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SecondSeraphim

SecondSeraphim

Member Since 06 Dec 2017
Member ID: 884,946
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Offline Last Active Jun 17 2019 11:04 PM
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#7132534 Majestic Dragon Support!

Posted by SecondSeraphim on 20 December 2018 - 03:31 PM

Thank you for the review! Yeah, that was a mistake on the level of Fairy, was supposed to be 9. And as for Power Dragon I couldn't decide which "form" should transform so I compromised and had both doing it. I need to rework the eff of it as it was supposed to only be reusable if put in the GY from destruction.

 

Have a merry Christmas!




#7129976 Legacy Link Support, part 2

Posted by SecondSeraphim on 27 November 2018 - 02:17 PM

10 new cards for you! Basically, there are a bunch of old Archetypes that don’t work as well after MR4. This is my attempt to help fill in some of the weak spots. Also included a couple of “generic” link monsters intended as retrains as well. Dova, you reviewed part one so I’d really like to see what you think of this bunch. Per your joke I’m leaving what is being supported out of the description. I hope you enjoy the surprise.

 

Here’s the link to Part 1 of this: https://forum.yugioh...y-link-support/

 

Herald of Radiant Light         LIGHT/Fairy/Link                    300/1(D)

1 Level 2 Fairy Monster

If this card is Linked Summon you may add a Level 2 Fairy Monster from your Deck to your hand, with a different name from this card’s Link Material. If the opponent activates a card or effect you can Tribute this card and discard a card; negate the card or effect and destroy it, and then if you do and if the discarded card was a Fairy monster, draw a card.

 

Eternity Shield                        EARTH/Warrior/Link               3000/1(D)

1 Warrior monster

The card cannot attack. A monster this card points to cannot be targeted for an attack or by card effects.

 

Guardian Faust                       DARK/Fiend/Link                    1200/1(D)

1 monster equipped with an Equip Spell Card

If this card is Link Summoned you can reveal a “Guardian” monster in your hand; add an Equip Spell Card that is listed in that monster’s text from your Deck to your hand, then shuffle that monster into the Deck and draw a card. If you activate an Equip Spell Card you may Special Summon one monster that lists that Equip Spell Card in its card text from your Deck. You do not have to send cards from our hand to the GY to activate Equip Spell Cards. You may only activate each effect of “Guardian Faust” once per turn.

 

Evil HERO Lilith                    DARK/Warrior/Link                1400/2(D, R)

2 “HERO monsters, including an “Evil HERO” monster

Once per turn you can banish 1 “Elemental HERO” Fusion Monster from your Extra Deck; Special Summon an “Evil HERO” Fusion Monster from your Extra Deck that lists the same Fusion Materials (this is treated as a Fusion Summon with “Dark Fusion”) but it cannot be used as Material for a Link Summon. If a monster this card points to is targeted by a card or effect you can Tribute this card; negate that card or effect and destroy it. You can only activate each effect of “Evil HERO Lilith” once per turn.

 

Predaplant Poison Poppy        DARK/Plant/Link                    1600/2(DR, DL)

2 Plant monsters

If this card battles a monster with a level currently lower than its original level it gains ATK equal to the difference x 300 during damage calculation only. You can banish this card from your GY to place a Predator Counter on each of up to 2 face-up monsters your opponent controls.

 

Rainbow Duston                     LIGHT/Fiend/Link                   0/1(D)

1 “Duston” monster

The opponent cannot use “Duston” monsters they control as Material for any kind of Summon. At the start of the Battle Phase, this card’s ATK becomes equal to the total number of “Duston” monsters your opponent controls x 1000. Can ATK a number of times each Battle Phase up to the number of “Duston” monsters you control.

 

Genex Comptroller                 DARK/Machine/Link               1400/1(D)

1 “Genex” monster, other than a Link monster

During your Main Phase, you can Normal Summon a “Genex” monster in addition to your Normal Summon/Set. If this card was Link Summoned using “Genex Controller” as Material, you opponent cannot activate cards or effects in response to the Normal Summon of “Genex” monsters, or in response to the effects of “Genex” monsters that activate when they are Normal Summoned.

 

Genex Signal Booster              DARK/Machine/Link               1600/2(L, R)

2 “Genex” monsters, other than Link monsters

You can only activate each effect of “Genex Signal Booster” once per turn. During the turn this card was Link Summoned, you may, immediately after this effect resolves: Synchro Summon a “Genex” Synchro Monster by banishing its Materials from your GY. This card gains the following effects depending on its Link Materials.

  • An “R-Genex” monster: You may send a “Genex” monster from your Deck to your GY; add a “Genex” monster with the same level but a different original name from your Deck to your hand.
  • A “Genex Ally” monster: You may target a “Genex” monster you control or that is in your GY and declare an Attribute; it becomes that Attribute until the End Phase.

Overlord Kristya                    LIGHT/Fairy/Link                    2800/4(U, DL, D, DR)

2+ Fairy monsters

If this card is Link Summoned using 4 monsters as Material, you can Special Summon a Fairy monster from your GY or from your banished cards. Your opponent cannot Link Summon. If this card is sent from the field to the GY by battle or by an opponent’s card effect, you can shuffle 1 other Fairy monster from your GY into your Deck; draw a card.

 

Gonglu, Power of the Yang Zing          DARK/Dragon/Link                1700/2 (DL, DR)

2 Wyrm monsters

“Yang Zing” monsters used to Link Summon this card apply their effects to this card that they would apply to Synchro Monsters Summoned using them. Also apply those effects to Wyrm monsters this card points to. You can Tribute this card (Quick Effect) to target one card on the field with an effect that prevents or negates Special Summons; negate that card or effect until the end of the turn (you can use this effect in response to a Counter Trap Card activated in response to an attempted Special Summon).

 

As you can see, I didn’t have any lunch with “Ice Barrier”, “Digital Bug”, or “Mist Valley”. Not 100% sure where they are weak you know? Maybe for part 3!




#7122057 Old card support - Accumulative Effects

Posted by SecondSeraphim on 07 October 2018 - 09:30 PM

Here's a couple more. Nothing to make this broken or even meta, but enough to give a few more options to players. Enjoy!

 

Gust of Driving Snow                    Normal Trap

Target a Spell/Trap card the opponent controls; destroy the target(s). When this card is activated, you may target additional Spell/Trap cards on the field up to the number of "Gust", "Driving Snow", and "Gust of Driving Snow" in your GY. You can banish this card from the GY: target a Spell/Trap in the opponent's GY; banish it.

 

Twin Hand Mirrors                          Normal Trap

If a Spell card or effect is activated targeting a card on the field; select a new appropriate target, then, if "Twin Hand Mirrors", "Fairy's Hand Mirror", or "Fiend's Hand Mirror" are in your GY, set this card. If this card is activated the turn it was set, banish it instead of setting it. If "Fairy's Hand Mirror" or "Fiend's Hand Mirror" are in your GY you can activate this card the turn it was set.

 

Loaded Dice                                     Normal Trap
Target a monster you control: roll 1 six-sided die; the target(s) gain 200 ATK x the result, until the end of the turn. When this card is activated, you may target additional monsters you control up to the number of "Loaded Dice", "Skull Dice", and "Graceful Dice" in your GY, also if both "Skull Dice", and "Graceful Dice" are in your GY the ATK gain by the effect of this card is doubled.

 

And for Tythe...

Ugly Goblin Housekeeping           Normal Trap
Send Normal Trap cards from your Deck to the GY up to the number of "Ugly Goblin Housekeeping" in your GY+1, then shuffle the same number of cards from your GY back into your Deck. You can only one of the following effects of a card whose original name is "Ugly Goblin Housekeeping" per turn, and only once that turn:

  • This card's name becomes "Good Goblin Housekeeping", but shuffle it into the Deck during the End Phase.
  • This card's name becomes "Bad Goblin Housekeeping", but banish it during the End Phase.



#7119666 Old card support - Accumulative Effects

Posted by SecondSeraphim on 22 September 2018 - 09:44 AM

I’ve been in Yugioh since day one, meaning I’ve actually won duels in the past thanks to “Reinforcements” and “Castle” Walls, so I felt giving them a throwback would be a cool thing to do. I also ran “Attack and Receive”, “Numinous Healer”, and “Good Goblin Housekeeping”, and felt that that mechanic of an effect growing the more it is used could use some love. Enjoy!

 

Reinforcements from the Castle Walls         Normal Trap

Target monster you control gains 500 ATK/DEF until the end of the turn, plus an additional 300 ATK/DEF for each “Reinforcements”, “Castle Walls”, and “Reinforcements from the Castle Walls” in your GY. If you only control 1 monster and the opponent controls 2 or more monsters, you can activate this card from your hand.

 

Accumulative Force               Normal Trap

Send from your Deck to the GY one Normal Trap that applies additional effects for each card with the same name as it in your GY, then set a card with that name from your Deck. It can be activated this turn. If you activate a Normal Trap card while this card is in the GY, you can apply this effect: this card’s name becomes the name of that Trap card (but is also still treated as “Accumulative Force”), until the end of the turn. You can only activate/apply each effect of “Accumulative Force” once per turn.

 

Bad Goblin Housekeeping                 Normal Trap

Send the top card of the opponent’s Deck to the GY, plus an additional card for each “Bad Goblin Housekeeping” in your GY. If “Good Goblin Housekeeping” is in your GY, those cards are banished face-down instead.




#7119340 Legacy Link Support

Posted by SecondSeraphim on 19 September 2018 - 10:15 PM

Here is Link support for 10 old archetypes. Enjoy!

 

 

Frigg, Mother of the Aesir                           WIND/Plant/Link                   2800 / 3 (DR, D,DL)

3 “Nordic” monsters

You can only activate each effect of “Frigg, Mother of the Aesir” once per turn. If this card is Link Summoned using one each of “Nordic Ascendant”, “Nordic Beast”, and “Nordic Alfar” monsters as Link materials, you can Special Summon an “of the Aesir” Synchro monster from your Extra Deck into a zone this card points to (this is treated as a Synchro Summon). If this card is destroyed by battle or by an opponent’s card effect while you control a level 10 Synchro monster, you can banish a “Nordic” monster from your GY; Special Summon this card, then apply one of the following effects, dependent on the monster banished:

·         Nordic Ascendant: Draw a card.

·         Nordic Beast: Discard a random card from your opponent’s hand.

·         Nordic Alfar: Add a card from your GY to your hand.

 

Gimmick Puppet Wooden Figure               DARK/Machine/Link             1900 / 2 (DR, DL)

2 Level/Rank 8 monsters

An Xyz monster with 2 or more materials can be treated as 2 materials for this card’s Link Summon. You can only activate the effect of “Gimmick Puppet Wooden Figure” once per turn. You can you target two Xyz monsters you control; move an XYZ material from one to the other, then if this card is pointing to both those monsters, inflict 1000 damage to your opponent’s LP.

 

Deskbot Prototype                                        EARTH/Machine/Link           500 / 1 (D)

1 Machine monster whose current ATK is higher than its original ATK.

If this card is Link Summoned, you can Special Summon 1 “Deskbot” monster from your GY or from face-up in your Extra Deck with a different original name than the monster used as material for this card’s Link Summon, but it cannot be used as material for a Link Summon for the rest of the turn. Gains ATK equal to the Level of the monster it points to x 500.

 

Koa'ki Meiru Full Engine                            FIRE/Machine/Link                1400 / 2 (DR, DL)

2 “Koa'ki Meiru” monsters

Once per turn, if a monster(s) in a zone this card points to would be destroyed by a card effect, you may reveal a “Koa'ki Meiru” monster in your hand instead. Once per turn you may add from your Deck to your hand a “Koa'ki Meiru” monster with a different original type from any “Koa'ki Meiru” monsters you control or that are in your GY, then if “Iron Core of Koa'ki Meiru” is not in your GY banish this card.

 

Ancient Gear Living Factory                       EARTH/Machine/Link           1000 / 2 (DR, DL)

2 Fusion/Normal Summoned monsters

Must be Link Summoned and cannot be Special Summoned any other way. Gains 1000 ATK for each level 5 or higher monster used as Link Material for its Link Summon. Once per turn you can banish any number of Machine-Type monsters from your GY; Special Summon a non-Link “Ancient Gear” monster from your GY or Extra Deck whose level exactly equals half the combined levels of the banished monsters, ignoring its summoning conditions.

 

Ally of Justice Core Eater                            DARK/Machine/Link             1400 / 2 (DR, DL)

2 Machine monsters, including a DARK monster

If this card is Link Summoned you can target an “Ally of Justice” monster in your GY; Special Summon it, but it cannot be used as Material this turn, except for the Synchro Summon of an “Ally of Justice” monster. If this card is Link Summoned using a Tuner as Material, you can target 2 monsters instead. During either player’s turn you can (Quick Effect): Tribute this card; all monsters your opponent currently controls become LIGHT.

 

Igknight Strategist                                        FIRE/Warrior/Link                 1700 / 2 (DR, DL)

2 Igknight Monsters

If you have 2 “Igknight” monsters in your Pendulum Zones you can also Link Summon this card using both of those monsters as Material. If this card is Link Summoned; you can add an “Igknight” card from your Deck to your hand. If this card was Linked Summoned using 2 “Igknight” monsters with different Pendulum Scales, you can add 2 cards instead. Once per turn you can shuffle 2 face-up cards in your Extra Deck back into your Deck: target 1 card on the field; destroy it. You can only activate each effect of “Igknight Strategist” once per turn.

 

Naturia Grand Tree                                     EARTH/Plant/Link                 2400 / (DR, D, DL)

3 “Naturia” monsters

If this card is Link Summoned you can target “Naturia” monsters in your GY up to the number of different Types used to Link Summon this card; Special Summon them in face-up Defense position, but they cannot be used as Material for a Link Summon this turn. If you negate the activation of an opponent’s card or effect with the effect of a “Naturia” monster you control, you can Tribute a “Naturia” monster this card points to; banish all cards your opponent controls face-up or that are their GY with the same card type (Monster, Spell, Trap). You can only activate each effect of "Naturia Grand Tree" once per turn.

 

Ghostrick Cherub Cupid                             DARK/Fairy/Link                   1200 / 2 (DR, DL)     

2 “Ghostrick” monsters

The activation of Flip monster effects cannot be negated. For the purpose of “Ghostrick” Field Spell cards, this card and Xyz monsters it points to are treated as face-down Defense Position monsters.

 

Goyo Guardmaster                                       EARTH/Warrior/Link             1500 / 2 (D, R)

2 Effect monsters

You can only activate each effect of “Goyo Guardmaster” once per turn. During your Main or Battle Phase, you can (Quick Effect): Special Summon a “Goyo” Synchro monster from your Extra Deck to a Zone this card points to (this is treated as a Synchro Summon), and if you do, Tribute this card. If a Synchro monster you control is used as Material for a Synchro or Fusion Summon while this card is in the GY, Special Summon this card but banish it when it leaves the field.




#7115504 Old Field Spell Support

Posted by SecondSeraphim on 20 August 2018 - 09:31 AM

I didn't even think of Jurassic World, though it wouldn't count for how the cards are written now due to it granting a 300 ATK boost. A HOPT on Prospector makes since, and I think that Claim can be made a Normal Spell. I'll think on the Continuous Trap as well bit.

 

Thank you for the review. 

 

PS: Oh, what about if I added a clause to Claim that lets you use both effects if you control Encroaching? Like:

 

If you control "Encroaching Land" at activation, you can activate both effects and resolve in sequence.

 

Though I supposed you'd have to reverse the order of effs on the card to be able SS the monster you add.




#7111216 Plaguespreader Support

Posted by SecondSeraphim on 23 July 2018 - 09:50 AM

Changed Rush to a Quick-Play Spell and buffed Gilfer. Also have another new Synchro for you. I need to work on the working on the rest of the stuff though.

 
Plagued Spirit of the Pharaoh                        DARK/Zombie/Synchro/LV 6       ATK 2500 / DEF 2000
"Plaguespreader Zombie" + 1 or more non-Tuner Zombie-Type monsters

If this card is Synchro Summoned you can target your Zombie monsters that are in your GY or are banished whose total levels equal 6 or less; Special Summon them. You can only activate this effect of "Plagued Spirit of the Pharaoh" once per turn.




#7107518 Carn-Evil

Posted by SecondSeraphim on 29 June 2018 - 03:39 PM

I present to you Carn-Evil, an architype of cards based on GY manipulation. The monsters all give you effs continuous powerful effs while they are the top card of your GY, and the S/T help you manipulate your GY so that you can use those effects. Hard to master, but powerful effect wise, I feel that they could give some people a run for their money.

 

Monsters

 

Carn-Evil Strong Man                     DARK/Fiend/LV4               ATK 2000 / DEF 1000

If this card is Summoned, you can have this card gain 1000 ATK, but if you do, destroy it during the End Phase. While this is the top card of your GY; monsters you control gain 1000 ATK.

 

Carn-Evil Stage Hand                      DARK/Fiend/LV3               ATK 1400 / DEF 1200

If this card is Summoned, you can target a “Carn-Evil” monster in your GY; Special Summon it, then you can take a “Carn-Evil” card in your GY and place it on top of your GY. While this is the top card of your GY; your opponent cannot target “Carn-Evil” monsters you control for attacks.

 

Carn-Evil Clown                                DARK/Fiend/LV3               ATK 500 / DEF 1200

If this card is Summoned, you can add a “Car-Evil” monster, other than “Carn-Evil Clown”, from your Deck to your hand. While this is the top card of your GY, you can Normal Summon 1 “Carn-Evil” monster in addition to your Normal Summon/Set, except “Carn-Evil Clown”. (You can only gain this effect once per turn.)

 

Carn-Evil Magician                          DARK/Fiend/LV4               ATK 1900 / DEF 1600                      

Once per turn, if the opponent activates a Spell card or effect, you can discard a card; negate the card or effect. While this is the top card of your GY negate the effects of your opponent’s Spell cards.

 

Carn-Evil Hypnotist                          DARK/Fiend/LV4               ATK 1600 / DEF 1900                      

Once per turn, if the opponent activates a Trap card or effect, you can discard a card; negate the card or effect. While this is the top card of your GY negate the effects of your opponent’s Trap cards.

 

Carn-Evil Lion Tamer                     DARK/Fiend/LV4               ATK 1100 / DEF 1900                      

Once per turn, if the effect of an opponent’s monster activates, you can discard a card; negate the effect. While this is the top card of your GY negate your opponent’s monster effects.

 

Carn-Evil Fortuneteller                   DARK/Fiend/LV2               ATK 200 / DEF 2200                        

Once per turn you can select a random card in your opponent’s hand; look at it. While this is the top card of your GY, your opponent must play with their hand revealed.

 

Carn-Evil Con Artist                        DARK/Fiend/LV4               ATK 600 / DEF 1400                        

Once per turn, if you negate the effect of an opponent’s card; draw a card. While this is the top card of your GY, the activation of your cards and effects cannot be negated, also your effects cannot be negated.

 

Carn-Evil Knife Thrower               DARK/Fiend/LV4               ATK 1600 / DEF 1100

Can attack a second time each Battle Phase. While this is the top card of your GY, you may attack a second time in a row with a monster you control, but if you do destroy it after damage calculation.

 

Carn-Evil Ringmaster                      DARK/Fiend/Link               ATK 1000/Link 1                D

1 “Carn-Evil” monster

If this card is Link Summoned, you can take a “Carn-Evil” monster from your Deck and show it to your opponent, who then selects one of the following actions for you to take:

  • Special Summon that monster to the Zone this card points to.
  • Send that monster to the GY.

During your Standby Phase, if this is the top card of your GY, you Special Summon this card, but banish it when it leaves the field, also if this card is Special Summoned by the above effect you can take one of your “Carn-Evil” cards in your GY or that is banished, other than “Carn-Evil Ringmaster”, and place it on top of your GY.

 

 

Spells

 

Carn-Evil Big Top                             Field

The top 3 cards in your GY are each treated as being the top card of your GY. During either player’s turn you can (Quick Effect): banish this card from the GY; take up to 3 cards from your GY and place them on top of your GY in any order.

 

Carn-Evil Show Schedule               Continuous

Once per turn, during either player’s turn, you can (Quick Effect) activate of the following effects.

  • take one card from your GY and place it on top of your GY.
  • Send a “Carn-Evil” card from your Deck to the GY.

During either player’s turn you can (Quick Effect): banish this card from the GY; take one card from your GY and place it on top of your GY.

 

Carn-Evil Ticket Booth   Continuous

If this card is activated, you can take a “Carn-Evil” card from your Deck and either add it to your hand or send it to the GY. During either player’s turn you can (Quick Effect): banish this card from your field or GY, then take one of your “Carn-Evil” cards that is banished, other than “Carn-Evil Ticket Booth and place it on top of your GY.

 

Carn-Evil Schedule Change           Quick-Play

Target a “Carn-Evil” monster you control and one in your GY; destroy the first target and Special Summon the second. If this card is sent from the field to the GY, place it on the bottom of your GY.

 

Carn-Evil Stunt Double   Quick-Play

Special Summon a “Carn-Evil” monster from your hand. If this is the top card of your GY, you can banish this card to target a “Carn-Evil” monster you control. Send a monster with the same name as that targeted monster form your Deck to the GY.

 

Traps

 

Carn-Evil Front Row

Look at a number of cards from the top of your Deck up to the number of cards your opponent controls; you may send 1 card from them to the GY, then return the rest to the top of your Deck in any order. If this card is sent from the field to the GY, place it underneath the top monster in your GY. If a monster that is above this card in the GY is targeted by a card effect you can banish this card from the GY, then take a card that was between this card and that monster and add it to your hand.

 




#7106855 Gate Guardian Support

Posted by SecondSeraphim on 25 June 2018 - 08:28 PM

Gate was supposed to be a HOPT, my bad. As for your other suggestions, they kinda go completely against what I was hoping to achieve. The idea is that the "Gate" that the guardian is protecting can temporarily summon him by "paying" one of his materials, and once all 3 materials have been "gathered", ie, in the GY, you can make the summon permanent.

 

Might sending is a way to increase the materials in the GY for the summon, while simultaneously allowing you to drop a mon's ATK to 0.




#7105417 Battle Bunny Archetype [Updated] 26/26

Posted by SecondSeraphim on 19 June 2018 - 12:34 PM

To start with, I reworked the effect of Altex and Baladi to be a bit clearer in in how they functioned. I’m pretty sure I

captured your original intent with them but correct me if I’m wrong. I also suggest changing the archetype name from “Battle Bunny” to “Battle Bun”; that way you can call the plural character cards “Battle Bunnies” and still have it part of the architype.

 

Battle Bunnies Altex and Baladi

Level 4 EARTH/Beast/Pendulum/Effect

1000/0 Scale:3

Pendulum Effect: Once per turn, if you do not control a monster that has gained the monster effect of this card, you can target a “Battle Bun” monster you control; that monster can make up to 2 attacks on monsters during each Battle Phase this turn.

Monster Effect: A “Battle Bun” monster that was Tribute Summoned by Tributing this card gains this effect

  • This card can declare a second attack during each Battle Phase.

 

Clarified, this card is pretty good. Harlequin is also great, giving the cards some much needed protection.

 

Holland Lop though may be problematic. It’s pendulum effect is fine, but it’s monster effects might cause ruling problems. See, once she’s been Tributed, that effect becomes an effect of the newly summoned monster, not her. So, her HOPT clause wouldn’t work. At most I think you can do is word it as:

 

Monster Effect: A “Battle Bun” monster that was Tribute Summoned by Tributing this card gains this effect:

  • If your opponent activates a card or effect that would remove this card from the field you can play 1000 LP; negate that card/effect and destroy it. You can only use this effect of one monster Tribute Summoned using by Tributing “Battle Bunny Holland Lop” per turn, and only once per turn.

 

Kabyle, Rex, Rhinelander, and Silver Marten are all good, though I think the wording on Marten’s Pend effect is a bit off. I suggest removing the “that” in it.

 

Velveteen is almost always better in your Pen zone then tributed, so I might suggest the Tribute boost be larger, say 800, ad it’s only going to one monster. Wheaten has the same problem in that it only affects ones monster when tributed, but is at least balanced out by having the “wider net” eff only working during your turn.

 

Zemmouri is just great. Well balanced, with a pair of very useful effects.

 

Moving on to the tributes. You may want to use bullet points to differentiate effects on these guys if you can. They all have good, useful effects, though I do worry there are too many of them for the archetype to support.

 

On Grand Arena, you might want to specify if the drawing happens if your mon is killed in battle. It’s kind of ambiguous how it is written. Otherwise a useful card for the archetype.

 

Now Invoked, that’s a good card! It helps to fix a lot of the issues I noticed regarding consistency. Use to it to get your Pendulums one turn, and something to tribute something next turn, very useful! Good job with it.

 

Mechannouncer also provides some much-needed support by letting you get off those Tribute Summons and providing some necessary search.

 

I’m sorry to say I don’t like Midnight Duel. It’s second effects is just fine for the archetype, but it’s first effects screams abuse in Exodia and a few other decks.

 

Angora is great. I had to reread Feu Noir a few times to make sure I understood here. It’s a very complicated card, but I don’t see anything inherently wrong with it. The working could be a bit clearer, but off the top of my head I don’t particularly see how.

 

Gouwenaar is over powered though. I’d raise it’s rating one and give it an up arrow if I were you.

 

Rhone, like Few Noir, is pretty complicated. The only part that causes trouble is her last effect. You have it written with the position change being a cost and the stat changing the effect, but then go on the say you don’t have to actually pay the cost to get the effect. That’s.. just wrong. Sorry, but it just doesn’t work.

 

Zika is great.

 

If I had to pick a flaw with the archtype, it’s that none of the pendulum monsters can be Tribute Summoned. With the Qli archetype the same monsters fulfill the roles of Tributed and Tributed for, creating a greater balance. Here, if you only have only the pends or only the non-pends, you can easily be out of luck.




#7103178 7 Completed & Slot Machine Support

Posted by SecondSeraphim on 05 June 2018 - 03:47 PM

Here is some support for the classic monster “Slot Machine” and its signature card “7 Completed”. Cards are based around recycling your “7 Completed” for effects.

 

Monsters

 

Junior Slot Machine                        DARK/Machine/LV4        1300/1600

If this card is Normal Summoned, you can change it to Defense Position. If this card is Summoned, you can take a “7 Completed” from your Deck and add it to your hand. You can destroy an Equip Spell equipped to this card and apply the appropriate effect, depending on this card's battle position. You can only activate each effect of "Junior Slot Machine" once per turn.

  • Attack position: Destroy a monster the opponent controls.
  • Defense position: Destroy a Spell/Trap the opponent controls.

 

Discount Slot Machine                 DARK/Machine/LV3        1400/1500

If a monster you control is destroyed by battle or card effect while equipped with an Equip Spell card while this card is in your hand, you can Special Summon this card. If this card is Summoned, you can take a “7 Completed” from your GY and add it to your hand. While Tribute Summoning Machine-Type monsters, this card counts as one additional tribute for each Equip Spell equipped to it.

 

 

Jumbo Slot Machine                      DARK/Machine/LV10     2700/3000

Can be Tribute Summoned using 3 Tributes, or with just 1. If this card is Summoned, you may take any number of “7 Completed” from your Deck or GY, up to the number of Tributes this card was Summoned with; add them to your hand. If a card or effect is activated, you can destroy a “7 Completed” equipped to this card; negate that card or effect. If this card is removed from the field, you can Special Summon a “Slot Machine” from your hand, Deck, or GY, and if you do, you may add a “7 Completed” from your GY to your hand.

 

Spells

Bonus Completed           Equip

This card’s name is also treated as “7 Completed” while on your field, in your hand, or in the GY. Activate this card by choosing one of the below effects and apply it; equip only to a Machine-Type monster.

  • The equipped monster cannot be destroyed by battle.
  • The equipped monster cannot be destroyed by card effects.

 

Big Win!                              Quick-Play

Destroy up to 3 “7 Completed” you control and draw an equal number of cards, also you may not activate “7 Completed” for the rest of the turn. You can banish this card from your GY; shuffle up to 3 “7 Completed” from your GY into your Deck, then excavate that many cards from the top of your Deck; Special Summon a number of “Slot Tokens” (DARK/Machine/LV1/ATK 0/DEF 0) equal to the number of excavated Machine-Type monsters, then you can add one of the excavated monsters to your hand, then send the other excavated cards to the GY.

 

Prize Selection                  Normal

Add a “7 Completed”, “Slot Machine” or card that specifically lists “7 Completed” in it’s card text from your Deck to your hand, other than “Prize Selection.

 

Traps

Bonus Round                     Normal

If a Machine-type Monster you control destroys an opponent’s monster by battle while equipped with a Spell card, you can destroy one of those equipped Spells; that monster gains 700 ATK until the end of the turn, also it may attack once again in a row. You can banish this card from your GY, except during the turn this card was sent to the GY, and target a “7 Completed” in your GY; add it to your hand, then immediately after this effect resolves, activate it.

               

Winning Spin                     Normal

This turn, if a monster you control equipped with exactly 3 “7 Completed” inflicts battle damage to your opponent; you win the Duel.

 

Alternating “7”                 Normal

Reverse the choice of all face-up “7 Completed”, also you can change the battle positions of any of your face-up Machine-type monsters that you choose.

 

Solid "7"                       Continuous

Once per turn, if an Equip Spell card you control is destroyed by a card effect; draw a card, also if that Equip Spell card card was equipped to a monster, that monster is unaffected by the opponent's card effects, until the end of the next turn.




#7100184 Dark Balter support

Posted by SecondSeraphim on 15 May 2018 - 02:49 PM

I’ve been playing around with a Dark Balter/Invoked deck of late. Those 3 Fusions are really underappreciated. Sadly, their requirements to use exact materials, while good at the time to limit access to what was at the time powerful cards, isn’t that good any more. Hence, the support.

 

Monsters

 

Dark Balter, Overlord of the Archfiends               DARK/Fiend/Fusion/LV8                  ATK 3500 / DEF 2200

“Dark Balter the Terrible” + “Ryu Senshi” + “Fiend Skull Dragon”

Must first be Fusion Summoned with the above Fusion Material Monsters OR Special Summoned by the effect of “Tithe to the Overlord”. Fusion Monsters you control gain 200 ATK x the number of Fusion Monsters in each player’s GY. When a card or effect is activated, you may pay 1000 LP; negate the card or effect and destroy it. The effects of cards that target this card you control are negated.

 

Servant to the Overlord                    DARK/Fiend/LV3      ATK 1000 / DEF 600

You can reveal a “Dark Balter the Terrible”, “Ryu Senshi”, or “Fiend Skull Dragon” in your Extra Deck, then send 1 of the Fusion Materials whose name is specifically listed on that card from your Deck to the Graveyard; this card's name becomes the sent monster's until the End Phase, then, if you activated the above effect, you gain 1000 LP.

 

Spells

 

Tithe to the Overlord                        Continuous

Once per turn, you can tribute a “Dark Balter the Terrible”, “Ryu Senshi”, or “Fiend Skull Dragon” you control; Special Summon a “Dark Balter the Terrible”, “Ryu Senshi”, or “Fiend Skull Dragon” from your Extra Deck, with a different name from the tributed monster. This is treated as a Fusion Summon using the listed Fusion Material Monsters. While “Dark Balter the Terrible”, “Ryu Senshi”, and “Fiend Skull Dragon” are in your GY you can (Quick Effect) banish this card from your field or GY; Special Summon a “Dark Balter, Overlord of the Archfiends” from your Extra Deck. You can only activate this effect of “Tithe to the Overlord” once per Duel.

 

Cunning of the Overlord                  Normal

Fusion Summon a “Dark Balter the Terrible”, “Ryu Senshi”, or “Fiend Skull Dragon” by sending it’s Fusion Material Monsters from your hand, field, or Deck to the GY, including at least 1 Fusion Material monster from your field. While you control a Fusion Monster, you can banish this card from the GY; you gain 500 LP for each Fusion Monster on the field and in ether player’s GY.

 

Law of the Overlord             Normal

Activate one of the following effects:

  • Add an “Overlord” card from your Deck to your hand, other than “Law of the Overlord”.
  • Reveal a “Dark Balter the Terrible”, “Ryu Senshi”, or “Fiend Skull Dragon” in your Extra Deck, then add one of the Fusion Material Monsters specifically listed on that card from your Deck to your hand.

While this card is in the GY you can target a Fusion Monster you control; banish from your GY the Fusion Material Monsters specifically listed on that card, as well as this card, then banish a number of cards your opponent controls up to the number of Fusion Material’s you banished.




#7100180 Majespecter Support

Posted by SecondSeraphim on 15 May 2018 - 02:45 PM

Done for Flash Flyer - Sakura

 

Monsters

Majespecter Fish – Namazu                         WIND/Spellcaster/Pendulum             LV 4    S2        ATK 200 / DEF 1800

When this card is Normal or Special Summoned: You can take 1 "Majespecter" monster from your Deck, GY, or from face-up in your Extra Deck and place it in your in your Pendulum Zone. You can only use this effect of "Majespecter Fish – Namazu" once per turn. Cannot be targeted or destroyed by your opponent's card effects.

 

Majespecter Heron –Aosaginohi                 WIND/Spellcaster/Pendulum             LV 3    S5        ATK 1600 / DEF 400

While you control this monster, or, if this card is tributed, until the end of the turn in which it was tributed, “Majespector” Pendulum cards in Pendulum Zones can’t be targeted or destroyed by your opponent's card effects. Cannot be targeted or destroyed by your opponent's card effects.

 

Majespecter Cow – Akabeko                       WIND/Spellcaster/Link            DL, DR           ATK 1800 / L2

2 Pendulum monsters, including at least “Majespecter” monster.

If a “Majespecter” monster(s) is Normal or Special Summoned into zones this card points to you can set “Majespecter” Spell/Trap cards from your GY to your field up to the number of monsters summoned into those zones at that time, but shuffle them into your Deck when they leave the field. You can only use this effect of "Majespecter Cow – Akabeko" once per turn. Cannot be targeted or destroyed by your opponent's card effects.

 

Spells

 

Majespecter Windstorm       Quick-Play

Tribute 1 WIND Spellcaster-Type monster; Special Summon up to 2 “Majespecter” monsters with different names from your Deck or from face-up in your Extra Deck, but no more than one from each location, and if 2 monsters are Summoned negate their effects.

 

Traps

Majespecter Whirlwind       Counter

If a set card you control is targeted by a Spell/Trap card or effect while there is a “Majespector” monster face-up in your Extra Deck; negate that card or effect, then Special Summon 1 “Majespector” monster from face-up in your Extra Deck.




#7099218 Dark Being (Reshef support)

Posted by SecondSeraphim on 09 May 2018 - 11:21 PM

Done at Dova’s request. Enjoy!

 

Acolyte of the Dark Being            LIGHT/Spellcaster            LV 4

If this card is Normal/Special Summoned, you can add 1 “Final Ritual of the Ancients” or “Dark Being” card, other than “Acolyte of the Dark Being”, from your Deck to your hand. While you control “Reshef the Dark Being” you can discard this card; take control of 1 monster on your opponent's side of the field until the end of this turn. You can only activate the discard effect of one non-Ritual “Dark Being” monster per turn.

 

Servant of the Dark Being            FIRE/Spellcaster                              LV 4

If this card is tributed for the Ritual Summon of “Reshef the Dark Being”, then while that “Reshef the Dark Being” is face-up, the effects of “Dark Being” monsters that would allow them to take control of an opponent’s monster are Quick Effects and can be activated during either player’s turn. While you control “Reshef the Dark Being” you can discard this card; take control of 1 monster on your opponent's side of the field until the end of this turn. You can only activate the discard effect of one non-Ritual “Dark Being” monster per turn.

 

Vassel of the Dark Being              WATER/Spellcaster         LV 4

If this card is tributed for the Ritual Summon of “Reshef the Dark Being”, then while that “Reshef the Dark Being” is face-up if you take control of an opponent’s monster with the effect of a “Dark Being” monster; do not return control of that monster to your opponent during the End Phase. While you control “Reshef the Dark Being” you can discard this card; take control of 1 monster on your opponent's side of the field until the end of this turn. You can only activate the discard effect of one non-Ritual “Dark Being” monster per turn.

 

Qetesh the Dark Being                  LIGHT/Fiend                       LV 8        ATK 1500 / DEF 2500

Can be Tribute Summoned by tributing 1 “Dark Being” monster, Ritual monster, or opponent’s monster that you are controlling. If this card is Normal Summoned, change it to Defense Position. If this card is Tribute Summoned, you can add 1 Ritual Monster and 1 Ritual Spell from your Deck to your hand.

 

Lost Rite of the Ancients              Spell/Ritual

This card’s name is treated as “Final Ritual of the Ancients” while in your hand or on your field. You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand. If this card is sent from you hand to the GY to activate the effect of a “Dark Being” monster, you can add this card to your hand. You can only activate this effect of “Lost Rites of the Dark Being” once per Duel.

 

Path to the Dark Being                  Spell/Normal

Add a “Dark Being” monster from your Deck or GY to you hand. You can banish this card from your GY and target a “Dark Being” monster, or monster your opponent owns but that you control; it gains 1000 ATK until the end of the next turn.




#7098311 Voodoom (monster stealing support)

Posted by SecondSeraphim on 04 May 2018 - 11:48 AM

Decided to give these guys a complete retrain. Now they get added effs for tributing the opponent’s stuff.

 

Originals

 

Voodoom Doll                        EARTH/Fiend/LV4                ATK: 1600 / DEF: 1800

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 EARTH monster; add a “Voodoom” card other than “Voodoom Doll” from your Deck to your hand, then, if the tributed monster was one that is owned by your opponent, and if the added card was a monster, you can Special Summon it. You can only activate each effect of “Voodoom Doll” once per turn.

 

Voodoom Figurine                EARTH/Fiend/LV2                ATK: 900 / DEF: 1200

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. During either player’s turn, you can tribute 1 LIGHT monster and target a face-up card; negate its effects during this turn, or, if the tributed monster was one that is owned by your opponent, negate that target’s effects for as long as it is face-up. You can only activate each effect of “Voodoom Figurine” once per turn.

 

Voodoom Puppet                  EARTH/Fiend/LV2                ATK: 1200 / DEF: 900

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 DARK monster; draw a card, or, if the tributed monster was one that is owned by your opponent, draw 2 cards. You can only activate each effect of “Voodoom Puppet” once per turn.

 

Voodoom Dummy                 EARTH/Fiend/LV3                ATK: 1300 / DEF: 1700

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. During either player’s turn, you can tribute 1 WATER monster; until the end of the turn, your monsters cannot be destroyed by battle or card effects. If the tributed monster was one owned by your opponent, this effect lasts until the end of the next player’s turn, instead. You can only activate each effect of “Voodoom Dummy” once per turn.

 

Voodoom Model                    EARTH/Fiend/LV3                ATK: 1700 / DEF: 1300

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 FIRE monster and target a monster on the field; destroy it, and if it was face-up, inflict damage to the opponent’s LP equal to half its original ATK. If the tributed monster was one owned by your opponent, the damage is equal to the destroyed monster’s original ATK instead. You can only activate each effect of “Voodoom Model” once per turn.

 

Voodoom Manikin                EARTH/Fiend/LV4                ATK: 1800 / DEF: 1600

If this card is Normal/Special Summoned, you can target 1 monster in your opponent’s GY; Special Summon it to your field, but it cannot be used as material for a Summon and its effects are negated. This card cannot attack while you control that monster. You can tribute 1 WIND monster and target a card on the field; return it to the hand, or, the tributed monster was one that is owned by your opponent, to the bottom of its owner’s deck instead. You can only activate each effect of “Voodoom Manikin” once per turn.

 

 Voodoom Chimera                EARTH/Field/Fusion/LV 6               ATK: 2300 / DEF: 1900

Must first be Special Summoned from the Extra Deck by tributing a “Voodoom” monster you control and a monster you control that is owned by the opponent. Each time a monster that is owned by the opponent is tributed; this card gains 500 ATK. If a monster that your opponent owns is tributed while this card is in the GY; Special Summon this card. You can only Special Summon “Voodoom Chimera” each of these ways once per turn.

 

Spells

Voodoom Effigy                    Normal

Banish a “Voodoom” monster from your GY to select and activate one of the following effects:

·         Target a monster the opponent controls; take control of it, but it cannot attack or be used as material for a Summon, and its effects are negated.

·         Target a monster in the opponent’s GY; Special Summon it, but it cannot attack or be used as material for a Summon, and its effects are negated.

You can banish this card from your GY to target a monster you control that is owned by your opponent and declare an Attribute; that monster becomes that Attribute.

 

Voodoom Stitching                Normal

Tribute a monster you control that is owned by the opponent and target 2 “Voodoom” monsters with different names in your GY; Special Summon them. You can banish this card from your GY to target a “Voodoom” monster you control and declare an Attribute; that monster becomes that Attribute, until the end of the turn.

 

Voodoom Embroidery          Normal

Add a “Voodoom” monster from your Deck to your hand, or, if you control a monster that is owned by the opponent, you can Special Summon it instead. You can banish this card from the GY to reveal the top card of the opponent’s Deck; if it is a monster, Special Summon it to your field, otherwise place it on the bottom of the opponent’s Deck.

 

Voodoom Curse Circle         Field

Monsters you control but that are owned by the opponent gain 500 ATK/DEF. You can activate the following effect by targeting a monster you control that is owned by the opponent: this turn, only that monster may attack, also it may attack directly, and if it inflicts battle damage to the opponent you can tribute it to target a monster your opponent controls; take control of the target. You can only activate this effect of "Voodoom Curse Circle" once per turn.

 

Traps

Voodoom Binding                 Counter

When the opponent activates a monster effect or Normal/Special Summons a monster, tribute a “Voodoom” monster OR a monster the opponent owns that you control; negate the effect or Summon and destroy that monster, then you can add from your Deck to your hand a “Voodoom” monster that lists the Attribute of the destroyed monster in its card text. You can banish this card from the GY and return control of a monster your opponent owns to them to draw 2 cards.

 

Voodoom Decorations      Normal

Target a monster the opponent controls, or a monster in either player’s GY, then target a monster you control. The second target becomes the same Attribute as the first target, also, if it is tributed this turn; return the first target to it’s owner’s hand. During either player’s turn, you can banish this card from the GY to target a “Voodoom” monster you control that lists an Attribute in its card text; it becomes that Attribute.

 

 

BONUS!!!!

So, this isn’t strictly a “Voodoom” card but I came up with it while working on them so here’s something that could provide a bit of support.

 

Double Foolish Burial                     Normal

Declare an Attribute. The opponent can choose to send a monster with the declared Attribute from their Deck to the GY. If they do not, you can send a monster with that Attribute from your Deck to the GY. You can only activate “Double Foolish Burial” once per turn.