Summoned, is that the case? Otherwise, the self destruction should be reworded to say that all the monsters should leave the field. I can give you PSCT for it if you want. Anyway, card is not bad and boost Queen a lot too, which is nice. Also, the equip wording shouldn't have that colon, it activates while its equipped, though that should be a Continuous Effect like the others.


Eleetch Tsetsnob, I don't really know about this, it's a clearly better Swift Scarecrow in every way, probably would change it a bit to make it only work in Eleetchs in some way, its not a broken card, but I still feel like it shouldn't just be able to end the Battle Phase so easily.


Eleetch Heiressfly, interesting Tuner again, I like the idea of using the equips to Synchro with, makes them have more purpose, though a bit iffy about it being allowed to be generic, while they aren't exactly Inzektor, I still feel that some restriction to that would be nice.


Eleetch Fancflea, quite like this card, makes the equip gimmick alive the most I feel, and the extra Normal Summon's great too. Not much else to say, good stuff.


Eleetch Blackfly Queen Victoria, I like this boss a lot, protection for Equips, boosting ATK, great equip effect. The reason I like it is that it can become strong, but it is only as strong as there are monsters to lower ATK with, so it'll run out eventually, making it easier to take if you don't play safe and keep some monsters around. I wonder why you chose not to make it lower Levels as well, would be nice to do, but I guess you have your reasons.


Eleetch Contagion Plasmodium, the first wording sounds like a maintenance cost, so it probably shouldn't activate. Now this card sounds quite a bit powerful, while you need equipped cards to make it work, you have options to only lower by 300, so it's not a big deal overall, since you can easily burn your opponent out with 3 of these up at once while your opponent sits with a huge field of monsters. That could be a problem, I would either change it to only have 1 out at once, make it burn a specific monster, the equipped monster would make sense, or maybe something else. That being said, there are no searchers in this Archetype, so it cannot be an easy OTK, but still, I have issues with it.


Eleetch Contagion Trypanosoma, same wording issue as the other one, strangely not as big of a deal as the above card for me, since destroying the monsters will remove your equips and destroy this card first of all, and it will also lower Queen's ATK so they can make something new and run over it. I don't know if it's super fair, but your opponent still has ways to deal with this where Plasmodium can easily kill them outright.


Overall, I feel that it can be seen as kind of weak due to their lack of searching and monsters who are all quite different and only work with 1 of their other cards well. There are quite good things here too though, and while they will probably have a hard start, if you get things going, they can prove tough. I have issues with some of them as I said, and while you can do what you want in terms of theme for all I care, Insect/DARK equip based have been done before, so wish you would have at least changed them to another Attribute, even if I like the idea of Insects that are rich, don't know how that works, but YGO is a weird game, so whatever.

#7024021 Everything you need to know about Link Monsters

Posted by Zaziuma on 22 July 2017 - 01:03 AM

This isn't true. The grey arrows aren't "inactive Link Arrows", they just aren't Link Arrows.


sause: https://ygorganizati...andhitthebooks/

I suppose I shouldn't have jumped the gun and called them that, while I don't think there's really much of a difference, I get where you're coming from. I'll change it to say that they aren't Link Arrows.


This was a great read, and I feel very informed tbh.  I saw that Links were coming out right as I was getting back into the game, and I thought, "well guess I shouldn't play after this".  But you made it easy to understand.  Thanks for the post and I think you should definitely see about getting this stickied (if there isn't something stickied for Links already).

My unofficial rulebook thread is already sticked, I simply took that from there, I don't think the mods would want two threads that talk about the same thing being sticked. Thanks fro the comment though.

#7023815 Everything you need to know about Link Monsters

Posted by Zaziuma on 21 July 2017 - 07:31 AM

Today, I'm going to teach you how Link Monsters work. I'm going to go over all of what has currently been revealed in how they work, both mechanically and Ruling-wise.


If you have anything that you believe is either missing, or that you are confused about, let me know.


To learn about other aspects of the game, I recommend that you check out my Unofficial Yu-Gi-Oh! Rulebook. It goes over both the basics, as well as more advanced, but still important, rules:






Link Monsters are the newest addition to the game, and we are going to go over how they work, as well as more about the Extra Monster Zone, which plays an important part in how Link Monsters work.



The card above is Decode Talker.


Link Monsters are colored blue and have 8 arrows around the image frame, which are called Link Arrows. As you can see, some of them are colored, these are called the Link Arrows, the other uncolored ones are not Link Arrows. Link Monsters are like other Extra Deck monsters can are Special Summon only monsters, and must be properly Link Summoned before they can be Special Summoned from the Graveyard.


Next you'll notice the fact that they have no DEF, but rather say LINK-3. This is their Link Rating, and this corresponds to their amount of Link Arrows. The Link Rating is how many Link Materials are required to Link Summon it. Additionally, as they have no DEF, they cannot be in Defense Position or face-down, they must in other words always be in Attack Position, so Book of Moon is not a legal card to target a Link Monster with.



The Mechanics:


All Link Monsters have Material Requirements, much like Synchro Monsters, for example Decode Talker says "+2 Effect Monsters". This means you must use at least 2 monsters and they must be Effect Monsters, so no Normal Monsters are allowed, but you can use monsters like Sangan and other Link Monsters as Link Material.


The Link Rating of a Link Monster determines how many Link Material is can be considered as. For example, Decode Talker can be treated as either 1 Link Material or 3 Link Material, however it can not be treated as 2 Link Material. This is important, as you cannot use a single Decode Talker to Link Summon another Decode Talker, but you can use 1 Decode Talker and 2 other Effect Monsters OR Decode Talker and 1 LINK-2 Link Monster.


To Link Summon a Link Monster, you send face-up monsters from your field to the Graveyard, then Link Summon the monster to an Extra Monster Zone that is unoccupied (or if you send a monster from your Extra Monster Zone to the Graveyard you can also place it in that Extra Monster Zone). To Link Summon Decode Talker, we can either send 3 Effect Monsters, such as Sangan, Linkslayer and RAM Clouder to the Graveyard, or we can send Honeybot and Sangan to the Graveyard, as Honeybot is a LINK-2 Link Monster, so it counts as 2 Link Material.


After you Link Summon a Link Monster, the Link Arrows come into play, with Decode Talker, the Link Arrows point up, to the bottom left and to the bottom right. Link Arrows do two things, they enable effects for the Link Monster to activate or make it stronger, for example Decode Talker gains 500 ATK for each monster it points to and is able negate card effects that target cards you control by Tributing a monster it points to.


The other thing Link Arrows do is allow you to Special Summon monsters from your Extra Deck to any of your Main Monster Zones they point to. Fusion, Synchro, Xyz, Link Monsters and even face-up Pendulum Monsters in the Extra Deck are all able to be Special Summon to the Main Monster Zone this way, meaning the more Link Monsters you have pointing at Main Monster Zones, the more monsters you can Special Summon from your Extra Deck.


Monsters are also able to gain effects as long as they are linked to another Link Monster. This means that either they are pointing to that Link Monster, or that a Link Monster is pointing to it. An example of a card that gains effects if it is linked to another monster is Ib the World Chalice Priestess (not released in the TCG).


Link Monsters pointing to other Link Monsters' Link Arrows is called being co-linked, and certain monsters, such as Firewall Dragon (not released in the TCG) have effects that only work while co-linked. A co-linked monster is also a monster that is linked.



Extra Monster Zone and Extra Link:


The Extra Monster Zones are a brand new zone introduced along with Link Monsters (see the image below). At the start of the duel, neither player has ownership of the Extra Monster Zone, and only as long as their monster is in the Extra Monster Zone is it theirs, and if their monster leaves it, the opponent can Summon monsters to it. You can however only own 1 Extra Monster Zone at a time normally, and the other becomes the opponent's until your monster leaves the Extra Monster Zone.


You Special Summon monsters that are in your Extra Deck to the Extra Monster Zone, including face-up Pendulum Monsters (Pendulum Monsters in your hand are still Summoned to the Main Monster Zone). You cannot Special Summon monsters to the Main Monster Zone from the Extra Deck, except if Link Monsters are pointing to them. However, when you Special Summon them from the Graveyard, or if they are banished, they do not go to the Extra Monster Zone, but to the Main Monster Zone instead (you do not need Link Monsters pointing to zones in this case).


There is an exception only being able to occupy 1 Extra Monster Zone, which is called Extra Link, however it is currently impossible to do in the TCG, but can be done in the OCG. How it works is that you co-link monsters from the one Extra Monster Zone to the other Extra Monster Zone, forming what looks like a necklace. This allows you to occupy both Extra Monster Zones, and means your opponent cannot Special Summon monsters from the Extra Deck until they remove either of your monsters from the Extra Monster Zone.


An example of this would be Link Spider in your Extra Monster Zone, then having 3 Trigate Wizard (not released in the TCG) in your Main Monster Zones that would point to each other as well as to your Link Spider, then you would be allowed to Link Summon another Link Spider to the other Extra Monster Zone to occupy both (this is not a realistic example, but the simplest way to explain it without using too many different cards).




Additional Rules and Specific Rulings:


So, now you know how to perform a Link Summon, but when in dueling, you'll probably need some other specific rules regarding them, so here are other things you need to know:


  • Link Monsters you control that point to the opponent's field will allow your opponent to Special Summon monsters to them, but you cannot, you can only Special Summon to your own field. Additionally, Decode Talker is only able to Tribute your own monsters, as it doesn't state it is able to Tribute the opponent's monsters it points to.
  • You cannot Link Summon to a zone a Link Monster is pointing to by using that same Link Monster as Link Material, as the zone is no longer being pointed to. Of course, if multiple Link Monsters are pointing to the same zone, you can use 1 of them as Link Material.
  • Changing control of Link Monsters (or any monster in the Extra Monster Zone for that matter) will place them in the Main Monster Zone. Same goes for cards that are temporarily banished, and as stated previously, any that are in the Graveyard or banished and later Special Summoned can only go to the Main Monster Zone.
  • You can use Tokens and Trap monsters to Link Summon with, do keep in mind that Tokens are always Normal Monsters, so they cannot be used for cards like Decode Talker.
  • As stated previously, Link Monsters have no DEF, so they cannot gain DEF by other cards effects, however some cards that make monsters gain ATK as well as DEF are allowed to be used on Link Monsters, such as United We Stand. Also, Link Monsters cannot be destroyed by cards such as Smashing Ground, they don't have 0 DEF, they do not have DEF altogether.
  • Negating the effects of Link Monsters does not prevent the Link Arrows from existing, similar to Pendulum Monsters still having their Pendulum Scale even while negated.
  • Link Monsters in your Main Monster Zone do not point to the opponent's field, even if they point up, such as Decode Talker. They will however point to the Extra Monster Zone. Additionally, Link Monsters in the Extra Monster Zone will not point to the other Extra Monster Zone.
  • Link Monsters only have their Link Arrows while in the Monster Zone, so if they are equipped to a monster, they will not point the Main Monster Zone. Additionally, pointing to the Spell & Trap Zone does not do anything, only Monster Zones are affected by Link Arrows.
  • Special Summoning monsters from the Extra Deck from outside sources to the Main Monster Zone, such as Starlight Road or Ultimaya Tzolkin is only allowed if you have a Link Monster pointing to it, otherwise you must Special Summon to your Extra Monster Zone instead.
  • If you Special Summon a monster by using a monster in the Extra Monster Zone while the other Extra Monster Zone is unoccupied, you may Special Summon that that Extra Monster Zone instead.
  • The Extra Monster Zone is treated as a Monster Zone, and is considered when cards relating to columns, such as Blasting Fuse come into play. Keep in mind that certain cards may not have been updated to reflect the new Main Monster Zone and Extra Monster Zones, so there may be distinctions if they are considered in the effect or not.
  • Link Monsters that point diagonally (bottom left, bottom right) cannot form an Extra Link, you must use monsters that point down from your Extra Monster Zone and form a straight line.

#7023382 Clench Crush

Posted by Zaziuma on 19 July 2017 - 11:12 AM

A card that is able to deal with cards that are unaffected by card effects. While this may seem a bit excessive in design to some, I feel that there are plenty of cards that go overboard when it comes to being unaffected, right now that is namely True Dracos. I don't think it's as bad when it's a temporary protection, like with Forbidden Lance and such, but having a permanent protection that lasts forever or is very hard to get over because the monster is also strong in plenty of other ways, I feel that this card is fair to counter that, especially as it's a pretty specific card, which is also the reason I gave it the option to become a hand trap, which is also useful since True Draco are able to be Summoned in your turn as well.



Target 1 face-up monster your opponent controls that is unaffected by card effects, destroy it ignoring those effects. If only your opponent controls a monster, you can activate this card from your hand.

#7023170 [OCG] Linkuriboh

Posted by Zaziuma on 18 July 2017 - 09:40 AM

Where would the Link Marker point if it was in Defense Position in the MMZ?

Oh. Well that's the thing, they don't work in Defense Position because of that.

#7022433 Deep Down Drowner

Posted by Zaziuma on 14 July 2017 - 11:29 AM

Here's an interesting card that forces your opponent to Special Summon to the zone it points to, and then has negative effects for those monsters. However, it also has negative effects for your own zone as well, but the last effect can also be used to destroy your own monsters to boost it, which can trigger their effects as well, so it has a lot of combo possibilities.



2+ monsters, except Tokens
While this card is in your Extra Monster Zone, your opponent cannot Special Summon monsters from their hand or GY, except to zones this card points to. If a monster(s) is Special Summoned to a zone this card points to: That monster loses 1000 ATK until the end of the next turn. Once per turn (Quick Effect): You can destroy all monsters this card points to with less ATK than this card, and if you do, this card gains 300 ATK for each monster destroyed by this effect.

#7022116 Geardreamer

Posted by Zaziuma on 13 July 2017 - 05:55 AM

A Tuner that you can Tribute Spells/Traps to Tribute Summon, as well as being able to bring it back from the Graveyard by banishing Spells/Traps from the Graveyard, and its Level becomes equal to the number banished, giving you more options for Synchro Summoning. It also works well for Link Monster Decks. You can only control 1 though, and it banishes itself when it leaves the field.



To Tribute Summon this card face-up, you can Tribute a Spell/Trap you control, instead of a monster. You can banish any number of Spells/Traps from your GY; Special Summon this card from your GY, and if you do, its Level becomes equal to the number of Spells/Traps banished, but banish it when it leaves the field. You can only control 1 “Geardreamer”.