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[DPR] Pachinko Counter Trap with a different effect based on where it activates

Today, 05:47 PM

Pinball Slots

Trap - Counter

This card gains the following effect depending on the Spell & Trap Zone in which it is placed:
● Left-most and Right-most: When your opponent activates a Spell Card: Negate the activation, and if you do, destroy it.
● Middle: When your opponent activates a Trap Card: Negate the activation, and if you do, destroy it.
● Otherwise: When your opponent activates a monster effect: Negate the activation, and if you do, destroy that card.


Reference to PachinKonami's recent practices of putting more money into Metal Gear Pachinko machines than making good Metal Gear games. In all seriousness, this is based on Mikuratorii's effect and a comment I made on the original post here. iku The card is similar to Shut Line where it cares about columns, but it can't be played around in the same manner. It care's about its own positioning rather than your opponent's positioning. If you set a bunch of cards at once, it could be pretty screwy trying to play cards since anything you have could be negated, but your counterplay is judging what kind of card they would want to negate. That goes the same for you, since you can't pick what you're negating after you Set it.


I want the card to have a cost but I don't want it to be LPs like the stupid Solemn cards that keep trying to tell you LPs matter. What should I do?


[DPR] I Equip your GY to this card, and then attach it to this card as a Xyz Material

Yesterday, 04:32 PM

Scrimshank Sorcerer

WIND - Rank 4 - Spellcaster/Xyz/Effect - 2000 ATK/2400 DEF

2 Level 4 monsters

At the start of your Standby Phase: Attach all Equip Spell Cards you control to this card as XYZ Materials. If a card(s) is sent to your opponent’s GY (Quick Effect): You can detach 1 XYZ Material from this card; equip them to this card as Equip Spell Card(s) with this effect.
● The equipped monster gains 300 ATK. While you control 2 or more Equip Spell Cards, the equipped monster cannot be destroyed by card effects.


The idea is to lock your opponent out of the GY at opportune times. The card doesn’t negate trigger effects (that would be something) but it does stop them from using GY recovery on those cards until they destroy it. You can also attach several cards at a time in cases like Lightsworns or any other self mill cards, which means you can profit in Xyz Materials and continue your plays in the long term.


If your opponent plays their cards right and kills this during your turn they’re pretty safe. However, this could cascade into becoming an amazing boss monster if you build for it. The lore is that he’s using the magic from Fantasia and Sorcerer’s apprentice (moving brooms and such) as a way to laze off in his studies reading books and such. Pretty fun since the amount of equips and materials you can eventually juggle around will be pretty fun.


Haven’t made any Xyz monsters for the DPR yet so here's one. Considering we'll be in Link Format they'll be techier than just having generic removal.

[DPR] Marauding Captain ++, Special Summon ALL the monsters from your hand.

15 November 2017 - 01:23 PM

Catchy Plague

LIGHT - Level 3 - Zombie/Effect - 1000 ATK/400 DEF

When this card is Normal Summoned, or Special Summoned by a monster effect: You can Special Summon 1 Level 4 or lower monster from your hand. It’s treated as a Zombie monster, and its effects are replaced with this card’s effects. 



Think Marauding Captain, but it negates the effects and can continue to Special Summon from your hand as long as you have Level 4 or lower monsters. Considering Marauding Captain isn’t broken, this should be fine. It negates the effects and makes them Zombies, so certain kinds of Link monster can’t use it and it’s a Level 3 so Xyz are also harder. Synchros have an interesting possibility but to Summon a level 8 you’d have to at least Special Summon 2 monsters, so that would be a -3 for a Synchro Summon. You could compare this to Pendulum Summoning, but instead of needing 2 cards it takes up your Normal Summon and negates the Summoned monster’s effects.


Originally the effect kept quoting itself saying “... and if you do, replace its effects with “... and if you do, replace its effects with “... and if you do, replace its effects with “... and if you do, its effects are negated.”””” It was hilarious and impractical but it might be the technically correct way to do it in the OCG. I’d rather not, so if there’s better OCG for the card I could use then I would love to hear because I’d like to do something like this for other cards.

[DPR] Equip that can save you 4000+ LPs, but at the cost.

15 November 2017 - 12:46 PM

Saturated Rain-Bow

Spell - Equip

Any battle damage you would take involving the equipped monster becomes 0. The equipped monster can attack your opponent’s LPs directly. If the equipped monster would inflict battle damage, gain an equal amount of LPs instead. You can only control 1 “Saturated Rain-Bow”.


How about making an absolute defense out of your offense? The card can single-handedly make you a comeback if you have the right kind of monsters. However, you sacrifice dealing damage and then winning later on, so you’ll have to continue using different methods.


I’m thinking the card's power level should be around the same as the Equips that have worked before, like Mage Power and Moon Mirror Shield, which are cards that can completely change the game landscape. I think there’s a “right” and “wrong” way of doing generic equips, so for DPR I plan on making Equips the right way.


Or I’m completely off and no one would ever use this card.

[DPR] Kunai with Chain on steroids: Trap with 4 Simultaneous Effects

14 November 2017 - 10:08 PM

Weapon Shipment

Trap - Normal

You can activate any number of these effects (simultaneously). You can only use each effect of “Weapon Shipment” once per turn.

● Increase the ATK of 1 monster you control by 400 until the end of the turn.

● Increase the ATK of 1 monster you control by 500 until the end of the turn.

● Increase the ATK of 1 monster you control by 600 until the end of the turn.

● Increase the ATK of 1 Warrior monster you control by 700 until the end of the turn.


1 of my top 5 cards is Kunai with Chain. The utility and decision making that goes into playing that card is pretty fun and having those options makes for quite the toolboxy card. This isn’t exactly that, but the activating effects simultaneously and distributing them to different monsters is still there, and this card just runs with it. In any Deck, is ~Rush Recklessly x2 but at the cost of being a Trap. In a Warrior oriented Deck, however (or just a Deck that has a Warrior) it can give you ~Rush Recklessly x3. 2200 ATK distributed to up to 4 monsters you control is nothing to scoff at, but considering how not used most ATK boosting cards are this should be fine.


Of course, there are better ways of wording this, but considering the flavor text of shipping several weapons I figured this would be way cooler. I’ll do more cards like this but for now, this is your treat. The later ones will be more complicated, with a couple that’ll use the remaining effects you didn’t use as a GY effect.


Question: What kind of card with simultaneously effects would be good? I’m thinking either destruction or effect replacement for the next one.