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Member Since 06 Jul 2017
Member ID: 874,614
Currently Viewing Topic: [Written] Dark Scorpion Support
Offline Last Active Yesterday, 11:01 PM

Superheavy Samurai Daihachi and Swordmaster Musashi

Yesterday, 03:41 PM

These were a couple of cards I have been thinking about when it comes to OCG exclusive cards. 


Superheavy Samurai Daihachi 

Level 4 / EARTH / Machine / Effect 

1200 attack / 1800 defense 


When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. if it does, apply its DEF for damage calculation. if you have no Spells/Traps in your GY: You can change this card you control from face-up Defense Position to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Daihachi" once per turn. 




Superheavy Samurai Swordmaster Musashi 

Level 5 / EARTH / Machine / Synchro / Effect 

300 attack / 2300 defense 

1 Tuner + 1 or more non-Tuner monsters 


When this card is Synchro Summoned: You can target 1 Machine-Type monster in your Graveyard; add it to your hand, also if you have a Spell/Trap Card in your Graveyard, you cannot Normal or Special Summon monsters with the added monster's name for the rest of this turn. This card can attack while in face-up Defense Position. if it does, apply its DEF for damage calculation. 




These cards are quite good in the Superheavy Samurai strategy, Diahachi allowing you to effectively special summon any member of the archetype from your deck. 


1. Normal summon Daihachi

2. Effect of Daihachi, change itself to defense mode 

3. Effect of Daihachi, change to attack to search a Soul card 

4. Search for Soulpeacemaker 

5. Effect of Soulpeacemaker in hand, equip to Daihachi 

6. Effect of the equipped Soulpeacemaker, destroy the Daihachi to special summon any Superheavy Samurai monster from your deck 


you can go into whatever you want from there, you could go into Scales and revive one of them, you could go into Big Benkei for a 3500 defense position attacker, things like that. 


The synchro monster allowing you to get back any machine type monster from your graveyard is pretty good too, as it allows you to retrieve any card in your archetype

Scales ( revives Superheavy Samurais ) 

Daihachi ( searches Soul cards )

Soulpiercer ( allows a Superheavy Samurai equipped with it to do piercing damage, also it allows you to search any Superheavy Samurai if it's sent from the field to the graveyard)

Soulhorns ( allows a Superheavy Samurai equipped with it to attack twice )

Gauntlet ( doubles the defense of a Superheavy Samurai monster when it battles a monster ).


These all allow for Superheavy Samurais to get easier OTKs which is what the deck primarily does ( the 9600 defense of a Steam Train King attacking twice is a pretty cool sight to see ) and it gives them a boost in consistency, which is always nice. 


Naturally, the deck wouldn't be competitive, but would it be a lot more playable with these cards imported into the TCG? 

Sphere Field ( Anime )

11 May 2018 - 03:04 PM

This was a really cool card that appeared in zexal. I was reminded of it when I saw that Glorious Numbers was getting printed. 


Sphere Field 

Spell - Field 


Players can Special Summon a random "Number" monster from their Extra Deck by using 2 monsters with the same Level from their hand as Xyz Materials (This Special Summon is treated as an Xyz Summon. ) If a monster Summoned by this effect has No Xyz Materials, destroy it. 


This was a really powerful playmaker in the 3 episodes it appeared. If it were made in real life I would imagine it would have a wording similar to that of Number 78. 


Would this be competitively viable? There are quite a few number cards that are good, and a lot of staple ones ( numbers 41 and 39 into S39 come to mind ). I think it would be a pretty neat print

Banlist Opinion ( the potential May one )

04 May 2018 - 01:29 PM

These are my current thoughts on what should be changed on the next banlist




Astropgrah Sorcerer 


( this card has contributed to a lot of the meta for the past while, hitting it won't put a permanent stop to magician shenanigans, but will keep it somewhat in check ) 


Lyrilusc - Independent Nightingale 


( this card seemingly only contributes to FTKs, and I would say that's more important then the 5 or so players who actually play a fusion-lyrilusc deck ) 




Master Peace, the True Dracoslaying King


( if this card is banned, true dracos have no win condition, but if it's left at 3 it's too strong ( IMO ), hitting it to 1 will limit the amount of time that true draco players will be able to see and control the board with it and will make them think twice about 3 desires in their decks ) 




Gateway of the Six 


( six samurais aren't and will probably never be meta ever again, after blackwings got all of their cards back they didn't become good, despite how good they were in the past ) 


Stormforth of the Monarchs / Panthiesm of the Monarchs / Ether the Heavenly Monarch 


( given how true dracos are basically monarchs 2.0 I don't think we really need to keep these limited. Every single monarch card is at 3 in the ocg and they have no impact ) 


Atlantean Dragoons 


( I never understood why this card is at 2, is there any particular reason this can't be at 3? It's effect not being HOPT isn't much of a big reason, since most mermail players I see still manage to use it's effect multiple times per turn regardless. ) 


Necroface / Chain Strike 


( kind of a similar reason to other unlimits, these cards being at 3 won't make them meta, even if you can see them more often. Ceasefire was at 2 for a whlie but they recently unlimited it, and it's not meta. ) 

Red-Eyes Support

25 April 2018 - 11:15 AM

This was some support I thought of for Red-Eyes. You might notice some of it's based around Joey's cards from the anime, much like that of legendary duelist 2. I focused it around the theme from the last set of support, more focused on the equip theme

any feedback is always appreciated :D 


Red-Eyes Wizard

Level 2 / Dark / Spellcaster / Effect

500 attack / 400 defense


Once per turn (quick effect): you can send 1 level 4 or higher “Red-Eyes” monster from your hand, deck, or field to the graveyard and target 1 monster your opponent controls; that target’s attack and defense becomes 0, also negate that targets effects. If this card destroys an opponent’s monster by battle: special summon 1 level 7 or higher “Red-Eyes” monster from your deck, then equip this card to that target. If this card is sent to the graveyard while equipped to a monster: you can discard 1 card; add this card from your graveyard to your hand.


Red-Eyes Swordsman

Level 5 / Dark / Warrior / Effect

1800 attack / 1600 defense


This card is always treated as a level 4 monster and can be normal summoned without tributing. Once per turn (quick effect): you can target 1 “Red-Eyes” card in your graveyard; equip that target to this card. This card gains the effects of all cards equipped to this card by this card’s effect. Once per turn: you can special summon 1 monster equipped to this card by this card’s effect, then you can special summon 1 “Red-Eyes” monster with the same level from your hand, deck or graveyard. Any Gemini monster summoned by this effect becomes an effect monster and they gain their effects.


Red-Eyes Infinite Dragon

Level 7 / Dark / Dragon / Fusion / Effect

3000 attack / 2000 defense


1 Level 7 Dragon-type monster + 1 “Red-Eyes” monster


When this card is fusion summoned: you can send 1 “Red-Eyes” monster from your hand or deck to the graveyard; make the attack of all monsters your opponent controls become 0. You can only use this effect of “Red-Eyes Infinite Dragon” once per turn. Once per turn: you can target 1 level 4 or lower “Red-Eyes” monster in your graveyard; equip that target to this card as an equip spell with the following effect

  • All monsters your opponent controls lose 200 attack

While you control an equip card, your opponent cannot activate cards or effects in response to the effects of “Red-Eyes” cards in your possession.


Red-Eyes Ultimate dragon

Level 12 / Dark / Dragon / Fusion / Effect

4000 attack / 3500 defense


“Red-Eyes B. Dragon” + “Red-Eyes B. Dragon” + “Red-Eyes B. Dragon”


While you control this card your opponent cannot target or destroy spell/trap cards you control, also their effects cannot be negated. When this card declares an attack: you can target 1 “Red-Eyes” monster in your graveyard; inflict damage to your opponent equal to half of that target’s original attack, then special summon the targeted monster to your field. The summoned monster cannot attack during the turn it is summoned.


Domain of the Red-Eyes

Spell - Field


All Dragon-type monsters you control gain 300 attack and defense. Level 5 or higher “Red-Eyes” monsters can be normal summoned without tributing. You can normal summon 1 “Red-Eyes” Gemini monster in addition to your normal summon each turn. Once per turn: you can target 1 “Red-Eyes” monster you control; equip 1 level 4 or lower “Red-Eyes” monster from your deck to that monster.


Red-Eyes Reborn

Spell - Normal


Target 1 “Red-Eyes” monster in your graveyard; special summon that target to your field. You cannot summon monsters during the turn you activate this effect, except Dragon type monsters.


The Red-Eyes Claws

Spell - Normal


Send 1 “Red-Eyes” monster from your hand, deck, or field to the graveyard; special summon 1 “Red-Eyes” Gemini monster from your hand, deck, or graveyard to your field other than the sent monster, then special summon 1 “Red-Eyes Black Dragon Sword” from your extra deck or graveyard ignoring it’s summoning conditions. The Gemini monster summoned by this effect becomes an effect monster and it gains it’s effects. You cannot normal summon/set during the turn you activate this effect. You can only activate 1 “The Red-Eyes Claws” per turn.


Red-Eyes Shield and Sword

Spell - Quickplay


If your opponent controls a monster: target 1 “Red-Eyes” monster you control; add attack points to your “Red-Eyes” monster equal to the attack of the monster your opponent controls with the highest attack, then decrease the attack of one monster your opponent controls by the original attack of the “Red-Eyes” monster targeted by this card’s effect. You can only activate 1 “Red-Eyes Shield and Sword” per turn.


Red-Eyes Chasm With Spikes

Trap - Normal


When your opponent declares an attack against a monster you control while you control a “Red-Eyes” monster: destroy all attack position monsters your opponent controls, then if all of the monsters you control are “Red-Eyes” monsters: you can halve your opponent’s life points. You can only activate 1 “Red-Eyes Chasm With Spikes” per turn.


Cards that are "downsides"

23 April 2018 - 07:36 PM

Given how many terrible cards konami makes you'd think they would make cards like these. They are only good in specific decks but could help your combo maybe sometimes but not all the time. Maybe use a mystical ref panel on some of these. 


Charitable Charity 

Spell - Normal 


Discard any number of cards from your hand. 


Banishment From the Shallow Grave

Spell - Quickplay


Banish 3 cards from your graveyard. 


The Bottomless Grave

Spell - Quickplay


Any card sent to your graveyard this turn is banished instead.