Here's something I decided to make a new take on:
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Posted by Sleepy on 09 April 2019 - 07:25 PM
As the owner of a spaceships deck IRL that struggles with ATK stats, this is an interesting thing to find.
The deck has to run stuff like Honest or Solidarity as it is, or Prideful Roar, to take over anything.
I like how Ties of the Brethren and Falcon Beta can recruit it, but I wish the effect (2) increased "during damage calculation only" as a continuous effect, otherwise Jade Knight becomes pretty unusable for its immunity to Traps again....
Posted by Sleepy on 18 January 2019 - 02:08 AM
Even though my main base is now NCM, that doesn't mean I've abandoned YCM entirely.
So let's retake operations.
Here's a drawing I'm working on that is still in sketch form so best time to have fixes and tweak... that I'll probably only notice once the image is inked and colored xD
Posted by Sleepy on 13 January 2019 - 06:04 PM
I don't think having more options is a bad thing. On the contrary, having less options is what disconnected the member base when the site went down. Those who didn't have the Discord channel were just left in-communicated.
Besides, I've been ghosting around here since the site went back up and the online member base is virtually the same in number and even on the names that appear at the bottom of the page. Members don't really have a problem jumping from one of the sites to the other.
-To suggest we close down doors at NCM and get back here is to go back to the continuous decay the site is having and getting subjected to YCMaker's whim and his awful track record. Frankly speaking I don't think YCMaker would have even made the site accessible if Winter hadn't done whatever he did. YCMaker was already ignoring attempted contact mails by the rest of the staff that asked for him since a while ago.
-To suggest we migrate all the way to NCM is not an easy solution either. This place has more traffic and ease of search so new members are bound to find YCM and we'd just end up pretty hidden from the world at NCM. Plus the history behind YCM that not all members are willing to part with. It's not that those do can don't care, but let's not make a fight out of this now that both places are up.
Maybe it's a little late to ask that. We can't solve the NCM traffic thing if posting a link to it from YCM feels like a direct attack for those who wanna preserve YCM, and the Yemachu card maker I think still only links to YCM at the bottom corner.
IMO, we hope YCMaker updates the server and fixes things like he said he will, and we keep NCM up and running no matter what and spread the word that it exists in case YCM ever goes down again (and I'm pretty confident on this one). Hopefully we could find a way to do this without coming across as a threat to YCM's existence.
The biggest divide is with the member base arguing to be honest.
YCMaker will probably not give anybody the power he gave Torm and who knows how the mod team will shape up after this... NCM has a lot more of my trust at this point and I took what I needed already, but I want to be pleasantly surprised if YCM doesn't go to hell and actually starts improving.
Posted by Sleepy on 28 December 2018 - 06:56 PM
Here's an idea I had.
Based on the Labyrinth duel of the Paradox brothers.
-The solid Blue and Red corners are the spawn areas. You must play cards from there and then move them into the labyrinth. Your opponent cannot move into those zones of the map with their monsters.
-A monster can move a number of zones up to its Level/Rank.
-You cannot jump over monsters.
-To attack an opponent's monster, your zones must be right next to each other (with no walls in-between).
-You can bump into your own monsters and have them move a number of spaces up to the remainder of what the pushing monster would have been able to move, but monsters pushed cannot move on their own for the rest of the turn. (Example: Level 8 Blue-Eyes moves 3 spaces and bumps into your Level 1 Kuriboh, now that Kuriboh can move up to 5 more, but it can't perform its 1 space movement afterwards if it does).
-Link Monsters cannot move on their own (but can be bumped).
-Zones pointed by your Link monsters become warping points. You can teleport a monster from a zone your link points to, to another zone one your link(s) point to. This ability ignores walls.
-Effects cannot affect anything that's past the walls. Even a "destroy the field" effect will only reach in all directions of the Labyrinth up until walls get in the way. (Note: Only walls, other cards do not present an obstacle for effects).
-Terms Row and Column remain the same. Columns are vertical arrangements of zones, and even something like Tiamaton or Mekknights will only reach up to where walls get in the way.
-Cards like Jinzo, Domain of the Monarchs, Skill Drain, etc. can only affect affect areas until walls get in the way. So around Domain for example, you cannot Summon from the Extra Deck, and cards Summoned this way cannot advance towards the affected area either.
-Zones have no distinction. Field Zones, Monster Zones, S/T Zones are all capable of being used in either of these ways. You can even have more than 1 field at a time, and there's no Extra Monster Zone required here.
-To Fusion, Synchro, Xyz, Link, or Tribute Summon, you can drop these directly inside the labyrinth, but the material/Tributes must be right next to each other with no wall in-between them, and the Extra Deck monster will be dropped in a zone where either of its Tribute/Materials were at the time. In the case of Fusions and Rituals, it is the same but the Ritual/Fusion effect (if any) must also be there.
-Spell/Trap Cards must be attached to monsters (face-up or Face-down) from the spawn areas and move into the labyrinth. Monsters right next to each other can pass them around to help them move, and if the monsters leave the field, the cards will remain in that zone.
*They'll still be live so a dropped Bottomless or Raigeki will be able to be used on its own.
*Their owner will be able to pick them back up for movement if they pass by that zone with their monsters. For this it's not needed to stop in the zone, and it is not mandatory to pick them up if they do.
*Monsters can only carry 1 backrow like this at a time.
*Zones with dropped Spell/Trap Cards in them don't represent an obstacle for moving through those areas.
-Pendulums can only move around as monsters, and if treated as Scales, they will have to get carried around by monsters just like any other S/T. To Pendulum Summon, you will have to have 2 Scales with empty zones in-between (and no walls in the way). You'll be able to Pendulum Summon monsters from your hand right into the empty zones between the scales (must be in a straight line).
*You can only Pendulum Summon 1 monster from your Extra Deck at a time this way, unless Links point towards empty zones available for Pendulum Summon.
-Finally, the pale-colored zones (totally not color pencils) randomly scattered throughout the field are windows special kinds of effects.
If you are the red player, you must put any of your monsters into any of those special blue zones in order for your effects to be live if you want to:
*Attack directly by an effect.
*Affect your opponent's hand, Main Deck, Extra Deck, GY, or banished cards.
*Perform effect damage.
*Unleash a victory condition.
^The cards doing this in question don't need to be the ones in those zones, you just need to move something towards there.
I'll explain this from the perspective of the red player.
-Your first quest is to travel towards the red ( 1 ) circle on the map. Over there you'll find Kazejin.
This Kazejin cannot move, be Tributed, or be used as a material, but it is treated as a card from your opponent, and as such, your opponent can have it attack or change positions.
-Once you defeat Kazejin (have it leave the field in any way), you'll be able to ignore the green walls of the labyrinth.
-The ( 2 ) circle on the map is Suijin, and defeating it much the same way will allow you to ignore the blue walls for the remainder of the duel. Though unlike with Kazejin, now there's a chance your opponent might have mobilized towards it to intercept you and support it.
-Defeating ( 3 ) Sanga of the Thunder will unlock the red walls on the map and allow you to ignore them.
-The defeated bosses become loot that you carry like you do any Spell/Trap. You can drop it, pass it around, and move around with it. If you move them to the ( 4 ) zone of the map, they stay there and become Gate Guardian. Defeating Gate Guardian will win you the game.
-The defeated guardian pieces can each bestow their effect once, as if it was the effect of the monster that is carrying them. This is single use for the guardian pieces, no matter how many times they get moved, passed around, dropped, or picked up. From their demise to the end of the game, once.
These cards, even though they are treated as opponent cards for most intents and purposes, don't result in LP damage to your opponent.
A bit long and probably complicated, but what do you think?
Posted by Sleepy on 22 December 2018 - 12:07 PM
I mean... I like Dova. I think he's a good member and I doubt he wouldn't be able to handle it.
However, this was kind of sudden. In past staff movement I saw there was always this big commotion about scouting up what regular members thought, get elections... stuff like that.
Then going back to the present, it's been, what? a week? since Sakura stepped down, and then "btw we have a new mod. You guys didn't know if this was gonna happen, heck even we mods weren't sure, but here we are".
I'm mostly curious about when that stopped being a thing. A year or two ago there would have probably been very vocal complaints for the proceedings.
As much as Dova has close to no opposition in this thread, and again, I don't particularly think he's a bad choice....
Posted by Sleepy on 16 December 2018 - 11:05 AM
EARTH Level 4 [Dragon/Effect] 1400/1000
If this card is destroyed by battle: You can Special Summon 1 "Dorodoragon" from your hand or Deck and have its original ATK become twice the ATK this card had on the field. If this card is Special Summoned by the effect of "Dorodoragon": Draw 1 card for each non-Effect Monster you control, except Tokens. You can only use this effect of "Dorodoragon" once per turn.
- - - - - -
The name is meant to be "Draw Dragon" but with the Japanese sounds, for anybody wondering.
Your Summoned copy will have 2800 ATK and the third would have 5600, yes. Modifiers also work so if you had something like Misus Radiant (putting the dragon at 1900) the next copy would have 3800, and the third copy 7600, granted you need something big enough to suicide your monster into.
I recommend "Radian, the Multidimensional Kaiju" that can get the benefits any Kaiju provides plus having the same ATK as the second copy (2800) so both would get out of the way and you'd be left with a 4800 ATK beater.
Level 4 is just for a silly Summoner Monk + Ojamagic combo so you can bring this dragon out and 3 vanillas in hand.
Only the draw effect is hard OPT.
Posted by Sleepy on 16 December 2018 - 01:27 AM
Yeah, I kind of thought about Trap Monsters afterwards - so I might edit the card to make it behave more like that. The reason I worded it the way I did was because I wanted to be clear that the Spell only makes Field Spells treated as monsters while they are on the field, and not in the GY or hand or anywhere else. Trap monsters are a little different because they turn themselves into monsters, whereas this card imposes monster status on another card. But I think you make a good point, so I'll probably make that change.
For the ATK restriction, I am considering raising the cap to something like "max. 4000," or do like you said and fiddle with the multiplier. I also considered doing something with making its ATK change based on the number of monsters on the entire field, but I feel like if I did that it would make the card harder to attack into.
And about that floater/Dark Hole or Torrential Tribute combo... I actually didn't think of that, but that is really cool. Thanks for the feedback
I confess there is a tricky issue I'm still trying to figure out about my suggestion. Trap Monsters not only bestow the effect upon themselves, but they also have a very defined activation sequence. Activate Trap > Resolves > A line of text says "after activation Special Summon this card...". However, your card is a Continuous Spell that keeps Spells as monster hybrids for as long as it remains on the field, which means that as Field Spells come and go in and out of the field, this they instantly get the treatment of monsterification with stats and all.... I don't really know how to go about that wording, otherwise I would have probably posted one ^^"
Posted by Sleepy on 16 December 2018 - 01:22 AM
I wonder how effective this would be at collecting Exodia pieces. You can use each effect once per turn and both are quick so it'd take you 2 to 3 of your turns to go through them all and at worst it'd be the bait for Called by the Grave while you get another copy. The other question is how fast and how frequently one can get out a Relinquished/Thousand-Eyes.
It legit sounds like enough time for the opponent to respond to the play style so I legit am not sure if this interaction would be a problem.
At the very least it is a bit of body and battle protection for its field targets.
Maybe I should instead focus in the fact it can retrieve any kind of banished card? Maybe Lost Wind and Breakthrough Skill can get a use out of this, or good old Spell Striker engine to retrieve limited cards while Foolish Burial Goods puts them in the GY for extra consistency.... Am I going too casual with this? The play is semi-generic thanks to Instant Fusion, and the monster has support for consistency. Where Art Thou?, One for One, Foolish Burial, Armageddon Knight, even Mathematician will do.
I'd have to test the variants to really find out what works and what doesn't.
Posted by Sleepy on 16 December 2018 - 01:07 AM
Just the fact this is a Normal Trap makes this slow enough to stay in the casual realm and not cause the same issues Dandylion made. At least it gives me the impression it'd be balanced enough xD
There's a bit of a perk in it being a +0 that slightly extends your play if you play something like Scapegoats after getting this into the GY, but I like it much more how it presents a control element onto the field, as a potential 3k wall that shields your other monsters. Maybe 100 is a tad cheap if somebody doesn't care about it.
The removal of its own product can re-set it. Oh how hard I'd try to make an Imperial Iron Wall strategy around this. Right off the bat two 100 DEF Tokens that make for an attack wall and just would keep multiplying. I wanna mention stuff like Temple of the Kings but that's over-centering around one strategy so it is probably not a very good idea xD
I'm inclined onto the card paying a bit more of a substantial amount like 600 multiples, which can still reach 3000 but can stack up much quicker. Though I don't know if I'd be over-balancing there.
Also, I recall a card that required exact LP. Card of the Soul? You'd aim for exact LP amounts and search for whatever..... Err still lacks something because LP management that just goes downward is probably not good enough. Still, a really fun card that can open up some possibilities.
Posted by Sleepy on 16 December 2018 - 12:57 AM
That is an interesting concept and I can see you've put a lot of thought into the card.
I think one of the first issues you might encounter with it though, is that the game has a thing against allowing monsters and non-monsters to stay treated as their kind of cards when they exist in the other's zone. Examples like equipping a monster with Relinquished/Thousand Eyes Restrict, Union monsters equipping themselves, Monsters that are also treated as Traps like Zoma the Spirit or any Paleozoics, etc. It's part of the reason why Orichalcos doesn't allow Monsters in the S/T Zones protected by the front row like in the anime (on top of the concept of having like 10 monsters at a time, but that's another story).
The usual thing would be to have them act the same way as Trap Monsters do: Have your card move them to a Monster Zone and treat them as monsters, while also still treating them as Spells, sealing off the Field Zones they came from to signal they are technically occupying both. Likewise their effect would probably stay active even as monsters.... probably... I think you can control if that happens or not but I suppose keeping the effect is the main forte of keeping them in their field zone.
If that was the case, and since it cannot attack directly anyways, and both players get to have one anyways, I think you could get away with removing the limit to the ATK boost. If you are worried you can drop the stat boost a tiny little bit. Let's say 800 x.
Under the 1000x, you can get up to 5000 with no limiter (or 6000 with Extra Link but let's not take that into account here).
Under the 800x, you can get up to 4000, which I think is a very good beater.
Any two Level 4s give you access to Utopia the Lightning (potential 5000 ATK beater whose attack cannot be responded to) so I think you are good with it.
Regardless of things, I like how this card can give an extra avenue to floating field spells like Geartown letting them be destroyed by battle while having somewhat of a body to hit with, or be prone to monster removal effects like Raigeki or Dark Hole. I can imagine how cool it'd be to flip a Torrential Tribute and float into Reactor Dragon.
Posted by Sleepy on 11 December 2018 - 02:23 PM
Wattcat's effect... Thinking about it, they don't have any paralyzing effect like this, right? I like it.
Sounds leagues better as a troll card than Ghostrick Yuki Onna.
When it comes to Watts, I know they have an ideal build that everybody goes for, but there are members that I'm really fond of outside that.
I like Wattpheasant (especially with Burial from a Different Dimension at 3) and Wattmole used to be fun when Defense Position wasn't a potentially non-existent mechanic in monsters.
Wattscarab is a much needed card. I can see it setting Wattkeeper and running Supply Squad or something. Or setting the field spell.
You could even set Wattcanon as a Magic Planter target xD
Their equip spell didn't age very well. I think if it is just Watt backrow, they are outdated enough for the most part for you to give them a bonus. Be it
-Setting up to 2
-Setting from either Deck or GY
-Cards set this way can be activated during either player's turn (even if they are not normally quick like Field Spells)
-Cards set this way can be activated the turn they are set.
or stuff like that.
Posted by Sleepy on 11 December 2018 - 12:00 PM
Those are looking great. I remember the Watts. People hyped Giraffe when it was coming out xD
The bird looks very interesting, but the cat has some nice fashion sense, and you are really good at drawing bugs.
Do you have the effects planned too?
Posted by Sleepy on 09 December 2018 - 01:17 PM
Pot of Patience sort of one-ups "Ledger of Legerdemain" in the sense that both give you 3 cards in time but Ledger needs waiting every time and no earlier than turn 5 or 6 in a game, while after turn 5, all your pots achieve instant setup even if you didn't have them at your resources earlier. Only point for Ledger is that it dodges Ash Blossom. It'd be run at a deck that strives to not kill or be killed for a number of turns that make up like 80% of what is regularly a duel's length. Stall and alternative win conditions would be the place here. Decks that can use Card of Demise and maybe even Pot of Duality. . . . Ledger is not seeing a ton of play so this would be interesting to see.
Pot of Nightmares has some clever timing there. It's requirement is so generic, yet during the opponent's Standby Phase you won't be able to do neat stuff like banish a Mind Controlled monster for it. I'm sure it's gonna have some place. IIRC there was this Zerato Synchro that came back when banished. Past that dead continuous cards that lost their target or cards that simply combo the banishment (Desertapir, Necroface, D.D. Survivor if anybody remembers back when that card was used). It also encourages waiting like the above card. You just gotta last another turn to use them. I like that sort of design even though it's a bit of an uphill battle to implement it.
Pot of Superiority reminds me of "Ante" but a RotA is a bit more useful than Ante's discard. There's enough control over it depending on the deck it is used in. Skull Servants vs Blue-Eyes will know exactly what extreme they'd want to call for example. There's a bit of a margin of error but not a dealbreaker.
Pot of Postulation sounds a tad weak. It makes me think of Pot of Duality, but even if Duality doesn't let you Special Summon for the turn, it still always gives you a card in exchange for it. Your card is a -1 with a 25% chance you'll have to add the same card you put into the deck. Even if you can excavate something useful out of it, you are still digging from the same cards as Duality (3 when not counting your initial monster) and you don't really get to choose the card anyways so the excavation is almost pointless. Might as well draw 1 card > place the monster from hand on top of the deck > mill 3 and reduce the chance of having a card that just burned you for 1k damage and left you with a -1. Part of me wants to suggest upping the added cards to your hand, but that'd up the possibility of pulling Joker (if you know what I mean).
Maybe place your monster on top, excavate 5, and randomly add 2 of them. That'd be a +0 at least.
Pot of Substitution: I don't think it really has to have the restriction of "different names". It's not like Monarchs where you can eternally recycle everything and constantly reveal 3 copies of it and proceed to make a power play. Or like Lilith that just grabs any Traps in the game. This card would love to aim for boosting that Jar Turtle strategy a bit, as well as Duality for slower decks that wanna control something. Even then it'll only work the first time if you didn't draw into the intended search members, and after that there's gonna be potential for error anyways. Probably even assuming all these Jar/Pot cards in the thread were to be made. It'd make for a good engine.
Jar of Graceful Charity: Hmm actually, this sounds good to me. It's a +1 with a hard OPT clause that demands you be careful with what's in your hand. Not much more to say.