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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Offline Last Active Today, 10:36 AM
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#7060971 Elemental Support

Posted by Zaziuma on Today, 01:09 AM

Changing Attributes in the GY! Finally a Deck that does that, how awesome is that! And it's based on Elemental Lords too!? New favorite Deck.




#7057719 Yu-Gi-Oh! Rulings Questions

Posted by Zaziuma on 01 December 2017 - 01:10 AM

Just to make sure, Diffusion Wave-Motion vs FLIP. Are FLIP negated?
Apply to any effect that sounds like it'd kick in before the monster dies, when it is more or less decided it's dying.

 

I feel like this part of the steps on battle should be basic for me to know, but yeah....

Yes, Flip monsters' effects activate after damage calculation, so if they are destroyed by battle, they are negated.




#7049850 Terrormite Archetype (13/13)

Posted by Zaziuma on 03 November 2017 - 01:20 PM

Terrormite is an Archetype of Insect/DARK Level 1 monsters. They focus on Xyz Summoning and monster spam. Each monster has an effect that Special Summons them from the hand if you control less Terrormite monsters than your opponent controls monsters. The main strategy involves using Acarapis's effect to Special Summon 3 Macropalpis, which you can then use to attach 3 more materials to Demodex, which makes you able to use its last effect for massive destruction and damage. The fastest you can do this is by using Eriophyes to Special Summon Acarapis, and Tribute both it and Acarapis to Special Summon Macropalpis, then Xyz Summoned Demodex and then attach Erophyes and Acarapis. They are based on various mites and ticks, and concepts related to mites and ticks.
 
Main Deck Monsters:
 
Terrormite Cyclamen
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Cyclamen" once per turn this way. You can Tribute 1 "Terrormite" monster; add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Cyclamen". You can only use this effect of "Terrormite Cyclamen" once per turn.
0/0
 
Terrormite Acarapis
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Acarapis" once per turn this way. You can Tribute 2 "Terrormite" monsters; Special Summon 1 "Terrormite" monster from your hand, then you can Special Summon as many monsters with the same name as that monster from your Deck as possible, but if you Special Summon from your Deck, they have their effects negated and cannot attack. You can only use this effect of "Terrormite Acarapis" once per turn.
100/100
 
Terrormite Macropalpis
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Macropalpis" once per turn this way. A DARK Xyz Monster that was Xyz Summoned using this card as material gains this effect:
● If this card is Xyz Summoned: You can target 1 "Terrormite" monster in your GY; either add it to your hand, or attach it to this card as material.
200/200
 
Terrormite Tetranychus
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Tetranychus" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Tetranychus". You can only use this effect of "Terrormite Tetranychus" once per turn.
300/300
 
Terrormite Panonychus
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Panoychus" once per turn this way. You can Tribute this card, then target 1 "Terrormite" monster in your GY, except "Terrormite Panonychus"; Special Summon that target. You can only use this effect of "Terrormite Panonychus" once per turn.
400/400
 
Terrormite Eriophyes
Insect/DARK
Level 1
If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Eriophyes" once per turn this way. When this card is Normal or Special Summoned: You can Special Summon 1 "Terrormite" monster from your hand, except "Terrormite Eriophyes". You cannot Special Summon monsters, except DARK monsters the turn you activate this effect. You can only use this effect of "Terrormite Eriophyes" once per turn.
500/500
 
Extra Deck Monsters:
 
Terrormite Demodex
Insect/DARK/Xyz
Rank 1
3 Level 1 "Terrormite" monsters
Once per turn (Quick Effect): You can detach 1 material from this card; this turn, if this card battles an opponent's monster, during damage calculation only, that monster loses 1000 ATK and DEF for each material attached to this card. You can detach 5 materials from this card; destroy all cards your opponent controls, and if you do, inflict 500 damage to your opponent for each card destroyed, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no effect damage.
1000/1000
 
Terrormite Trombicula
Insect/DARK/Xyz
Rank 1
4 Level 1 "Terrormite" monsters
Once per turn: You can detach 1 material from this card; this card can attack directly this turn. (Quick Effect): You can detach 6 materials from this card; shuffle all cards in your opponent's hand into the Deck, then your opponent takes damage equal to the number of cards x 500, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no further effect damage.
1500/1500
 
Spells/Traps:
 
Terrormite Underground
Field Spell
When this card is activated: You can Special Summon 1 "Terrormite Token" (Insect/DARK/Level 1/ATK 0/ DEF 0) to your opponent's field in Defense Position. Once per turn (Quick Effect): You can target 1 DARK Xyz Monster you control; attach 1 other "Terrormite" monster from your hand or field to that target as a material. If a DARK Xyz Monster detaches a material(s) to activate its effect: It gains 300 ATK and DEF for each material detached.

 

Terrormite Infection
Normal Spell
If only your opponent controls a face-up monster: Special Summon up to 2 "Terrormite" monsters from your hand with different names, then if your opponent controls a monster that was Special Summoned from the Extra Deck, you can Special Summon 1 "Terrormite" monster from your Deck with a different name, but it has its effects negated and cannot attack. You cannot Special Summon monsters, except DARK monsters the turn you activate this card. You can only activate 1 "Terrormite Infection" per turn.
 
Terrormite Growth
Quick-Play Spell
Target 1 DARK Xyz Monster you control; double its original ATK and DEF, also if it has 3 or more materials attached, it cannot be destroyed by battle or card effects. These changes last until the end of this turn. During your Main Phase, if this card is in your GY: You can Tribute 1 "Terrormite" monster from your hand or field; add this card from your GY to your hand. You can only activate 1 "Terrormite Growth" per turn.   
 
Terrormite Retreat
Normal Trap
Target "Terrormite" monsters you control or in your GY up the number of face-up cards your opponent controls; shuffle them into the Deck, then if you shuffled 5 or more into the Deck, draw 2 cards. You can banish this card from your GY, then target 1 "Terrormite" Spell/Trap in your GY; either add it to your hand, or attach it to a DARK Xyz Monster you control as a material. You can only use each effect of "Terrormite Retreat" once per turn.
 
Terrormite Removal
Counter Trap

If you control a DARK Xyz Monster monster, when your opponent would Special Summon a monster(s) or a card or effect is activated that includes an effect that Special Summons a monster(s): Negate the Summon or activation, and if you do, destroy that card, then you can detach 1 material from a "Terrormite" Xyz Monster you control to Set this card face-down instead of sending it to the Graveyard. You can only activate 1 "Terrormite Removal" per turn.




#7048976 Heavymetalfoes Electrum (LVP1)

Posted by Zaziuma on 01 November 2017 - 05:14 AM

DNidQJGUEAAAczN.jpg?resize=300%2C211&ssl

LVP1-JP086 ヘビーメタルフォーゼ・エレクトラム Heavymetalfoes Electrum
Link Rating 2 FIRE Psychic Link Effect Monster
ATK 1800
Links: Bottom Left, Bottom Right
Materials: 2 Pendulum Monsters
You can only use the 3rd effect of this card’s name once per turn:
(1) If this card is Link Summoned: Place 1 Pendulum Monster from your Main Deck face-up into your Extra Deck
(2) Once per turn: You can target 1 face-up card you control, except this card; destroy that card, and if you do, add 1 face-up Pendulum Monster in your Extra Deck to your hand.
(3) If a card in your Pendulum Zone leaves the field: Draw 1 card.

 

Wow, amazing support for Pendulum Decks, generic in every way for them, draw power, search power, recycling, opens up two new zones to Pendulum Summon too. Pendulums just got their comeback card.




#7048380 Worm Terror

Posted by Zaziuma on 30 October 2017 - 11:02 AM

You know, I wasn't really planning on making a Worm support card today, but I found this image in my image catalog, too perfect for the season not to make something out of it, so here we are. Anyway, this card is a Link Monster that gains ATK based on the number of Worms in your GY, and also Special Summons Reptiles from there. Lastly, it has an effect that negates effects, as well as flipping face-up your monsters to trigger their effects, and also changes the opponent's monsters, mostly for the fun of it. It also helps out Aliens a bit, since they can use the generic 2 Reptile requirement and two downwards Link Arrows.

 

worm_terror_by_zaziuma-dbs6yan.png

2 Reptile monsters
Gains 100 ATK for each “Worm” monster in your GY with a different name. Once per turn: You can discard 1 card, then target 1 Reptile monster in your GY; Special Summon that target face-down to your zone this card points to. Once per turn, when a monster on your opponent’s field activates an effect (Quick Effect): You can target 1 face-down monster you control; change that target’s battle position, and if you do, negate the activation, then change that monster to face-down Defense Position.

 




#7046804 Code-Eyes Photon Dragon

Posted by Zaziuma on 24 October 2017 - 05:42 AM

LINK VRAINS Pack introduces a lot of new Link Monsters for various Archetypes, so I thought I would take my hand at making something for Photons. So, this Special Summons any Photon for a simply discard, and when it's sent to the GY, you can Special Summon a Galaxy-Eyes Photon Dragon. Additionally, it protects itself from battles while it's linked to a LIGHT Xyz Monster. It has a relatively easy Summoning condition for them for two downwards Link Arrows.

 

code_eyes_photon_dragon_by_zaziuma-dbrki

2 LIGHT monsters with 2000 or more ATK
Once per turn: You can discard 1 card; Special Summon 1 “Photon” monster from your hand or Deck to your zone this card point to, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except LIGHT monsters. If this card is sent from the field to the GY: You can target 1 “Galaxy-Eyes Photon Dragon” in your GY; Special Summon it, but its ATK is halved. While this card is linked to a LIGHT Xyz Monster, it cannot be destroyed by battle.



#7045919 Heavy Fusion Converter

Posted by Zaziuma on 21 October 2017 - 02:18 PM

Then since its main purpose (from what I gathered) is to:

a) Give you options to spend resources on

b) Search

c) Gain ATK via its effect, acting as a beatstick

 

wouldn't it be better to lower the material requirements to 2+ monsters for easier accessibility and more fluidity?

It wouldn't be comfortable with a 2500 for two DARKs, lowering it would mean that it would require a lot more monsters to become powerful, so that would also mean having to use more resources, which I don't think Cyberdarks can effort.




#7045724 Heavy Fusion Converter

Posted by Zaziuma on 21 October 2017 - 05:22 AM

I recently made a Cyberdark Deck with the new support, and that got me inspired to make a Fusion Monster for them. This works with both regular old Polymerization, but also with Overload Fusion, and allows you to get some searching while you re-load your monsters, which can work very well with Extra Deck Monsters as well, which you can send with Cyberdark Claw, or just some you have left-over from previously, or simply use your Main Deck monsters as well, since that can trigger their effects or put the right cards in your hand. Lowering your resources can be important, and also having some other form of firepower, as this is a 2500 ATK/DEF monster that also boosts its own ATK/DEF. The last part I thought as a unique twist on the "once per turn" formula, instead making it rely on using more monsters for its Fusion Summon if you want to use it to its fullest. The card may have some other uses in other Decks, but its made for Cyberdark in mind from the get-go.

 

heavy_fusion_converter_by_zaziuma-dbr8pi

3+ DARK monsters
When this card is Fusion Summoned: You can target 1 DARK monster in your GY; banish it, then add 1 DARK monster from your Deck to your hand whose Level is less than or equal to that target’s Level. (Quick Effect): You can target 1 of your banished DARK monsters; shuffle it into your Deck, then this card gains 100 ATK and DEF. You can only activate this effect up to the number of Fusion Materials used for this card’s Fusion Summon.



#7042889 Mask Monsters - New Card Type Concept!

Posted by Zaziuma on 14 October 2017 - 12:07 PM

OK. I was wanting to review this yesterday, but forgot to. I'm here now, so I'll do it now.

These seem like an amazing concept. I originally had a question about how would your opponent know your effect or ATK/DEF are true or whatnot, but, after rereading, I see you've covered that. I kinda like this idea. When you Set them, does that technically count as Masking them? I would assume so, since they are face-down at the time. If that is the case, you have created a new form of Flip monsters, and I actually like them. I have not read very many of the custom cards yet, but the ones I have read seem underwhelming. Was this intentional?

Anyway, I think you did pretty well. In fact, I like these so much, I am going to make my own archetype that focuses on Masking. I will make sure to put this thread in the post.

No, setting them is not masking them, only face-up monsters can be masked. If they're attacked while face-down, they aren't unmasked when they are flipped face-up. The cards are meant to be pretty basic, since I don't want to confuse people with the concept too much, so the cards don't have too complex interactions. That being said, as your opponent won't know a Mask Monster most of the time, there comes their strength, since they cannot easily prepare for them, so I am not wanting them to be too powerful either.




#7042456 Mask Monsters - New Card Type Concept!

Posted by Zaziuma on 12 October 2017 - 01:28 PM

Introduction:
So I had an idea that was inspired by Hearthstone with the "secret" cards that don't take effect until something happens. This is similar to that, though with how YGO works, they ended up having to work quite differently. Still, I think I made it work as well as I possibly could, though suggestions and questions are welcome. You can also find these on Duel Portal under the set MASK.

 

What are Mask Monsters and how do they work?:

Mask Monsters are a form of Main Deck monsters, they cannot be Ritual or Pendulum Monsters. Mask Monsters can be Normal Summoned or Set, you can choose whether to mask them when you Normal/Tribute Summon them, and if they are Set, you choose when you Flip Summon them. Masking is not a form of Summoning. If they are Special Summoned, you cannot mask them, with the exception of cards that state otherwise, such as Mask Entrance. You cannot mask a monster if their Normal Summon is under a certain condition that makes them able to perform an extra Normal Summon of a card in an Archetype or if the monster itself has a restriction on Normal Summoning, such as Ghostrick Kuchisake-onna. When a monster is masked, they are placed face-down instead of face-up, however they are still treated as face-up monsters, and can attack, be attacked, change battle position or be targeted by effects when appropriate.

 

What it means to be masked and how to become unmasked:

Mask Monsters almost always have an effect that unmasks them, making them become face-up, though other effects can also unmask them, such as Unmasking. If a Mask Monster's effects are negated, they are unmasked. If a Mask Monster battles, at the same time in the Damage Step that face-down monsters are flipped face-up, they become unmasked. When a monster is unmasked, an effect may become available on activate. Some cards can even mask themselves, even if they weren't masked before, such as Mask Switcher. You can still use masked monsters for Synchro, Xyz Summon etc. and if they are attached to Xyz Monsters, you attach them as normal, though this is not considered unmasking them. Masked Monsters retain their ATK/DEF that have gained or lost if they become masked or unmasked, though cards such as Equip Spells may be destroyed by game mechanics if they are not appropriate targets anymore. You cannot unmask a monster if that monster cannot be on the field because of a card preventing it from doing so for various reasons, such as Level or Attribute restrictions. When a masked monster activates its effect that would unmask it, you show the card to your opponent so they can confirm this, as they would not be visible otherwise. This is the only legal time you can show them to your opponent.

 

Mask Monsters:

 

Shadowbeast Archetype:

https://forum.yugioh...st-archetype-9/

 

Masked Minion

Zombie/DARK/Mask

Level 1

If a monster you control is unmasked (except during the Damage Step): You can Special Summon this card from your hand. If this card is targeted for an attack: You can unmask this card, then target 1 other Mask Monster you control; change the attack to that target.

500/500

 

Anonymous Actor

Cyberse/EARTH/Mask

Level 2

If this card was unmasked during the Damage Step, and is destroyed by battle during that Damage Step: You can add 1 Mask Monster from your Deck to your hand, except "Anonymous Actor". You can only use this effect of "Anonymous Actor" once per turn.

1000/300

 

Lucky Sprite

Fairy/LIGHT/Mask/Tuner
Level 2

When you take battle or effect damage: You can unmask this card, and if you do, gain LP equal to the damage you took, then if you gain 1000 or more LP, you can Special Summon 1 "Lucky Sprite" from your hand or Deck and mask it.

200/1100

 

Trap Tick

Insect/EARTH/Mask

Level 3

When your opponent Special Summons exactly 1 monster from their Extra Deck: You can unmask this card, and if you do, negate that monster's effects, also it cannot attack.

700/1700

 

Villain Vamp

Zombie/DARK/Mask
Level 4

When your opponent's monster on the field activates an effect (Quick Effect): You can unmask this card, and if you do, negate that effect, and if you do, that monster loses 500 ATK and DEF. Once per turn, if this card destroys an opponent's monster by battle: You can target 1 Mask Monster in your GY; add it to your hand.

1800/0

 

Mask Switcher

Spellcaster/LIGHT/Mask
Level 4

Once per turn (Quick Effect): You can mask this card. If another Mask Monster you control is unmasked: You can unmask this card, and if you do, it gains 500 ATK and DEF until the end of this turn.

1500/1500.

 

Masked Monkey

Beast/EARTH/Mask
Level 4

This monkey likes to wear masks and scare people. He has a collection of over 100 masks!

1900/0

 

Double Dino

Dinosaur/FIRE/Mask

Level 5

If your opponent activates a Spell/Trap Card or effect, this card is unmasked. If this card was unmasked, it can make a second attack during each Battle Phase, also if it was unmasked by its own effect, it gains 500 ATK.

2200/1300

 

Transparent Fortress

Rock/EARTH/Mask

Level 6

If this card is Flip Summoned: You can change its battle position, and if you do, mask it. If this card is unmasked during the Damage Step: It gains 1000 DEF until the end of the Damage Step.

1500/2500

 

Papier-mâché Dragon

Dragon/WATER/Mask

Level 8

When this card is Tribute Summoned: You can discard 1 card, Special Summon 2 "Papier-mâché Tokens" (Aqua/WATER/Level 1/0 ATK/0 DEF), then mask this card. (Quick Effect): Once per turn: You can banish 2 Mask Monsters from your GY, then target 1 Spell/Trap your opponent controls; unmask this card, and if you do, destroy that target.

2500/2500

 

Support Cards:

 

Rookie Extra

Warrior/WIND
Level 3

If you control 2 or more masked monsters, you can Special Summon this (from your hand). Once per turn: You can target 1 masked monster you control; return it to your hand, and if you do, Special Summon 1 Mask Monster from your hand and mask it.

1500/0

 

Theater Stage

Field Spell

During the Main Phase, the turn player can Normal Summon 1 Mask Monster by masking it, in addition to their Normal Summon/Set. (You can only gain this effect once per turn). Once per turn: You can target 1 masked monster you control; change its battle position. Once per turn, during the End Phase: Each player draws 1 card for each monster they controlled that was unmasked this turn (max. 3).

 

Unmasking

Quick-Play Spell

Target 1 masked monster on the field; unmask that monster. You can banish 2 Mask Monsters from your GY; add this card from your GY to your hand.

 

Mask Accessories

Equip Spell

Equip only to a Mask Monster. Once per turn, if it unmasks: It gains 1000 ATK until the end of this turn. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead.

 

Mask Entrance

Normal Trap

Special Summon 1 Mask Monster from your hand or GY and mask it. You can only activate 1 "Mask Entrance" per turn.

 

Archetype Support:

 

Sylvan Secretsprout

Plant/LIGHT/Mask
Level 1

If a Plant monster(s) is sent from your Deck to your GY by a card effect: You can unmask this card, then excavate cards from the top of your Deck equal to the number of Plant monsters sent, send any excavated Plant monsters to the Graveyard, also place the other cards on the bottom of your Deck in any order, also, after that, increase this card's Level by the number of cards sent. If this card is excavated from the Deck and sent to the Graveyard by a card effect: You can place 1 card from your hand on top of your Deck, and if you do, Special Summon this card and mask it. You can only use each effect of "Sylvan Secretsprout" once per turn.

100/100

 

Ghostrick Kuchisake-onna

Spellcaster/DARK/Mask
Level 2

Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. If you control another "Ghostrick" monster: You can target 1 "Ghostrick" Spell/Trap in your GY; add it to your hand, and if you do, mask this card. If this card is unmasked during the Damage Step because of an opponent's attack: You can make the ATK of that monster become 0 until the end of the Damage Step.

1000/1000

 

Graydle Specimen

Aqua/WATER/Mask

Level 3

You can target 1 "Graydle" monster you control; destroy that target, and if you do, Special Summon this card from your hand and mask it. When you activate a "Graydle" Spell/Trap Card, unmask this card. If this card is unmasked, it becomes a Tuner and becomes Level 5. If this card is destroyed by a card effect: You can Special Summon 1 "Graydle" monster from your hand. You can only use each effect of "Graydle Specimen" once per turn.

0/1800

 

Red-Eyes Masked Dragon

Dragon/DARK/Mask
Level 4

Once per turn, if exactly 1 "Red-Eyes" monster is Normal or Special Summoned: You can unmask this card, then target 1 "Red-Eyes" monster in your GY whose Level is less than or equal to that monster; Special Summon it in Defense Position. If you activate a "Red-Eyes" Spell/Trap Card: You can mask this card.

1000/2000

 

Masked Ninja Hikari

Warrior/WIND/Mask

Level 4

If a monster is Special Summoned by the effect of a "Ninjitsu Art" card: You can unmask this card, then target 1 "Ninja" monster in your GY, except "Masked Ninja Hikari"; add it to your hand. If this card is unmasked, it gains 500 ATK and DEF. You can send 1 face-up Continuous Spell/Trap you control to the GY; mask this card, then draw 1 card. You can only use each effect of "Masked Ninja Hikari" once per turn.

1500/1500

 

Poseidon the Wave Monarch

Aqua/WATER/Mask

Level 8

If this card is Tribute Summoned: You can target up to 2 Spells/Traps on the field; destroy them, and if you do, mask this card. If you have no cards in your Extra Deck (Quick Effect): You can unmask this card, then target 1 monster in your GY with 2400 or more ATK and 1000 DEF; Special Summon that target. You can only use this effect of "Poseidon the Wave Monarch" once per turn. If this Tribute Summoned card is sent to the GY: You can target 1 "Monarch" Spell/Trap in your GY; add it to your hand.

2800/1000




#7042262 [EXFO] Call of the Archfiend

Posted by Zaziuma on 11 October 2017 - 05:42 AM

Oh, oh! A new Archfiend card, and it is pretty good too! I wanted something to easily Special Summon them from the GY, and it also triggers Heiress etc. as well!




#7041898 [Written] Golden Weather Painter Glitz

Posted by Zaziuma on 09 October 2017 - 01:38 PM

A new Link Monster for Weather Painters, it allows you to Special Summon more Weather Painter, and also  gives them effects which banishes them to boost ATK and DEF of all your monsters. Its Link Arrows also allows you to banish it and still be able to point to monsters after it comes back to the Main Monster Zone. The name comes from gold and glitter.

 

Golden Weather Painter Glitz
Fairy/LIGHT/Link
Link Arrows: Down, Left
2 "Weather Painter" monsters
Once per turn: You can banish 1 other "Weather Painter" monster you control; Special Summon 1 "Weather Painter" monster from your deck to your zone this card points to. Once per turn, during the Standby Phase of the next turn after this card on the field was banished to activate a "Weather Painter" card's effect: You can Special Summon this banished card. "Weather Painter" Effect Monsters this card points to gain this effect. 

● (Quick Effect): You can banish this card; all "Weather Painter" monsters you control gain 500 ATK and DEF until the end of this turn.
2000/LINK-2




#7041840 Cybele, the Earth's Sentinel

Posted by Zaziuma on 09 October 2017 - 06:59 AM

I like the idea, but it simply is not worth it. As a generic Field Spell Card, it would be a decent card, though still one I think most players would skip. You are putting a lot of effort and resources into something that does quite little. Building a Deck around this wouldn't be useful, I guess an EARTH Ritual Deck could use it, though what are those if we are being honest? It would be interesting if you boosted this card's ATK/DEF and let it Special Summon itself as a Quick Effect, or make the effect it gains as Field Spell more powerful. So I give it a 5/10, because the idea is good, but the execution is flawed.




#7041821 Surge of Darkness

Posted by Zaziuma on 09 October 2017 - 02:23 AM

An odd idea, this card gains effects depending on the specific kinds of zones it points to, either gaining ATK, being unable to be targeted, or destroy a card, then later moving to that same zone (which allows you to change the kind of effect the card gains).

 

surge_of_darkness_by_zaziuma-dbq09h2.png

2 monsters, except Tokens
This card gains these effects depending on the zones it points to.
●  Your Main Monster Zone: Gains 500 ATK for each monster it points to.
●  Extra Monster Zone: Cannot be targeted by your opponent’s card effects.
● Your opponent’s Main Monster Zone: Once per turn: You can destroy 1 other monster in this card’s column, and if you do, move this card to that zone during the End Phase of this turn.



#7041662 Grandmaster Meisei - Retrain School #3

Posted by Zaziuma on 08 October 2017 - 12:08 PM

In case you missed how this works, check the first card I made: https://forum.yugioh...train-school-1/

 

So I recently started playing Duel Links and was reminded of this card, as it has a neat idea for a Deck, but is simply too weak to really use properly, so here's a retrain that boosts its strength, its consistency and gives them something new to play around with as well, by negating monster effects as well.

 

Original Card:

FWklFWO.png

 

 

One of the few people who has a good command of Talismans. His history is a mystery.

 

New Card:

Grandmaster Meisei
Spellcaster/DARK
Level 6
You can Special Summon this card (from your hand) by Tributing 1 DARK Spellcaster monster. This card's name becomes "Sealmaster Meisei" while on the field. Once per turn: You can discard 1 Spell/Trap; activate 1 "Talisman of Trap Sealing" or "Talisman of Spell Sealing" directly from your Deck. If you control both "Talisman of Trap Sealing" and "Talisman of Spell Sealing", other monster effects on the field are negated, also other monsters' effects on the field cannot be activated.
2200/1800