Target 1 "Ringhost" monster you control; equip this card to that target. It cannot be destroyed by battle or card effects. While this card is equipped to a monster, if that monster would be returned to the hand by an effect, you can return this card instead. If this card is sent from the field to the GY: You can target 1 "Ringhost" card in your GY, except "Ringhost Bond of Attachment"; add it to your hand.
ZaziumaMember Since 29 Aug 2014
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Posted by Zaziuma on Yesterday, 09:19 AM
Posted by Zaziuma on 13 November 2018 - 09:21 AM
2+ monsters, including a Link Monster
When this card declares an attack: You can discard 1 card; for each zone this card points to with no monsters in them, this card gains 1000 ATK until the end of the Damage Step. During the turn you activate this effect, non-Link Monsters cannot be Special Summoned from your Extra Deck or attack. While this card is equipped with an Equip Card, it cannot be targeted or destroyed by other card effects.
Posted by Zaziuma on 07 November 2018 - 02:58 PM
2 monsters with Levels
When this card is Link Summoned and becomes co-linked to a monster: You can destroy all non-co-linked monsters on the field. Gains 1000 ATK while co-linked. During the End Phase: Both players take damage equal to the number of co-linked monsters on the field x 500.
Posted by Zaziuma on 07 November 2018 - 12:19 AM
I just see this as a Winged Beast Armageddon Knight, at least to open with. You don't need to run another WIND monster to play it, as it can send itself to the GY along with any DARK monster, and the adding to the hand makes it useful in Chaos Decks when it would be banished. My first thought was Orphegels with their Trap that banishes a monster from the GY to make a monster untargetable, but the possibilities are endless.
All in all, I really like this card as engine. It does help that it works well with Dark Simorgh as intended, but it's a cute tech if you banish from the GY a lot and don't need your Normal Summon.
I could see that, making this DARK would mean it wouldn't be as useful in a DARK focused Deck, since you gotta get some WIND monsters then.
- Dova likes this
Posted by Zaziuma on 06 November 2018 - 11:27 AM
Cannot be Special Summoned. While this card is in your hand or in the GY, it is also a DARK monster. When this card is Normal or Flip Summoned: You can send 1 WIND monster and DARK monster from your Deck to the GY. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. If this card is banished from your GY to activate a card effect: You can add this banished card to your hand. You can only use this effect of "Dark Bird of Simorgh" once per turn.
Posted by Zaziuma on 04 November 2018 - 08:19 AM
● All Gemini monsters you control gain 100 ATK and DEF for each banished monster.
● Once per turn: You can have this card lose 1000 ATK and DEF until the end of this turn, and if you do, banish as many monsters your opponent controls whose combined ATK and DEF are less than or equal to this card's combined ATK and DEF.
It can feed itself and blow up the entire field of the opponent, which is really overpowered. 2800ATK/2 = 1400ATK 2800DEF/2 = 1400DEF
1400ATK + 1400DEF = 2800. Anything 2800 and under is just gone.
Actually, it's ATK/DEF aren't halved. It loses 1000, so it ends up at 1800*2 or 3600. An even wider margin.
Even though this is a Gemini monster, that's a MASSIVE field wipe. Although you do lose the progress you've made with this monster if your opponent negates it, we can't count on your opponent negating it for balance reasons. At least it's not a quick effect, but you still can't balance out a decent cost with a super powerful effect. I'd suggest it banish 1 monster, although perhaps buff it a tad to compensate.
Just want to make sure you know that the opponent's monster's ATK and DEF are combined too, making any monster with 1900/1900+ able to survive, which is most boss monsters. This is mainly able to take out smaller guys and Link Monsters, I realize it's powerful, but we are still talking about a Level 8 Gemini monster, which normally don't have the luxury of actually being useful, so do take that in mind as well.
- Dova likes this
Posted by Zaziuma on 03 November 2018 - 06:40 AM
I get the card's intention, but the way you wrote the first effect doesn't really work. Even if you excavate, effects that do so also indicate what to do with the cards afterwards (e.g. ad to hand, send to GY, shuffle into the Deck) so... you wouldn't still be able to add any card to the hand after an excavation. Pretty sure you have to try a different way to write it. Perhaps a "Neither player can add cards from their hand to their Deck, except by effects that excavate a card(s)" would do? Another alternative with more precedence is "Neither player can add cards from their hand to their Deck, except by the effects of cards that include an effect that excavates a card(s)", as see in Solemn Warning and Ghost Belle. The issue with the last one is that it would also allow any other effects that adds a card to the hand, as long as the card has an excavated effect printed on it.
That aside, well, this card is floodgate-ish by nature, and hopefully you are aware of the stigma towards floodgates. However, the drawbacks you gave it should suffice to keep it acceptable. If nowadays the formats are dealing with stuff like Thunder Dragon Colossus, this OPD Field that dies to backrow removal shouldn't be difficult to deal with. I like that you can run it along any deck with Terraforming so you can search for it if you drew both Terraforming and your key Field Spell that you don't really need on the field.
I literally give an exception that says "except by excavating them", meaning that if you do, that overwrites the clause that prevents adding.
- djx93 likes this
Posted by Zaziuma on 03 November 2018 - 04:03 AM
Neither player can add cards from their hand to their Deck, except by excavating them. During the turn player's Standby Phase. They can excavate the top 3 cards of their Deck, then they can add 1 of them to their hand and place the remaining cards on the bottom of their Deck in any order or they can send all 3 cards to the GY and place 1 counter on this card. When there are 3 or more counters on this card, destroy this card. You can only activate 1 "Extraterrestrial Excavation" per Duel.
- djx93 likes this
Posted by Zaziuma on 01 November 2018 - 02:39 AM
1 WATER monster, except a Token
Cannot be used as material for a Link Summon, except a Link-2 or higher WATER monster. Once per turn, when you activate the effect of a WATER monster (Quick Effect): You can target 1 WATER monster in your GY whose Level/Rank/Link Rating is less than equal to that monster's Level/Rank/Link Rating; negate that effect, then Special Summon that target to your zone this card points to.
Posted by Zaziuma on 03 October 2018 - 12:36 AM
You can reveal 1 other Zombie monster in your hand; excavate cards from the top of your Deck equal to that that monster's Level, if excavate a Zombie monster, you can send the excavated cards to the GY and Special Summon this card, otherwise, shuffle the cards into the Deck. You can Tribute 1 Zombie monster, then target 1 Zombie monster in your GY, except "Necromancer of the Hollow"; Special Summon that target. You can only use each effect of "Necromancer of the Hollow" once per turn.
Posted by Zaziuma on 01 October 2018 - 10:47 AM
You can banish 1 WIND and 1 FIRE monster from your GY; Special Summon this card from your hand. While this card is face-up on the field or in the GY it is also WIND-Attribute. (Quick Effect): You can destroy 1 or 2 WIND or FIRE monsters in your hand, and if you do, inflict damage to your opponent equal to their combined Levels x 200, and if you do, if you destroyed 2 monsters, you can destroy 1 monster on the field. You can only use this effect of "Burncoat Beast" once per turn.
Posted by Zaziuma on 09 September 2018 - 04:11 AM
FLIP: You can target 1 face-up card your opponent controls; return that target to the hand.
You can discard 1 WATER monster OR 2 monsters with different names; Special Summon this card from your hand in face-down Defense Position. If this card is flipped face-up by your opponent's attack, return the attacking monster to the hand at the end of the Damage Step. During the End Phase: You can discard 1 monster; change this card to face-down Defense Position, then if you discarded a WATER monster, draw1 card. You can only use each effect of "Spartan Serpent" once per turn.
Posted by Zaziuma on 07 September 2018 - 07:04 AM
When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.
Posted by Zaziuma on 24 August 2018 - 01:11 PM
You can remove 1 Rhythm Counter from anywhere on your field; excavate the top 3 cards of your Deck, add 1 excavated "Algorhythm" card to your hand, also banish the remaining cards. If this card is banished: You can target 1 "Algorhythm" card you control; place 3 Rhythm Counters on that target. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Album Searcher" once per turn.
Link Arrows: Bottom Left, Bottom
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish cards from the top of both players' Decks equal to the Level/Link Rating of the monster used to Link Summon this card. Once per turn: You can remove any number of Rhythm Counters from anywhere on your field, then target the same number of "Algorhythm" cards in your GY and/or among your banished cards; place them on top of your Deck in any order. Unless this card is co-linked, it loses 1000 ATK. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Node Noter".
Algorhythm Metric Sorter
Link Arrows: Top, Bottom Left, Left
If this card is Link Summoned using only 1 monster: You can draw 2 cards, then banish 1 card from your hand. At the start of your Battle Phase, if this card is linked: You can halve this card's ATK, and if you do, all your linked monsters can attack directly, but any battle damage they inflict is halved. These effects last until the end of the Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Rhythm Counters on this card. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Metric Sorter".
When this card is activated: Place 5 Rhythm Counters on this card. Once per turn: You can target 1 "Algorhythm" monster you control; remove 1 Rhythm Counter from this card, then place 1 Rhythm Counter on that target. During your Draw Phase, before you draw, if there is a Rhythm Counter on this card: You can give up your normal draw this turn, and if you do, excavate cards from the top of your Deck equal to the number of Rhythm Counter on this card, you can add 1 "Algorhythm" card to your hand, also send the remaining cards to the GY.