thekazu4u Posted March 20, 2012 Report Share Posted March 20, 2012 I love yata. But since konami is terrified of it (as they should be - anybody that is not terrified by yata has not had the full treatment), it will not come back. So, aside from the fenrir lock, there are no draw locks available. BUT... there are plenty of much less fun and much more powerful "lame-duck" type decks around. So, despite the large amounts of hate this may generate, I have made the following card. "Yata has flown all the way back from ban-land! One of us is going to die by yata's hands... I mean claws..." [img]http://yugico.com/customcard/37709.jpg[/img] [left]Effect: You cannot draw card(s) while you control this face-up card. If a Spirit Monster returns to your hand while your opponent controls no face-up cards: Skip your opponent's next Draw Phase.[/left] [left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]Note(s): [/size][/font][/color][/left] [left][font=Verdana, Geneva, sans-serif][size=2][color=#000000]-You don't get a draw yourself so you can't simply "draw your way" to turning a soft-lock into a hard one[/color][/size][/font][/left] [left][color=#000000][font=Verdana, Geneva, sans-serif][size=1]-If you don't lock them, then yata garasu will take you instead [/size][/font][/color][/left] [left][color=#000000][font=Verdana, Geneva, sans-serif][size=1]-Sorry for the bad image (the image itself is not bad, it just is not of Yata it is of a blackwing.) [/size][/font][/color][/left] [left][color=#000000][font=Verdana, Geneva, sans-serif][size=1]-Image credit goes to hunduel - once again, the image is great, its just it does not fit in great w/ yata.[/size][/font][/color][/left] One final thing. I am thinking of making it require no cards at all not just no face-up cards. Either that or make it require you to control no monsters other than spirits (although it seems sorta a big burden to be not able to draw OR control non-spirit monsters, although I guess that is what you get for playing with yata). I just want to keep the effect simple though and not "over-balance" it. What do you think? Also, I made a "bonus" support card. It belongs here. Open this only if you are OK with the top one tho [SPOILER=bonus] "I am going to summon Khoikhu, declare Giga-Mantis, blow up your face-up cards. Now I am going to cast yata. Enjoy being pecked at [s]200[/s] 50 (I could not resist) points at a time!" [img]http://yugico.com/customcard/37710.jpg[/img] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned: Declare 1 card name. Check your opponent's Deck, if one or more copies of that card exists then add them to your opponent's hand and destroy a number of opponent's cards equal to the number of cards added to your opponent's hand by this effect. If no copies of the declared card exist in your opponent's deck: Destroy this card.[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]Notes:[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]-useful in other decks other than the lock deck.[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]-First card with 50 attack.[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]-Useful for loading up your opponent with junk and killing what is useful.[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]-No card advantage gain/loss.[/left][/size][/font][/color] [color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]-Hunduel's image again. This one fits the effect actually tho (u know a large WTF factor and all)[/left][/size][/font][/color] [/spoiler] Link to comment Share on other sites More sharing options...
thekazu4u Posted March 22, 2012 Author Report Share Posted March 22, 2012 Bump for yata :S Link to comment Share on other sites More sharing options...
LordEcchi Posted March 22, 2012 Report Share Posted March 22, 2012 I really like the second one. As for the first one, I've never run a draw-lock deck, so this card is useless to my play style. I need to be able to draw xD Link to comment Share on other sites More sharing options...
seattleite Posted March 22, 2012 Report Share Posted March 22, 2012 So, the first one is interesting. Really hard to use, since a single wrong move can put you at the disadvantage and draw lock you out. A possible lock but very dangerous, so i'm gonna say it's balanced. Khoiku is also cool. Trading your opponent's field advantage for hand advantage, but you could declare cards you know are dead draws. Only thing is, wasting your summon for a 50 ATK Spirit monster feels so awkward... almost as much as Otohime Also i don't think the last drawback is really necessary - summoning a monster that's worthless on the field is a big enough drawback. Curious where you got the name inspiration for Khoiku? Link to comment Share on other sites More sharing options...
thekazu4u Posted March 22, 2012 Author Report Share Posted March 22, 2012 Uh, as for the name of Khoikhu, it is a spirit. That means take a random japanese name (kohimu) drop all non-silent letters expect one (koiu) add in a 2nd copy of that letter (koiku) and then add in as many silent letters as humanly possible (Khoikhu). And yea, that is how I design spirits' names. And btw people that say Khoikhu is UP'd, I have actually found it to be really powerful. You can declare something like wind-up factory for a practically guaranteed 3 card destruction, you pick all the wind-ups. Now factory is useless. Next, you activate Journey of Yata and lock their draws. If you want to be uber safe you can also play a torrential/warning to prevent them from summoning another wind-up from their hand and thus being able to search. Next turn, you do it again, calling something like Mind Control. Blow up any face-downs, attack for 50, return to hand. And the mandatory hit-or-destroy limitation is to prevent a Khoikhu - journey combo from being terrible. Without the mandatory destruction of khoiku, just those two cards and a bit of skill at predicting what your opponent plays would practically be GG after 160 turns But now you will need Khoikhu, journey AND some other spirit. Link to comment Share on other sites More sharing options...
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