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Ultimagamer

Ultimagamer

Member Since 06 Jul 2017
Offline Last Active Today, 02:24 PM
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#7078517 Ban List Opinion ( next list post feb 5 2017 )

Posted by Ultimagamer on 12 February 2018 - 10:46 AM

I really don't like the current format, we have had pendulum magicians for what feels like forever, spyrals are still in the meta, and trickstars are ridiculous in what they can do. I don't like the games that are caused by cards like electrumite, I think the card is ridiculous and should have been made to require metalfoes cards since it is a METALFOES monster. This would be a ban list that I would construct, mainly because astrograph sorcerer is too generic for his own good. Also, with the new cards coming off the banlist, namely bottomless and torrential, it would be neat to see other traps of the same power come off as well. 

 

Newly Forbidden

 

Astrograph Sorcerer

Spyral Resort

 

Newly Limited

 

Heavymetalfoes Electrumite

Trickstar Reincarnation

 

Newly Unlimited

 

Luster Pendulum the Dracoslayer

Compulsory Evacuation Device

 

 




#7076453 Morphing Jar and Fiber Jar

Posted by Ultimagamer on 05 February 2018 - 01:56 PM

Morphing Jar

Earth / Rock / Level 2 

700 attack / 600 defense

( Flip )

both players discard their entire hands, then draw 5 cards

 

Fiber Jar

Earth / Plant / Level 3 

500 attack / 500 defense

( Flip )

each player shuffles are cards from their hand, field, and graveyard into the deck, then draws 5 cards

 

 

This is something I've been wondering about for a long time. These cards are banned, and it's not too surprising why. They have extremely powerful effects for low level monsters. 

 

Would they still be relevant though? Given that they are flip monsters they are inherently slow, much like traps, unless you run cards like book of taiyou, which much like temple of the kings, is pretty inconsistent. Consistently getting their effects off seems unlikely, giving that bouncing is a big part of the game again, in things such as Firewall dragon ( even if limited, people will still use him ).

 

I've always thought these could come back to 1 without having any big impacts, on meta, tier 1, that kinda thing. What do you guys think?




#7074569 100% Pure Lightsworns

Posted by Ultimagamer on 01 February 2018 - 08:45 AM

This is a fun little thing I made, 100% pure lightsworns. Every single card in this deck is a lightsworn card ( is a lightsworn card by name or has lightsworn in it's text ) Please tell me what you guys think. I always find this a fun build to run, especially when you can get out gragonith and shire and get them to over 5000 attack

 

 

Main Deck

 

Monsters ( 40 ) 

 

3 Judgement Dragon

2 Gragonith 

2 Celestia

2 Wulf

3 Garoth

2 Jain

3 Raiden

3 Lyla

2 Ehren

2 Felis

2 Jenis

2 Aurkus

3 lumina

2 Minerva 

2 Shire

3 Ryko

2 Rinyan

 

Spells ( 13 ) 

 

3 Solar Recharge

3 Charge of the Light Brigade

2 Lightsworn Sanctuary

2 Lightsworn Sabre

3 Realm of Light

 

Traps ( 7 ) 

 

2 Lightsworn Judgement

3 Lightsworn Barrier

2 Glorious Illusion

 

Extra Deck ( 6 ) 

 

3 Michael

3 Minerva


  • Dad likes this


#7074183 Pot of Abundance [Written]

Posted by Ultimagamer on 31 January 2018 - 11:46 AM

Even though it does allow both players to draw cards, the fact that YOU can draw 2 cards right away for your turn is really strong. It's much like spellbook of the pot, where both players draw 3 cards instead of 2, but it suffers from the same thing. You get free cards during your turn to extend your plays / make that unbreakable board.

 

maybe if it was something like, draw 1 card, then your opponent draws 2, and you can only activate it once per turn. That way it's not an inherent plus 1 / 2 




#7074136 slaps OMEGA on everyone (not really)

Posted by Ultimagamer on 31 January 2018 - 10:01 AM

seems like an interesting way to dodge nasty effects, kinda reminds me of contact out in a way, but this is far more applicable to more situations

 

big question I'm thinkin though, if your opponent targets 2 xyz monsters with materials on your field, would you use or not? 




#7068794 Pendulum Virus Archetype (Written)

Posted by Ultimagamer on 15 January 2018 - 12:02 PM

it definitely looks like the type of archetype you might enjoy playing, but would hate to have to go against when they go off really hard, much like amorphages. This looks more fair though, that rather than simply having a set pendulum scale to get locakdowns it requires destruction effects. 

 

Looks pretty interesting imo, keep up the great work 

 

( one thing to note, Xyz monsters can't have a rank of 0, even utopic future has a rank ( it's original rank is always treated as a rank 1 ), same with levels, with ultimaya tzolkin always being treated as a level 12




#7051748 TrAinBCs

Posted by Ultimagamer on 11 November 2017 - 11:45 AM

this is a fun deck I built based off of Rank10YGO's video but a more budget build

is there any way to make improvements while being very budget? ( 2 dollars or less per card ) 

 

20 Monsters, 11 Spells, 9 Traps in the Main Deck

 

Main Deck

 

3 Night Express Knight

3 Heavy Freight Train Derricrane

3 Ruffian Railcar

3 A - Assault Core

3 B - Buster Drake

3 C - Crush Wyvern

1 Maxx C

1 Exodius the Ultimate Forbidden Lord

 

1 Soul Charge

1 Set Rotation

3 Terraforming

3 Revolving Switchyard

3 Union Hangar 

 

1 Heavy Storm Duster

1 Solemn Warning 

2 Black Horn of Heaven

2 MetaVerse

3 Anti Spell Fragrance 

 

Extra Deck

 

3 Fusion, 11 Xyz in the Extra Deck

 

3 ABC - Dragon Buster

1 Number 41: Bagooska the Terribly Tired Tapir

1 Diamond Dire Wolf

1 Superdreadnought Rail Cannon Gustav Max

3 Number 81: Superdreadnought Rail Cannon Super Dora

1 Number 35: Ravenous Tarantula

1 Number 84: Pain Gainer

1 Number 77: The Seven Sins

1 Number C9: Chaos Dyson Sphere

1 Superdimensional Robot Galaxy Destroyer

 

Side Deck

 

1 Quaking Mirror Force

1 Mind Drain

3 Imperial Iron Wall

3 Royal Decree

 

( also, 7 scapegoat tokens and 1 grinder golem token ) 




#7048061 Dream Archetype Idea

Posted by Ultimagamer on 29 October 2017 - 12:53 AM

This archetype will have the same themes in mind as mecha phantom beasts did, but in a counter-based format

 

Dream Mouse

Level 1 / Light / Beast / 100 attack / 100 defense

Every “Dream” counter on this card increases this card’s level by 1. When this card is summoned, place one “Dream” counter on this card. During your main phase, if this card is in your graveyard, you can remove 2 “Dream” counters from anywhere on the field, special summon this card. If summoned this way, this card cannot be used as link material. You can only summon “Dream Mouse” twice per turn with this effect.

 

Dream Spider

Level 2 / Light / Beast / 100 attack / 200 defense

Every “Dream” counter on this card increases this card’s level by 1. When a “Dream” counter is placed on a card you control, you can place a “Dream” counter on this card. You can remove 2 “Dream” counters from anywhere on the field, and if you do, special summon 1 “Dream” monster from your graveyard, with a level lower than this card’s level and if you do, place 1 “Dream counter on that monster. You can only use this effect once per turn.

 

Dream Citizen

Level 3 / Light / Warrior / 500 attack / 500 defense

Every “Dream” counter on this card increases this card’s level by 1. When a “Dream” card or effect is activated, you can place 1 “Dream” counter on this card. Once per turn you can remove 2 “Dream” counters from anywhere on the field, monsters you control cannot be destroyed by battle until your next standby phase.

 

Dream Guard

Level 4 / Light / Warrior / 800 attack / 800 defense

Every “Dream” counter on this card increases this card’s level by 1. When a “Dream” monster you control, except “Dream Guard” has it's level increased, place 1 “Dream” counter on this card. You can remove 2 “Dream” counters from anywhere on the field, add 1 “Dream” monster from your deck to your hand with a level less than or equal to this card’s level.

 

Dream Warrior

Level 5 / Light / Warrior / 1000 attack / 1000 defense

You can normal summon this card without tributing by removing 3 “Dream” counters from anywhere on the field. You can only use this effect of “Dream Warrior” once per turn. If this card battles an opponent’s monster ( quick effect ), you can remove 2 “Dream” counters from anywhere on the field; this card’s attack and defense become equal to the opponent’s monster’s attack points + 100.

 

Dream Knight

Level 6 / Light / Warrior / 1200 attack / 1200 defense

You can remove 3 “Dream” counters from anywhere on the field to special summon this card from your hand. You can only use this effect of “Dream Beast” once per turn. If this card battles an opponent’s monster either without a “Dream” counter, or with less “Dream” counters than this card; you can destroy that monster at the start of the damage calculation.

 

Dream Magician

Level 7 / Light / Warrior / 1400 attack / 1400 defense

If this card is normal or special summoned, you can place 4 “Dream” counters on this card. Once per turn, you can remove 5 “Dream” counters from anywhere on the field; target 1 “Dream” monster in your GY with level less than or equal to this card’s, special summon that monster. You can only use the effect of “Dream Magician” up to twice per turn.

 

Dream Jack

Level 8 / Light / Warrior / 1600 attack / 1600 defense

Cannot be normal summoned or set. Must first be special summoned from your hand by tributing 1 monster from either player’s field with at least 1 “Dream” counter on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 1 “Dream” counter on it, your opponent cannot activate trap effects.

 

Dream Queen

Level 9 / Light / Warrior / 1800 attack / 1800 defense

Cannot be normal summoned or set. Must first be special summoned from your hand by tributing 2 monsters from either player’s field with at least 3 “Dream” counters on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 3 “Dream” counters on it, your opponent cannot activate spell effects.

 

Dream King

Level 10 / Light / Warrior / 2000 attack / 2000 defense

Cannot be normal summoned or set. Must first be special summoned from your hand by tributing 3 monsters from either player’s field with at least 5 “Dream” counters on them, including at least 1 “Dream” monster. If this card is summoned, you can place “Dream” counters on this card up to the number of “Dream” counters that were on the monsters used for this card’s summon. While this card has at least 5 “Dream” counters on it, your opponent cannot activate monster effects.

 

Dream World

Spell - Field

During your draw phase, you can add 1 “Dream” card from your GY to your hand instead of doing your normal draw. If this card leaves the field because of an opponent’s card effect, you can place 2 “Dream” counters on all face up cards on the field.

 

Dream Universe

Spell - Field

During each standby phase, place 1 “Dream” counter on every face up card on both player’s fields. Once per turn, you can discard 1 “Dream” monster; place “Dream” counters on the field equal to the monster’s level.

 

Dream Artillery

Spell - Continuous

“Dream” monsters you control gain 200 attack and defense for every “Dream” counter on those cards.

 

Dream Production

Spell - Continuous

During each standby phase, place 1 “Dream” counter on each face up card on the field. Once per turn, you can tribute 1 “Dream” monster you control, and if you do, place counters on face up cards on the field equal to that monster’s level.

 

Dream Wealth

Spell - Normal

Activate by removing any number of “Dream” counters from either players field. Draw 1 card for every 3 “Dream” counters removed by this effect. You cannot draw cards by card effects or for your normal draw phase for the next 2 of your turns. You can only activate 1 “Dream Wealth” per turn.

 

Dream Ambush

Trap - Normal

Activate by tributing 1 monster you control with “Dream” counters on it; destroy cards your opponent controls up to the number of “Dream” counters on the tributed monster. You can only activate 1 “Dream Ambush” per turn.

 

Dreamer’s Defenses

Trap - Continuous

While you control a “Dream” monster with a “Dream” counter on it, you take no effect and no battle damage. If a “Dream” monster you control would be destroyed by battle, you can remove a “Dream” counter from anywhere on the field instead.




#7035694 Plagued Archetype Concept

Posted by Ultimagamer on 11 September 2017 - 09:41 AM

This is an idea that I have that makes the power of Viruses consistent and manageable together. The effects of monsters can manipulate their attack and defense values to create easy to make virus conditions. Most likely I will create searchers, a boss, and new viruses if you guys like this 

 

Plagued Highwayman

Dark / Warrior / Level 4 / ? attack ? defense

This card’s original attack and defense are always 0. Once per turn, you can reveal 1 “Virus” card in your hand that lists an attack or defense value. For the rest of this turn, this card’s attack or defense becomes that value. If this card is Tributed for a “Virus” card’s effect, you can add 1 level 4 or lower “Plagued” monster from your deck to your hand. You can only use this effect of “Plagued Highwayman” once per turn.

 
Please tell me what you think, and if I should continue and modify cards like these



#7034604 Super Spies Concept

Posted by Ultimagamer on 06 September 2017 - 12:01 PM

This was an idea I came up with, that adds an extension on the abilities of Psy-Frames, but changes it up. Before you say it, yes I am aware of the archetype "Spyral". These are quite different. The concept is stealing resources from your opponent, then clogging up their zones with worthless negs to themselves. Please give feedback, any feedback is beneficial

 

Super Spies Archetype Concept

 

Monsters

 

Super Spy - Double agent

Level 1 - Warrior - Dark

Attack - 0 / Defense - 0

When your opponent activates a spell card, you can reveal this card in your hand, negate the activation, then add that card to your hand, and if you do, set 1 “Sabotage” spell of the same type from your deck to your opponent's field. If you do not, or cannot, send all cards in your hand to the graveyard.

 

Super Spy - Double Crosser

Level 1 - Warrior - Dark

Attack - 0 / Defense - 0

When your opponent activates a trap card, you can reveal this card in your hand, negate the activation, then set that card to your field, and if you do, set 1 “Sabotage” trap of the same type from your deck to your opponent's field. If you do not, or cannot, send all cards in your hand to the graveyard.

 

Super Spy - Alluring Mistress

Level 1 - Warrior - Dark

Attack - 0 / Defense - 0

When your opponent activates a monster effect, you can reveal this card in your hand, negate the activation, then special summon that monster to your field in face up or face down position, and if you do, special summon 1 “Sabotage” monster from your deck to your opponent's field in face down defense position. If you do not or cannot, send all cards in your hand and on your field to the graveyard.

 

Super Spy - Betraying Lover

Level 1 - Warrior - Dark

Attack - 0 / Defense - 0

When your opponent summons a monster, you can activate this effect; reveal 1 card in your hand, tribute 1 card in your hand or on your field that originally belonged to your opponent, then negate that summon, and special summon that card to your field in face up or face down position, then special summon 1 “Sabotage” monster from your deck to your opponent's field in face down defense position. If you do not or cannot, send all cards in your hand and field to the graveyard.




 

Sabotage Cards

 

Sabotage - Secret Box

Level 1 - Machine - Dark

Attack - 0 / Defense - 0

Flip - your opponent draws 2 cards. This card cannot be special summoned from the deck, except by the effect of a “Super Spy” card. If this card is destroyed by battle, the monster that destroyed it can make another attack.

 

Sabotage - Normal S

Spell - Normal

Activate by paying 500 lifepoints. Your opponent draws 1 card

 

Sabotage - Equip

Spell - Equip

Activate by paying 500 lifepoints. The equipped monster loses 500 attack during each standby phase

 

Sabotage - Quickplay

Spell - Quickplay

Activate by paying 500 lifepoints. Target one card you control, send it to the graveyard. Its effects cannot be activated for the rest of this turn, and it cannot be moved from the graveyard, whether by banishing, reviving, or adding back to hand.

 

Sabotage - Continuous S

Spell - Continuous

Activate by paying 500 lifepoints. During each standby phase, your opponent gains 1000 lifepoints

 

Sabotage - Ritual

Spell - Ritual

Activate by tributing 1 ritual monster in your hand; your opponent can ( optional ) special summon 1 monster from their hand with a level equal to or less than the tributed monster

 

Sabotage - Normal T

Trap - Normal

Activate by paying 700 lifepoints. Your opponent draws 1 card, and you skip your next draw phase

 

Sabotage - Continuous T

Trap - Continuous

Activate by paying 700 lifepoints. Monsters you control cannot attack nor change their battle positions

 

Sabotage - Counter

Trap - Counter

Activate by paying 700 lifepoints. Negate all other of your activated effects in this chain

 

Spell and Trap Cards

 

Secret Agent Assigning

Spell - Normal

Add 1 “Super Spy” with 0 attack and 0 defense from your deck to your hand. You do not have to reveal the card added to your hand by this effect.

 

Super Spy - Initial Enhancing

Spell - Normal

Activate by revealing a “Super Spy” monster or “Sabotage” spell or trap in your hand while you control no cards. Add 1 “Super Spy” spell or trap from your deck to your hand, except “Super Spy - Initial Enhancing”.

 

Super Spy - Case Rearranging

Spell - Quickplay

Activate by revealing 2 “Sabotage” cards in your hand or from either player's field. Shuffle them into the deck, then draw 3 cards. If your opponent has set cards in their spell and trap zones, you can reveal them. If no “Sabotage” cards are revealed by this effect, send all cards in your hand and field to the graveyard, and skip your next 2 draw phases.

 

Spy Gotten Gains

Spell - Continuous

During either players turn, when a “Super Spy” monster activates and resolves its effect you can activate and resolve 1 of the following effects.

  • draw 1 card

  • Gain 1000 lifepoints for each card in your possession that was originally owned by your opponent

 

Super Spy - Complete Infiltration

Spell - Continuous

The first time this card would leave the field each turn, it does not. If you activate or use a card effect that originally belonged to your opponent, or if a monster that originally belonged to your opponent would leave your field and go to the graveyard. it goes to your graveyard instead of your opponent’s graveyard. If you would activate or use a card effect, or summon a monster using a card originally belonging to your opponent, you may use your opponent’s graveyard, main deck, extra deck and field for that card’s effect or monsters summon.

 

Super Spy - Inside Sights

Trap - Continuous

Activate during the standby phase by revealing 2 “Super Spy” monsters in your hand with different names. Your opponent must reveal their hand, and keep it revealed until the next standby phase. You must reveal 2 “Super Spy” monsters with different names during each standby phase for this card's effect, or destroy this card and send all spell and trap cards in your hand to the graveyard. Effects of cards sent to the graveyard by this effect cannot be activated for the next 3 turns.

 

Super Spy - Forced Ordeal

Trap - Counter

Activate when your opponent activates or uses a card effect that would effect a card in your possession. Reveal  2 “Super Spy” monsters with different names in your hand, and if do, negate the activation of that card, add it to your hand, and if you do, set 1 card, monster / spell / trap, to your opponent’s field of the same type. If you cannot do this, banish your hand and your field facedown. You can only activate 1 “Super Spy - Forced Ordeal” per turn.

 




#7034598 Railway Ritual Concepts Revamped

Posted by Ultimagamer on 06 September 2017 - 11:34 AM

My only concern is that the Ritual Spell might make Xyz Summoning too easy for the Deck. A regular Konami made card would probably let you summon one extra monster, but then the Ritual spell wouldn't count for the graveyard effect on the turn it gets sent. For this reason, that Graveyard effect should be added, so that the deck doesn't end up pulling out two Rail cannons from behind and burn the opponent for half of their life points (which would be especially powerful in an OCG format where Solemn Judgment is allowed).

I think the best way to remedy that, to an extent, would be to add a restriction, something along the lines of "except the turn this card was sent to the graveyard". that would slow down the speed of the card in question. 




#7033151 Railway Ritual Concepts Revamped

Posted by Ultimagamer on 30 August 2017 - 11:26 AM

I was re looking over the original ritual concept I had created for trains, and I have realized that the ritual monster I had created didn't solve one of the biggest problems with the archetype, consistency. So I have recreated the monster and spell to better fit the needs. plz comment your thoughts 

 

Master of Trains

Level 10 / Spellcaster / 2900 attack / 2500 defense 

Must first be special summoned with "Railyard Summon" This card can be treated as a machine type monster while in the hand, field, and graveyard. You can only use each effect of "Master of Trains" once per turn. 

- You can discard this card; add 1 level 10 earth machine type monster from your deck to your hand.

- You can special summon 1 level 10 earth machine type monster from your hand or graveyard.

 

Railyard Summon

Spell - Ritual 

You can use this card to ritual summon "Master of Trains". You must tribute 1 earth machine type monster from your hand or field, or banish it from your graveyard whose level or rank equals 10. If you banish the monster from your graveyard, you can special summon "Master of Trains" from your graveyard. During your main phase, You can banish this card from your graveyard, special summon 1 level 10 earth machine type monster from your graveyard or hand. You can only use each effect of "Railyard Summon" once per turn, even if the effect is negated.