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  1. Today
  2. TheBlackCatter

    Corrupt a wish

    Granted, but all of a sudden the IRS agents come into your home to audit you. If you even try to explain how you got the money, they will laugh at you and charge you with money laundering where you must report to a court in a month. To make matters worse, the jury is half biased against rich people. I wish I could explain to Rayfield that by "experience it first hand" I meant get hit by it directly (with pain and injuries and such).
  3. V Altmile, Chronojet, and Ahsha Trial Decks in March 😍😍😍

  4. Hello, so I've made this post in the hopes of getting a new casual archetype we can make as a group. The new Archetype is called CODE and its main concept is centered around the idea of setting up a field of "Chips" to summon monsters onto the field, this is going to involve link cards. It's a monster focused Archetype generally used for summoning monsters, imagine xyz but without the xyz cards. If you setup a CODE, you can tribute those cards to summon a stronger CODE: Example CODE 1 Effect Lvl. 3 CODE 2 Effective Lvl. 3 CODE 3 Effect Cannot be Special Summoned. Must first be normal Summoned by targeting 2 Level 3 "CODE" cards on your field, the targeted Monsters stay on the Field. This is the general idea of the entire archetype, but this is the bare bones of CODE. I hope you guys can expand this idea with CODE cards of your own.
  5. I'm gonna post my Ancient Avian Deck soon. But monster-wise, the vast majority of them are Lv4 or lower and I have a few generic equip cards that can help other monsters as well. But the deck is meant to protect itself to some level while maintaining at least 1 monster on the field to protect the player.

  6. My favorite duel is actually in the Xyz anime where Yuma gets Utopia over 100k ATK. It was at that moment when I realized how broken these cards were.
  7. Ahh, that one! I thought you meant the swing technique, not actual "swings". In that area, there's nothing to do but to time your jumps right. What you might be having trouble with is with the last chandelier, the one after a ring. If I remember correctly, there are like three or four 2-square platforms there, but the lower ones are purposely placed there to mislead the player. You must jump from the first one, the one that is much higher that the others. Well, I'd be pretty excited about the Megaman Zero/ZX to be released if I didn't have already the collection for ds (damn these guys) So I'll go for Final Fantasy VII remake, like any sane person should.
  8. Okay guys, the "Vizor" deck has finished its reworking/balance check, and was dramatically improved IMO. I mean at least its better, although its still pretty powerful. (you'll find it in Casual Multiples) In other news, the next Archetype being made will be Aura: An EARTH/Warrior Fusion deck that enjoys Flip effects, being treated as not being on the field, and being generally annoying. Example Card:

    Aura Guardian, Shuriken

    Level: 4

    EARTH/Warrior/Aura/Flip/Effect

    FLIP: When this card id flip summoned, you can target 1 monster on the field, lower its ATK and DEF by 300, and inflict 300 damage to your opponent. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Your opponent cannot designate this card as the target for attacks or effects. This card does not stop your opponent from directly attacking. 

    (So yeah, i'll do this archetype on Wednesday most likely. Any first opinions/thoughts/reactions?)

  9. Thanks for your critiques. I've spent my free time recently reworking the "Vizor"s into more balanced cards, and some of your suggestions really have helped. Also, this and the "Mightymetal" deck I made a while ago were a mistake. Most of the cards themselves weren't bad. It just how I executed them. Anyways, the "Mechanical" deck is much smaller, (although still pretty big) and actually playable. Anyway, without further ado, here is the Improved "Vizor" deck. Vizor of Heretic Level: 4 LIGHT/Fiend/Effect When the opponent controls at least one Monster, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 face-up monster on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 level 4 or lower "Vizor" monster from your GY or deck to your hand. You can only use each of the effects of "Vizor of Heretic" once per turn. ATK: 1500 DEF: 1500 Vizor of Rebel Level; 4 LIGHT/Fiend/Effect When the opponent controls at least one card in their Spell/Trap zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 "Vizor" Spell or Trap from your GY or deck to your hand. You can only activate each of the effects of "Vizor of Rebel" once per turn. ATK: 1500 DEF: 1500 Vizor of Agitator Level: 4 LIGHT/Fiend/Effect When there are no face-up cards in the opponents Spell/trap zone or their Main Monster zone field, you can special summon this card from your hand. When this card is special summoned by its own effect, you can target 2 in the opponents GY, shuffle those targets into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then, draw 1 card. You can only use each of the effects of "Vizor of Agitator" once per turn. ATK: 1500 DEF: 1500 Vizor of Martyr Level: 4 LIGHT/Fiend/Effect When there are at least at least 2 cards in the opponents Banish Zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents Banish Zone, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can banish this card, then add 1 "Vizor" card from your GY to your hand. You can only use each of the effects of "Vizor of Martyr" once per turn. ATK: 1500 DEF: 1500 Vizor of Victim Level: 4 LIGHT/Fiend/Effect When there are at least 2 card in the opponents GY, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents GY, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only use each effect of "Vizor of Victim" once per turn. ATK: 1500 DEF: 1500 Vizor of Terror Level: 4 LIGHT/Fiend/Effect When there is at least 1 card in the opponents hand, and you control no other monsters, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents hand, and 1 card in your hand, shuffle those targets into their owners respective decks. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only activate each effect of "Vizor of Terror" once per turn. The turn this card is special summoned, you cannot normal summon or set, and you cannot special summon monsters, other than "Vizor" monsters. ATK: 1500 DEF: 1500 Vizor of Victor Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" Spell/Trap from your GY or Deck to your hand, and increase the ATK of all "Vizor" monsters you control by 300. This monster cannot attack the turn you activate this effect. When this monster attacks an opponents monster, during damage calculation only, you can add half of one opponents monsters ATK to this monsters. You can only activate each effect of "Vizor of Victor" once per turn. ATK: 2250 DEF: 2250 Vizor of Champion Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" monster from your GY or Deck to your hand, and decrease the ATK and DEF of all non- "Vizor" monsters your opponents controls by 300. This monster cannot attack the turn you activate this effect. When this monster destroys an opponents monster, after damage calculation, you can inflict damage to your opponent equal to half of the opponents monsters original ATK. You can only activate each effect of "Vizor of Champion" once per turn. ATK: 2250 DEF: 2250 Vizor of Loser Level: 6 LIGHT/Fiend/Effect This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then you can shuffle 1 card in the opponents hand into their deck. "Vizor" monsters cannot attack the turn you activate this effect. This monster can inflict piercing damage. You can only activate each effect of "Vizor of Loser" once per turn. ATK: 2250 DEF: 2250 That's all of the Main deck monsters, there are now only 9 of them. (originally 15) 6 level 4, 3 level 6. Next is the Spells and Traps Hall of the Vizor Masquerade Field Spell You cannot normal summon or set monsters, except "Vizor" monsters. You cannot special summon or set monsters, except "Vizor" monsters. When this card is activated, you can add 1 "Vizor" card from your deck, to your hand. All level/rank 4 or lower "Vizor" monsters gain 300 ATK and DEF. All level/rank 5 or higher "Vizor" monsters gain 350 ATK and DEF. Once per turn, If you control a "Vizor" monster, you can use that "Vizor" monster, and a "Vizor"' monster in your hand that has the same level, but a different name, to Xyz summon a "Masquerade Vizor" Xyz monster with the same rank as those "Vizor" monsters levels. While you control a " Masquerade Vizor" monster, this card is unaffected by other card effects. You can activate 1 "Hall of the Vizor Masquerade" per turn. Vizor Tag Team Quick-Play Spell When a level 4 or lower "Vizor" monster is special summoned from your hand by its own effect, you can add 1 level 4 or lower "Vizor" monster whose summoning condition is currently being met to your hand, from your deck or GY. when a "Vizor" monster on your field would be destroyed by battle or by effect, you can banish this card from your GY, instead. you can only activate 1 "Vizor Tag Team" per turn. Vizor Double Team Normal Spell While you control at least 1 "Vizor" monster, you can shuffle you're entire hand (minimum 1) into your deck, then activate 1 of the following effects: - Add 2 level 4 or lower "Vizor" monsters whose summoning requirements are currently met from your deck to your hand - Draw 3 cards, then discard 2 - Add 1 "Vizor" Spell/Trap from your deck or GY to your hand During the End Phase of a turn in which you activated this card, banish this card, and your entire hand, then draw 1 card. You can only activate 1 "Vizor Double Team" per turn. Vizor Xyz Quick-Play Spell While you control at least 1 "Vizor" monster, you can activate one of the following effects: - Overlay 2 "Vizor" monsters in your Hand with different names, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) - Overlay 1"Vizor" monster on your Field with 1 "Vizor" monster in your hand with a different name, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) - Tribute 2 "Vizor" monsters, then Overlay 2 "Vizor" monster with different names, but the same level from your Deck or GY, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) You can only activate 1 "Vizor Xyz" per turn. Vizor Blast Equip Spell When the equipped monster leaves the field, inflict damage to your opponent equal to half of the equipped monsters original ATK. The shuffle this card into your deck. Vizor Counter Counter Trap When the opponent activates a card effect that would negate the activation of a "Vizor" card or effect, you can negate that card or effects activation, and shuffle both this card and that card into the opponents deck. Vizor Mirror Continuous Trap Any card effect that targets or would affect a "Vizor" monster is negated, and the same effect is applied to one card the opponent controls. (Here is how this effect works. I control 2 "Vizor" monsters, and you have a Goblin Attack force and a set Magic Cylinder on your field. If you activate Raigeki, I can activate this card in response. Your Raigeki is negated, and the same effect is treated as applying to 2 cards on your side of the field. So my monsters are fine. But your Goblin Attack Force is destroyed. Your set Magic Cylinder is fine however, as it isn't affected by Raigeki, as it is a trap card. BUT, it only works on cards that affect a "Vizor" monster. so I can't chain this onto Heavy Storm, or MST. ) That's the Spells & Traps. There are 7 of them now, (previously 10) 5 being spells, 2 being traps. Masquerade Vizor of Power Rank: 4 LIGHT/Fiend/Xyz/Effect 2+ Level 4 "Vizor" monsters You can detach 1 Overlay unit from this card, Inflict 500 damage to your opponent, then increase this cards ATK and DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Power" per turn. You can only activate each effect of "Masquerade Vizor of Power" An Xyz monster summoned using this card as material gains this effect: - It gains 800 ATK ATK: 1800 DEF: 1800 Masquerade Vizor of Weakness Rank: 4 LIGHT/Fiend/Xyz/Effect 2+ Level 4 "Vizor" monsters Once per turn, you can detach 1 Overlay unit from this card, lower this cards ATK by 800, then shuffle all cards in the opponents Spell/Trap zone, or their Main monster Zone, into their deck, "Vizor" monsters cannot attack directly the turn you activate this effect. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Weakness" per turn. You can only activate each effect of "Masquerade Vizor of Weakness" An Xyz monster summoned using this card as material gains this effect: - When it's summoned, you can shuffle 1 card in the opponents hand into their deck. ATK: 1800 DEF: 1800 Masquerade Vizor of Greed Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters Once per turn, you can detach 2 Overlay units from this card, then draw 1 card, and if it was a "Vizor" monster, increase this cards ATK/DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect: - It can inflict piercing damage. ATK: 1800 DEF: 1800 Masquerade Vizor of Corruption Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters when your opponent activates a card effect during during the battle phase, you can detach 1 Overlay unit from this card, negate the activation of that card, then shuffle it into their deck, and if you did, increase this monster ATK by 800 until the End Phase. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect: - When it attacks, the opponents cannot activate card effects. ATK: 1800 DEF: 1800 Masquerade Vizor of King Rank: 4 LIGHT/Fiend/XYZ/Effect 3+ Level 4 "Vizor" monsters Once per turn, you can detach 1 Overlay unit from this card, shuffle 1 card on the opponents field into their deck, If the opponent were to activate a card effect against the activation of this cards effect, you can negate that cards activation, then you can shuffle it into the opponents deck. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of King" per turn. You can only activate each effect of "Masquerade Vizor of King" An XYZ monster summoned using this card as material gains this effect: - When the opponent activates a card effect that negate the activation of its effects, you can negate that cards effects. ATK: 1800 DEF: 1800 Masquerade Vizor of Capulet Rank: 6 LIGHT/Fiend/XYZ/Effect 2+ Level 6 "Vizor" monsters When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. Once per turn, you can target 1 XYZ monster on the field with no overlay units, inflict damage to your opponent equal to half of its original ATK to your opponent. Once per turn, when the opponent activates a card effect that would affect a "Vizor" monster on your field, you can detach 1 Overlay unit from this card, negate the activation of that opponents card, shuffle it into your deck, and if you did, inflict 800 damage to your opponent. You can only special summon 1 "Masquerade Vizor of Capulet" per turn. You can only activate each effect of "Masquerade Vizor of Capulet" per turn. ATK: 2600 DEF: 2600 Masquerade Vizor of Montague Rank: 6 LIGHT/Fiend/XYZ/Effect 2+ Level 6 "Vizor" monsters When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. While this card is on the field, every time an opponents card leaves the field, inflict 200 damage to them. Once per turn, you can detach 1 Overlay unit from this card, then check the top 3 cards of your deck, for every "Vizor" monster among those revealed, shuffle 1 card on the opponents field into their deck, then shuffle those 3 cards into your deck. If this card were to leave the field, you can detach one Overlay unit instead. Once per turn, if this card has no Overlay units attached to it, you can target 1 monster on the field, attach it to this card as an Overlay unit. You can only special summon 1 "Masquerade Vizor of Montague" per turn. You can only activate each effect of "Masquerade Vizor of Montague" per turn. ATK: 2600 DEF: 2600 All right the archetype was revamped, heavily nerfed, and generally made more balanced. Thank you for your time and effort in reviewing my cards. Hopefully the archetype is better now. Thank you - Bluvista
  10. Favorite duel in the Yugioh anime (which generation? Any.)? That helps. I think. It's the one with the chandelier. What game are you looking forward to this year?
  11. Yesterday
  12. Eh, screw it. I'm already procrastinating. Might as well kill any semblance of "free time" and review this whole thing. Before I continue, I want to note a certain term that I'm probably going to use for several of these (based on my earlier skim-through): "Mirror monsters". Basically, I'll use the term to describe monsters that are pretty much the exact same as another monster in the archetype but with a single difference that "mirrors" the other monster. I have more to say about these "Mirrors" at the end of the review, but for all intents and purposes, anything that I say about a monster applies to its mirror as well unless I specify otherwise. Without further ado, on to the review: Heretic: Oh boy… this one is extremely powerful right off the bat. The main issue is how generic it is. As I noted before, spinning effects (returning from field to Deck) are some of the most powerful, and this card gives you a spin effect along with a “free” Special Summon. Of note, I can’t actually think of a generic Level 4 monster with a free removal effect like this. If you want to keep it this powerful, it really should be locked into its archetype. All that said, this card is also pretty ridiculous in-archetype as well. If you play a simple combo, you could easily spin 3+ of your opponent’s cards without losing any advantage. This needs heavy restrictions. Rebel: Mirror monster of Heretic except for Spell/Traps. Fortunately, because of the Spell/Trap focus, this one isn’t nearly as powerful and loopy as Heretic. I would still restrict it to Vizors and maybe add a cost to it, but otherwise, it’s fine. Agitator: Real quick, you forgot its ATK/DEF. If the first two cards are useful for going second, this one is better at going first and helping you establish your higher levels while letting you fix your hand. Considering how well this deck does in breaking boards, going first and using this card feels a bit lackluster. It’s still very powerful in the right situations though, so I think it’s actually really good as a side deck/1-of kind of card. It’s solid. Rioter: Aha! Found it. This card is the mirror of Agitator. It technically is even more conditional with its Special Summon effect, but it compensates by having the most absolutely ridiculous tribute effect. You can create a 2-card infinite loop on turn 1 with this. Loop: SS Rioter > Tribute for Level 6 > Search 2 Field Spells > Activate both > Search Rioter + Level 6s > SS Rioter > Tribute for Level 6 > Search 2 Field Spells… etc. etc. I can’t think of a practical application for the loop right now since the 6s need to shuffle a card from the field before they activate their effects, but this loop can give you infinite Link/Xyz material, so there’s definitely some kind of broken application somewhere. Martyr: The most conditional Level 4. Honestly, probably useless except as a side deck card. Good to have, but hardly ever a card you’ll want to see in the game. Victim: The infinitely better version of Martyr. Easy to summon, it’s a nice card to use generically. Unfortunately, it likely would lead to infinite loops alongside Rioter when used within the archetype. Even without Rioter, you can just keep adding Victim back to your hand and using it to keep summoning out the Level 6s to cripple the opponent’s board. It needs limits. Terror: Oh. Oh no. Uh. So… I found out the use for the infinite loop. This card can be used in the loop to make your opponent have 0 cards in their hand on turn 1. Loop: Do the previous loop > Xyz 2 of the Level 6s > Any of the Rank 6s search this > Special Summon this to snipe opponent’s hand > Continue loop > Keep doing this until opponent has no hand. Just… no. Almost anything that has to do with hand destruction is bound to be dangerous unless done extremely carefully and limited heavily. There is a reason that most hand destruction cards are on the banlist. Horror: Mirror of Terror. Nothing else needs to be said. Synthesis: I’m not sure why you decided to change this to searching for stuff with Vizor in the text. All the cards are Vizor cards, so that seems a bit random. Also, you never said where the Spell/Trap would be added from. Anyways, this is essentially a field nuke that always loses you immediate advantage, however, it is non-targeting, non-destruction removal on a Level 4 that can Special Summon itself so… it’d probably be used generically as an easy way to clear a board if players have a follow-up play. It’s powerful in the same way as Heretic and could definitely use some type of cost/limitation. Antithesis: Mirror of Synthesis. Harder to use generically since its effects kinda don’t really fit in any kind of deck I can think of besides its own archetype. Still, spinning all your opponent’s Spell/Traps at once is an effect that could probably do with an additional cost of some kind. Victor: So Victor has spin removal, can search for anything (thanks to the field spell), and a base ATK of 2550 (which allows it to run over any monster thanks to its last effect). Also, its last effect is permanent, so if it, say, attacks a 2000 ATK monster, it’ll keep the 1000 ATK permanently. While the card (and almost all the Level 6s) have no protection, they compensate by giving you ridiculous amounts of advantage that makes them near impossible to effectively counter because they aren’t limited in any way. Tl;dr: I appreciate the fact that the Level 6s can’t be used generically, but from what I see, all of them just do too many good things at minimal cost. Champion: Weaker mirror of Victor. Between the two, I’d prefer you keep this just because it’s fairer. Loser: … Failure: … Honestly, these aren’t as crazy as the Level 4s just because you can’t actually use their hand snipe effects when your opponent’s field is empty (so they are unusable during the first turn), but from turn 2 onward (which is where the deck excels), these are game-enders. The rest of the archetype is good at removing the opponent’s board, but if you use these, they remove the opponent’s ability to make any kind of a comeback. Neutral: This is the only monster that offers protection, but it offers some of the best kind of protection anyone could ask for. It basically shuts off the opponent’s ability to respond to board killing. The idea is fine, but the execution is way too overpowering. Let’s look at other examples: Skill Drain is limited, Mystic Mine has forced limitations on Field Spell search cards, Dark Ruler No More is a Spell that only lasts one turn, Majesty’s Fiend/Angel 07 are nearly unsearchable and cannot be Special Summoned, Bagooska has an in-built self-destruction timer… and all of those cards either restrict you or hurt you in the same way as your opponent. Neutral has none of those limitations, can be Special Summoned, spins a card, and has a 2500 body. The “cost” of being archetype-locked is not enough, especially since a lot of the other cards are good enough generically that this could be thrown into those decks anyway. Hall: On the whole, this is an interesting concept and I actually really like the idea. However, this card doesn’t have any kind of limit on how many times you can activate it and search which is pretty much the only issue with it. Tag Team: Here’s where the protection comes in. This card extends your ability to turn your deck into a toolbox to break your opponent’s board which is pretty cool. I have a concern regarding this card among other things, but I’ll note that at the end (see the section in red). By itself, this card is fine. Draw: This card is also useful for the infinite loop. Because of how large the archetype is, you can loop through pretty much all the Vizor cards in your deck, then play 3 “Draws” to draw into Exodia or any other FTK win condition. It’s not as consistent as just killing your opponent’s hand, but it doesn’t help. Honestly though, the card isn’t great one way or the other. If the rest of the archetype was limited, this card would be useless. As the archetype is currently though, this card just helps push all the negative aspects of the deck. Double Team: This card needs to specify that you need at least 1 card in your hand to activate it. Otherwise, you can just activate it when it’s the only card in your hand and get a card for free. As it is now, it is also an infinite loop card. Example: You control “Spell Absorption” > play it > search for another Double Team > play it > recycle first Double Team > etc. etc. Gain infinite LP. Basically, I have similar comments for this as I have for Draw, but it is more useful on the whole. XYZ: First thing’s first, is “XYZ” meant to be capitalized? This is actually important because there is a card called “Generation Force” that searches for “Xyz” cards. If you want this to be searchable by that card, you could just change the name to “Vizor Xyz”. As for the card itself, it gives you the opportunity to Xyz using materials from various locations which is really cool. Just like the field spell, I really like this card. Overall, my only nitpick is that the third effect kinda makes the second effect useless; I’d strongly recommend removing that third effect. Cannon: Another card that can take advantage of loops. However, it is really underwhelming even with the loops, and without the loops it feels… unnecessary. If you can break your opponent’s board, your monsters can deal enough damage to help you win; you don’t need the extra burn damage. Blast: This one is actually the best card to take advantage of the loops if you are planning to FTK your opponent, otherwise, like Cannon, it feels unnecessary. Mirror: I’m… really unsure how to go about writing this with “correct” card grammar since I am kinda confused at how this would work in certain scenarios. If you have, say, 2 Vizors and your opponent has no monsters but they activate “Raigeki”, how would this work? I’ll have to save my judgment for this card until I fully understand how it works. Disguise: From what I understand, you can’t actually “activate” this card since it has no activation effect. I assume you meant for this card to be just a trap that your opponent triggers if they try to blindly get rid of your backrow. In that case, the card is perfectly fine, even if it is a little weak. Just to let you know though, this card cannot actually work with Antithesis. Shuffling a card into the deck cannot trigger “When this card leaves the field” effects. It’s a weird ruling. Power: I really like the gimmick when it is targeted, but unfortunately that effect is completely overshadowed by the lack of limitation on its first two effects. The card can immediately search/recycle the easily spammable monsters and you can use the second effect twice to inflict 1600 damage for free. With the loops, you can potentially burn your opponent to death on turn 1. Weakness: Well, it looks like one card has a limitation. Does it help? Not particularly. This card is basically an easier-to-summon Rainbow Neos with a lower cost to activate its effect. Again, I like the gimmick of the third effect, but it doesn’t really matter when that likely not going to be the way the card will be used. Greed: Ok, so everything I said about Power: double it. This card has a once per turn, but it has the wrong one, making it even more ridiculous than Power while facilitating every kind of FTK effect. Fortunately, it costs 3 monsters, but if you can summon it once, you’ve likely already won the duel. Corruption: The weakest Xyz by far. Effects during the battle phase are pretty rare. It’s not common for monsters to have effects in the battle phase (besides maybe floating effects) and battle traps tend to be dealt with before they get used during the battle phase. Further, this card only negates 1 battle effect and only gains 800 until the End Phase. And it needs 3 monsters. It’s… really underwhelming especially in comparison to the 2 Material monsters. King: Basically the husband of “Madolche Queen Tiaramisu”, huh? Honestly, out of all of the Xyzs, this one is the one that feels like it was almost the most balanced. 3 specific materials to get a non-targeting, non-destruction 2 card removal. It’s still powerful, but then the monster only has 1800 ATK, so it can be countered. Solidly balanced! The only issue with it is that its second effect isn’t limited in any way, so you could end up shuffling 6 of your opponent’s cards into the deck… which is broken. Capulet: This… is all over the place. It searches, it has a burn effect, it protects your cards while stealing your opponent’s cards, and it uses counters to summon tokens. It’s just… doing a whole lot of stuff that wasn’t really seen at all in the rest of the archetype. None of it is bad, just… confusing. Anyway, as for the card itself, the stats are really high and you need to put the token’s stats (type/Attribute/ATK/DEF) within the effect text somewhere. Montague: Well, this card is more straightforward. Really, there isn’t much to say about it. On the whole, the card is probably the most balanced Xyz of the bunch. Since the effect forces you to shuffle the same amount of cards as monsters excavated, you could end up failing to shuffle anything, which is an interesting limitation. Still, a potential shuffle 5 is insane, but at this point my brain is fried, and I’m having difficulty telling what’s balanced any more… King Vizor: This card is… meh. It can do small burn damage and it’s tough to kill. It’s got a conditional effect to steal monsters and it has 3000 ATK so it can beat over a lot of things. It problem is that it’s just obscenely difficult to summon if you aren’t infinitely looping since you first need to summon 3 Xyzs just to summon this then you need to summon a fourth Xyz so this card gains destruction protection. Ugh…this review has basically taken me five hours nonstop… There’s a few more things that I need to say though. OPTs: (If you know all this, I’m sorry you can skip down to the next section. This was the first thing that came up in my head when I thought about fixing this archetype) OPT is shorthand for “Once per turn”. There are 2 types of OPTs that you need to be aware of when designing cards: SOPTs (soft once per turns), and HOPTs (hard once per turns). SOPTs is just when a card says “Once per turn: blah blah blah”. Basically, you can use the effect once, but if the card leaves the field and comes back or you summon another copy of the same card, you can use the effect again. For example, look back at Greed. Its second effect has a SOPT. That means that if you had Greed with 4 materials, you can only use its effect once. However, if you summon a different Greed, you could use that effect a second time. HOPTs are when a card says “You can only use this/each effect of ‘card name’ once per turn”. It means that no matter how many copies of a card you summon, you can only use that effect once during that turn. When I was talking about “limiting” your cards, this was the biggest way. If you redesign your archetype and put HOPTs on the cards, it will eliminate any infinite loops in the archetype. Mirror Monsters: This is personal design philosophy, so take what you will. You should not really have too many mirror monsters when you design. An archetype generally has a gimmick or a specific thing that it excels at. However, when I find myself making mirror monsters, I realize it’s because I don’t have a particular idea of how I want my archetype to go, so I supplement by making it do everything. The Visors have a solid aggressive, turn 2 playstyle that breaks the opponent’s board while also attacking and doing minor burn damage. However, if you see cards like Neutral which is a card that fits in a control strategy, or Failure that gains LP for some unknown reason, or Capulet which does all the things, a player becomes confused at what the deck is meant to do. Many of the mirror cards can also be consolidated down into each other: Martyr and Victim could become 1 card, Agitator and Rioter could become 1 card, etc. Searching: I get it. You want your archetype to be consistent so that a) it can do what it needs to do, and b) it can keep up with modern stuff. Cool. But in an archetype of 33 cards, 20 of them don’t need to be searchers! I’m sorry, but this is the thing that got under my skin the most. It’s just… ridiculously excessive on top of designing an archetype around one of the most powerful removal effects in the game. I’m sorry if I sounded mean. There were several aspects of these cards that I really liked. The different kinds of Xyz-ing was really intriguing, but a lot of it felt overshadowed when you can tell how these were meant to be used versus how they would be used.
  13. My issue with the protagonist of YGO7s: He doesn't look like a hedgehog.

    1. Rayfield Shade

      Rayfield Shade

      Was it a hedgehog? I've been deceived, I thought they were christmas trees.

    2. Horu Ishayuki

      Horu Ishayuki

      Yugi looks like a hedghog.

      Jaden somewhat looks like a hedgehog.

      Yusei looks like Shadow.

      Yuma looks like a hedgehog.

      Yuya looks like a hedgehog

      Yusaku thinks he's Sonic with that blue hair.

       

  14. Sure, however it still more fair then altergeist and the meta. Also I wanted this monster to be the boss monster of the rai-oh sekka archetype I want to make in the future as long as I find inspiration for it.
  15. Horu Ishayuki

    Corrupt a wish

    Granted, but Black Catter still had his wish granted 3 fold and now has the ability to corrupt any 3 wishes he chooses, including this one. I wish I had the combined wealth of Bruce Wayne, Tony Stark, Oliver Queen, Lara Croft and Seto Kaiba.
  16. Horu Ishayuki

    Hello.

    Rayfield, you want slow drawing? I only draw from my mind and only when I have a good inspiration/motivation to do so. Although I do doodle when I'm bored.
  17. Last cards are up! New cards: Spider of the Blood Moon (Level 2 Effect Monster) Shaman of the Blood Moon (Level 3 Effect Monster) Wendigo of the Blood Moon (Level 5 Effect Monster) Zombie of the Blood Moon (LINK-4 Link Monster) Eclipse of the Blood Moon (Continuous Spell) Fall of the Blood Moon (Continuous Trap)
  18. thoughts on the new doll support bat?

    1. BatMed

      BatMed

      So far so good. My current favorite combo is using Incarnation's GY effect on Ariel. Until they give dolls their own Miracle Fusion.

    2. Ryusei the Morning Star
  19. Eh, the term has generally broadened to field > Deck. At least, that's how I've always seen it used. Could totally be wrong though; I wonder where the term came from? Yeah, in general, spin effects are some of the most powerful types of removal, so having an archetype based on the mechanic has to be planned out pretty carefully. I didn't look through all the cards specifically, so I'm not entirely sure their full capability, but for starters, I'd definitely recommend following what Ray said about adding hard OPTs. Without them, I can definitely see there being some way to loop these cards (maybe infinitely) and remove the opponent's entire board. I also have to mimic what Jolly said: there's just a lot of cards here. Giving a quick glance through some of the cards, it really feels like some of them are unnecessary. It could really help to "cut the fat" a bit, but I'll have to get back to you on specifics. I didn't mention this before, but because it could take a while for me to actually review sets this big in their entirety, I'd recommend making sure to "bump" your threads up every now and then. Cheers!
  20. Ultimately, it seems that the Smash Ultimate developers are desperately decided to make us play 8-player battles with only blue-haired Fire Emblem characters. So, next fighter pass' characters confirmed:

    caeda-fire-emblem-heroes-89.1.jpg.fc0f7de864b7971427221848404286d4.jpg

    Katua.png.6c80b7e57e1ca399aae3e455b2c45c62.png

    Tana.thumb.png.633dbfac2a30c8295b79c710f5ad7695.png

    Hopefully...

    1. Horu Ishayuki

      Horu Ishayuki

      But I want a purple haired character....

    2. Phantom Roxas

      Phantom Roxas

      Needs more Eirika.

    3. Rayfield Shade

      Rayfield Shade

      I postulate Marisa or Camilla for purple haired character.

      Agreed, Phantom Roxas, but it seems she has too much green hue to be considered by the developers, I'm afraid.

  21. So I know this has absolutely nothing to do with the card itself, but it's just really funny seeing this card and then finding out the next day that Duel Links is dropping a box that has a lot of Ninja support.
  22. Rayfield Shade

    Corrupt a wish

    Eh? This is not bad at all, thanks! Granted, but you're playing at the edge of a 50 floor building's rooftop. When your monster is destroyed, for some ridiculous and illogical reason, you're thrown back due to the force of the explosion and... I wish to apologize cause I just noticed TheBlackCatter's Yandere question had already been answered when I did. Don't know what happened, I'm sure the content from Horu to Yami's in this page didn't appear to me before. Weird.
  23. Thanks, for saying thatComing from an artist means a lot. I'm thinking of making an archetype to post here, but with my own drawings. It will take a looong time, though, My drawing is slow as hell.
  24. Ummm, I might be wrong, but I thought spin effect meant returning a card from the field to the top of the owner's Deck? Heretic only shuffles a monster into the Deck.
  25. Lystern

    Corrupt a wish

    Granted, but you'll have to live with a dog which is super excited about anything. I wish for AR yu-gi-oh duels.
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