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Tkk

Tkk

Member Since 12 Aug 2017
Member ID: 878,005
Currently Not online
Offline Last Active Feb 25 2019 03:17 PM
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#7133969 [Better Older Deck Support] - Cloudians

Posted by Tkk on 15 January 2019 - 11:10 AM

Hi again! Frustrated by a wave of bad support for older decks, I took it upon myself to try and re-imagine some of these concepts from decks I either know a lot about or have actually played myself. This time it's Cloudians. Although Cloudian Aerosol is not a bad card, I don't feel like it's enough. That being said, It'd feel like a cop-out if I just made a Link monster and called it a day. So instead I've made 3 cards that I feel like truly help modernize the theme of Cloudians: a control deck that out values your opponent. Please share your thoughts!

 

 

 

 

 

(The one I drew myself :D *DISCLAIMER: NOT AN ARTIST*)

pR6VZRa.png
 

version 1

If you control 2 or more \"Cloudian\" monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. All \"Cloudian\" monsters you control gain 100 ATK for every Fog Counter on the field. Once per turn, you can remove any number of Fog Counters on this card: Add 1 \"Cloudian\" monster from your Deck to your hand whose Level equals the number of Fog Counters removed. If you removed 3 or more, you can add 1 \"Cloudian\" Spell/Trap instead.

 

current

If you control 2 or more \"Cloudian\" monsters, you can Special Summon this card (from your hand). Cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When this card is Normal Summoned or Special Summoned by its own effect: Place 1 Fog Counter on this card for each \"Cloudian\" monster on the field. Once per turn, you can remove any number of Fog Counters on this card: Add 1 \"Cloudian\" monster from your Deck to your hand whose Level equals the number of Fog Counters removed.

 

 

 

04qyF4Y.png

 

Cards and effects cannot change the battle position of \"Cloudian\" monsters you control with Fog Counters. You can only use each of the following effects of \"Gathering Cloudian\" once per turn.\n● Activate 1 \"Cloudian Squall\" from your Deck or GY.\n● Remove Fog Counters from anywhere on the field; you can Normal Summon 1 \"Cloudian\" monster whose Level equals the number of Fog Counters removed in addition to your Normal Summon/Set, and if you do, draw 1 card.

 

 

 

Je1PJZv.png

 

version 1

Once per turn, if a \"Cloudian\" monster(s) you control would be destroyed by card effect, you can remove 1 Fog Counter from that monster(s) instead. Once per turn: You can activate 1 of the following effects.\n● Special Summon 1 Level 4 or lower banished \"Cloudian\" monster.\n● Return 1 \"Cloudian\" monster you control or in your GY to the Deck, and if you do, distribute Fog Counters equal to its Level to face-up monsters.

 

current

Once per turn, if a \"Cloudian\" monster(s) you control would be destroyed by card effect, you can remove 1 Fog Counter from that monster(s) instead. You can only use each of the following effects of \"Cloudian Storm Wall\" once per turn.\n● Special Summon 1 Level 4 or lower banished \"Cloudian\" monster.\n● Return 1 \"Cloudian\" monster you control or in your GY to the Deck, also, after that, distribute Fog Counters equal to its Level to face-up monsters.

 

 

 

(another one I drew <3)

fprlO06.png

 

When this card is activated: You can add 1 Spell/Trap that has \"Cloudian\" in its text, except \"Cloudian Kingdom\", from your Deck to your hand, and if you do, send 1 \"Cloudian\" card from your hand to the GY. If you cannot, banish the added card instead, face-down. All monsters with Fog Counters, except Fairy monsters, lose 100 ATK for each Fog Counter on them. If a monster with Fog Counters is destroyed: Distribute those Fog Counters to face-up \"Cloudian\" monsters you control (evenly).




#7132062 Koa'ki Meiru Jibrael [this is CC, don't get too excited]

Posted by Tkk on 16 December 2018 - 12:15 AM

Breaking my issues down 1 by 1:

 

- Needs some restriction on the summoning condition. 2 monsters means you can make 2 of these with just goat tokens.

 

- "If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn." This is probably an unnecessary restriction, at least if you're not using the effect to Special Summon from the deck.

 

- ""Koa'ki Meiru" monsters this points to cannot be destroyed." It's probably a little silly to give them total destruction immunity. I'd probably say they cannot be destroyed by card effects instead. They're normally much stronger than average monsters anyways, so thematically it plays better.

 

- It would probably be better to make the summon be for the same attribute, because Koa'kis never really played just by themselves. They always played as part of another deck, usually with the same attributes and/or types (obviously because of their upkeep effects). This way, you card gains power through extra utility, instead of pure generic spam (which ends up often needing to be targeted by the format changes).

- Lastly, I don't think any new Koa'kis have been printed in a while, so I just put my best guess for how Konami would print it now...

So something like:

"

2 Monsters, including a "Koa'ki Meiru" monster
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 "Koa'ki Meiru" monster in your hand. If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn. "Koa'ki Meiru" monsters this card points to cannot be destroyed by card effects. Once per turn: You can target 1 "Koa'ki Meiru" monster in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Kao'ki Meiru" monster from your Deck with the same Level and Attribute as the targeted monster. During your End Phase, send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY OR reveal 1 "Koa'ki Meiru" monster in your hand. If you cannot, destroy this card.
"

Hope the feedback helps!! :)




#7128929 [written] Morphtronic Power Drill

Posted by Tkk on 18 November 2018 - 01:23 AM

As someone who used to play tons of Morphtronics back in the Synchro era, I love the concept of this card. Equip Morphtronics, in my mind, quickly got phased out by the rapid spam decks that could be made by using cards like Machine Dupe and Pot of Avarice. So its nice to take it back in this direction.

Actually looking at the effect, I do like the versatility of the summoning condition. Really seems like you were thinking about Isolde here, which honestly needs something more than Winter Cherries to get in its way (albeit this would be a rather slow way of dealing with it).

The summon condition is interesting, but I feel like it should be one of the position effects instead. Also phrasing tip: "When this card is Special Summoned: you can target 1 "Morphtronic" monster you control; send 1 Equip Card from your Deck to the GY, and if you do, change its battle position."

The first effect is really OP. Of course I like support for PT Dragon, but this is too much imo.

Ironically, I think the second effect doesn't actually do enough. I really don't think Morphtronics could afford to let their opponent draw a card.

The restriction at the end probably isn't needed. Morphtronics aren't broken enough to need a set back like this and this card can't even be normal summoned. Konami has a bad habit of doing this to legacy support too.

Love the idea. Best of luck.