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Eshai

Eshai

Member Since 02 Sep 2014
Online Last Active 10 minutes ago
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#7052823 Searing Fire Wall

Posted by Eshai on 15 November 2017 - 05:47 PM

Very interesting indeed. Worth experimenting with.

Lavals have a double Foolish Burial Spell iirc, although I'm not sure we've got enough stuff to work with just yet. 

It'd be very nice to have a FIRE Honest-like effect somewhere so that Flamvell Firedog or somethihng....

Or they could mix in Hazy for the Rank 6 plays into Beatrice.

I don't think Lightsworns would like Lavals crashing into their party like in the old days.

 

Lavals have a Quintuple Foolish Burial with Conduction Field and Volcano Handmaiden. 

 

http://yugioh.wikia....cano_Handmaiden

http://yugioh.wikia....onduction_Field

 

Now I think about it that's a instant Firewall Dragon and then some with 2 cards. Yeah lets go Lavals! 




#7052646 Post a Pokémon and I'll rate it

Posted by Eshai on 15 November 2017 - 01:37 AM

918fff77fe84633f6035bdada236acd8874c171f

 

My Fav since Pokemon Gold.




#7052249 Support an Archetype

Posted by Eshai on 14 November 2017 - 12:49 AM

Instant Entity
Spell - Normal
While you control a monster Special Summoned from the Extra Deck: You can pay 1500 LP; Special Summon 1 "Entity" monster from your Extra Deck, ignoring its Summoning conditions, but destroy it at the end of the phase. You can banish this card from your GY; add 1 "Forbidden Trapezohedron" from your Deck to your hand.

Next:

Evil HERO (Main Deck pls)


#7052190 [DPR] Link 4 can attack outside of the Battle Phase and can attack your own m...

Posted by Eshai on 13 November 2017 - 06:06 PM

Vindicator of Future Purged
FIRE - NW, N, S, SE - Warrior/Link/Effect - 3000 ATK/LINK-4

2+ monster, including at least 1 Non-Token Monster
This card can attack and can only attack monsters this card points
to. Each time a monster is Normal or Special Summoned to a Monster Zone this card points to: This card attacks that monster. If this card leaves the field, except during the Battle Phase: You can Special Summon 1 FIRE monster with a different name from your GY. You can only use this effect of “Vindicator of Future Purged” once per turn. You can only control 1 "Vindicator of Future Purged".


Can attack monsters outside of the Battle Phase? Check.
Can attack monsters during your opponent's turn? Check.
Can attack monsters you control? Check.
UFO Turtle Shenanigans? Check.
3000 ATK body so you can remember that it could end terribly if you aren't careful? Check.
Insurance for if something actually kills it but if they do it during the Battle Phase where it shouldn't happen they get rewarded? Check.


Might Level-lock it to Level 4 or lower so you can't abuse the effect, but I might also not because Special Summoning Link Monsters might be fun. This is a preview
to an archetype I'm making called Future Purged, an archetype of Fiends and Cyberse monsters similar to Burning Abyss with a side of Warriors that can attack your own monsters. There will also be a Link 2 that when it destroys a monster that isn't on your opponent's side of the field, it moves to that card's now unoccupied zone (yes it can also attack your own monsters). So look for that when I make it. The wording itself comes from Last
Turn, which hasn't been updated for a long time but it does what I want it to so whatever.

 

Hope to hear some feedback because this is still a weird idea and I'm still figuring out how to build an archetype around the idea.




#7052115 Archfiend Tamer (From Humbling Fiends to Hoarding Them)

Posted by Eshai on 13 November 2017 - 11:36 AM

I think activating Falling Down during your opponent's turn is a cool idea, but I feel during the Battle Phase is not the best time for that (especially because it's a Flip monster in a already pretty slow archetype).

I would give it a trigger effect to flip itself from face-down to face-up so you can use Falling Down to disrupt your opponent's plays, and potentially allow you to flip it the same turn it was Set. You possibly don't need the Special Summon of a Archfiend if you do that (also no level restriction? Woah).

The card itself can be a +3 via taking control of a monster (which is a +2 to begin with) and Special Summons a Archfiend of any Level (or Link number if its from the GY) from anywhere, which is technically broken considering the best a Subterror monster's Flip effect can be is usually a +1.5. I get that the mechanic of activating Falling Down from your Deck would need a Archfiend on the field, but you could also have it instead treat a monster your opponent controls as an
Archfiend Monster instead to reduce that advantage you'd get.

Interesting card, but I think it has a bit too much it can give you by flipping it and needs a way to flip itself during the Main Phase.


#7051025 Tune-Up Turnip [DPR]

Posted by Eshai on 07 November 2017 - 10:42 PM

I like this a lot, especially for usually more Rank 4 oriented Decks. Not only can this be used with any Level 4 EARTH monster to Summon Naturia Beast, but then there's just giving the ability to either consistently go Level 8 Synchro or Trish.

Did you want this in the DPR or no?


#7050242 [Written] Hela, Mistress of Darkness

Posted by Eshai on 05 November 2017 - 01:30 AM

OCG Grammar and small technical fixes for reference.

 

Hela, Mistress of Darkness
DARK - N, E, S, W - Zombie/Link/Effect - 2300 ATK/LINK-4

3+ Zombie monsters

Cannot be Special Summoned, except by banishing Link Materials from your GY.

All Zombie monsters on the field gain 100 ATK for each Zombie monster in both player’s GY.

Once per turn, while you have no cards in your hand, when a Zombie monster is sent to the GY: You can Tribute 1 Zombie monster this card points to; add 1 Level 4 or lower Zombie monster from your GY to your hand.

 

Link 4 Zombie? Nice. The idea of the banishing from GY seems to be more punishing than its worth, since Zombies and this card are very GY oriented, so sending them to the GY via Link Summoning is probably a better cost, considering all of its other effects revolve around things being in the GY.

 

Tributing to add back Zombies is pretty tame. I mean Zombie Master is a pretty old card and it discards to Special Summon from the GY. It also implies you have another Zombie on the field, which with the GY banishing makes sense but that implies you have Zombies in the GY after banishing 4 of them. Also no cards in hand AND when a Zombie is sent to the GY? WTF? WHY? Just Tributing to add cards from your GY to your hand is a lot, but a specific timing and a difficult restriction to maintain is a bit crazy.

 

Anyway, interesting card but has conflicting interactions with itself. It does a lot with the GY but banishes from your GY. I would personally make it so it can retrieve your banished Zombies instead of the ones in your GY and gain ATK for each of your banished Zombies. That makes it a lot more involved with itself, and with that a lot more solid of a card.




#7050217 Sidestep

Posted by Eshai on 04 November 2017 - 09:16 PM

Already, I like the fact that it's a Quick-Play Spell Card. So either immediate use, or Set it for later.

 

As for the effect: On the surface, no one would really want this (except maybe banish-triggering). However, as mentioned above, you can make room for another use in your Extra Monster Zone; especially for a Deck that doesn't use Link monsters, for whatever reason. I'd even go as far as to suggest giving it a secondary effect, like Breakthrough Skill. That way you can banish again. So it has its niche and good Spell Speed.

 

Maybe have it so if it resolves in a Chain Link 4 or higher it returns to your hand instead of being sent to the GY, like Chain Detonation

 

Feels like a good fit considering how the card works and encourages use in specific Decks like Chain Beat where the card might already be good in.




#7050185 [DPR] Monster Trap (no not a Trap Monster) with Negation and Protection.

Posted by Eshai on 04 November 2017 - 05:36 PM

Spying Through the Cracks

DARK - Level 4 - Warrior/Effect - 0 ATK/0 DEF

When a Monster effect is activated while this card is in face-up Attack Position or face-down Defense Position (Quick Effect): You can change this card to face-up Defense Position; negate the activation. This card cannot be destroyed by battle the turn you activate this effect. You can only use this effect of “Spying Through the Cracks” once per turn.

 

Big Shield Gardna and Amaterasu can both flip themselves face-up when a thing happens. I'm thinking this can be utilized further to create MONSTER TRAPS, so if anyone in the DPR thinks they can do something cool with the mechanic I suggest you do it.

 

As for the effect, it encourages your opponent to invest less in the Battle Phase and go off in the Main Phase 2. The typing and stats are very resourceful in the real game, but since we aren't using real cards at the moment this should be fine if not disappointing. The card is like a couple others I've made to reduce the amount of damage you may take in a given turn by scaring your opponent into plays that don't screw them over if you have something but can be played around if they go into the MP2 to do your things. This has all but any defenses unless your opponent actually does something, so it's essentially a breakthrough skill that can be destroyed by battle and can make your opponent afraid of your Set monsters.

 

Also fun in Flip oriented Decks where they might not want to attack your monsters. 

 

The original idea was it actually had a lot more DEF, but I figured that would be dumb so I just gave it a way to protect itself from battle. The lore is that it's a ninja wait for the right moment to reveal itself and strike, although that's a reach so that might not matter until I make card art (if I ever)

 

Hoping to hear your thoughts, since I want to make it so there are more decisions in the Main Phase 1 for how you create your board since in many games these days you just Summon everything, empty your hand, and go for it since Battle Traps haven't been effective enough. Might make it so it can be destroyed by battle but that it can destroy the monster it negates, which would be cool but whatever.




#7049163 [DPR] Quick-play Spell that changes another Spell/Trap into a MST.

Posted by Eshai on 01 November 2017 - 05:41 PM

Lightningrod

Spell - Quickplay

When a Spell/Trap Card is activated: The activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". You can only activate 1 “Lightningrod” per turn.

 

So yeah this is supposed to be negation without necessarily "negating" the card. One of my favorite cards is My Body as a Shield, which was used to negate stuff like Dark Hole and Mirror Force, but after Starlight Road it didn't see much play. Now Starlight Road isn't used AT ALL so yeah I made this. For starters, ignore the Artifact support. This is for DPR, which won't have existing archetypes. You can also screw with your own Spell/Traps to destroy a Spell/Trap your opponent controls, which is nice versatility.

 

Couple Weaknesses

  • If you don't want to go minus then you have to control no other Spell/Traps. As we know from Solemn Scolding that is harder than it sounds for most Decks.
  • Not a Counter Trap so your opponent can negate it easier than say Dark Bribe
  • Hard OPT, although it would be cool if you could change your own Lightningrod with a Lightningrod. (will test)

 

I really don't like negation, although this seems a lot more fun, so I think the DPR should try making generics with this kind of negation instead, where you change the effect into something else (whether destroying your own cards or being detrimental for your opponent). Either way it's just a fun way of wording it. Idk, anyone have ideas for other kinds of cards you could make with this wording?




#7048620 Tokencumbrance

Posted by Eshai on 31 October 2017 - 01:53 AM

I get that it's a utility card, but I might have it so it at least summons a token to your opponents side of the field, then while they control that token, all tokens they control get the effect.

This way it has something relevant it can do immediately while also giving synergy to the Decks that would clog your opponent's field.

If you do that though, I might put it down to just piercing damage or have an actual defense stat on the token you Summon to their field.


#7048422 Backpedal Draw [Written]

Posted by Eshai on 30 October 2017 - 02:19 PM

Correct OCG if you want it:

 

Backpedal Draw

Normal - Spell
Draw 1 card. If you took 800 or more damage since your opponent’s last turn, you can draw 2 cards instead. Then, if you drew at least 1 card with this card: Gain 800 LP, and if you do, place 1 card from your hand on top of your deck.

 

This is kinda cool. It's draw power, but you can't use it on your first turn if you want to break even and you can pick the card you put on top of your Deck, which is nice. There’s also the fact you can run in 1 of your monsters if you’re winning, and then use this.

 

This card also has an interesting competitor with this card's existence:

 

Backup Squad http://yugioh.wikia....ki/Backup_Squad

Spell - Continuous

Each time you take 1000 or more damage by your opponent's card effect or their monster's attack: Draw 1 card for every 1000 damage you took.

 

This can have you drawing 7 cards in the same turn, but it's really hard to survive and you have to wait a turn, they have to not just kill you then and there, and you can't Top Deck it in losing situations.

 

I’d say it’s a solid card for what it is. I’d say this is a good example of what card draw should be, rather than just negating all of your Special Summoning and damage for the rest of the turn (cough cough Card of Demise cough). I might make the damage and LP gain 1000, but that probably doesn’t matter much.




#7048384 [DPR] Revival Jam retrain that actually does its job for once

Posted by Eshai on 30 October 2017 - 11:44 AM

Silly Slime

WATER - Level 3 - Aqua/Effect - 200 ATK/500 DEF

When this card leaves the field, except as a material for the Special Summon of a monster: Pay 1000 LPs; Special Summon it in face-up Defense Position. If this card is Tributed for a Tribute Summon: Gain 2000 LPs. You can only use this effect of “Silly Slime” once per turn. You can only control 1 “Silly Slime”.

 
Battle? It comes back. Card Effect? Revives. Returned to hand? Returns to field. Banished? Redeemed. Kaiju'd? Slaps your face but otherwise he fine. The only things that actually gets rid of this thing is either banishing it face-down or if you use it as a material for a Special Summon. The problem is that it's mandatory so if your opponent destroys it enough and/or has a lot of piercing damage, they can kill you. The upside is that if you use it for Tribute Summons (as it should be used for) you gain 1000 LPs instead of losing 1000 LPs, so using it for what its supposed to be used for rewards you quite nicely.
 
This may be a bit broken, but the idea is that it's a modern Treeborn Frog for stuff like Monarchs. The balancing act is that Trickclown exists, but that this card isn't good for Extra Deck Special Summoning. If it's too good I'll probably add "This card cannot be Special Summoning except by its own effect" or just make it so you straight up can't use it as material for the Special Summon of a monster. 
 
 
I'm also making a Trap but I'd rather post these in Advanced Singles like all of the generics.



#7048298 Uria, Lord of Searing Flames [COMPARISON]

Posted by Eshai on 30 October 2017 - 12:16 AM

I feel that GY Uria effect where you could discard to Special Summon itself could've been adapted at least. Either make it so you can Special Summon it from the hand or GY by sending 3 Continuous Traps you control to the GY, or make it so you can banish 1 Continuous Trap from your GY to Special Summon it. Other than that, Uria would probably have been abused A LOT if it included just any Traps, at least at the time of its release a decade ago.




#7048064 [DPR] Hand Trap Baby Scapegoat!

Posted by Eshai on 29 October 2017 - 01:42 AM

Scapekid

EARTH - Level 1 - Beast/Effect - 0 ATK/0 DEF

After damage calculations, if an opponent’s monster attacked or was attacked (Quick Effect): You can Special Summon this card from your hand, and if you do, Special Summon as many "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position as possible. They cannot be used as a material for the Special Summon of a monster unless you use this face-up card on the field as a material until the end of your next turn. You can only use this effect of “Scapekid” once per turn.

 

This is highly versatile. For 1, it doesn’t care about how many monsters you control, which is pretty spectacular. For 2, it doesn’t restrict all of your Special Summons for the turn, which probably sounds the alarms in your head. The next bit is to alleviate you of that tension.

 

For starters, if you activate it on your turn you’re forced to wait until the Main Phase 2, which means if you want more tokens you have to make less of an offense, which means your opponent gets a bit of a breather.

Second, you have to wait until after damage calculations to even activate the card, which means that if your opponent negates the attack or destroys the monster beforehand you just never get the chance (which is compounded on top of the prior weakness)

Third, if you activate it during your opponent’s turn, you can’t simply go with all your Link Shenanigans willy-nilly since they just can’t be used for Summons unless you use Scapekid as a Material.

FINALLY, IF THEY DESTROY SCAPEKID ALL OF THEM ARE ESSENTIALLY USELESS (edit: now for at least a turn)

 

So yeah the card itself is supposed to look REALLY GOOD but I tried to give a lot of ways for your opponent to play around it. Got the restriction idea from Contacting “C” and figured it could be used as a restriction for Special Summoning, so I simultaneously thought tokens and Scapegoat, so I looked up the term for a baby goat, which was just “kid”.

 

Hope you like the card, and I hope you put your thoughts below because tbh I'm not entirely sure of the balance of this card. Although the best part of posting late at night is that I can scapegoat the night instead of taking responsibility for the possible monster I created.