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Ultimagamer

Ultimagamer

Member Since 06 Jul 2017
Offline Last Active Today, 02:24 PM
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Extra Deck Size ( My Opinion )

16 February 2018 - 09:42 PM

As you all know, the extra deck size is 15, meaning you can only have 15 cards in your extra deck at a max. This hasn't been as much of a problem in the past, given that all the extra deck choices you can use, Synchro, Fusion, Xyz, and Pendulum, for all of these card typings, you are not required to run any of the other in order to play them. For example, say you're playing a synchro deck, like yang zings. If you run mostly Synchro monsters, you don't have to run Xyz monsters in order to use those Synchro monsters in the most effective way. Given the new mechanics though, it changes this kind of interaction. Link monsters are pretty much required for decks that focus mostly on the extra deck. Now strategies that already have very tight extra deck spaces have a hard time finding space for the link monsters that they need, as well as having the right proportions of the required extra deck monsters in order to keep your original strategy. This doesn't effect Link spam decks naturally, but it effects most other decks. I personally think they should expand the size limit to 18-20 cards in order to help extra deck focused decks more effectively use links together with their original cards that they use for their regular strategy. This is just my opinion though, it would be cool to hear your guys's opinions on the matter, if it should or not. 


Old Archetype Support ( Under Supported Archetypes )

15 February 2018 - 09:28 AM

I've always enjoyed legacy support in yugioh, given that is throws a bone to a lot of older archetypes. While the support is good, the archetype that it supports isn't the best, making the archetype better, but not broken. These were some ideas for archetype I think are undersupported and not the most meta relevant. If you want to review just a specific section you can. Any feedback you guys give is always appreciated.

 

This includes

 

1. Ice Barrier

2. Darklord

3. Worm

4. Timelord

5. Cyber Dragon

6. Dark Scorpion

7. Phantom Beast ( best type, not the machine types )

8. Ally of Justice

 

Ice Barriers

 

Solidity Fortress of the Ice Barriers

Spell - Field

 

When this card is activated: add 1 “Ice Barrier” monster from your deck to your hand. Once per turn: you can special summon 1 “Ice Barrier” monster from your hand. You must control an “Ice Barrier” monster to activate and resolve this effect. If you would synchro summon an “Ice Barrier” synchro monster using only “Ice Barrier” monsters while you control an “Ice Barrier” tuner monster, you can banish 1 “Ice Barrier” monster from your graveyard and/or send 1 “Ice Barrier” monster from your hand to the graveyard for that synchro summon. You can only use each effect of “Solidity Fortress of the Ice Barriers” once per turn.

 

Frozen Reinforcements for the Ice Barriers

Spell - Normal

 

Target 3 “Ice Barrier” monsters in your graveyard, including at least 1 synchro monster and at least 1 non synchro monster. Shuffle those targets into the deck then draw 2 cards. You cannot summon monsters during the turn you activate this effect, except “Ice Barrier” monsters.

 

Darklords

 

The Darklord’s Domain of the Underworld

Spell - Field

 

Once per turn, you can discard 1 “Darklord” card: draw 2 cards. If you would send a “Darklord” monster to the graveyard to activate the effect of “Darklord” card, except "The Darklord's Domain of the Underworld", you can use this card for the activation. If this card is sent to the graveyard: you can add 1 “Darklord Morningstar” from your deck or graveyard to your hand.

 

Worms

 

Worm Generation

Trap - Continuous

 

Once per turn, you can discard 1 card: special summon 1 Light Reptile type “Worm” monster from your deck or graveyard in face up or face down defense position. You can banish this card from your graveyard: special summon any number of Light Reptile type “Worm” monsters from your graveyard in face down defense position. You can only use each effect of “Worm Generation” once per turn.

 

Worm Fusion

Spell - Normal

 

Fusion summon 1 “Worm” fusion monster using monsters from your hand or field as fusion materials. If all the monsters in your graveyard are reptile type you can use monsters in your deck as fusion materials. If a monster is flip summoned: you can add this card from your graveyard to your hand. You can only use each effect of “Worm Fusion” once per turn.

 

Worm World

Spell - Field

 

During your main phase, you can special summon 1 Light Reptile type “Worm” monster from your hand in face up or face down defense position. While you control this card, you can normal set Level 5 or higher Light Reptile type “Worm” monsters without tributing. Once per turn ( quick effect ): you can change 1 face down monster you control to face up attack or defense position. If this card is sent to the graveyard: add 1 “W Nebula Meteorite” from your deck or graveyard to your hand.

 

Timelord

 

Dimension of the Time Gods

Spell - Field

 

During your main phase, you can normal summon a “Timelord” monster in addition to your normal summon this turn. If you would normal summon a “Timelord” monster, you can normal summon it without tributing ( even if you already control a monster ). The effects of “Timelord” monsters you control cannot be negated, also they cannot be changed to defense position. During the standby phase, “Timelord” monsters you control do not have to activate their effects that shuffle themselves into the deck. If you do activate their effects to shuffle themselves into the deck, after that effect resolves: draw 1 card.

 

Time Jump

Spell - Quickplay

 

Special summon 1 “Timelord” monster with 0 attack and defense from your deck ignoring it’s summoning conditions. You cannot normal summon or set during the turn you activate this effect. You can only activate 1 “Time Jump” per turn.

 

Paradoxical Time Lapses

Trap - Counter

 

When your opponent would activate a card or effect, or summon a monster(s) while you control a “Timelord” monster: you can return all “Timelord” monsters you control to the hand, and if you do, negate that effect or summon, then send that card(s) to the graveyard. After this effect resolves you can normal summon 1 “Timelord” monster. You can only activate 1 “Paradoxical Time Lapses” per turn

 

Cyber Dragon

 

Chimeratech Factory

Spell - Field

 

Once per turn, you can discard 1 Machine type monster: add 1 “Polymerization”, “Fusion” spell card, or “Pond Bond” from your deck to your hand. You can only use this effect of “Chimeratech Factory” once per turn. While you control a “Cyber Dragon” monster, your opponent cannot activate cards or effects during the battle phase, also your monsters cannot be destroyed by battle. If this card is destroyed by a card effect and sent to the graveyard: you can return all of your banished “Cyber Dragon” monsters to your graveyard.

 

Cyber Dragon Fusion

Spell - Normal

 

Fusion summon 1 “Chimeratech” fusion monster or “Cyber” fusion monster from your extra deck by using monsters from your hand or field as fusion materials. If your opponent controls more cards than you do, and you control no monsters, you can also use materials from your deck. During your main phase, except the turn this card was sent to the graveyard, you can banish this card along with a machine type monster: all Machine type monsters you control gain 1000 attack until the end phase of your next turn. You can only use each effect of “Cyber Dragon Fusion” once per turn.

 

Cyber Escape Hatch

Trap - Normal

 

When your opponent normal or special summons a monster(s) while you control a “Chimeratech” fusion monster or “Cyber” fusion monster: You can banish that fusion monster then banish all monsters your opponent controls. During your next standby phase return the monster banished by this effect to your field, and if you do, that monster’s original attack becomes double the attack that it had while on the field before this effect was activated. You can only activate 1 “Cyber Escape Hatch” per turn.

 

Cyber Dragon Alpha

Level 4 / Light / Machine

0 attack / 0 defense

 

While you control “Cyber Dragon” this card’s level is increased by 1. You can banish this card from your graveyard: special summon 1 “Cyber Dragon” monster from your graveyard. You can only use this effect of “Cyber Dragon Beta” once per turn.

 

Dark Scorpion

 

Hideout of the Dark Scorpions

Spell - Field

 

When this card is activated; add 1 “Dark Scorpion” monster or “Don Zaloog” from your deck to your hand. Once per turn: you can special summon 1 “Dark Scorpion” monster or “Don Zaloog” from your hand. All “Dark Scorpion” monsters and “Don Zaloog” you control can attack your opponent directly, but when they do so using this effect, all damage they inflict to your opponent is halved.

 

Armband of the Dark Scorpions

Spell - Equip

 

Equip only to a “Dark Scorpion” monster or “Don Zaloog” you control. The equipped monster gains 1000 attack, also it can attack your opponent directly. If the equipped monster would activate an effect by inflicting damage to your opponent: you can also apply that effect as this card’s effect after that effect resolves. You can only have 1 “Armband of the Dark Scorpions” equipped to a single monster ( you can control more than 1, but not all equipped to the same monster ).

 

Dark Scorpion Conceal and Blend In

Spell - Continuous

 

“Dark Scorpion” cards and “Don Zaloog” monsters you control cannot be targeted for attacks or card effects, also they cannot be destroyed by card effects. This does not prevent your opponent from attacking your directly. While you control a “Dark Scorpion” monster or “Don Zaloog” all damage you take is halved. You can only control 1 “Dark Scorpion Conceal and Blend In”.

 

Dark Scorpion Empowerment

Spell - Continuous

 

If a “Dark Scorpion” monster or “Don Zaloog” you control battles an opponent’s monster, you can pay 1000 LP: Your monster gains attack equal to the attack of your opponent’s monster. You can only control 1 “Dark Scorpion Empowerment”.

 

Phantom Beasts

 

Great Forest of the Ancient Beasts

Spell - Field

 

All Beast type monsters you control gain 500 attack and defense. Beast type monsters you control cannot be destroyed by battle or card effects, and they also cannot be switched to defense position by a card effect. If a Beast type monster you control would be attacked: you can send 1 Beast type monster from your deck to your graveyard, you take no damage from that battle.

 

Phantom Beast Mega-Kong

Level 7 / Beast-Warrior / Dark

2400 attack / 2000 defense

 

If you’re tributing a “Phantom Beast” monster or “Gazelle the King of Mythical Beasts”, this card can be normal summoned with 1 tribute. When this card battles your opponent cannot activate card’s or effects until the end of the damage step. When this card is destroyed and sent to the graveyard: inflict 1500 damage to your opponent, then add 1 Beast type monster from your deck to your hand. You can only use this effect of “Phantom Beast Mega-Kong” once per turn.

 

Ally of Justice

 

Fortress of the United Allies

Spell - Field

 

While you control an “Ally of Justice” monster, all monsters in your opponent’s hand, field, graveyard, and face up in their extra deck are treated as Light monsters. Once per turn: you can destroy 1 Machine type monster in your hand or on your field, and if you do, special summon 1 “Ally of Justice” monster from your hand or deck. While you control this card you can normal summon level 5 or higher “Ally of Justice” monsters without tributing.

 

Ally of Justice Dark Connector

Dark / Machine / level 3 / Tuner / Effect

1000 attack / 1000 defense

 

When this card is normal or special summoned: you can target 1 “Ally of Justice” monster in your graveyard, except “Ally of Justice Dark Connector”; special summon that target. You can treat this card as a level 4 or level 2 monster for the synchro summon of an “Ally of Justice” synchro monster.

 

Ally of Justice Capture and Contain

Trap - Continuous

 

Activate only while you control an “Ally of Justice” monster. “Ally of Justice” monsters you control cannot be targeted or destroyed by card effects. Light monsters cannot attack, also they cannot activate their effects. If you control no face up “Ally of Justice” monsters, destroy this card.


Gourmet Archetype

13 February 2018 - 12:49 PM

This was a fun little thing I made based on ratatouille. It's a fusion summoning archetype based around sort of a reverse sylvan, this involving the bottom of the deck and calling it correctly. Please tell me your thoughts on this, I would like to make it better.

 

Gourmet Dish - Filet Mignon

Level 3 / Earth / Fiend

1500 attack / 1200 defense

 

You can special summon this card from your hand by discarding 1 card. If this card is normal or special summoned: you can look at the bottom 5 cards of your deck. If any of them are “Gourmet” cards, you can arrange them in any order on the bottom of your deck. Place the other cards on top of your deck in any order. You can only use each effect of “Gourmet Dish - Filet Mignon” once per turn.

 

Gourmet Dish - French Onion Soup

Level 3 / Earth / Fiend

1000 attack / 100 defense

 

You can special summon this card from your hand by discarding 1 card. If this card is normal or special summoned: you can take 1 “Gourmet” card from your graveyard; add 1 “Gourmet” card from your deck to your hand, then place the card from your graveyard on the bottom of your deck. You can only use each effect of “Gourmet Dish - French Onion Soup” once per turn.

 

Gourmet Dish - Pork Chops

Level 3 / Earth / Fiend

1200 attack / 1200 defense

 

You can special summon this card from your hand by discarding 1 card. If this card is normal or special summoned: you can target 1 “Gourmet” card in your graveyard; place that target on the bottom of your deck, then draw 1 card. You can only use each effect of “Gourmet Dish - Pork Chops” once per turn.

 

Gourmet Ingredient - Perfect Sauce

Level 1 / Earth / Fiend

0 attack / 0 defense

 

If this card is normal or special summoned: you can reveal the bottom card of your deck. If the revealed card has “Gourmet” in it’s card text, you can add that card to your hand. If the revealed card is a monster, you can also special summon it to your field in defense position. If this card is used as a Fusion material: you can draw 1 card. You can only use each effect of “Gourmet Ingredient - Perfect Sauce” once per turn.

 

Gourmet Ingredient - Fancy Spices

Level 1 / Earth / Fiend

0 attack / 0 defense

 

If this card is normal or special summoned: you can reveal the bottom 3 cards of your deck, and if you reveal a “Gourmet” monster, except “Gourmet Ingredient - Fancy Spices”, you can special summon one of those monsters, then place the rest of the cards on the bottom of your deck in any order. If this card is used as a fusion material: you can add 1 other “Gourmet” card from your graveyard to your hand. You can only use each effect of “Gourmet Ingredient - Fancy Spices” once per turn.

 

Gourmet Ingredient - Fresh Herbs

Level 1 / Earth / Fiend

0 attack / 0 defense

 

If this card is normal or special summoned: you can reveal the bottom 3 cards of your deck, and if you reveal any “Gourmet” cards with this effect, draw the same number of cards then discard cards equal to the amount of other cards revealed if any. If this card is used as a fusion material: add the bottom card of your deck to your hand, then place the top card of your deck on the bottom of your deck. You can only use each effect of “Gourmet Ingredient - Fresh Herbs” once per turn.

 

Gourmet Fusion

Spell - Normal

 

Fusion summon 1 “Gourmet” Fusion monster by sending the required materials from your hand and/or field to the graveyard. During the first turn in which this card is activated, if this card is sent to the graveyard: you can add this card from your graveyard to your hand. After the turn in which this effect is used, if this card would be sent from the field to the graveyard, place this card on the bottom of your deck instead.

 

Plongeur, the Lowest of the Gourmet Cooks

Link 3 / Link / Warrior / Earth / Effect

2000 attack

Link Markers: Down left / Down / Down Right

Link Materials: 3 “Gourmet” monsters

 

When this card is link summoned; you can special summon up to 2 “Gourmet” monsters from your deck in defense mode to main monster zones this card points to, then take 1 “Gourmet” card from your graveyard and place it on the bottom of your deck. If this card is sent to the graveyard: you can add 2 “Gourmet” cards from your graveyard to your hand.

 

Commis, the Gourmet Kitchen Cook

Level 6 / Fusion / Warrior / Earth / Effect

2200 attack / 2000 defense

Fusion Materials: 2 “Gourmet” monsters

 

Must first be summoned by fusion summoned. When this card is summoned: you can target 2 “Gourmet” monsters in your graveyard; place 1 of those targets on the bottom of your deck, then special summon the other one. If this card leaves the field: you can special summon 1 “Gourmet” monster from your hand.

 

Chef de partie, the Gourmet Station Worker

Level 8 / Fusion / Warrior / Earth / Effect

2600 attack / 2500 defense

Fusion Materials: 2 “Gourmet Dish” monsters

 

When this card is fusion summoned: you can special summon any number of “Demi Chef De Partie, the Apprentice Chef” from your extra deck to zones a link monster you control points to. If the card leaves the field: you can target 1 level 7 or lower “Gourmet” fusion monster in your graveyard, special summon that target.

 

Demi Chef De Partie, the Apprentice Gourmet Chef

Level 7 / Fusion / Warrior / Earth / Effect

1900 attack / 1200 defense

Fusion Materials: 1 “Gourmet Dish” card + 1 “Gourmet Ingredient” card

 

While you control 2 or more monsters with the same name, this card gains 500 attack and 1000 defense. You can tribute 1 Fusion monster you control: reveal the bottom card of your deck. If the revealed card is a “Gourmet” card, add it to your hand, or special summon it to your field in defense mode. If it is not a “Gourmet” card, banish it face down, then take 1000 damage.

 

Saucier, Master of the Gourmet Sauces

Level 9 / Fusion / Warrior / Earth / Effect

3000 attack / 2800 defense

Fusion Materials: 1 “Gourmet Dish” monster + 2 “Gourmet Ingredient” monsters

 

Must first be fusion summoned. When this card is summoned; target any number of “Gourmet” cards in your graveyard. Place those targets on the bottom of your deck in any order, then destroy cards your opponent controls up to the number of cards placed by this effect. If this card leaves the field, you can add the bottom card of your deck to your hand.

 

Sous Chef, Gourmet Assistant to the Master

Level 10 / Fusion / Warrior / / Earth / Effect

3500 attack / 3200 defense

Fusion Materials: 3 “Gourmet” Fusion monsters

 

Must first be fusion summoned. Once per turn: if all the cards in your hand are “Gourmet” cards, you can place your hand on the bottom of your deck ( in any order ) then draw cards equal to the amount + 3. During your main phase: you can discard 1 “Gourmet” card and tribute this card; special summon 1 “Gourmet” card from your extra deck ignoring it’s summoning conditions except “Sous Chef, Assistant to the Master”.

 

Head Chef, Master of the Gourmet Kitchen

Level 12 / Fusion / Warrior / Earth / Effect

4000 attack / 4000 defense

Fusion Materials: 3 “Gourmet” Fusion monsters + 1 “Gourmet Dish” monster + 1 “Gourmet Ingredient” monster

 

Must be fusion summoned and cannot be summoned by other ways. When this card is fusion summoned: you can reveal cards from the bottom of your deck until you reveal a card that is not a “Gourmet” card. Add all “Gourmet” cards to your hand or special summon them to your field, then place the other card on top of your deck. If this card leaves the field: you can special summon 1 “Gourmet” card from your extra deck ignoring it’s summoning conditions except “Head Chef, Master of the Gourmet Kitchen”.

 

Gourmet Restaurant.

Spell - Field

 

The summons of fusion monsters that list “Gourmet” in their card text cannot be negated, also their effects cannot be negated. If you control no fusion monsters: you can excavate the bottom card of your deck, and if it is a “Gourmet” card, apply 1 of the following effects

  • Monster: add that card to your hand or special summon that monster to your field

  • Spell/Trap: add that card to your hand or place it on top of your deck

 

Gourmet Dish Orders

Spell - Normal

 

Take 3 “Gourmet” cards with different names and place them on the bottom of your deck in any order. If this card is in your graveyard: you can banish this card from your graveyard and declare 1 “Gourmet” card name. If the declared card is on the bottom of your deck, you can add that card to your hand, then draw 1 card. You can only use one effect of “Gourmet Dish Orders” per turn and only once that turn.

 

Opening the Gourmet Restaurant

Spell - Normal

 

Activate only at the start of your main phase 1. Add 1 “Gourmet Dish” and 1 “Gourmet Ingredient” monster from your deck to your hand. You cannot tribute summon monsters or special summon monsters from the extra deck that are not “Gourmet” monsters during the turn you activate this effect. You can only activate 1 “Opening the Gourmet Restaurant” per turn.

 

Instant Synchron

12 February 2018 - 01:25 PM

This was a card idea I had based around instant fusion. It would allow for a lot of synchro creativity, much like theseus does, but on a larger scale. 

 

Instant Synchron

 

Spell - Normal

 

Pay 1000 lifepoints: Special summon 1 level 6 or lower Synchro monster from your extra deck ( this is treated as a synchro summon ). The summoned monster has it's effects negated, it cannot attack during this turn, also destroy it during the end phase. You can only activate 1 "Instant Synchron" per turn.


Ban List Opinion ( next list post feb 5 2017 )

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