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  2. Millennium is an Archetype consisting of 3 sub-Archetypes, those being Millennium Archeologist, Millennium King and Millennium Treasure. All monsters are Pendulum Monsters, with Millennium King being Synchro Pendulums. Millennium Archeologist are Spellcaster/EARTH Level 5 Pendulum Monsters with no Pendulum Effects, the Level 4s have a Scale of 3, and the Level 5s have a Scale of 10, each monster has an effect that let's you remove a Treasure Counter to prevent them from being shuffled into the Deck. Millennium King are 2 Synchro Pendulums, they are both Spellcaster/DARK, and can be placed in the Pendulum Zone instead of being shuffled into the Deck. Millennium Treasure are the Spells/Traps, and each provide various kinds of effects, mainly revolving around shuffling your own cards into your Deck and Treasure Counters, which are used for various effects, mainly allowing Millennium Archeologist to not be shuffled into the Deck to lower the cost of their effects. Their main playstyle revolves around making Treasure Counters and taking control of your opponent's cards and manipulating their cards in general, and their boss monsters provide powerful beatsticks and also have manipulative powers, such as changing ATK/DEF and battle positions, search options and Treasure Counter generation. As you probably could guess, these are based on the Millennium Items from the Yu-Gi-Oh! series, as well as some of the characters, Bakura and Atem, the focus here being on their ancient Egyptian counterparts, as seen with the Millennium King name, and the archeologist theme plays into the series as well, with the monsters being based around archeologist related concepts, Millennium Treasure are of course the 7 Millennium Items from the series, and loosely play into their role in the series when I could see it working well. Main Deck Monsters: Millennium Archeologist - Trap Surveyor Spellcaster/EARTH/Pendulum Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can shuffle 1 other card from your hand or field into the Deck, and if you do, draw 1 card. Once per turn: You can target 1 Set card your opponent controls; destroy that target, and if you do, draw 1 card. Your opponent cannot activate the Set card in response to this effect's activation. You must control a "Millennium Treasure" card to activate and to resolve this effect. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1800/400 Millennium Archeologist - Planner Spellcaster/EARTH/Pendulum Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: If this card is Normal or Pendulum Summoned: You can target 1 "Millennium" card in your Pendulum Zone; Special Summon it. You must control a "Millennium Treasure" card to activate and to resolve this effect. You can discard 1 card; look at the top 5 cards of your Deck, you can place 1 excavated Pendulum Monster in your Pendulum Zone, also, after that, place the remaining cards on top or bottom of your Deck in any order. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. You can only use each effect of "Millennium Archeologist - Planner" once per turn. 1100/1900 Millennium Archeologist - Explorer Spellcaster/EARTH/Pendulum/Tuner Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: When this card is Summoned: You can Special Summon 1 "Millennium Archeologist" monster from your hand, GY or that is face-up in your Extra Deck in Defense Position, except "Millennium Archeologist - Explorer". You must control a "Millennium Treasure" card to activate and to resolve this effect. You can only use this effect of "Millennium Archeologist - Explorer" once per turn. If this card is used as material for a Synchro Summon, place it on the bottom of your Deck. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1600/1200 Millennium Archeologist - Grave Robber Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in either face-up or face-down Defense Position. If you control no "Millennium Treasure" cards: You can target 1 "Millennium Treasure" card in your GY; add it to your hand. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. You can only use each effect of "Millennium Archeologist - Grave Robber" once per turn. 2000/2000 Millennium Archeologist - Treasure Hunter Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can target 1 Spell/Trap in your opponent's GY; Set it to your opponent's field, but they cannot activate it while this card is face-up on the field. You can only use this effect of "Millennium Archeologist - Treasure Hunter" once per turn. Once per turn, if you activate a "Millennium Treasure" Spell/Trap Card: You can draw 2 card, then place 1 card from your hand on top of your Deck. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 2200/1700 Millennium Archeologist - Translator Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: If this card is Summoned: Place 1 Treasure Counter on this card. Once per turn: You can excavate the top 5 cards of your Deck, add 1 excavated "Millennium Archeologist" or "Millennium Treasure" card to your hand, also place the remaining cards on top or bottom of your Deck in any order. You must control a "Millennium Treasure" card to activate and to resolve this effect. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1500/2300 Extra Deck Monsters: Millennium King - Bakura Spellcaster/DARK/Pendulum/Synchro Level 8 Scale 3 Pendulum Effect: All monsters your opponent control lose 200 ATK/DEF for each "Millennium Treasure" card you control. Once per turn: You can add 1 "Millennium Archeologist" monster from your Deck, GY or that is face-up in your Extra Deck to your hand, then shuffle 1 card from your hand or field into the Deck. You can remove 2 Treasure Counters from anywhere on the field; Special Summon this card from your Pendulum Zone. Monster Effect: 1 Pendulum Tuner + 1+ non-Tuner monsters When this card is Synchro or Pendulum Summoned: You can place 2 Treasure Counters on any "Millennium Treasure" cards or "Millennium" Pendulum Monsters you control. Once per turn (Quick Effect): You can remove 2 Treasure Counters from anywhere on the field, then target 1 face-up card your opponent controls; if it is a Spell/Trap other than a card in the Pendulum Zone, Set it, if it is a card in the Pendulum Zone, return it to the hand, or if it is a monster, change it to face-down Defense Position. If this card would be shuffled into the Deck, you can place it in your Pendulum Zone instead. 2800/2000 Millennium King - Atem Spellcaster/DARK/Pendulum/Synchro Level 9 Scale 10 Pendulum Effect: All monsters you control 200 ATK/DEF for each "Millennium Treasure" card you control. Once per turn: You can add 1 "Millennium Treasure" card from your Deck or GY to your hand, then shuffle 1 card from your hand or field into the Deck. You can remove 2 Treasure Counters from anywhere on the field; Special Summon this card from your Pendulum Zone. Monster Effect: 1 Pendulum Tuner + 1+ non-Tuner monsters When this card is Synchro or Pendulum Summoned: You can place 2 Treasure Counters on any "Millennium Treasure" cards or "Millennium" Pendulum Monsters you control. Once per turn (Quick Effect): You can remove 2 Treasure Counters from anywhere on the field; this turn, this card can make a second attack during each Battle Phase, also halve the ATK/DEF of any monster it battles during damage calculation only. If this card would be shuffled into the Deck, you can place it in your Pendulum Zone instead. 2500/2500 Spells/Traps: Millennium Treasure - Key Normal Spell Add 1 "Millennium Archeologist" monster and 1 "Millennium Treasure" card, from your Deck to your hand, except "Millennium Treasure - Key", then shuffle 2 cards from your hand and/or field into your Deck. If this card is in your GY: You can shuffle 1 "Millennium King" monster you control into the Deck, and if you do, add this card to your hand. You can only use each effect of "Millennium Treasure - Key" once per turn. Millennium Treasure - Pendant Equip Spell The equipped monster gains 500 ATK/DEF. Once per turn: You can shuffle 1 other card from your hand or field into the Deck, then target 1 face-up card your opponent controls; shuffle it into the Deck. If this card is destroyed and sent to the GY: You can target 1 "Millennium" Pendulum Monster you control; equip this card to that target. You can only use this effect of "Millennium Treasure - Pendant" once per turn. Millennium Treasure - Eye Equip Spell If the equipped monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Damage Step, if the equipped monster battled: You can target 1 other "Millennium" Pendulum Monster you control; equip this card to that target. Once per turn: You can shuffle 1 other card from your hand or field into the Deck, then target 1 Set Spell/Trap your opponent controls and declare a card type (Spell or Trap); reveal that target, and if it is the declared card type, take control of that target. Millennium Treasure - Rod Equip Spell Activate this card by shuffling 1 card from your hand or field into your Deck, then targeting 1 face-up monster your opponent control; take control of that target and equip it with this card. Once per turn, during your Standby Phase, shuffle 1 card from your hand or field into your Deck or destroy this card. If this card leaves the field, destroy the equipped monster. You can only activate 1 "Millennium Treasure - Rod" per turn. Millennium Treasure - Scale Continuous Spell When this card is activated: Place 2 Treasure Counters on this card. While there are 2 or more Treasure Counters on this card, each time a "Millennium" Pendulum Monster(s) is Summoned, place 1 Treasure Counter on each of those monsters. Once per turn: You can remove 1 Treasure Counter this card, then target 1 other "Millennium Treasure" card or "Millennium" Pendulum Monster you control; place 1 Treasure Counter on that target. You can only control 1 "Millennium Treasure - Scale". Millennium Treasure - Necklace Normal Trap Excavate the top card of your Deck, if it is a monster Special Summon it an equip this card to it, otherwise place it on the bottom of your Deck. Once per turn, during your Standby Phase, shuffle 1 card from your hand or field into your Deck or destroy this card. If this card leaves the field, destroy the equipped monster. If you control a "Millennium King" monster, you can activate this card from your hand. Millennium Treasure - Ring Continuous Trap Once per turn: You can shuffle other 1 card from your hand or field into the Deck; place 1 Pendulum Monster that is in your hand, GY or that is face-up in your Extra Deck in your Pendulum Zone. Once per turn: You can remove 1 Treasure Counter from anywhere on the field, then target 1 card in your Pendulum Zone; it gains 1 of these effects ● Your opponent cannot target or destroy "Millennium Treasure" cards with card effects. ● Your "Millennium" Pendulum Monsters cannot be destroyed by battle or your opponent's card effects.
  3. Today
  4. A useful thread worth following, as Roger Stone has been found guilty on all counts of lying to Congress, obstruction, and witness tampering. RIP. Sentencing will be on Thursday, February 6. Just two weeks after Duncan Hunter's trial, so those will be fun to follow back to back.
  5. About Pokémon SwSh...

    1. Tinkerer

      Tinkerer

      There's already a lot I could say, but overall, I'll just say the experience has been very interesting thus far.

      However, there is one thing that I'm really sad about so far, and I think it's something that Pokémon has been building towards for a while. This game feels like it's meant to be played communally. One's success is everyone's success.

      The early Pokémon games weren't like that. Those games were solo. You felt like your character was against the world and, against all odds, managed to overcome. It makes the player feel special in a way that can't be replicated in a game where you are always reminded that other players exist.

    2. Tinkerer

      Tinkerer

      Syndrome said it best:

      chuckling-and-when-everyones-super-no-one-will-be-38704409.png

  6. With a Link 3 this instantly becomes a 5300 ATK beatstick which is amazing plus with it being 2+ Materials it might Rival that of Borrelsword Dragon which needs 3+ monsters to summon. Also that destruction effect is decent if your laddering up Links with different Attributes.
  7. Man if this was a Link 2, it would have allowed for some really nasty plays thanks to Tetherwolf. That's probably why they held back. I can't believe we've finally gotten a legitimately good MPB support after all these years. It doesn't fix the deck completely but it definitely solves some of their consistency and speed problems.
  8. This card almost made Abyss Actor a solid generic pendulum engine, but it has that last restriction... ...eh... Still never got around to using AA's, so I can't say how good this is, but it could definitely help unbrick those big monsters.
  9. Reihyou no Mayakashi – Yuki On’na (Yuki-Onna, the Absolute Zero Mayakashi)Link 4 WATER Zombie Link Effect MonsterATK 2900Link Arrows: Left, Bottom Left, Bottom Right, RightLink Materials: 2+ Zombie monstersYou can use the (3)rd effect with this card’s name only once per turn.(1) You can only control 1 “Yuki-Onna, the Absolute Zero Mayakashi”.(2) Negate any activated effect from an opponent’s monster that was banished when that effect was activated.(3) If a monster is Special Summoned from the GY, or if a monster effect is activated in the GY: You can target 1 other face-up monster on the field; its ATK becomes 0, also negate its effects.
  10. Oh-Shinchou Simorgh (Simorgh, Bird of Kings) Link 3 WIND Winged Beast Effect Monsters ATK 2400 Link Arrows: Bottom-Left, Bottom-Center, Bottom-Right Link Materials: 2+ monsters, including a Winged Beast monster You can use the (3)rd effect with this card’s name only once per turn. Cannot be used as Link Material. (1) This card, also any Winged-Beast monsters it points to, cannot be targeted by your opponent’s card effects. (2) If this card would be destroyed by battle, you can destroy 1 “Simorgh” card you control instead. (3) During the End Phase: You can Special Summon, from your hand or Deck, 1 Winged Beast monster whose Level is equal to or lower than the number of unoccupied Spell & Trap Zones on the field.
  11. Reihyou no Mayakashi – Yuki Onna (Yuki-Onna, the Absolute Zero Mayakashi) WATER/Link 4/Zombie/Link/Effect Links: Left, Bottom Left, Bottom Right, Right 2+ Zombie monsters You can only use the 3rd effect of this card’s name once per turn. (1) You can only control 1 “Yuki-Onna, the Absolute Zero Mayakashi”. (2) Negate the effects of your opponent’s monster effects that activate while they are banished. (3) If a monster is Special Summoned from the GY or if the effect of a monster is activated in the GY: You can target 1 other face-up monster on the field; Its ATK becomes 0 and its effects are negated. 2900
  12. Mirage Declarer (Herald of Mirages)Link 2 LIGHT Fairy Link Effect MonsterATK 600Link Arrows: Bottom-Left, Bottom-RightLink Materials: 2 monsters with the same Attribute and Type, except TokensYou can use each effect among the (1)st and (2)nd effects with this card’s name only once per turn.(1) When a Spell/Trap Card or effect is activated (Quick Effect): You can send 1 Fairy monster from your hand to the GY; Negate that activation, and if you do, destroy it.(2) If this card in its owner’s possession is sent to the GY by an opponent: You can add, from your GY to your hand, up to 2 cards with different names that are Ritual Monsters and/or Ritual Spells.
  13. Artifact Dagda Link 2 LIGHT Fairy Effect Monster ATK 1500 Link Arrows: Bottom-Left, Bottom-Right Link Materials: 2 monsters with different names You can use each effect among the (1)st and (2)nd effects with this card’s name only once per turn. (1) When another card, or another card’s effect, is activated on the field (Quick Effect): You can Set 1 “Artifact” monster directly from your hand or Deck in your Spell & Trap Zone as a Spell Card, but destroy it during your opponent’s next End Phase. (2) If this Link Summoned card is destroyed during your opponent’s turn: You can Special Summon 1 “Artifact” monster from your GY in Defense Position.
  14. Ten’i Ryuu – Sahasrara (Tenyi Spirit – Sahasrara) Link 4 LIGHT Wyrm Link Effect Monster ATK 3000 Link Arrows: Top-Center, Top-Right, Bottom-Center, Bottom-Right Link Materials: 2+ Wyrm monsters You can use the (2)nd effect with this card’s name only once per turn. (1) While you control a face-up non-Effect Monster, your opponent cannot target Effect Monsters on the field for attacks or with card effects. (2) (Quick Effect): You can target 1 Effect Monster your opponent controls; Special Summon 1 “Tenyi Spirit Token” (Wyrm/LIGHT/Level 4/? ATK/0 DEF) to your field. Its ATK becomes equal to the targeted monster’s original ATK.
  15. Abyss Actor - Hyper Director DARK Fiend Link Effect Monster 800 ATK / Link-1 (Bottom) 1 "Abyss Actor" Pendulum Monster -You can only use this card name's effect once per turn. (1) You can target 1 card in your Pendulum Zone; Special Summon it, then place 1 "Abyss Actor" Pendulum Monster with a different name from that Special Summoned monster, from your hand or face-up from your Extra Deck in your Pendulum Zone, also you cannot Normal or Special Summon monsters for the rest of this turn, except "Abyss Actor" monsters.<Ignition>
  16. To answer the question, the card is based on a game I played called "Onmyoji", a Turn-Based RPG where Abe no Seimei, the Onmyoji, summon a spirit (or small ghost by the Wikipedia) by using a blank amulet. This is also the reason why I made "Black Emissary from the Underworld" and "White Emissary from the Underworld" (they were called "Kuro Mujou" and "Shiro Mujou"). Apparently Sealmaster Seimei is based on Abe no Seimei, since "Meisei" is an anagram of "Seimei"
  17. So when do we get to see it?
  18. The Blue-Eyes Archetype. It lacks consistancy.
  19. Arrival being semi-generic is pretty dope. destruction that coupled as god-immune extender is real nice. the only hurdle is the number of material you want to feed on it contact is...meh imo? its indeed a +1 draw 3 but requirement seems too specific. granted i also understand that the field is so amazing that any extra copy end up in your hand can be considered brick since you don't need to juggle it around like other field with searcher effect Ai.Q its darn expensive outside either phoenix, linguriboh, and Light Dragon revival effect. honestly not really seeing this played as much
  20. its very strong with its potential field-wiping 6x destruction that doesn't target and cannot be responded, but its practically meant solely as finisher given most of the value you need to invest only last a turn. decent
  21. YCM wasnt compatible with the frame.
  22. There's a weird air in the energy tonight.

  23. By all means, I could name a bunch. One of my favorites is Heavenly Clouds from The Talos Principle. Marble Gallery from Castlevania: Symphony of the Night is also awesome.
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