Deadline expired a while ago, and from the opening post, it has to be Vanilla Main Deck; not the ED.
(And yeah, suppose Striker's typing this too)
- The Timekeeper likes this
Jump to content
Hi, call me Eshai (pronounced “Ee-shay”). I'm a member of the AGM, an Advanced Card Design Reviewer (although I keep forgetting to redeem points), and the Founder of the Duelist Port Royal. If you have any questions, whether it’s can I review your card or concerning information about the 2 clubs I’m in, feel free to ask.
If you were to ask how to make cards, I would come up with a mechanic that hasn’t been implemented to its fullest potential in the game, like 2 Battle Phases, Synchro Summoning Tokens, Link Pendulums, Gemini LV, just do something interesting. As for effects, I would at least have the effects be at least 2 sentences just because single sentence cards are never as fun.
Used to play a lot of YGO. Now I'm just playing on YGOpro for free. I'm seeking to become a Game Designer and Creative Director, and am in college for the subjects. The reason I’m here is to learn what makes for interesting and engaging games. As for card games, I believe uncertainty is a big factor.
I appreciate any constructive criticism you can give, Typically an outside perspective is helpful when you work on an idea for 2 hours with your bias mind thinking it's perfect. Experience has told me that I'm not always right and listening can lead to learning. I also do stupid things sometimes, so I hope I can appreciate it when you call me out for it.
Posted by Eshai on 31 December 2017 - 12:13 AM
Haven't done one of these in a while. Been working more on archetypes as of recent.
Spell - Equip
You can only control 1 face-up “Superlongsword". If the equipped monster destroys a monster by battle: It gains 300 ATK/DEF and attacks once again in a row. Your opponent cannot take damage from a battle involving the equipped monster. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
Figured this would be funny. I wanted an "attack all monsters your opponent controls" card but I figured there should be a couple more restrictions to prevent too much exploitation. The "idea" here is that you use this with cards that get benefits from destroying monsters by battle. While this might not seem too good, there is a combo with another card in the DPR that's essentially Horn of the Phantom Beast but as a generic Equip Spell, so you get a little generic draw engine via equip cards. Also, some protection if you can't get over something, so that's nice.
I'm working a lot more on the Duel-Portal at the moment, where I'm working on an archetype with a lot of battle destruction capabilities. Figured I wanted a card like this in the DPR anyways so I might as well test it while I'm testing other stuff.
Posted by Eshai on 28 December 2017 - 01:20 PM
Posted by Eshai on 22 December 2017 - 12:02 PM
EDIT: Changed several of the OCG problems, and made the Deck a bit more balanced for the DPR.
FUTURE PURGE. Idk I just like the name. Cyberhell didn’t sound cool enough.
A toolbox of FIRE monsters, mainly composed Fiends and Cyberse monsters based on the enemies in DOOM made by Id:tm: Software with effects that have effect triggers like “if this card is attacked” or “when this card is destroyed by battle”. Sound simple? Well, you all have an assortment of Warrior monsters with the effects of being able to attack your own monsters with them, and then moving to their Monster Zones. This is a means of adapting one of the mechanical achievements of the new Doom, the Glory Kill system, which encourages you to get close and personal when low on health despite the fact that in most FPS games you have to wait behind cover. Also some of the Warriors are Link Monsters, meaning that in some cases they can move their arrows to places they might be more useful.
Wisps of Future Purged
FIRE - Level 1 - Fiend/Effect - 0 ATK/1200 DEF
If this card is Normal or Special Summoned: You can Special Summon 1 FIRE monster from your hand, and if you do, immediately after this chain resolves, have this card attack that monster. (You can only attack once per chain). If this card is destroyed by battle and sent to the GY: You can add 1 “Future Purge” monster from your Deck to your hand. You can only use each effect of “Wisps of Future Purged” once per turn.
After a lot of testing, I found out with my previous attempts at official wording the archetype that I could start chains within chains via effects that cause attacking, since you’d go through the battle step which can be chained to. My solution to this was having the attacks go off after the chain resolves and having a “you can only attack once per chain” clause. It didn’t kill the utility of anything so I’m calling it a success.
The effect in itself cycles. SS, destroys itself, searches. However, it combos off with a lot of other cards in the archetype which I’ll mention as I get to them. While not the best card in the Deck, it’s a core card that brings a lot to the table.
Scamps, Spawns of Future Purge
FIRE - Level 2 - Fiend/Effect - 1100 ATK/200 DEF
This card must attack a monster, if able. This card can attack monsters you control. If this card is destroyed by battle or destroys a monster by battle: You can Special Summon 1 Level 4 or lower "Future Purge" monster from your Deck, but it cannot attack during the Battle Phase this turn. You can only use this effect of this card once per turn.
UFO Turtle with a twist. If you use Wisp with it you can get a search and a Special Summon, which is pretty awesome considering you don't have to Normal Summon Wisps to get it's effect off.
The Summoned monster can't attack during the Battle Phase that turn. This is a sort of restriction I like to put in to encourage players to do things I want them to do, like attack during the Main Phase. Other than that it's just a way to make this not always better than I UFO Turtle and also not allow you to repeatedly Summon Scamps over and over for Deck thinning purposes.
Pinky, Batteram of Future Purge
FIRE - Level 3 - Fiend/Effect - 2000 ATK/200 DEF
This card must attack a monster, if able. This card can attack monsters you control. If this card is destroyed by battle or destroys a monster by battle: You can add 1 "Future Purge" monster from your GY to your hand. You can only use this effect of this card once per turn.
It's like Scamps. Just with more ATK. The GY recovery doesn't specify except Pinky, so you can get some nice plays off of it without screwing your resources. With Wisp and the Field Spell you can almost go the whole game without running out of cards, but your ability to finish the game with this Deck isn't incredible.
Kakughoul, Scalp of Future Purge
FIRE - Level 3 - Fiend/Effect - 200 ATK/2200 DEF
When this card is Normal or Special Summoned: You can shuffle 3 “Future Purge” monsters from your hand and/or GY into the Deck, except “Kakughoul, Scalp of Future Purge", and if you do, draw cards equal to the amount of cards removed from your hand by this effect +1. If another “Future Purge” monster you control is attacked: You can change this card’s battle position, and if you do, change the attack target to this card. You can only use each effect of “Kakughoul, Scalp of Future Purge” once per turn. Gain LP equal to any battle damage you would have taken from battles involving this card instead.
The recovery card. This is a bit of a misconception on my part, where I think recovery cards like this aren't all that great. So I made it double as a reload card. Im probably taking off the “+1" so it can keep its identity as utility, but I'm not sure how badly that would impact the card, so for now it stays until further testing.
Also LP gain and attack redirecting. You haven't seen much of this yet, but this is a common theme in the Deck. I've had a couple game's where I gained over 10,000 LP in the duration of it. While it doesn't usually gain that much anymore
Conjur, Summoner of Future Purge
FIRE - Level 4 - Cyberse/Effect - 1500 ATK/1800 DEF
If a FIRE monster attacks or is attacked: You can Special Summon 1 "Future Purge" monster from your GY, except "Conjur, Summoner of Future Purge", in Defense Position, and if you do, change the attack target to it, and perform damage calculation. You can only use this effect of this card once per turn.
My FAVORITE CARD in this Deck. This isn't a playmaker, but rather a continuation of your plays that isn't necessarily advantageous. Yes you can go +1 every turn. Yes you can activate several of their effects in a turn. Yes there's no cost. But it MAKES your mid game and let's you go on long after you would've normally lost. Being as accessible as it is in the Deck during the mid game it's pretty fun.
This is where I display the problem of this Deck: It has 0 card effect protection. Basically this amounts to that you have boss monsters that your opponent can stop pretty easily with modern negation and quick-play monster effect removal. So while you have a lot of tools to gain advantage, it's very easy to lose said damage… if you don't know what you're doing.
Raskull, Howitzer of Future Purge
FIRE - Level 4 - Cyberse/Effect - 1900 ATK/1200 DEF
Once per turn, if a monster(s) is Normal or Special Summoned: You can, immediately after this effect resolves, have this card attack 1 of those monster(s) (you can only attack once per chain). If this card and/or another "Future Purge" monster(s) you control is destroyed by battle or card effect: You can destroy monsters your opponent controls up to the number of "Future Purge" monsters destroyed. You can only use this effect of "Raskull, Howitzer of Future Purge" once per turn.
This is basically your only protection against a board clear, and is also your only card effect protection (even though it isn't really). What this card is basically telling you is that My Body as a Shield isn't such a bad idea.
It can also automatically attack, so it could be it's own Quick Effect card destruction, but if you use it as a generic it's worse than Torrential Tribute, so maybe not.
Greave, Heavymetal of Future Purge
FIRE - Level 5 - Cyberse/Effect - 2000 ATK/2600 DEF
If a "Future Purge" monster attacks or is attacked: You can Special Summon this card from your hand, and if you do, change the attack target to this card, and perform damage calculation. Once per turn, if this card would be destroyed by battle or card effect, it is not destroyed. Neither player can take damage from a battle involving this card.
A hand battle trap… SIKE. This is for your Main Phase, being able to redirect your own attacks to a monster that can't be destroyed, and if put in Defense Position the attacking monster also won't be destroyed. Helps for swarming and battle protection. The flaw is that it can't do damage, but you also don’t do damage to yourself by attacking into it, so that's fun.
Doomcalibur, Knight of Future Purge
FIRE - Level 6 - Fiend/Effect - 2500 ATK/2000 DEF
This card can attack monsters you control. If a FIRE monster you control declares an attack: You can negate that attack, and if you do, Special Summon this card. You can only use this effect of "Doomcalibur, Knight of Future Purge" once per turn. If this card is Special Summoned: You can target another monster you control; have this card attack that monster (you can only attack once per chain). If this card would inflict damage to a player, that player gains an equal amount of LP instead.
Source of a lot of LP gain for this Deck. Negates the attacks you don't want, Special Summons itself, and can attack whenever you Special Summon it, making for some pretty spectacular plays.
Spell - Field
When this card is activated: You can add 1 “Future Purge” monster from your GY to your hand. Once per turn, if a “Future Purge” monster monster you control is destroyed by battle and would be sent to the GY, you can return it to your hand instead. Once per turn (Quick Effect): You can target 2 FIRE monsters on you control; have the first target attack the second target (You can only attack once per chain).
Be honest. You thought with the start of that first sentence it was going to be a generic Field Spell able to search like so many before it. YOU LACK FAITH IN ME. Anyway the Field Spell like a lot of the Deck helps continue your plays rather than starting them. This isn't something I see much of in Field Spells, so I figured it would work here.
Lorewise, it's Hell. If a demon dies in Hell where did you think he was going to go? Originally the second effect wasn't OPT. However, that was broken and had a bit of looping. The 3rd effect helps when you don't draw as well, which is exactly what I want out of it, so mission accomplished.
Predator of the Future Purge
Spell - Quick-play
Destroy 1 FIRE monster you control and treat it as if it was destroyed by battle, then Special Summon 1 “Future Purge” monster from your Deck and target 1 monster on the field. Immediately after this chain resolves, have this card attack the monster (You can only attack once per chain). You can only use this effect of “Predator of the Future Purge” once per turn.
Either a playmaker, protection, or a counter. The card does a lot what the a Deck has, and leads to a lot of different plays to be made. You could potentially gain a lot of advantage, but without combo pieces it's a -1, so be cognizant.
Prey of the Future Purge
Spell - Quick-play
If a monster is Normal or Special Summoned: You can Special Summon 1 “Future Purge” monster from your hand or GY, and if you do, immediately after this chain resolves, have this card attack the monster (You can only attack once per chain). You can activate 1 “Prey of the Future Purge” per turn.
Counterpart to Predator. It does it's job, being able to respond to an opponent’s Summon or being able to continue your plays. Might make this or Predator into a Trap, but so far there's been no real reason to.
FIRE - DR, L - Warrior/Link/Effect - 1900 ATK/LINK-2
2 FIRE monsters
This card must attack a monster, if able. This card can attack monsters you control. If this card destroys a monster by battle: This card gains 500 ATK, and if you destroyed a monster on your field, you can move this card to that monster’s now unoccupied Monster Zone, and if you do, this card can attack once again in a row.
The player character. I said I would make more Warriors but there wasn't much of a reason to. Basically you can attack all your monsters for 1 final attack against your opponent. It isn't really a OTK enabler that I want it to be, but for now it's cool.
Other than that, it moves out of your Extra Monster Zone. It's more so to adapt the glory kill system from DOOM, but it can still be pretty helpful.
Kinesis, Spiderfiend of Future Purge
FIRE - L, R, D - Cyberse/Link/Effect - 2500 ATK/LINK-3
2+ “Future Purge” monsters
This card is treated as a Fiend monster. Once per turn (Quick Effect): You can target 2 monsters on you control; have the first target attack the second target (You can only attack once per chain). When this card or another FIRE monster you control is destroyed by battle: You can Special Summon 1 “Future Purge” monster from your Deck. You can only use this effect of “Kinesis, Spiderfiend of Future Purge” once per turn.
The Link 3 I made which makes the Deck A LOT better. Has the Field Spell’s effect but generic, and it can Special Summon several Future Purge monsters from your Deck in its lifetime.
This does sound broken, but tbh this Deck can end up using your Decks resources a lot, and getting them only after having a Link 3 as well as other monsters should allow for you to do more. It also has to do things by battle, so if your opponent uses any card effect to destroy it your screwed.
Malware, the Future Purge
FIRE - DL, DR, UL, UR - Fiend/Link/Effect - 3000 ATK/LINK-4
2+ monsters, including at least 1 “Future Purge” monster
This card is also treated as a Cyberse monster. This card can attack all monsters on the field, once each. If this card destroys a monster you control by battle: Inflict 1000 damage to your opponent. If this card is destroyed by battle or sent from the field to the GY: You can Special Summon 1 FIRE monster from your GY with a different name, and if you do, you can, immediately after this chain resolves, have it attack a monster on either field (you can only attack once per chain.)
LINK-4, aka the boss monster. Being able to attack absolutely everything is BIG for this Deck. It allows for some spectacular plays. However, it’ll damage you quite a bit of damage to you if you’re not careful.
If you also play your cards right, it can float into Kinesis after destruction, meaning you’re not entirely alone if it ends up dying. Unfortunately, banishing and bouncing still work on this card, which is mostly this entire Deck’s weakness. Since that’s the case I might change this card’s effect again, so we’ll see.
This Deck is really fun when it goes off, especially with the spectacle of monsters you control attacking each other to gain advantage over and over again, and somehow in the end of it have LP higher than what you originally had. The Deck is more toolboxy so you aren’t going to get giant boards to the extent of stuff like D/D/D, but the Deck can last long after many would fall due to the LP gain and all of the GY recovery effects.
Hopefully you found this interesting. This took a while. I think I’m going to redo Affinfinities (hand mill archetype I did a while back) and then I’m going to keep making archetypes for the DPR.
Posted by Eshai on 21 December 2017 - 05:04 PM
Please welcome Dova and DuelFanta! Dova will not only be making archetypes and reviewing, but also be Judging in our competition in late January. DuelFanta will be testing cards, so if you ever wanna go to the Duel-Portal to test your cards we have another person to help.
Posted by Eshai on 21 December 2017 - 04:52 PM
There’s really only Aura Burst helping the speed of Gemini Summoning, but considering your Field Spells, Terraformaid, and Fairy Princess really are telling of the existence of Catalyst Field and make having it better, I think you’re fine. Probably make some Traps that make the Deck faster though (Not sure how you’re doing that without making something similar in scale to Rekindling though)
The “turn player” bit is interesting since you don’t have to control it to use the effect, which is kinda mimicking the idea of having 2 Field Spells with their effects and how they’re used. The Fusion Spell has a interesting twist, being able to Set monsters instead of sending them to the GY, and with the GY effect is really nice. Kinda wish the GY effect wasn’t opt, but that’s just the part of me that loves Gem-Knights talking.
The Field Spells seem… a bit annoying. By that I mean it seems they can be used outside of the archetype to just screw with Field Spells, which is interesting but not really fun in terms of gameplay. Other than that your fine. Aura Burst is good with the Field Spells, and the Fusion works with the fact you can get monsters on the field. I’m a bit skeptical of the Fusion destroying a Field Spell AND changing a monster you control to face-down Defense, but the Field Spells can be recovered pretty easily so I think it’s fine.
Field Spells work with Terraformaid and make sense when running Catalyst Field and Terraforming, which give a lot of opportunity in how the archetype could work together. The Foolish Burial/Double Summon can really help in continuing your plays.
; activate this card under the target’s control → ; activate this card and place it under the control of the target’s owner. -1
Field Spell Zone → Field Zone - 0.5
. If you do, → , and if you do, * - 0.5
I looked into this a bit and the only card I could find with “. If you do,” is Lancer Archfiend, a late 5Ds era card that seems to not have aged well in terms of official card grammar. It seems it was to stop a run on sentence in the card text since it involved piercing prior to piercing’s problem solving text existed.
materials → Fusion Materials - 0.5
Nitpicks are nitpicks. Despite how redundant it is Fusion Spells have to specify, since otherwise effects that would activate that when used as Fusion Materials wouldn’t function.
Days and Surge help speed up the Normal Summoning. Quest Complete. Creativity: 22/25 The fact you have to control Fusion and the lack of Fusion Spell implies Contact Fusion. That in itself is exciting since Gemini monsters can’t truly activate their effects anywhere but the field (unless you’re weird like me and give your Gemini monsters Graveyard effects). The Continuous Spells are fine. Offering is dangerous but interesting, considering how much Dragonic Diagram was used to destroy cards in hand, Tributing from hand should make some cards better and allow for more interesting plays. Balancing: 18/20 At the moment, there’s no Fusions so I can’t grade this aspect as much. The Continuous Spells seem “balanced” since they aren’t a HOPT, meaning you can stack them. Kinda makes me wish you went the Fire Fist route with your monster line up where they could send the Continuous Spells to the Graveyard, and then made another Continuous Spell. Offering is a bit underpowered tbh, it didn’t need the “You can banish this card from the GY, except the turn it was sent there” clause. Parnimal Surge has only 1 complaint from me, which is that you can Normal Summon monsters from your hand or field. Feel that would’ve been better and sped up the archetype quite a bit. Otherwise, you could’ve switched the first and second effect so you could Gemini Summon the monster you Special Summon with its effect. Interactivity: 17/20 If only you made more of your monsters interact with Continuous Spells. As it stands, the cards support Gemini fairly well, giving some perpetual advantage to them in general. Bit sad none of the cards interact with the typings of the monsters you made, since at the moment all this supports is the Gemini clause. OCG: 9/10 effect monsters → Effect Monsters Fusion monster → Fusion Monster -1
Days and Surge help speed up the Normal Summoning. Quest Complete.
The fact you have to control Fusion and the lack of Fusion Spell implies Contact Fusion. That in itself is exciting since Gemini monsters can’t truly activate their effects anywhere but the field (unless you’re weird like me and give your Gemini monsters Graveyard effects). The Continuous Spells are fine. Offering is dangerous but interesting, considering how much Dragonic Diagram was used to destroy cards in hand, Tributing from hand should make some cards better and allow for more interesting plays.
At the moment, there’s no Fusions so I can’t grade this aspect as much. The Continuous Spells seem “balanced” since they aren’t a HOPT, meaning you can stack them. Kinda makes me wish you went the Fire Fist route with your monster line up where they could send the Continuous Spells to the Graveyard, and then made another Continuous Spell. Offering is a bit underpowered tbh, it didn’t need the “You can banish this card from the GY, except the turn it was sent there” clause. Parnimal Surge has only 1 complaint from me, which is that you can Normal Summon monsters from your hand or field. Feel that would’ve been better and sped up the archetype quite a bit. Otherwise, you could’ve switched the first and second effect so you could Gemini Summon the monster you Special Summon with its effect.
If only you made more of your monsters interact with Continuous Spells. As it stands, the cards support Gemini fairly well, giving some perpetual advantage to them in general. Bit sad none of the cards interact with the typings of the monsters you made, since at the moment all this supports is the Gemini clause.
effect monsters → Effect Monsters
Fusion monster → Fusion Monster
Call of the Parnimal is probably the most direct “I did what you wanted”.
Call of the Parnimal is… boring. It fulfills the literacy but theres no reason to exist other than being a cop out of the Gemini clause, which of course isn’t a well designed mechanic, but it’s not like it can’t be done well. The Fusion Spell Special Summons ignoring Summoning conditions rather than simply Fusion Summoning… for some reason. At the moment, it’s 2nd effect is kind redundant, considering they’re already in the GY at that point. If you made the card destroy the materials so that the effects in GY would trigger, that would’ve been infinitely better.
Parnimal Sacrifice is a -1 that could’ve benefitted from Special Summoning any of the monster targets and treating them as Effect Monsters, although at that point would need better restrictions.
Training Field however, is incredibly interesting, and makes me wish you went this route in the first place. If you had Graveyard Effects on some of the Monsters it would’ve made a lot more sense to have this effect, but at the moment all it does it what Neo Space: Give the monsters the ability it should’ve had in the first place, which is really sad.
It is a cool idea though, so it makes up for the simplicity of the previous cards.
Call of the Parnimals is balanced… doesn’t mean this kind of card should exist, but it works. Should definitely have said “Parnimal” Normal Monsters you control rather than just Gemini monsters.
Merging at the moment is just a archetype specific Polymerization, since it doesn’t destroy the Fusion Materials for the effects to trigger, so you wouldn’t run this.
Sacrifice isn’t good enough. The self destruction effects aren’t really good enough to warrant a disadvantage just for whatever card you need. Probably should’ve Special Summoned the Gemini from your Deck and give it its effect if this was the kind of card you wanted, or rather it should’ve had another effect so it could at least compensate for the disadvantage you get from using it.
Training is cool. Wouldn’t say it’s a great card, and its definitely not getting run instead of Catalyst Field. Would’ve been better if you equipped the monsters from the GY to Gemini monsters you controlled rather than having to have 2 monsters on the field for the effect to work.
Call works, but conflicts with the Field Spell, where this card would be a dead draw if you already have the Field Spell. That’s a big problem, meaning this card might not even be run in its own Deck unless Terraforming is either limited or banned.
Sacrifice makes sense for the archetype its in with the destruction effects.
Merging is a Quick-play Polymerization. Don’t know how this will go until I see the Fusions.
Training Arena definitely has some interesting concepts going for it, and gives some leeway for how the Fusions will work. Hopefully you can do more with it, but at the moment it’s fine (even though it’s a cop out for most of the Gemini mechanics).
Effect monsters → Effect Monsters -0.5
Special Summon 1 “Parnimal” Fusion Monster from your Extra Deck, by sending Fusion Materials listed on it from your hand and/or field to your Graveyard, ignoring its Summoning Conditions (This Special Summon is treated as a Fusion Summon) → Fusion Summon 1 “Parnimal” Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. -1
Posted by Eshai on 21 December 2017 - 12:40 AM
... why is there such an arbitrary limit? Seriously if they add more than 8 cards to their hand in 1 turn, they might as well get punished for it.
(Quick Effect): You can send this card from your hand or field to the GY; the next 8 times a card(s) is added to your opponent's hand, banish the top card of your opponent's Deck. If a monster is banished by this effect, gain LP equal to its ATK. You can only use this effect "Maxx W" once per turn.
The card is interesting, although I feel there should be a way of Summoning this. Possibly have an effect like "When 2 or more cards are added to your opponent's hand: You can Special Summon this card from your hand or GY." Gives possible reusability and a wall of defense against whatever OTK is coming your way.
Posted by Eshai on 20 December 2017 - 01:07 AM
Streamclunk/Steamclunk Archetype. An Aqua and Pyro monster archetype that utilizes two Continuous Spells where 1 creates Hydro Tokens, and the other creates Pyro Tokens, whenever a Streamclunk is Summoned, based on the typing they have, i.e. Aqua summons Hydro Tokens and vice versa. However, a Pyro and Hydro Tokens cannot exist at the same time. If they both do, all those tokens are destroyed and instantly makes the Steamclunk Fusions from the Extra Deck, all the while dealing minor effect damage to the opponent. Furthermore, the Fusions are not using the Extra Monster Zone and instead go straight to the Main Monster Zone by the Continuous Spells effects.
Rather than just making them Extra Deck monsters, why not also make it so some of the Continuous Spells Summon the Main Deck monsters? Maybe have a Nomi monster or 2, but just having it as a support effect would probably make it better. In fact, maybe even just have different effects go off when the 2 Tokens are destroyed based on the Continuous Spell(s) on the field triggering them, or even just have effects for when Token(s) are destroyed.
As for what I think on the Main Subject, I would go for more Continuous Spells and have only 2-3 monsters instead. The Tokens and Continuous Spells seem a lot more interesting, so making them the main idea would go a long way for making the archetype unique.
Also, I'd rather you not shortcut to the Main Monster Zone just by saying "Special Summon it to the Main Monster Zone". I've learned from Game Design that there's always a way of getting around a rule of the game rather than breaking it.
Posted by Eshai on 18 December 2017 - 12:46 PM
"Onomato" is what Onomatopoeia and Onomatopia uses, so I might name it "Onomatopaladin" and have it treated as a part of all of the archetypes.
As for the Calculator esc effect, I could see the card run in Gagaga, considering all of the Level support in Gagaga. I am a bit skeptical of a Link 2 searching Onomatopoeia, but tbh the Deck needs the search power in order to work, so I guess this is the card that'll make them playable.
I might instead make this like the Subterror Link, where it would gain ATK x the total Level/Rank of the monsters used for its Link Summon. Idk if that's better but it could be something.
Posted by Eshai on 18 December 2017 - 03:16 AM
Correct OCG (I think?)
Once per turn, when a card is sent from your hand to the GY: You can draw 1 card.
If this card is removed from your hand: You can draw 1 card. You can only use this effect of "Phalange Regenerator" once per turn.
This makes me want to make a WATER Zombie archetype with old steampunk diving gear and such. Possibly add WATER Fairies to reference Bioshock (Wonder how you'd adapt that game into Yugioh). Not sure why I'm saying that, just that there could be an idea there.
The card can activate its (2) effect in the DECK, which is interesting with Reload style effects, but I don't really know where this card is going with it. It sounds like the card that would be similar to Sinister Serpent, where you could recover it and use it as discard fodder. For example, instead of the second effect drawing you a card, maybe make it add another copy of itself from your Deck to your hand, and make it a hand version of Reborn Tengu.
Other than that the card is fine.
Posted by Eshai on 15 December 2017 - 03:04 AM
Are you and Black D'Sceptyr making a generation fish archetype for the DPR? Wonder what that would even do. I'm thinking really weird chain beat that focuses on returning to the field at the end of the Battle Phase instead of start of Standby Phase. I'd rather return "at the end of the phase" but I feel an entire archetype with that kind of effect would be overkill. Oh wait I'm reviewing a card.
The card itself is fine, being able to trigger if you banish the fish. However, not many of the Generation Fish actually banish themselves. Instead of protecting them from battle/card effects, maybe it could have a Quick Effect to banish the fish, which in turn sends it to the GY, and then activates 1 of the effects that way. Otherwise I might improve the power level a bit. It's a Trap, and unless it's going to prodice actual levels of advantage (especially in Generation Fish) you may have to do something more drastic for the end effect, like a search or a Special Summon.
Posted by Eshai on 12 December 2017 - 05:49 PM
Loved this in Crystrons.
Yeah this works really well with Needlefiber. Wouldn't run more than 2 though since it only works on the Extra Deck monsters, and you already have Crystron Impact which can already Special Summon Needlefiber.