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Ultimagamer

Ultimagamer

Member Since 06 Jul 2017
Member ID: 874,614
Currently Viewing Topic: Chaos Xyz Evolution (V2.0)
Online Last Active A minute ago
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Crystron Deck ( Needlefiber Build )

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 


A Theoretical Needlefiber Errata

16 August 2018 - 10:22 PM

Being a Crystron player and having tested all of the Crystron Needlefiber combos and having practiced them many times, I can say somewhat confidently that if Crystrons don't have Needlefiber they lose a lot of their Synchro Summoning power. 

 

Crystron Combos

 

Many people have speculated on the possible banning of Needlefiber when it comes out. The big reason many people have been saying that Needlefiber could get banned is for it's use as a generic link monster in competitive decks and that fact that it allows for easy link laddering. Since every competitive deck plays tuners ( hand traps ) or possibly things such as glow up bulb and o-lion for combos, it's viable pretty much everywhere. It's pretty safe to say people aren't saying it should get hit because of the competitive impact that Crystrons have with it. 

 

I think that before needlefiber officially comes to the TCG it should have an errata on it's text to balance the card, keeping it for Crystrons and other such Synchro decks. 

 

Old Text 

 

If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect ): You can banish this card; Special Summon 1 Tuner Synchro Monster from your Extra Deck (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Needlefiber" once per turn. 

 

Errata Suggestion 

 

If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During the turn you use this effect, you cannot Special Summon Link Monsters, except for "Crystron" Link Monsters. During your opponent's Main Phase or Battle Phase (Quick Effect ): You can banish this card; Special Summon 1 Tuner Synchro Monster from your Extra Deck (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Needlefiber" once per turn. 

 

This in my opinion would be the perfect errata for the card. 

1. It balances the card competitvely ( it can no longer be used as an easy link laddering card ) 

2. It keeps the card specific to Crystrons mainly, but other Synchro focused archetypes could still take advantage of the card. 

3. It doesn't impact the intended Crystron playstyle but prevents it from being used in other decks 

4. It keeps the restriction open-ended for future crystron support ( possibly another link monster in the future ) 


Treasure Pirates! Archetype

15 August 2018 - 02:10 PM

This was an archetype that I thought of based around the concept of switching control of cards you control to your opponent, then giving "your opponent" ( which would be you ) mandatory bonus effects as well as potential mass stealing of cards! 

 

Just to be clear, any monster effect with phrases like "when you do this, your opponent" is referring to you after you gave control of that card to your opponent 

 

This is just the start of these cards, so if you have an feedback, please let me know :D 

 

Source of Names 

http://www.thewayoft...ife/who-is-who/

 

Treasure Pirate - Gunner

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can destroy 1 card you control if possible, except for a card originally owned by them.

 

Treasure Pirate - Powder Monkey

Level 4 / Water / Warrior / Effect

1000 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can add 1 Spell/Trap card from their Deck to their hand that lists “Treasure Pirate” Monster” in their card text.

 

Treasure Pirate - Cook

Level 4 / Water / Warrior / Effect

1500 attack / 1000 defense

 

Once per turn, if this card is in control of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Special Summon 1 “Treasure Pirate” Monster from their Deck to their field in face-up Attack Position.

 

Treasure Pirate - First Mate

Level 4 / Water / Warrior / Effect

1800 attack / 1000 defense

 

When this card is Summoned to the field of the original owner; you can give control of this card to your opponent. When you do this, your opponent can Normal Summon 1 Warrior-Type Monster in addition to their Normal Summon/Set this turn.

 

Treasure Pirate - Captain

Level 5 / Water / Warrior / Effect

2000 attack / 1000 defense

 

If your opponent controls a “Treasure Pirate” Monster originally owned by you: You can tribute 1 Monster your opponent controls; Special Summon this card to your field. Whenever this card battles a Monster while your opponent controls a “Treasure Pirate” Monster originally owned by you, this card’s original ATK and DEF are doubled until the end of the turn.

 

The Seven Open Seas

Spell - Field

 

Each time control of a Monster(s) is switched between players, you can draw a card for each of those Monsters. All “Treasure Pirate” Monsters you control gain 500 ATK, also if your opponent controls no “Treasure Pirate” Monsters, they can attack their opponent directly. Whenever a “Treasure Pirate” Monster you control inflicts damage to their opponent; you can draw 1 card.

 

Treasure Map

Spell - Equip

 

Equip only to a “Treasure Pirate” Monster on either players field. If it is in control of your opponent, take control of it. ( The equipped Monster can still have it’s control switched to your opponent, also it’s Monster effects that apply when the equipped Monster switches control ). Whenever the equipped Monster switches control to your opponent, switch control of it back to you after it’s effect applies. The equipped Monster gains 500 ATK, also it can attack your opponent directly. The equipped Monster can activate it’s effect twice during each turn.

 

Initiate the Boarding!

Spell - Quickplay

 

Special Summon 1 “Treasure Pirate” Monster from your Deck to your opponent’s field in face-up Attack Position. This Summoned Monster is treated as if it were Summoned to your opponent’s field by it’s own effect, it gains it’s effects, also this Summon is treated as a Monster switching control from your field to your opponent’s. Immediately after these effects resolve, draw 1 card.

 

Cannon Fire!

Spell - Continuous

 

Each time you switch control of a “Treasure Pirate” Monster(s) to your opponent: You can target 1 card your opponent controls; destroy that target. If this card is in your GY: You can target 1 “Treasure Pirate” Monster your opponent controls that was originally owned by you; return both that Monster and this card to your hand.

 

All Out Swashbuckling!

Spell - Quickplay

 

Give control of any number of “Treasure Pirate” Monsters you control to your opponent. During the End Phase of the turn you activate this effect, take control of as many Monsters your opponent controls as possible then draw 1 card for each Monster originally owned by your opponent that was taken by this effect.

 

Here There Be Treasure!

Spell - Quickplay

 

Place this card face-up in your opponent’s Spell/Trap Card Zone in the same column as the one it was activated in as a Continuous Spell Card. If 2 “Here There Be Treasure!” are in the same Spell/Trap Card Zone while there is at least 1 Spell/Trap Card in between them and they were activated by the same duelist; shuffle all “Here There Be Treasure!” on the field into the Deck, then add any Spell/Trap Cards in the Spell/Trap Card Zones in between those cards then draw 1 card for each Spell/Trap Card originally owned by your opponent that was taken by this effect.


Railway Support

14 August 2018 - 10:58 PM

This was some support I thought of for the Railway archetype ( Something I've been playing IRL for the past 2 years ). 

 

Please leave your thoughts below :D 

 

The Conductor of the Trains

Link 2 / Earth / Machine / Link / Effect

Link Markers: Bottom Left, Bottom Right

Link Materials: Any 2 Machine-Type Monsters, Level 10 Monsters, and/or Xyz Monsters

2000 attack

 

This card cannot be targeted for an attack while this card points to an Xyz Monster. When this card is Link Summoned: You can target 1 of the Monsters in your GY that was used for this card’s Link Summon; Special Summon that target. If that target was an Xyz Monster or a Monster with a different Level than 10, you can treat that Monster as a Level 10 Monster, also it can be used an an Xyz Material for an Xyz Summon. Once per turn: You can target 1 Level 10 EARTH Machine-Type Monster you control; Special Summon 1 Level 4 EARTH Machine-Type Monster with 1800 or more ATK from your Deck and if you do, it’s Level becomes 10. You can only activate each effect of “The Conductor of the Trains” once per turn.

 

Speeding Bullet Charger

Level 10 / Earth / Machine / Effect

3000 attack / 3000 defense

 

You can discard 1 card to Special Summon this card from your hand. When this card is Summoned by this way, it’s original ATK and DEF become 0 while it is face-up on the field. If you Special Summon an Xyz Monster from your Extra Deck while this card is in your GY: you can target 1 Level 10 EARTH Machine-Type Monster in your GY; add that target to your hand. You can only activate this effect of “Speeding Bullet Charger” once per turn.

 

Heavy Locomotion PushPull

Level 10 / Earth / Machine / Effect

2900 attack / 2200 defense

 

Cannot be used as Link Material unless it is for the Summon of an Machine-Type Link Monster. If an EARTH Machine-Type Monster(s) is Normal or Special Summoned to your field while this card is in your GY; you can Special Summon this card from your GY. When this card is Summoned by this way, it’s original ATK and DEF become halved. An Xyz Monster that uses this card or has this card as an Xyz Material cannot have it’s Summon negated, also your opponent cannot activate cards or effects when that Monster is Summoned. ( This effect also applies to the Summons of Monsters by the effect of “Rank-Up-Magic” cards ).

 

Confident Coal Car

Level 4 / Earth / Machine / Effect

1800 attack / 1000 defense

 

You can discard this card; add 1 “Revolving Switchyard” from your Deck or GY to your hand. When this card is Special Summoned: you can inflict 500 damage to your opponent. You cannot conduct your battle phase during the turn you activate this effect. When this card is detached from an Xyz Monster to activate that Monster’s effect: You can target 1 EARTH Machine-Type Monster in your GY, except “Confident Coal Car”; add that target to your hand.

 

Number C81: Superdreadnought Rail Cannon Ultimate Dora

Rank 11 / Earth / Machine / Xyz / Effect

4000 attack / 4500 defense

3 Level 11 Monsters

 

Once per turn, during either players turn, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; negate that activation or effect, then send that card to the GY. Immediately after this effect resolves, this card is unaffected by your opponent’s card effects until the end of this turn. If this card has “Number 81: Superdreadnought Rail Cannon Super Dora” as an Xyz Material, this card gains the following effect.

  • If an EARTH Machine-Type Monster(s) you control would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead.

 

Train Drain

Spell - Quickplay

 

Activate only while you control either a Level 10 EARTH Machine-Type Monster, a Rank 4 Machine-Type Monster, or a Rank 10 or higher Xyz Monster; Negate the effects of all face-up Monsters currently on the field until the end of this turn. If you Special Summon a Rank 10 or higher Xyz Monster from your Extra Deck while this card is in your GY; you can set this card to your field, but banish it when it leaves the field.

 

Rank-Up-Magic Train’s Upgrade

Spell - Quickplay

 

Apply one of the following effects

  • Target 1 Rank 10 Machine-Type Monster you control; Special Summon from your Extra Deck 1 Xyz Monster with the same Type and Attribute from your Extra Deck using that Monster as an Xyz Material ( Xyz Materials attached to that Monster become attached to the Summoned Monster ). After that Monster is Summoned, attach this card to that Monster as an Xyz Material.

  • Target 1 Rank 10 Machine-Type Monster in your GY that was sent there during this turn; Special Summon that Monster ignoring it’s Summoning Conditions, then Special Summon from your Extra Deck 1 Xyz Monster with the same Type and Attribute from your Extra Deck using that Monster as an Xyz Material ( Xyz Materials attached to that Monster become attached to the Summoned Monster ). After that Monster is Summoned, attach this card to that Monster as an Xyz Material.


A Theoretical Banlist

14 August 2018 - 01:06 PM

This is what I'm hoping to see from the next banlist 

 

Banned 

 

Monsters 

Droll & Lock Bird 

Wind-Up Hunter 

Cannon Soldier 

Toon Cannon Soldier 

Amazoness Archer 

Shadowpriestess of Ohm 

Firewall Dragon 

Knightmare Goblin 

 

Spells 

Divine Sword - Phoenix Blade 

 

Traps 

None 

 

Limited 

 

Monsters 

Elemental HERO Stratos 

Gem-Knight Lady Lapis Lazuli 

Wind-Up Carrier Zenmaity 

 

Spells 

Sky Striker Mobilize - Engage! 

Sky Striker Mecha - Hornet Drones 

Harpie's Feather Duster 

 

Traps 

Time Seal 

Semi-Limited 

 

Monsters 

Ehther the Heavenly Monarch 

Ritual beast Ulti-Cannahawk 

 

Spells 

Pantheism of the Monarchs 

The Monarchs Stormforth 
Gateway of the Six 

 

Traps 

None 

 

Unlimited 

 

Monsters 

Apoqliphort Towers 

Chaos Emperor Dragon - Envoy of the End 

Gem-Knight Master Diamond 

Luster Pendulum, the Dracoslayer 

Necroface 

Wind-Up Magician 

T.G. Hyper Librarian 

 

Spells 

Burial From a Different Dimension 

 

Traps 

Ring of Destruction 

 

A couple of my thoughts on my banlist choices 

 

I would choose to ban the phoenix blade since that is the main equip spell that goukis play, allowing it to recur itself many times for discard fodder. Without it goukis wouldn't gain as much advantage from Knightmare effects 

 

Chaos Emperor Dragon has an ocg errata, so he can come back now ( much like Grandsoil the Elemental Lord did ) 

 

I would put Harpie's Feather Duster to one given that it has a similar power level to that of Raigeki which is also limited, and not always main decked 

 

Time Seal at 1 probably won't cause loops in which people manage to set it, use it, then re-set it with something to lock the opponent out of draws 

 

Limiting lapis lazuli prevents master diamond from being able to be bounced and then re-summoned for an ftk. If you only have 1 lapis, then you can only summon her once, and copy her effect with master diamond once since he wouldn't be able to send a copy of lapis to the graveyard with his effect. Going first it could only get you to 6000 burn damage ( 500 per monster, 6 zones max, 2 burns total ) 

 

Banning all of the "Tribute to Burn" cards since they really don't have any place in modern yugioh outside of enabling ftks 

 

Pretty much every card currently on the semi-limited list could come off without too much happening