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Ultimagamer

Ultimagamer

Member Since 06 Jul 2017
Member ID: 874,614
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#7115232 Crystron Deck ( Needlefiber Build )

Posted by Ultimagamer on Today, 12:36 AM

This is a deck I've created IRL that utilizes Needlefiber to the fullest extent within it's own archetype. ( Naturally, this build is for when needlefiber comes out in the TCG ). Using the multpile "Armageddon Knight" like cards, whose levels are very nice for the synchro plays the deck likes to make in combination with Sulfefnir who can get you any Crystron monster from your Deck, makes making needlfiber turn 1 extremely consistent and easy. 

 

Deck Goal: Summon an "Armageddon Knight" monster, Get to Sulfefnir, use it's effect, summon Needlefiber, set up big banish plays during your opponent's turn. 

 

( Fun Fact: This is the first deck I've ever played that plays a "Garnet" like normal monster ( Genex Controller ), and I've had a pretty positive experience with it. The value of Undine is very worth having even if you might draw a controller some duels. ) 

 

Main Deck ( 40 ) 

 

Monsters ( 29 ) 

 

1 Crystron Quan 

2 Crystron Rion 

3 Crystron Citree 

2 Crystron Prasiortle 

3 Crystron Smiger 

3 Crystron Thystvern 

2 Crystron Rosenix 

3 Crystron Sulfefnir 

 

3 Mathematician 

3 Scrap Recycler 

3 Genex Undine 

1 Genex Controller 

 

Spells ( 7 ) 

 

1 Foolish Burial 

3 Starlight Junktion 

3 Different Dimension Deepsea Trench 

 

Traps ( 4 ) 

 

1 Crystron Entry 

3 Crystron Impact 

 

Extra Deck ( 15 ) 

 

3 Crystron Needlefiber 

3 Crystron Quandax 

2 Crystron Ametrix 

1 Crystron Phoenix 

2 Crystron Quariongandrax 

 

1 Formula Synchron 

1 Powered Inzektron 

1 White Aura Whale 

1 Trishula, Dragon of the Ice Barrier 




#7112637 Dystopian Government Archetype

Posted by Ultimagamer on 01 August 2018 - 01:48 PM

This was an archetype I thought of based around the concept from Gravekeepers mixed with the concept of Lightsworns, but in an interesting twist. Rather than milling from your deck, you mill from your opponent's deck! They center around their field spell offering massive lockdown against any deck with graveyard effects while focusing around having more cards in your Deck than your opponent's deck. 

 

Please leave your ideas or any feedback below! I'll be updating in the future. 

 

D.G. = Dystopian Government 

 

D.G. Book Burner

Level 4 / Dark / Machine / Effect

1600 attack / 0 defense

 

Once per turn; you can send up to 2 cards from the top of your opponent’s Deck to their GY, and if you do, this card gains 100 ATK for each card sent by this effect. If a card(s) is sent from the top of your opponent’s Deck to their GY; you can take 1 “D.G” card from your Deck and place it on top of your Deck.

 

D.G. Thought Cop

Level 4 / Dark / Machine / Effect

1800 attack / 0 defense

 

Once per turn; you can declare 1 type of card ( Monster, Spell, or Trap ), then look at the top card of your opponent’s Deck. If the declared card type is there, you can send that card to the GY. Once per turn, If a card(s) is sent from the top of your opponent’s Deck to their GY; you can draw 1 card.

 

D.G. Corrupt Politician

Level 4 / Dark / Machine / Effect

2000 attack / 0 defense

 

Cannot attack unless you have more cards in your Deck than your opponent. If this card is Normal Summoned; you can add 1 “D.G. Land of Misery” from your Deck to your hand. Once per turn, if a card(s) is sent from the top of your opponent’s Deck to their GY; you can look at your opponent’s hand and discard 1 card from it with the same type as one of the cards sent from the opponent’s Deck to their GY ( Monster, Spell, or Trap ).

 

D.G. Propagandist

Level 4 / Dark / Machine / Effect

2000 attack / 0 defense

 

Cannot attack unless you have more cards in your Deck than your opponent. If this card is Summoned; you can send the top 3 cards from your opponent’s Deck to their GY to Special Summon 1 “D.G.” Monster from your hand. If a card(s) is sent from the top of your opponent’s Deck to their GY; you can look at the top 5 cards of your opponent’s Deck and arrange them in any order.

 

D.G. Monitoring Drone

Level 2 / Dark / Machine / Effect

500 attack / 0 defense

 

Once per turn; you can send the top card of your opponent’s Deck to their GY to Special Summon this card from your hand or GY to your field. You can only use the effect of “D.G. Monitoring Drone” once per turn.

 

D.G. Mechanized Hound

Level 2 / Dark / Machine / Effect

800 attack / 0 defense

 

If you control a non-Tuner “D.G.” monster; you can Special Summon this card from your hand. You can only use this effect of “D.G. Mechanized Hound” once per turn. If this card is Summoned; you can look at the top 3 cards of your opponent’s Deck, and if you do, send 1 of those cards to the GY, then add 1 “D.G” card from your Deck tro your hand with the same type as the sent card. Shuffle the remaining cards back into the Deck.

 

D.G. Guard Sentry

Level 2 / Dark / Machine / Effect

1000 attack / 0 defense

 

If you control a non-Tuner “D.G.” monster; you can Special Summon this card from your GY. You can only use this effect of “D.G. Guard Sentry” once per turn. If this card was Summoned by this effect and would leave the field; shuffle it into the Deck instead. While you control a non-Tuner “D.G.” monster, this card can be treated as a Level 4 Monster for the Synchro Summon of a DARK Machine-type Synchro Monster.

 

Big Brother

Level 6 / Dark / Machine / Synchro / Effect

2400 attack / 2000 defense

1 Tuner + 1+ non-Tuner Monsters

 

This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned; send 6 cards from the top of your opponent’s Deck to their GY ( If their Deck is less than 6 cards, send their entire Deck to their GY ). Once per turn ( quick effect ): you can target 1 card in your opponent’s GY; banish that target.

 

Bigger Brother

Level 8 / Dark / Machine / Synchro / Effect

2800 attack / 2400 defense

1 DARK Tuner + 1+ non-Tuner Monsters

 

This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned; you can destroy cards your opponent controls up to the amount of cards in your opponent’s GY ( Max - 3 ). Once per turn ( quick effect ): you can target 1 card in your opponent’s GY and 1 “D.G” card in your GY; shuffle the first target into the Deck then return the second target to your hand.

 

Biggest Brother

Level 10 / Dark / Machine / Synchro / Effect

3200 attack / 3000 defense

1 DARK Tuner + 2+ non-Tuner Machine-type Monsters

 

This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned: you can banish all cards from your opponent’s GY; banish up to 1 Monster your opponent controls and up to 1 Spell/Trap card your opponent controls. If this card in your possession is destroyed by your opponent’s card: you can target 1 “D.G” Monster in your GY, except “Biggest Brother”; Special Summon that target to your field.

 

D.G. - Land of Misery

Spell - Field

 

While your opponent has less cards in their Deck than you do, your opponent cannot activate cards or effects in the GY, also they cannot move cards in their GY to a different place. If you have less cards in your Deck than your opponent, this effect applies to you instead. All “D.G.” monsters you control gain 200 ATK. Once per turn, if cards are sent from the top of your opponent’s Deck to their GY: you can target 1 “D.G.” Monster in your GY whose Level is less than or equal to the total number of cards sent; Special Summon that target to your field.

 

D.G. - Always Taking, Never Giving

Spell - Quickplay

 

Target 1 card in your opponent’s GY and 1 “D.G” card in your GY, apply one of the following effects

  • Shuffle both targets into the Deck then add 1 “D.G” card from your Deck to your hand.

  • Shuffle the first target into the Deck then add the second target to your hand.

This card’s effects cannot be stopped by the effect of “D.G. - Land of Misery”. You can only activate 1 “D.G. - Always Taking, Never Giving” per turn.

 

D.G. - Monitoring Cameras

Trap - Continuous

 

When a “D.G.” monster you control attacks an opponent’s Defense Position Monster, inflict piercing damage to your opponent. While your opponent has less cards in their Deck than you, they cannot target other “D.G.” cards you control with card effects also they cannot destroy them with card effects. Negate the effects of any card that targets another “D.G.” card you control.

 

D.G. - Big Brother Is Always Watching

Trap - Continuous

 

Once per turn, if a card(s) is sent from the top of your opponent’s Deck to their GY; you can Special Summon 1 “D.G” Monster from your Deck whose Level is less than or equal to the total number of cards sent. You can only use this effect of “D.G. - Big Brother Is Always Watching” once per turn.

 

D.G. - Big Brother Never Sleeps

Trap - Counter

 

When your opponent activates a card or effect whose text includes the word “GY” or “Graveyard” in it while you have more cards in your Deck than your opponent and while you control a “D.G.” monster; you can negate the activation or effect, then send that card to the GY. You can only activate 1 “D.G. - Big Brother Never Sleeps” per turn.




#7108114 Zuma Archetype

Posted by Ultimagamer on 03 July 2018 - 12:03 AM

This was an archetype concept I thought of based around the Volcanic cards while keeping to the theme of the video game Zuma. The archetype is based around stunning the opponent with the effects of "Tiki Launcher" traps, removing cards from your opponent's field or hand with "Tiki Shot" monsters to stop their plays while working your way to the "Tiki Guardian" whose negation can leave the opponent with next to no plays available on a 3000 attack monster. 

 

I always appreciate feedback :3 

 

Tiki Island

Spell - Field

 

If this card is activated while you have no cards in your Spell/Trap zones; you can take 1 “Tiki Launcher” card from your Deck and place it face-up in your Spell/Trap zone, then you can add 1 “Tiki Shot” monster from your Deck to your hand. You can only use this effect of “Tiki Island” once per turn. Once per turn, if you control monsters; you can add 1 “Tiki Guardian” from your Deck or GY to your hand. Once per turn, if a “Tiki Shot” monster would be sent from your hand to the GY for the effect of a “Tiki Launcher” card, you can send 1 “Tiki Shot” monster from your Deck to your GY instead of from your hand.

 

Tiki, Round Start!

Spell - Quickplay

 

If you control no monsters, or only “Tiki” monsters; take 1 “Tiki Shot” monster from your Deck and either add it to your hand or send it to your GY. You can only activate 1 “Tiki, Round Start!” per turn.

 

Tiki, Reload!

Spell - Quickplay

 

Shuffle any number of “Tiki-Shot” monsters from your hand, GY, and/or banished cards into your Deck, then as many of the following effects in sequence depending on the amount of different original attributes of monsters returned to the Deck by this effect. You can only activate 1 “Tiki, Reload!” per turn.

1- gain 1000 LP

2- draw 1 card

3- add 1 “Tiki Island” from your Deck or GY to your hand

4- activate 1 “Tiki Launcher” card from your Deck or GY

5- destroy 1 card your opponent controls

6- draw 4 cards then discard 2 cards

 

Tiki Launcher - Basic Shot

Trap - Continuous

 

If your opponent activates a card or effect; you can send 1 “Tiki Shot” monster from your hand to your GY to destroy 1 card your opponent controls with the same type as that card ( Monster, Spell, or Trap ). If this effect would apply to Spell/Trap cards you can destroy 1 set Spell/Trap card your opponent controls as well. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Tri Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to destroy all monsters your opponent controls in both this card’s column and the columns adjacent to that column, then destroy all Spell/Trap cards your opponent controls in the same column as the destroyed monsters. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Paralysis Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to discard 1 random card from your opponent’s hand. During your opponent’s next end phase after this effect resolves, they can draw 1 card for every card discarded by this effect -1. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Launcher - Laser Shot

Trap - Continuous

 

During either players turn; you can send 1 “Tiki Shot” monster from your hand to your GY to banish 1 card your opponent controls while your opponent controls at least 2 cards of the same type as that card ( Monster, Spell, or Trap, face-down Spell/Trap cards are treated as both a Spell card and a Trap card ). During your opponent’s next end phase after this effect resolves your opponent can draw cards equal to the amount of cards banished by this effect -1. You cannot send a monster to the GY to use this card’s effects with the same attribute as a monster previously sent to the GY by this effect earlier this turn. If this card is in your GY ( quick effect ): you can banish 2 “Tiki Shot” monsters from your GY; set this card from your GY to your field.

 

Tiki Shot - Earth Shot

Level 1 / Earth / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can add 1 “Tiki Shot” monster from your Deck to your hand, except “Tiki Shot - Earth Shot”. You can only use the effect of “Tiki Shot - Earth Shot” once per turn.

 

Tiki Shot - Wind Shot

Level 1 / Wind / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can shuffle 1 other “Tiki Shot” monster from your GY into your Deck then add this card from your GY to your hand. You can only use the effect of “Tiki Shot - Wind Shot” once per turn.

 

Tiki Shot - Fire Shot

Level 1 / Fire / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can send 1 card from your hand to your GY to add this card from your GY to your hand. You can only use the effect of “Tiki Shot - Fire Shot” once per turn.

 

Tiki Shot - Water Shot

Level 1 / Water / Rock / Effect

0 attack / 0 defense

 

If this card is sent to the GY; you can send 1 “Tiki Shot” monster from your Deck to your GY, except “Tiki Shot - Water Shot”. You can only use the effect of “Tiki Shot - Water Shot” once per turn.

 

Tiki Shot - Light Shot

Level 1 / Light / Rock / Effect

0 attack / 0 defense

 

If this card is banished; you can shuffle 2 “Tiki Shot” monsters with different original attributes from your GY and/or banished into your Deck, then draw 1 card. You can only use the effect of “Tiki Shot - Light Shot” once per turn.

 

Tiki Shot - Dark Shot

Level 1 / Dark / Rock / Effect

0 attack / 0 defense

 

If this card is banished; you can add up to 2 “Tiki Shot” monsters with different original attributes from your GY and/or banished cards to your hand, except “Tiki Shot - Dark Shot”. You can only use the effect of “Tiki Shot - Dark Shot” once per turn.

 

Tiki Guardian

Level 8 / Dark / Fiend / Effect

3000 attack / 3000 defense

 

Cannot be Normal Summoned/Set. Must first be Special Summoned ( from your hand ) shuffling 6 “Tiki Shot” monsters with different attributes from your hand, GY and/or banished cards and cannot be summoned by other ways. Up to 3 times per turn, during either players turn, when your opponent activates a Spell/Trap card or effect: you can send 1 “Tiki Shot” monster from your Deck to your GY; negate that activation or effect. If this card on the field would be destroyed ( by battle or card effect ), you can banish 1 “Tiki Shot” monster from your GY instead.




#7100145 Gladiator Beast Support (5/?)

Posted by Ultimagamer on 15 May 2018 - 08:08 AM

I'm not the most familiar with the gladiator beast cards, but let's give these a look 

 

( quick thing of note, your card arts are pretty sweet ) 

 

Cestus: It's effect is pretty good. It allows you to special summon any main deck monster to your field, giving more utility to to your monsters and making the higher level ones easier to summon ( Augustus mainly ). Effectively, it's a lonefire blossom for the archetype, and a much better form of test tiger. Shuffling as a cost is interesting, given that if your opponent negates it you still have to shuffle it into the deck. A hard once per turn works very good to prevent you from using it too much. A good card all around. 

 

Field Spell: Gladiator Beasts do already have their own field spell, but it's absolutely awful so any replacement is welcome. Attack boosting is always welcome since this is a battle-focused archetype. The attack changing effect is interesting, as you showed in your replays, as you can summon Nerokius and prevent your opponent from effectively attacking you ( given his armades effect ). The searching is pretty good. It allows you to play war chariot over solemn strike ( since it's now searchable ) and gives more utility to the other gladiator beasts spells and traps, since they are searchable. Another good card. 

 

Fusion Spell: Essentially this is a miracle fusion for the archetype. It's a surprise that the archetype doesn't already have something like this, given that Neos got one. It works pretty well for this archetype. It gives your monsters great recoverability, allowing you to go into a late game Gyzarus and destroy 2 cards with his effect. As you showed in your replays you can go into Tamer Editor easier, and that card has some great utility. The protection effect is like that of Return of the Dragon Lords, which is pretty nice, given that if you summon Gyzarus off of this effect you turn him into a Dragon Spirit of White ( getting rid of back row and protecting himself even if your opponent has a solemn strike ). A great card for this archetype. 

 

Gladiator's Revolt: A trojan retrain effectively. Always nice, since that card ( much like the original field spell ) is completely awful. It takes a monster from your deck instead of from your hand, allowing you to not go into a minus just to draw 1 card. It also sets up your plays if you run Taming, as showed in your replays, effectively a two card combo into any monster from your deck. You can tell how much synergy these cards are supposed to have with the older gladiator beast playstyle, and I can definitely appreciate that. A great card all around. 

 

As for the replays, that's a spectacular addition to your post. We all could speculate on what a card COULD do but you went ahead and showed us all just how they work in actual games. Well done, it's above and beyond anything I expected from a set of custom cards. It's pretty neat to see the cards in action, and it even taught me some things about cards I didn't know existed before reading. 

 

Overall, you did a pretty good job :D 




#7099363 [Written] Aura Charge Mirror Force

Posted by Ultimagamer on 10 May 2018 - 06:54 PM

This feels a bit too strong of a mirror force card imo, given that it seems to be a complete upgrade of the original mirror force 

 

I'ma compare them real quick 

 

Mirror Force 

- Activates when an opponent's monster declares an attack

- Destroys all attack position monsters your opponent controls 

 

Aura Change Mirror Force 

- Activates when an opponent's monster declares an attack

- Sends all attack position monsters your opponent controls to the graveyard 

- you gain half of the total attack points as life points 

 

This feels more like a card designed to power-creep Draining Shield ( a card that just negates an attack and gains lifepoints equal to the single monster's attack ), and given that it sends rather than destroys ( like the old mirror force does ) makes this a strict upgrade over it since both will put the monsters in the graveyard but this sends rather than destroys, meaning you can dodge a lot of nasty effects that come from effects like "when this card is destroyed by a card effect" or "if this card is destroyed by your opponent's card effect" which always seem to be more powerful. Makes sense though because your opponent won't always destroy your cards, it's not something you can consistently do. Also you gain life points, which is nice, but not too impactful in the long run ( banish.decks, for example, that run 3 soul absorption to gain 5000 life off of desires and such, they don't really do too well mainly because they are pretty gimmicky with life gain and otk being their main goal )

 

I would definitely make the life gain affect both players, this would put it on the same grounds as blazing mirror force, which burns instead of healing. Healing isn't as important as burn, but blazing mirror force does destroy the monsters instead of sending them. 

 

Feels a bit too strong for what it's trying to be imo. Most decks that center around life paying typically have the goal in mind to just try and win before they pay to 0 ( kozmo and psy-frames for example ) and most decks that play solemn cards have the goal in mind of just winning with negation ( life points don't matter too much if you win ). Cards like draining shield are pretty bad by today's standards, but that doesn't necessarily mean they can't be power-crept. Maybe something similar to the comparisons you can make to Sakuretsu Armor and Mirror Force? Both destroy an attacking monster but one of them destroys all while one only destroys the attacking one. 




#7098927 Blue Mountain Butterspy

Posted by Ultimagamer on 08 May 2018 - 02:05 PM

Looks like a pretty solid link or xyz option, since it can special summon itself whenever a warrior type monster is normal summoned. It's effect is technically not once per turn, so if you can get additonal normal summons ( goblin and seraphinite come to mind ) you might be able to summon her 2-3 times in one turn. The synchro restriction isn't very important, given that it's link plays are pretty good. 




#7098053 Space Beast Archetype

Posted by Ultimagamer on 02 May 2018 - 10:38 PM

Spells


Traps

 

Nice, that was pretty quick, let's see what you got

 

Dark Field: This is quite interesting, I expected a more floodgate like field spell, but this certainly seems like a starter card more than anything. You activate it, and once per turn you can search a Space Beast monster. That's quite a good effect, as shown by cards such as Trickstar Lightstage, Union Hangar, and the closest thing to this field spell, Spyral Resort. Having a hard once per turn is definitely a good thing, probably something Spyral Resort should have had. Free card drawing as well. This is definitely shaping up as a go-second deck, seeing as how the monsters are kaiju like in their summoning conditions. 

 

Assuming your opponent controls a board ( with some monsters ), you activate this, search any Space Beast you think is the best for the board your opponent has, summon that Space Beast monster then draw 1 card. The card draw might be pushing it a bit far, but besides that I would say this works out pretty well. 

 

Distorted Space: It's kind of like monster reincarnation + terraforming all in one card. The discard cost doesn't seem to high now, given that we have the field spell for a +1 when needed, and this searches it right away. Graveyard set-up definitely looks a lot better with this card around, given that in theory, foolish burial with this and any other card in hand is a 3 for 3 combo, allowing you to search any two Space Beasts

 

( foolish sends a Space Beast of your choice to your graveyard, then you activate Distorted Space adding it back, then searching the field spell which allows you to search another Space Beast of your choice )

 

Searching any field spell is intersting, allowing for tech choices ( maybe still necrovalley / future visions? probably not since the field spell you've included is already quite good ). Given how good Dark Field is though, you'll probably just end up only playing / searching that. It's quite good for the archetype.

 

It's banish effect is definitely a good addition. It allows your monsters based around using tokens to gain those effects a bit easier than without, waiting a turn probably isn't too harsh, seeing as how this deck seems to prefer more longer games. 

 

( the wording of the once per turn is a bit weird though, I think you mean either "You can only use each effect of "Distorted Space" once per turn" or "You can only use 1 "Distorted Space" effect per turn, and only once that turn. I would definitely go with the first one, it would allow you to more easily access tokens while still getting good advantage through searching and retrieving

 

Reform of the Beast: This one is kind of odd. It's a Red-Eyes Spirit for Space Beasts, but it restricts your attacking. It doesn't negate the effects though, which does give it a good use: reviving important monsters for their effects, rather than for their attack . . . . Now I see what the card name implies. 

 

Given how traps work in the graveyard, I wouldn't restrict this one. Certain monsters in your archetype like tributing tokens as a quick effect, so allowing them to have those tokens immediately rather than having to wait a turn would give a massive consistency boost to the archetype. It should work during either players main or battle phase, much like that of Blaze Accelerator Reload, or the Crystron monsters, I could definitely see some shenanigans with this and the monsters effects if it weren't for the restrictions. 

 

( having the "You can only use each of the effects of this card once per turn" is good, but I wouldn't have "except the turn this card was sent to the graveyard" on this one )

 

Gate of Armageddon: When you say "you can only activate 1 "Gate of Armageddon" per turn" you mean you can only flip one of them face-up, not that it's effect is a hard once per turn. I'll check it out from both perspectives though 

 

Activation is HOPT: this card is broken. non-once per turn battle negation + searching + token spawning. The opponent probably won't attack into it after it's first use, but that's really all you need. After that first attack you go +3 ( 2 tokens plus the card you searched ). Interestingly, it doesn't search the field spell card, but searches everything else ( that might be unintentional though ) 

 

Effect is HOPT: This card is pretty spectacular regardless of Effect of Activation being once per turn, since it gains so much advantage just through one attack, but by having the effect at a hard once per turn you can't just simply make yourself immune to all attacks while searching and spawning tokens. Probably a bit broken even still, maybe just 1 token instead of 2? Maybe this card could tribute a token to perform a search? It would tone down the card somewhat but still keep it's effects relatively the same. 

 

Vicious Aura: This is the infernity barrier. A non-hard once per turn omni-negation card whose activation requirements are quite easy for the archetype to achieve. Given that it has a really good graveyard effect, I would put a hard once per turn on the negation effect, since omni-negation just by controlling a Space Beast is really powerful. The banishing effect is quite interesting, it rewards graveyard set-up while giving you advantage through tokens, and those tokens can be used in your monsters effects. A very good addition to the card. 

 

This support definitely helps define the playstyle you are hoping to create through your space beast monsters, controlling the field through token spawning. Potentially what the archetype really just needs is a form of Scapegoat. 

 

( quick play spell ) 

"Special summon up to 4 "Space Beast Tokens ( insert stats here )" in defense mode. You cannot summon monsters from the extra deck during the turn you activate this card. ( hard once per turn ). 

 

It's not overly generic and it greatly supports the idea of the deck. 




#7098015 Space Beast Archetype

Posted by Ultimagamer on 02 May 2018 - 06:42 PM

Space Beast - Pedoleon

 

Space Beast - Bugbuzun

 

Space Beast - Lafleya

 

Space Beast - Nosferu

 

Space Beast - Galberos

 

Space Beast - Golgolem

Space Beast - Kutuura

Space Beast - Beelzebua

 

Space Beast - Grantella

 

Space Beast - Banpira

 

Space Beast - Mega Flash

 

Space Beast - Lizarias

 

( this was made while only the monsters were around ) 

 

These seem interesting, I'ma review them 

 

Looking at all of the traits they share in common

 

- You can special summon them by tributing 2 monsters on the field 

- They can't attack during the turn they were summoned

- If there's no field spell on the field they are destroyed 

- They can attack directly 

 

These seem to be a pretty funky combination of Malefics ( field spell destruction effect ) and Toons ( attacking directly and being unable to attack on the turn they are summoned ). Seems pretty neat from a first glance. One thing I do take trouble with is their effects to summon themselves 

 

"You can Special Summon this card (from your hand) by Tributing 2 monsters on the field". 

 

I find this concerning for a couple reasons 

 

1. There are no low-level monsters ( how do you get the tribute fodder for these? ) 

2. Their summoning condition doesn't specify YOUR field, making all of these better kaijus ( lava golem more like since these tribute 2 monsters as a cost for their summon with activating any effects ) since they summon themselves to your field and not your opponent's field, the last thing we need is to try and power creep the removal ability of a kaiju

 

Unless you have a Lair of Darkness style effect planned ( it allows you to tribute Dark monsters your opponent controls to activate your cards ) these seem pretty powerful regardless of their effects if you can tribute your opponent's monsters. If that's not the case, I would definitely make sure to specify YOUR field when talking about tributing monsters. 

 

Anyway, on to the specific monsters 

 

Pedoleon: you can tribute it to special summon tokens huh. That's some pretty nice value going second. You tribute 2 of your opponent's monsters to summon it, then you tribute itself ( as a cost, so it dodges stuff like effect veiler ) to get a +1 from tokens, which can be used for tribute summons or link summons. Thematically, it's pretty cool, since it's kinda like it's splitting itself into two smaller versions of itself ( they have half of the stats and level ). Definitely a good card for your concept. 

 

Bugbuzun: I'm seeing your puns now. This card's kinda weird, since it conflicts with the theme. They all share the effect of attacking directly, but this card must destroy a monster by battle to get it's effect? It's not a bad effect, just a little out of place. Take Toons for example. They have cards like Gemini Elf and Masked Sorcerer, whose effects apply when they deal damage to the opponent. It makes sense, since being Toon monsters allows them to attack directly. A better effect for this card would be something more along the lines of. 

 

"When this card inflicts damage to your opponent: you can inflict 1000 damage to your opponent; special summon 1 "Bugbuzun Token". 

 

It keeps the theme of direct attacking, which definitely has some potential ( Toons are a good example ) for some funky/trolley otk shenanigans 

 

Lafleya: I have problems with this card, not for it's effect, but rather the restrictions set on it's effect. If it canot be destroyed by it's own effect for it's effect to go off, your opponent can pretty easily play around it by just using any back row removal ( mst, twin twisters, galaxy cyclone, cosmic cyclone, stuff like that ) making the effect hard to pull off, unless your playing metalfoes as an engie. If only just being destroyed by any means triggered the effect it would be a pretty fearsome threat that the opponent would have to handle very carefully, and you would be able to take advantage of it ( self destruction effects maybe? ). Besides that the card is pretty neat. It takes advantage of the token spawning effect and punishes your opponent. A hard once per turn is probably overkill, since wiping the board twice probably won't happen multiple times in a single turn. I would also change the effect to destroys all cards on the field rather than sends, since sending rather than destroying gets around too many card effects for a quick effect field destruction. 

 

Nosferu: Is this a reference to Nosferatu? I can't say I expected it ( it's pretty cool though ). Spawning a token each turn is pretty nice, since you can do it for free and it sets up another summon. The special summon effect, while not the most practical ( since you need to control a token ), is definitely good recovery for the archetype. It might even be a good quick effect, since it would allow you to get around needing to wait a turn to attack ( this is something elemental lord decks suffer from currently, they have to skip quite a few battle phases to build up advantage ). If you do that though, you might want to make his destructione effect target, to be a little more balanced. 

 

Galberos: Another good card, it allows you to tribute tokens to search out seemingly your entire archetype ( I don't know if you have space beast spells and traps considered, but it does specify monsters ), and it has the same revival effect as Nosferu. The same changes to Nosferu I would make here, make the revival effect a quick effect, and potentially make the effect target if you do that. 

 

Golgolem: makes me think of gogogo just from the name. Is this a secret Superheavy Samurai card we don't know about? They would love to have a double kaiju at their disposal. Superheavy Samurai Golgolem maybe. 

 

All kidding aside, attack in defense position is a little out of place amoung the other cards you currently have. You also gotta tribute a token for it, making the effect pretty bad on it's own. If you didn't need to tribute for it, it would be a nice 3000 wall in a pinch, seeing as how 3000 defense is better than 3000 attack when defending against attacks, but that's about all it can do. I would definitely consider buffing this one a bit. 

 

Kutuura: This card reminds me of a certain Starving Venom Fusion Dragon. Anyways, same thing here as was for the first card with the "must be destroyed by another card's effect" clause. I would definitely change it to any destruction, since it keeps the possibility of a field destruction going off more likely and could prevent your opponent from just removing your field spell first. 

 

Beelzebua: discarding itself along with an archetypal card to draw 2. I get the feeling Darklord's were your inspiration here? I certain Ixchell to be precise? 

 

I don't know about this one. On one hand you have good card drawing which is almost never bad. On the other hand this archetype doesn't really seem to benefit that much from graveyard set-up. Darklords love graveyard set-up, making Ixchell an instant 3-of, since she put's Darklord cards in the graveyard ( which is where the spells and traps can be recycled by Darklord monster effects and the monsters can be revived by the spells ) and allows you to draw into their revival spells. Unless the archetype has some pretty insane revival ideas coming, I would change this effect. 

 

Grantella: NO

 

NOOOOOOOOO
 

Please don't do this, the game already has enough "tribute to burn cards" in the game. Dark Strike Fighter is a good example of this, not having a once per turn burn effect got him banned and later taken off with an errata ( hard once per turn during the main phase 1 only ). Mass Driver is still banned to this day for having a tribute to burn for 400 effect. Plant FTK just got banned in the OCG for having a 800 burn effect that could be looped. You also have the Gem-Knight FTK and the Pendulum Magician FTK currently here in the TCG, and people are speculating about that will probably be getting hit on the next banlist. 

 

Needless to say, any strategy that involves "burn" is almost never fun to fight against. Not once per turn effects always find themselves one way or another ( intended or not ) getting looped and resulting in an FTK. I would completely change this card to something else, maybe another card that can help with token generation?

 

Banpira: Made with vampires in mind? Anyway, the effect is pretty good, stealing the opponent's monsters is almost never a bad effect to have. Being a level 10 does restrict their extra deck plays a little, since you wouldn't be able to make an Xyz monster with the monster you stole unless it was a level 10. If this card was level 8, you could possibly make number 38 ( negates spells ) or number 23 ( negates the first effect activated each turn ) or number 62 ( huge attack ). You might want to consider having some level variety in your monsters, particularly since this deck suffers from a lack of it's own tribute fodder ( maybe some level 4 ones too? ) 

 

Mega Flash: Malefic Stadust Dragon called, it want's it's effect back. Anyway, This card is a bit too strong with it's locking of the field spells, since it prevents your opponent from even activating 1 field spell if you summon this turn 1. I can see what your going for here, protecting your own field spell while disabling the opponent's. This is overkill though. Set rotation was limited for this very reason, being able to lockdown the field spell zone with field spells that can't be activated is a bit too strong. This guy might be hit with the same fate with this effect. You might want to change it to something less potent. 

 

Speaking of field spells, is there one? Hopefully you have on in the works, since I would imagine you probably don't want to rely on cards like Necrovalley and Future Visions in the current metagame to stun the opponent. Whatever you do, make it better than Malefic World ( or as Rank10YGO would call it, the Malefic Slot Machine ). 

 

Lizarias: This protection effect feels a bit too costly given the archetype. There aren't too many effects here that generate tokens, so you probably won't want to sacrifice them to protect just one monster. You might want to buff it a little, or maybe extend it to all Space Beast monsters you control. 1200 burn is a bit too much burn IMO. This effect is a bit overkill when combined with the fact that it's also a protection effect. You'll probably want to change that one. 

 

That's all I have to say for now. I would be happy to review your archetype if you update it. Seeing as how none of these monsters have the Superheavy Samurai clause of no spells or traps in the graveyard, adding spells and traps is a must. I'm curious to see what you will do with the field spell, a stun / consistency card maybe? I guess I gotta wait and see. 




#7094430 [CYHO] Doublecross Frog

Posted by Ultimagamer on 12 April 2018 - 11:41 PM

Is there any reason for this card to even exist? It can't be used to summon toadally awesome, any paleo xyz, mistar boy, decode talker, or anything else. It takes two turns at a minimum to resolve, and that's if your opponent doesn't just beat you in that time. Your opponent has to have monsters in very specific places to place the frog in the right places then your opponent must willingly occupy the 3 middle monster zones in order to get the full value out of giving your opponent 2 free monsters. 

 

Why couldn't we just get a draw spell, or foolish spell, or a substitoad retrain, or anything other than this? Your opponent would probably just negate it or destroy it on summon, they wouldn't just let you go through and take 2 frogs. 




#7092872 Kaiju Support

Posted by Ultimagamer on 05 April 2018 - 04:04 PM

this was a thing I thought of based around the kaiju line-up to make the kaijus as a more pure variant more strong and consistent. 

 

( I've included all of the original kaiju cards to give an idea of the archetype and how it works, after capture mission is where my cards are ) 

( please leave your thoughts below, I always appreciate reading feedback on my ideas and how to improve them )

 

Original Kaiju Archetype

 

And now for the new support, designed around making the kaijus more consistent and giving them a more clearer win condition

 

Kaijin Scientist

Level 1 / Earth / Warrior / Effect

100 attack / 100 defense

 

You can discard this card: add 1 “Kyoutou Waterfront” from your deck or GY to your hand. You can only use this effect of “Kaiju Scientist” once per turn. You can tribute this card: place 2 Kaiju counters on a “Kaiju” spell or trap card you control. Each time your opponent Summons a monster(s) you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Analyzer

Level 2 / Earth / Warrior / Effect

700 attack / 500 defense

 

When this card is Summoned: you can add 1 “Kaiju” spell or trap card from your deck or GY to your hand. You can tribute this card: target 1 “Kaiju” monster in your GY; special summon that target to your field. You can only use this effect of “Kaiju Analyzer” once per turn. Each time your opponent activates a spell card or effect you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Manager

Level 3 / Earth / Warrior / Effect

1200 attack / 800 defense

 

During either players turn: you can target 1 monster your opponent controls with a Level/Rank; send it and this card to the GY, and if you do, Special Summon 1 “Kaiju” monster from your Deck with a Level less than or equal to the total Level/Rank of the monsters sent to the GY by this effect. Each time your opponent activates a trap card or effect you can place 1 Kaiju counter on a “Kaiju” spell or trap card you control.

 

Kaijin Hunter

Level 4 / Earth / Warrior / Effect

1700 attack / 1000 defense

 

You can tribute 1 “Kaiju” monster on the field: draw 2 cards. You can only use this effect of “Kaiju Hunter” once per turn. During damage calculation, when a “Kaiju” monster you control battles: you can send this card from your hand or face-up from your field to the GY; double the ATK and DEF of the “Kaiju” monster you control that is battling until the end of this turn.

 

Downtown Kaiju Location

Spell - Continuous

 

Each time a monster is special summoned you can place a Kaiju counter on this card (Max: 5). While you are the only player who controls Kaiju counters your opponent cannot activate the effects of “Kaiju” monsters they control. Once per turn: you can remove 2 Kaiju counters from anywhere on the field; add 1 “Kaiju” monster or “Kaijin” monster from your GY to your hand.

 

Kaiju Lab

Trap - Continuous

 

While you control a “Kaiju” monster, “Kaijin” monsters you control cannot be targeted for attacks. Each time a monster is normal summoned you can place a Kaiju counter on this card (Max: 5). Once per turn: you can remove 3 “Kaiju” counters from anywhere on the field; add one “Kaiju” spell or trap card from your GY to your hand, except “Kaiju Lab”.

 

Kaiju Expedition

Spell - Quickplay

 

Apply one of the following effects.

  • If you control a “Kaijin” monster: special summon 1 “Kaiju” monster from your deck

  • If you control a “Kaiju” monster: special summon 1 “Kajin” monster from your deck

You can only use this effect of “Kaiju Expedition” once per turn. You cannot summon monsters from the extra deck during the turn you activate this effect. You can banish this card from your GY: add 1 of your banished “Kaiju” cards to your hand, except “Kaiju Expedition”.




#7092844 Google Translating Yugioh Cards

Posted by Ultimagamer on 05 April 2018 - 01:38 PM

I put a couple cards into google translate ( after watching farfa's video on it, it was pretty funny ), and these were the results that I managed to get. Google translate does a pretty good job of course. XD
 
#81 Superdeadnought Super Fearless Railway Cannon
 
Level 2 Level 10 monsters

One of the players will turn around. Remove an Xyz Object from this card and select an open monster on the field. This effect is not affected by the card before the end of the turn, except for effects.

 

Gustav Maxi Superdeadnought Cannon Track
 
Level 10 Level 10 monsters
 
Once per shift: You can remove Xyz hardware from this card. Inflicts 2,000 damage to the opponent.
 
2vzYVQI.jpg
 
tgweY5a.jpg




#7092841 Flames of Destrcution F.A. Support

Posted by Ultimagamer on 05 April 2018 - 01:20 PM

These are the new cards to be released in Flames of Destruction, information from the Konami of Euorpe's facebook page. 

 

https://www.facebook...01852033290266 

 

What are the odds that despite the support being pretty good they still end up as all commons?

 

F.A. Dark Dragster

Level 7 / Dark / Machine / Effect

0 attack / 2000 defense

 

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by having a Level 7 or higher "F.A." monster on the field, but no "F.A. Dark Dragster" in your Monster Zone. gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's level by 1. Once per turn: You can target 1 card on the field; reduce this card's level by 3, and if you do, destroy that target.

 

29695374_1206125706196232_85337245940606

 

F.A. Dawn Dragster

Level 7 / Light / Machine / Synchro / Effect

1 Tuner + 1+ non-Tuner Monsters

 

Gains ATK equal to its level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's level by 2, and if you do, negate that activation, and if you do that, destroy that card

 

30124546_1206125672862902_90050613703448

 

F.A. Winners

Spell - Continuous 

 

If you control a "F.A." monster, this card cannot be destroyed by your opponent's card effects. When your "F.A." monster whose Level is at least 5 higher than its original Level battles an opponent's monster and inflicts battle damage to them: You can banish 1 card from your hand, field, or GY. You can only use this effect of "F.A. Winners" once per turn. If 3 of your "F.A." Field Spells with different names are currently banished, and were all banished by the effect of "F.A. Winners", you win the duel.

 

29684266_1206125699529566_64911996431483

 

F.A. Dead Heat 

Trap - Continuous 

 

When an opponent's monster declares a direct attack: You can Special Summon 1 "F.A." monster from your Deck. You can only use this effect of "F.A. Dead heat" once per turn. Once per battle, if your "F.A" monster battles an opponent's monster, before damage calculation, You can have both players roll a six-sided die. If your result is higher, increase the level of your battling monster by 4 until the end of this turn (even if this card leaves the field). If your result is lower, destroy your battling monster. If this result is a tie, both players roll again.

 

29790722_1206125776196225_71721261419630

 

F.A. Overheat

Trap - Normal

 

If only your opponent controls a monster: Special Summon 1 "F.A." monster from your hand, and if you do, increase its Level by 3 until the end of this turn. If this card is in the GY, and you control no cards in your Field Zone: You can banish this card from the GY; activate 1 "F.A." Field Spell directly from your hand or GY. You can only use this effect of "F.A." Overheat" once per turn.

 

29695463_1206125822862887_47490334719161




#7091895 Number 86 VS Abyssteus

Posted by Ultimagamer on 01 April 2018 - 08:09 PM

I was watching a dzeeff video recently ( the one about the cringy yugioh posts ) and he mentioned how people complain about the artworks of Number 86 and Abysteus. I thought it was kinda interesting, so I gave it a quick google

 

1012919.jpg1070669.jpg

 

They are not wrong, the artworks are kinda similar in a lot of ways

 

Similarities

1. Both have the same leg position ( one raised knee with the other being straight ) 

2. Both are facing the same way ( both are facing to the left of the card )

3. Both have a staff, and hold their staff the same way ( same hand, same angle )

4. Both hold their hands in the same position ( one hand on their staff, and other held out, fingers are also in the same position )

 

I'm not complaining or anything, I just thought it was kinda neat how similar the card artworks were to each other




#7089391 Goyo Archetype ( based around the cards like Goyo Guardian )

Posted by Ultimagamer on 23 March 2018 - 11:10 AM

This was a fun idea I had based around the "Goyo" synchro and fusion monsters that were released a long while back. They used to be really good ( guardian in particular ) but now they've fallen out of relevance. This was set of cards I thought of based around summoning all of the "Goyo" synchro monsters and making the fusion monster a good comeback option. 

 

I've listed all of the synchro and fusion monsters first, so you get a good idea of the archetype's extra deck. After "Goyo Emperor", all of the other cards are the ones I created

 

I always love getting feedback, so any thoughts or ideas you have is always appreciated

 

Goyo Defender

Level 3 / Earth / Warrior / Synchro

1000 attack / 1000 defense

1 Tuner + 1 or more non-Tuner monsters

 

Once per turn, if all monsters you control are Earth Warrior-Type Synchro Monsters (min. 1): You can Special Summon “Goyo Defender” from your Extra Deck. When this card is targeted for an attack: You can make this card gain 1000 attack for each Earth Warrior-Type Synchro monster you control (other than this card), until the end of the Damage Step.

 

Goyo Chaser

Level 5 / Earth / Warrior / Synchro

1900 attack / 1000 defense

1 Tuner + 1 or more non-Tuner monsters

 

This card gains 300 attack for each Earth Warrior-Type Synchro Monster on the field (other than this card). When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field, but its attack becomes halved.

 

Goyo Predator

Level 6 / Earth / Warrior / Synchro

2400 attack / 1200 defense

1 Tuner + 1 or more non-Tuner monsters

 

When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field, but any battle damage it inflicts to a player is halved. You can only use this effect of “Goyo Predator” once per turn.

 

Goyo Guardian

Level 6 / Earth / Warrior / Synchro

2800 attack / 2000 defense

1 Earth Tuner + 1 or more non-Tuner monsters

 

When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can Special Summon that monster to your field in Defense Position.

 

Goyo King

Level 8 / Earth / Warrior / Synchro

2800 attack / 2000 defense

1 Tuner + 1 or more non-Tuner Synchro monsters

 

When this card declares an attack on an opponent’s monster: This card gains 400 attack for each Earth Warrior-Type Synchro Monster you control, until the end of the Damage Step. When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can activate 1 of these effects;

  • Special Summon that monster to your side of the field

  • Take control of 1 face-up monster your opponent controls

 

Goyo Emperor

Level 10 / Earth / Warrior / Fusion

3300 attack / 2500 defense

2 Earth Warrior-Type Synchro Monsters

 

When this card, or a monster you control that is owned by your opponent destroys an opponent’s monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field. When your opponent Special Summons a monster(s), except during the Damage Step: You can Tribute 1 Earth Warrior-Type Synchro Monster; take controls of that monster(s). If this face-up card leaves the field: Return control of all monsters you control to the owner.

 

Goyo Enforcer

Link 2 / Earth / Warrior / Link

Link Markers: Bottom Left, Bottom Right

Link Materials: 2 “Goyo” monsters, except “Goyo Enforcer”

Attack: 2000

 

( this card is always treated as a Synchro monster )

If this card destroys an opponent’s monster by battle and sends it to the graveyard: you can banish that monster. You can tribute 1 monster this card points to: special summon 1 “Goyo” monster from your main deck in defense mode. If this card leaves the field: you can special summon 1 “Goyo” Synchro monster from your extra deck ignoring it’s summoning conditions. You can only use each effect of "Goyo Enforcer" once per turn.

 

Goyo Outcasts

Level 1 / Earth / Warrior / Tuner / Effect

100 attack / 100 defense

 

Once per turn: you can discard 1 card; special summon 1 “Goyo” monster from your main deck, except “Goyo Outcasts”. You can only use this effect of “Goyo Outcasts” once per turn. If this card is sent to the graveyard as a material for the summon of a “Goyo” monster: you can draw 1 card, then all “Goyo” monsters you control gain the following effect.

  • This card gains 600 attack and defense.

 

Goyo Locals

Level 2 / Earth / Warrior / Effect

100 attack / 100 defense

 

If this card is special summoned: you can add 1 “Goyo” card from your main deck to your hand, except “Goyo Locals”. You can only use this effect of “Goyo Locals” once per turn. A “Goyo” monster that uses this card as a material for it’s summon gains the following effect.

  • Once per turn: you can target 1 “Goyo” monster in your graveyard; this card gains that card’s effects until the end phase of your next turn.

 

Goyo Townsfolk

Level 3 / Earth / Warrior / Tuner

100 attack / 100 defense

 

Once per turn: you can discard 1 card; special summon 1 “Goyo” monster from your hand or graveyard, except “Goyo Townsfolk”. You can only use this effect of “Goyo Townsfolk” once per turn. If this card is sent to the graveyard as a material for the summon of a “Goyo” monster: all “Goyo” monsters you control gain this effect.

  • This card cannot be targeted by your opponent's card effects

 

Goyo Police

Level 4 / Earth / Warrior

1000 attack / 1000 defense

 

You can banish 1 Earth monster from your graveyard: special summon this card from your hand or graveyard. You can only use this effect of “Goyo Police” once per turn. If this card is sent to the graveyard as a material for the summon of a “Goyo” monster: you can draw 1 card and reveal it. If it is a “Goyo” card you can special summon this card from your graveyard, but banish it when it leaves the field

 

Goyo Chief

Level 5 / Earth / Warrior

1000 attack / 1000 defense

 

Once per turn: you can pay 1000 lifepoints and declare 1 level from 2-6. This card’s level becomes that level for the rest of this turn. When this card is special summoned: you can special summon 1 “Goyo” monster from your main deck, except “Goyo Chief”. You can only use this effect of “Goyo Chief” once per turn. You cannot summon monsters from the extra deck during the turn you activate this effect, except for Earth Warrior type monsters.

 

Goyo Head Enforcer

Level 6 / Earth / Warrior

1000 attack / 1000 defense

 

Once per turn: you can pay 1000 lifepoints and declare 1 level from 2-6. This card’s level becomes that level for the rest of this turn. When this card is special summoned: you can draw 1 card, then add 1 “Goyo” card from your deck or graveyard to your hand. You can only use this effect of “Goyo Head Enforcer” once per turn. You cannot summon monsters from the extra deck during the turn you activate this effect, except for Earth Warrior type monsters.

 

Goyo Fusion

Spell - Normal

 

Fusion summon 1 “Goyo Emperor” from your extra deck by sending the required materials from your field to the graveyard and/or by banishing the required materials from your graveyard. You can banish this card from your graveyard: during each battle phase this turn, when a “Goyo” monster you control battles, your opponent cannot activate cards or effects until the end of the damage step. You can only use each effect of “Goyo Fusion” once per turn.

 

Goyo Dojo

Spell - Field

 

All “Goyo” monsters you control gain 300 attack. Once per turn, if you would Synchro summon a “Goyo” Synchro monster you can use a monster in your hand or banish one of the materials from your graveyard. At the end of the battle phase, if a “Goyo” Synchro monster you control ( or controlled ) battled a monster, but that monster wasn’t destroyed by that battle: you can take control of that monster, and if that monster has a level, you can treat that monster as a tuner monster.

 

Return of the Goyo

Spell - Normal

 

Target 1 “Goyo” monster in your graveyard: special summon that target ignoring it’s summoning conditions. During your main phase, if this card is in your graveyard: you can target 2 “Goyo” synchro, fusion, or link monsters in your graveyard; return those targets to your extra deck, then add this card to your hand. You can only use this effect of “Return of the Goyo” once per turn.

 

Goyo Search and Seize

Spell - Equip

 

If you control a synchro or fusion type “Goyo” monster: target 1 monster your opponent controls; take control of that target, it’s original attribute and type become Earth and warrior, and if that target has a level, you can treat that monster as a tuner for the synchro summon of a “Goyo” monster. You can only activate 1 “Goyo Search and Seize” per turn.

 

Preparations of the Goyo

Spell - Quickplay

 

Target 1 “Goyo” monster you control: During this turn, other monsters originally owned by you cannot attack, also apply one of the following effects.

  • The targeted monster can attack twice during each battle phase this turn

  • When the equipped monster battles your opponent cannot activate cards or effects until the end of the damage step

 

Attack Maneuvers of the Goyo

Spell - Equip

 

Equip only to a “Goyo” synchro or fusion monster you control. The equipped monster gains 500 attack, also it can make up to 2 attacks on monsters during each battle phase. If the equipped monster destroys an opponent’s monster by battle: you can add 1 “Goyo” spell or trap card from your deck to your hand, except “Attack Maneuvers of the Goyo”.

 

Stopping Power of the Goyo

Trap - Normal

 

When an opponent’s monster declares an attack while you control a “Goyo” monster: negate that attack, then you can apply one of the following effects

  • Take control of one monster your opponent controls other than the attacking monster.

  • Return 1 monster your opponent controls to the hand

During your next turn only “Goyo” monsters can attack. You can only activate 1 “Stopping Power of the Goyo” per turn.

 

Final Decree of the Goyo

Trap - Counter

 

When your opponent activates a card or effect while you control a “Goyo” monster: you can negate that effect, then destroy that card. If the destroyed card was a monster you can you can discard 1 card to special summon that card to your field. During your next turn only “Goyo” monsters can attack. You can only activate 1 “Final Decree of the Goyo” per turn.




#7088812 Since we can talk about Hentai, I can post porn; Look at this nice piece of wood

Posted by Ultimagamer on 20 March 2018 - 10:38 AM

oh my how lewd

 

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