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Thomas Zero

Thomas Zero

Member Since 08 Sep 2007
Member ID: 7,710
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#7136837 [SD36] Topologic Zeroboros

Posted by Thomas Zero on 22 April 2019 - 03:41 AM

the wording its "You"
 
this prevent you to make V-EL


was more so referring to its banishing effect as if your opponent summons a monster to either Extra Zone it points to while its in the centre main zone, this cards effect to banish the field will trigger again.


#7136806 [Written] Battlewasp - O-Yumi the Supreme Bow

Posted by Thomas Zero on 21 April 2019 - 09:50 AM

Battlewasp - O-Yumi the Supreme Bow
lv 10 WIND
Insect/Synchro/Effect
1 Insect Tuner monster + 1+ non-Tuner Insect Synchro monsters
If this card was Synchro Summoned using a Level 8 or higher Synchro monster as Synchro Material: you can destroy all cards your opponent controls, but, this card cannot attack during the Battle Phase this turn. During your Main Phase: you can banish 1 "Battlewasp" monster that has a Level from your GY; inflict damage to your opponent equal to the banished monsters Level x 200. Your opponent cannot activate cards or effects in response to the activation of this cards effects. You can only activate each effect of "Battlewasp - O-Yumi the Supreme Bow" once per turn.
ATK/3000 DEF/2600


#7136722 [DANE - TCG] Saryuja’s Shackles

Posted by Thomas Zero on 18 April 2019 - 03:04 PM

Saryuja’s Shackles
Normal Trap
Target 1 Link Monster your opponent controls or is in their GY; draw cards equal to its Link Rating, then, if you have 2 or more cards in your hand, place 2 cards from your hand on the bottom of your Deck in any order. You can only activate 1 “Saryuja’s Shackles” per turn.

one of many TCG exclusives for the set and I have to say this is decent for the draw power specially since it allows you to draw up to 4 cards from an opponents Link 4 while having you send 2 to the deck.

Source


#7136644 [Written] Dark Vision

Posted by Thomas Zero on 16 April 2019 - 02:05 PM

Dark Vision
Spell Card
Send 3 "Vision HERO" monsters with different names from your deck to the GY. During the turn you activated this card, you cannot summon monsters from your Extra Deck except "HERO" monsters. During your Main Phase: you can banish this card from your GY; inflict 500 points of damage to your LP. You can only activate each effect of "Dark Vision" once per turn.


#7136536 [Written] Bronze Gadget and Castlehold the Moving Kingdom

Posted by Thomas Zero on 12 April 2019 - 04:36 PM

Bronze Gadget
lv 4 LIGHT
Machine/Effect
When this card is Normal or Special Summoned: you can Special Summon 1 Level 4 Machine monster except "Brozen Gadget" from your deck. During the turn you activate this effect, you cannot summon monsters from your Extra Deck except Link 2 or lower Machine Link monsters. You can only activate this effect of "Bronze Gadget" once per turn.
ATK/500 DEF/2000

Castlehold the Moving Kingdom
Continuous Spell Card
Special Summon this card as an Effect Monster (Machine-Type/LIGHT/Level 4/ATK 0/DEF 0)(This card is also still a Spell Card.) This card gains 1000 ATK and DEF for each Level 4 Machine monster you control. Level 4 Machine monsters you control cannot be targeted for attacks. When this card is destroyed by your opponent: you can shuffle 3 Level 4 Machine monsters from your GY into your deck, and if you do, draw 1 card. You can only control 1 "Castlehold the Moving Kingdom".


#7136399 [RIRA] Defender of the Netherworld Labyrinth

Posted by Thomas Zero on 09 April 2019 - 08:11 AM

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Defender of the Netherworld Labyrinth
EARTH
Link: DL, DR
Warrior/Link/Effect
2 Normal Monsters
Non-Effect Monsters you control gain 500 ATK, also Effect Monsters your opponent controls lose 500 ATK. If this card is destroyed by your opponent: You can target 1 Non-Effect Monster in your GY; Special Summon it. You can only activate this effect of "Defender of the Netherworld Labyrinth" once per turn.
ATK/1400 LINK-2


#7136234 [RIRA] GET OUT!

Posted by Thomas Zero on 04 April 2019 - 11:58 AM

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Get Out!
Trap Card
Target 2 monsters your opponent controls that were Special Summoned from the Extra Deck; Shuffle them into the Deck. You can only activate 1 "Get Out!" per turn.




#7136031 [Written] Evolution Link - The Evolution of Link Summoning

Posted by Thomas Zero on 29 March 2019 - 05:14 PM

So the concept of Evolution Link is where you can either Link Summon a high Link Rating monster normally using a large number of monsters or summon it using a specific monster by tributing them to enable Link Evolution. The following are some examples of how Link Evolution as a game mechanic would work.

Witchcraft Grandmaster Verre
LIGHT
LINK: L, D, U, R
Spellcaster/Link/Effect
4 Spellcaster Monsters with different Levels
You can also Special Summon this card by tributing 1 "Witchcraft Master Verre" you control (This Special Summon is treated as a Link Summon.) When this card is Link Summoned: add as many "Witchcraft" Spell cards with different names from your GY to your hand. (Quick Effect): you can discard 2 Spell Cards; negate the effects of all cards on your opponents side of the field and halve the ATK of all monsters your opponent controls. Your opponent cannot activate cards or effects in response to the activation of this effect. You can only activate each effect of "Witchcraft Grandmaster Verre" once per turn.
ATK/2800 LINK-4

Kingdom Neos X
LIGHT
LINK: UL, DL, DR, UR
Warrior/Link/Effect
4 "HERO" Monsters with different Attributes
You can also Special Summon this card by tributing 1 "Elemental HERO Kingdom Neos" you control (This Special Summon is treated as a Link Summon.) This card is also treated as "Elemental HERO Kingdom Neos" while on the field or in your GY. This card, also "HERO" monsters this card points to gain 500 ATK for each "HERO" monster you control except "Elemental HERO Kingdom Neos". Unaffected by monster effects. All monsters you control are unaffected by your opponents card effects during the Battle Phase only.
ATK/3000 LINK-4

Crimson Dragon Archfiend
DARK
Link: DL, D, DR, U
Dragon/Link/Effect
4 Tuner Monsters
You can also Special Summon this card by tributing 1 "Red Dragon Archfiend" you control (This Special Summon is treated as a Link Summon.) During your Main Phase: you can destroy all monsters your opponent controls, then inflict 500 damage to your opponent for each monster destroyed. This card cannot attack during the turn you activated this effect. During your Main Phase: you can banish 2 Tuner monster from your GY; Special Summon 1 "Red Dragon Archfiend" monster from your GY to a zone this card points to. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except DARK Dragon monsters. You can only activate each effect of "Crimson Dragon Archfiend" once per turn.
ATK/3000 LINK-4

Number L32: Shark Drake Leviathan
WATER
Link: L, DL, DR, R
Sea Serpent/Link/Effect
4 WATER Monsters with the same Level
You can also Special Summon this card by tributing 1 "Number 32: Shark Drake" you control (This Special Summon is treated as a Link Summon.) When this card destroys a monster by battle: inflict damage to your opponent equal to its original ATK. After tis card destroyed a monster by battle during your Battle Phase: you can banish 2 monsters with the same Level from your GY; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1500 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase. You can only activate this effect of "Number L32: Shark Drake Leviathan" once per turn.
ATK/2800 LINK-4


#7135759 [Written] Elemental HERO Dark Night

Posted by Thomas Zero on 22 March 2019 - 04:26 PM

Elemental HERO Dark Night
lv 4 DARK
Warrior/Effect
This card can be used as a substitute for any 1 "Elemental HERO" Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. You can discard this card to the Graveyard; add 1 "Polymerization" or "Fusion" Spell card that list a "HERO" monster in its text from your Deck to your hand. During your Main Phase: you can banish this card from your GY; Special Summon 1 Level 8 or Lower "Elemental HERO" monster from your GY ignoring its summoning conditions. You can only activate 1 "Elemental HERO Dark Night" effect per turn and only once that turn.
ATK/600 DEF/1200

So Dark Night acts as a King of the Swamp for HERO Decks where the card itself can either be subbed to make things like Shining Flare Wingman when fused with Sparkman. In addition it also can discard itself to search a Poly or Fusion spell that list a "HERO" monster in its text e.g. Miracle Fusion and Neos Fusion and finally can banish itself to bring back any Level 8 or lower HERO monster from your grave to the field while being on a hard 1 effect OPT clause.

Ideally this helps HERO's get fusions out as well as later acting as a reborn for them.


#7135649 [Written] Structure Deck R: Warrior's Victory

Posted by Thomas Zero on 17 March 2019 - 05:29 PM

This set is a concept Idea for the Warrior Triump remake focusing on a new Gilford using equip spells both to gain ATK and negate things while having Warriors help support in summoning the ace and getting equip spells.

Gilford the Legendary Lighting
lv 8 LIGHT
Warrior/Effect
Cannot be Normal Summoned/Set. Must be Special Summon from your hand or GY by banishing 2 Warrior Monsters from your GY. When this card is Special Summoned: equip as many any number of Equip Spell cards to this card from your hand and GY. (Quick Effect) when your opponent activates a card or effect: you can destroy 1 Equip Spell card equipped to this card; negate the activation of that card and destroy it. You can only activate this effect of "Gilford the Legendary Lighting" once per turn.
ATK/2800 DEF/2000

Reinforcement Knight
lv 4 EARTH
Warrior/Effect
When this card is Normal Summoned: add 1 "Reinforcement of the Army" from your Deck to your hand. During your Main Phase: you can banish this card from your GY; add 1 "Reinforcement of the Army" from your GY to your hand. You can only activate 1 "Reinforcement Knight" effect per turn and only once that turn.
ATK/1500 DEF/1500

Battle Fighter
lv 3 EARTH
Warrior/Effect
If you control a Warrior monster, you can Special Summon this card from your hand. You can only Special Summon "Battle Fighter" this way once per turn.
ATK/700 DEF/1000

Great Swordsman of Landstar
lv 3 EARTH
Warrior/Effect
While you control no monsters, you can Special Summon this card from your hand. Increase the ATK of all Warrior monsters by 500. During your Main Phase: you can banish this card from your GY; add 1 "Hidden Armory" from your Deck or GY to your hand. You can only activate this effect of "Great Swordsman of Landstar" once per turn.
ATK/500 DEF/1200

Giltia the Great Knight
LIGHT
Link: DL, DR
Warrior/Link/Effect
2 Warrior Effect Monsters
When this card is Link Summoned: equip 1 Equip Spell card from your Deck or GY to this card. While this card is equipped with a Equip Spell card, this card and Warrior monsters it points to cannot be targeted or destroyed by card effects.
ATK/1850 LINK-2

Divine Sword - Dragon Blade
Equip Spell Card
Equip to a Warrior monster. The equipped monster gains 1000 ATK. If the equipped monster would be destroyed by battle or by card effect, you can destroy this card instead.

Jewel Sword
Equip Spell Card
Equip to a Warrior monster. The equipped monster gains 300 ATK. If this equipped card is sent to the GY; draw 1 card. You can only activate this effect of "Jewel Sword" once per turn.

A Warrior Lives
Spell Card
Activate this card while you control no monsters. Special Summon 1 Level 8 or lower Warrior monster from your GY ignoring its summoning conditions.


#7135295 [Written] Elemental HERO Deity Neos

Posted by Thomas Zero on 09 March 2019 - 02:37 PM

Elemental HERO Deity Neos
lv 12 LIGHT
Warrior/Fusion/Effect
"Elemental HERO Neos" + 4 monsters with different Attributes
Must be Fusion Summoned. You can Special Summon this card from your Extra Deck by tributing 1 Fusion monster you control that list "Elemental HERO Neos" as a Fusion Material while your LP are 2500 or less (this Special Summon is treated as a Fusion Summon.) This card gains 500 ATK and DEF for each monster in your GY with a different Attribute. Once per turn (Quick Effect): you can banish 1 monster from your GY; this card cannot be targeted, destroyed or banished by your opponents card effects until the End Phase this turn.
ATK/3000 DEF/2500

So Deity Neos is a retrain of Divine Neos where this version of it can either be summoned through Miracle Fusion using Neos and 4 different attributed monsters (either E-HERO or Neo-Spacian) or by tributing a Neos Fusion while your LP are 2500 or less where summoning through the latter method grants you more advantage with its ability to gain ATK and DEF for each different attributed monster in your GY.

In addition this card can also banish monsters from your GY to protect itself where this is both a double edged sword as with its ATK and DEF gain limited to different attributed monsters it would ensure the likeliness of reduce this cards stats in the process.

In HERO's and Neos this card would be a effective card for dealing with big threats while also being able to protect itself in the process as its Max Stats would end up as 6000 ATK and 5500 DEF.


#7135117 [Written] Cross Fusion

Posted by Thomas Zero on 02 March 2019 - 05:22 PM

Cross Fusion
Quick-Play Spell Card
Fusion Summon 1 Fusion monster from your Extra deck by shuffling the listed Fusion Materials from your hand, field and GY into your deck. During either players turn: you can banish this card and 1 monster from your GY; increase the ATK of all Fusion monsters you control equal to the ATK of the banished monster until the End Phase that turn. You can only activate 1 "Cross Fusion" effect per turn and only once that turn.

So Cross Fusion acts as a persudo Miracle Fusion where instead of banishing materials it returns them to the deck from anywhere (which in this case would bulk up your deck with monsters), also it can banish itself with a monster from your GY in order to boost the ATK of all your Fusions for that turn.

In any Fusion focused deck this would help recycle some key material monsters for their effects as well as work as a extended power boost.


#7134948 [Written] Tag Force Monsters

Posted by Thomas Zero on 23 February 2019 - 06:00 PM

This is a really interesting concept.  I guess personally the only aspect I don't really like about it is that while both monsters are featured in the effects, only one of the monsters is featured elsewhere on the card (stats, type, attribute, level, etc.).
 
I think the interesting thing is that they're ALWAYS treated as the original monster's names (including in the deck), meaning you can't run three copies of these and any of the original monsters.  On the whole, from the example of these, I think that's fine.  Unless you are playing pure/anime versions of any of the decks, it's unlikely that one would actually run both monsters in any single deck anyway.
 
 
Neos & Kuriboh: The SS effect is fine.  It lets you get the Neos out of your hand so you can contact fuse which is very important.  The discard to prevent all battle damage as a quick effect might be a bit much though.  Maybe make it work during the Standby Phase so the opponent at the very least knows they can't push for game that turn.  Personally, the most fascinating part about this card is that it consistently enables "Sabatiel - The Philosopher's Stone" as a potential power play for the deck.  Search Neos Fusion, Instant Fusion, Super Poly, Brilliant Fusion, Miracle Fusion... It opens up a lot of plays.  I really like this one.
 
DM & DMG: Eh, its fine.  The big thing is that it has the searchability of DM, but gives you access to DMG power cards like "Dark Burning Attack" and "Bond Between Teacher and Student".  The latter is doubly silly just because it lets you just summon out more copies of itself from anywhere which is fun.  Ultimately, it's effects are still pretty pointless and its power comes from what it IS rather than what it can DO.
 
Kaibaman & BEWD: Another monster reborn for Blue-Eyes, except this one is heavily searchable and has its own 3k/2.5k body.  For the most part I like it.  It really fixes certain issues that BE has and turns the original vanilla from a brick into a powerful extender.  Unfortunately, I'm thinking it might be a bit too strong though.  I get that you want to keep the effect as a quick effect for Solid Dragon/Dragon Spirit of White, but if you want to keep that utility, you'll need an additional cost.  You also need to edit the effect a bit because as it reads now, it's saying that "Kaibaman" is a Blue-Eyes card.
 
Junk & Resonator: It's fine.  For the most part it's "Motivating Captain" but with the extra utility by virtue of being a Tuner.  It's also probably one of the most searchable cards in the game as a Resonator Call, Tuning, and RotA target.  On the whole, though, there isn't a ton special about this one.
 
/Assault Modes: I don't think you thought this one out fully.  It literally powercreeps out the original /AMs since you can just summon this over either of the originals and get both effects.  You'd either need to de-buff this card's individual effects, or figure out some kind of cost that justifies the fact that this gains both /AMs' effects.
 
GM & GMG: This thing is actually pretty ridiculous.  It can turn itself and any monster you control into any level between 1 and 8?  That's opens up a LOT of options that could potentially get very dangerous very quickly.  Its 0-out effect is also very good for OTKing and it's only condition is using it for an Xyz Summon.  It doesn't even specify that it needs to be used as Xyz Material on the field, so (I'm not positive) but I think you could permanently 0-out multiple monsters by overlaying Xyzs over and over (don't quote me on that).  If it's true, that could open up a potential Dark Matter Dragon OTK strategy among other things.  Either way, I'd strongly suggest adding a couple restrictions to this one.
 
Star & Timegazer: This one is neat.  Keeps your scale options wide open and allows you to get a good protective monster off of Astrograph/Chronograph's scale effects.  It's relatively simple, but it's pretty solid.  Might want to fix up the text at the beginning of the pendulum effect ("When this card is activated", instead of "After Activate").


Made some fixes to wording and cards where /Assualt Mode only destroys 1 monster can can only negate Spell/Trap effects and Gagaga Duo's Level modifier locks you into Xyz Monsters for the turn.


#7134843 [Written] Xtra HERO Winning Wingman and Xtra HERO Cross Converter

Posted by Thomas Zero on 21 February 2019 - 12:14 PM

So Winning Wingman and Cross Converter are 2 new Xtra HERO's that support HERO's where Winning Wingman designed for E-HERO's acts as both a Skyscrapper on legs as well itself and gives HERO's it points to the ability to deal flame wingman esc damage where Winning Wingman design itself acts as a form thats between both Flame Wingman and Shining Flare Wingman.

Cross Coverter on the other hand is a Link 1 that acts as both a King of the Swamp and a pseudo De-fusion for HERO's where on summon it can fetch you a Poly or a Fusion spell where after it can banish itself to send a Fusion you control to the Extra Deck and then summon any 2 HERO's from your grave.

Ideally these 2 HERO's help with adding both support "HERO's" with both getting your Fusions on the field while adding some additional offensive power.

Xtra HERO Winning Wingman
LIGHT
Link: DL, DR
Warrior/Link/Effect
2 "HERO" monsters with different Attributes
At the start of the damage step, if this card or a "HERO" monster in a zone this card points to attacks an opponents monster with equal or higher ATK: the attacking monster gains 1000 ATK during damage calculation only. When this card or a "HERO" monster this card points to destroys a monster by battle: inflict damage equal to the destroyed monsters original DEF.
ATK/2100 LINK-2

Xtra HERO Cross Converter
LIGHT
Link: DR
Warrior/Link/Effect
1 "HERO" non-Link Monster
During the turn this card was Link Summoned, you cannot Special Summon monsters except "HERO" monsters. When this card is Link Summoned: add 1 "Polymerization" or "Fusion" Spell Card from your deck to your hand. (Quick Effect): you can banish this card from your GY; target 1 "HERO" Fusion monster you control, return the targeted card to the Extra Deck, then, Special Summon 2 "HERO" monsters with different names from your GY. You can only activate each effect of "Xtra HERO Cross Converter" once per turn.
ATK/500 LINK-1


#7134719 [SDR] Endymion Support

Posted by Thomas Zero on 14 February 2019 - 03:42 PM

Spell Power Control effectively can work with the decks link monster where it can grant a massive attack boost based on the number of copies on field/in grave.

Also I find it hilarious that Guidance of Spell Salvation is literally a Warrior Returning Alive for Spellcasters even though its limited to Effect monsters and has a hard OPT.