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MetalSonicMember Since 21 Apr 2015
Offline Last Active Yesterday, 11:25 PM
- Group 𝔻Ө𐌋𐌋𝔸𝓡$
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- Member Title Desperate Sellout
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Looking for the damn fourth Chaos Emerald.
- Skype kozmodylanbandit
- DN Username haunter999
Posted by MetalSonic on 05 September 2017 - 05:53 PM
Posted by MetalSonic on 23 August 2017 - 03:21 PM
You can only control 1 "Rotom". You can target 1 Machine-Type monster your opponent controls; Equip this card to it, and if you do, gain control of it. A monster equipped with this card has its effects negated, also it cannot be tributed or be used as material in a Fusion, Synchro, or Xyz Summon. If the equipped monster is sent to the GY: You can Special Summon this card. You can only use each effect of "Rotom" once per turn.
Posted by MetalSonic on 15 August 2017 - 08:34 PM
Destiny Bonds of Ritual Beast
Banish 2 "Ritual Beast" monsters you control; Special Summon 1 "Ritual Beast" Fusion monster from your Extra Deck(This is treated as a Fusion Summon), but it cannot attack this turn. You can only activate 1 "Destiny Bonds of Ritual Beast" per turn.
Next-Yubel, Terror of the Cyverse
- Black D'Sceptyr likes this
Posted by MetalSonic on 09 August 2017 - 03:31 PM
ATK: 0 Link-2
2 Toon monsters
If you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly. While you do not control a Field Spell card, your field is treated as "Toon World". Once per turn: You can target 1 monster your opponent controls; Equip it to this card, and if you do, it gains ATK equal to the equipped monster's ATK(only 1 card can be equipped to this card by this effect). Once per turn, if a "Toon" monster you control would be destroyed, you can destroy 1 card equipped to this card instead.
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Posted by MetalSonic on 27 July 2017 - 08:52 PM
I will post all the reviews here one at a time.
Pretty decent support. A 200 ATK boost is okay, and the self-summoning effect gives some pretty good field presence from the get go. However, I don’t get why you would summon a Token with those stats to your opponent’s side of the field. I mean, it would boost Buster Blader up a good amount, but unless you beat that token over immediately it could put in some work against you for synchro and link plays, or tribute fodder. Also, why is it optional?
A recurring Rescue Rabbit without a hard OPT? Yeah, no. I don’t like this. Oh wait, the recurring is a quick effect. And it’s a tuner. Plz nerf.
Platoon’s Dragon Mirage
Alright, so a DNA Surgery(Surgery is the one that changes type, right?) that also affects cards in the graveyard. Seems alright for boosting Buster Blader up. Also, searching is what holds decks together, so I can’t complain about that seeing that it is pretty slow.
Pretty good support. Reviving from the graveyard can allow for extending plays. Also, the anti-pendulum floodgating is alright, but that seems situational to the deck the Flowers are going against. At best, I can see this being more of a sideboard card.
Enabling plays by giving your opponent control of this certainly does help with the consistency, and adding Spells to hand from either the deck or grave can either extend or enable plays. Pretty good.
Cards can’t be banished from the grave. Hm. Anyway, the small attack boost is welcomed, but not exactly anything revolutionary. I honestly can’t see this card being ran in a Funeral Flower deck due to being such a small boost. It could only put in work late game.
Searching out the equip spells gives some decent consistency, though I think this could go better if it could search out all spells instead of just equip spells. Also, the searching for Café Girl if used as material allows for some good combo plays later on.
Well, here is some good support. The pseudo Gorz summoning effect can maintain field presence or stop an OTK, then recur the monster it replaced. Then it can summon the 1 monster this deck needs to have out to function from any location. Pretty good.
Oh damn, that’s more than I expected. What did I get myself into?
Alright, so it can open up a synchro play right from the get go. Seems good. Also, it can get back the resources you spend to keep you afloat. Nothing is immediately jumping out at me as objectionable.
So, we start off with a Beiige summoning effect, which interacts with the effects that discard. Also, it can add 2 cards back to hand from your grave for synchro summoning a Shivergami. Seems alright to me.
Alright, so it has a Galaxy Soldier summoning effect so it can interact with the other Shivergamis. Reviving other monsters allows for extending or enabling plays, and the search effect is nothing to scoff at either.
Wow, these are some of the edgiest names I’ve ever seen for cards, and after seeing Tinkerer’s Edelords, that’s saying something. Anyway, this is pretty good support for Shivergami due to its self-summoning condition and effect to add a fiend tuner to hand. You know, after seeing these cards, I can’t help but think that they might have some synergy with Dark World, or maybe Shaddolls.
This has a little too much draw power for my taste. How about lowering the number of possible draws when it’s synchro summoned?
Seems pretty alright. It gives Shivergamis a quick out to Towers and Pals(that should be a new sitcom) and has a decent revival effect that synergizes well with the rest of the archetype.
Well, I guess this is ok. However, I don’t think the banishing effect should be a quick effect.
That’s actually some pretty good removal. It gives an incentive to not continue plays in certain decks that love sending their cards to the grave along with effect negation. Oh, and not just when sent to the grave either. The card just has to leave the field. Pretty good.
Well, there’s some decent support. Quickplay revival for immediate OTKing and draw power for going ham. However, I think this should definitely have a hard OPT on it, you know, so 3 of them don’t become 2400 extra attack and 3 draws.
So Norden+Prisma? Noice. I like how it can dump the Zords, then revive them on demand. I can only imagine what combos this can pull off with the rest of the archetype.
This is pretty good support. Making so you can only control 1 makes this balanced enough and the normal summon during the battle phase allows for some extra damage to be put in on the spot, along with some consistency on the side.
Phallic names much? ;p So, normal summoning on your opponent’s turn by tributing monsters they control is pretty annoying. Also, using this on your turn becomes a triple summon. That should lead to some decent Xyz plays. AGM doesn’t Have CyDra Infinity, does it?
Alright, so we have a good level 8 Synchro for this archetype. The fact that it’s a quick effect gives it a quite threatening presence on the board. However, the part where it can recover your banished cards and special summon itself makes it a saving grace late game to prevent decking out. It actually makes me wonder if a Chaos build is possible with this archetype.
Wait, don’t these monsters activate their effects when your opponent’s monsters are destroyed, not banished? With the way it’s worded, it banishes instead of destroys, so wouldn’t that get in the way of the archetypes goal? I think you meant cards that would be sent to the grave are banished instead if destroyed by a Electric Field card effect. Either way, that’s pretty evil. Also, the first effect is kind of a glass cannon. Sure, it can hit a lot, but the problem then becomes actually getting the amount needed to get the destruction going. This just seems clumsy to me.
Hm, searching and special summoning. What is there to say but it’s good support to make the archetype faster?
I guess this is alright. The Soul Charge-esque effect is really nice since you can trigger it yourself, and the ATK buff and the burn effect are real nice as well, although being during the end phase makes it slow. Oh well. Fair is fair.
Posted by MetalSonic on 26 July 2017 - 10:33 AM
Because it was too tempting.
Gotta Go F.A.ST!
Special Summon 1 "F.A." monster from your Hand, and if you do, increase its level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish it; Add 1 "F.A." monster from your Deck to Hand. You can only activate each effect of "Gotta Go F.A.ST!" once per turn.
- Dr. Jolly Glot the III likes this
Posted by MetalSonic on 01 July 2017 - 02:13 PM
"Timelord" monsters are unaffected by card effects. Once per turn, if a "Timelord" monster you control is shuffled into your Deck: Draw 1 card. During your Standby Phase: You can either send 1 "Time" card from your Deck to the GY or add 1 "Time" card in your GY to Hand.
- Little Ryko likes this