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The YCM "GCM" Project


Strider Tigerwolf

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[color=#000000][size=3]I think I know why the image keeps breaking: You have it on "Private" instead of "Public" in Yugico, don't you? If you switch the settings you should be fine...but test just in case.[/size][/color]

[color=#000000][size=3]Also at the fusion.[/size][/color]

[color=#000000][size=3]Cataclysmic Fusion[/size][/color]
[color=#000000][size=3]Quick-Play[/size][/color]
[color=#000000][size=3][font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "Cataclysmic Fusion" per turn.[/background][/font][/size][/color]

[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]That...actually seems quite awesome. The biggest of issues is that Blue-Eyes Ulti is now a pretty awesome card, and I can get rid of my opponent's problem cards. Downside: I can only activate 1 of these per turn. The other version I'm thinking involves the Compulsory Mass effect for all Special Summoned monsters:[/background][/size][/font][/color]

[color=#000000][size=3]Cataclysmic Fusion[/size][/color]
[color=#000000][size=3]Quick-Play[/size][/color]
[color=#000000][size=3][font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Fusion Summon is successful: Return all Special Summoned monsters on the field (excluding monsters Summoned by "Cataclysmic Fusion") to their owner's Decks. You cannot Special Summon monsters during your next turn. You can only activate 1 "Cataclysmic Fusion" once per turn.[/background][/font][/size][/color]

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[quote name='Chance Furlong' timestamp='1350049955' post='6042875']
[color=#000000][size=3]I think I know why the image keeps breaking: You have it on "Private" instead of "Public" in Yugico, don't you? If you switch the settings you should be fine...but test just in case.[/size][/color]

[color=#000000][size=3]Also at the fusion.[/size][/color]

[color=#000000][size=3]Cataclysmic Fusion[/size][/color]
[color=#000000][size=3]Quick-Play[/size][/color]
[color=#000000][size=3][font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "Cataclysmic Fusion" per turn.[/background][/font][/size][/color]

[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]That...actually seems quite awesome. The biggest of issues is that Blue-Eyes Ulti is now a pretty awesome card, and I can get rid of my opponent's problem cards. Downside: I can only activate 1 of these per turn. The other version I'm thinking involves the Compulsory Mass effect for all Special Summoned monsters:[/background][/size][/font][/color]

[color=#000000][size=3]Cataclysmic Fusion[/size][/color]
[color=#000000][size=3]Quick-Play[/size][/color]
[color=#000000][size=3][font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Fusion Summon is successful: Return all Special Summoned monsters on the field (excluding monsters Summoned by "Cataclysmic Fusion") to their owner's Decks. You cannot Special Summon monsters during your next turn. You can only activate 1 "Cataclysmic Fusion" once per turn.[/background][/font][/size][/color]
[/quote]
The second one seems more fitting with the Cataclysmic part. Plus I like that one more. The lack of Special Summoning is a nice touch but there is still one small problem. If you activate it on your turn, you'll be able to special summon as normal (that turn).

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Then this is what it's looking like imo atm

[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Cataclysmic Fusion[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Quick-Play[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Fusion Summon is successful: Return all Special Summoned monsters on the field (excluding monsters Summoned by "Cataclysmic Fusion") to their owner's Decks. You cannot Special Summon monsters other monsters during the turn you activate this card. You can only activate 1 "Cataclysmic Fusion" once per turn.[/background][/size][/font][/color]

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The effect is looking good, but there is still the issue of activating it in your opponent's turn, because then the downside would be barely non-existent, unless you wanted to Summon a Tragoeida that turn, or any other monster that can be Summoned during the opponent's turn. I suggest the following changes:

[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Cataclysmic Fusion[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Quick-Play[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck.[s] (This Special Summon is treated as a Fusion Summon.)[/s] If the Fusion Summon is successful: Return all Special Summoned monsters on the field (excluding monsters Summoned by "Cataclysmic Fusion") to their owner's Decks. You cannot Special Summon monsters other monsters [s]during the turn you activate this card[/s] until the End Phase of your next turn . You can only activate "Cataclysmic Fusion" once per turn.[/background][/size][/font][/color]

The first crossed effect stops the card from Summoning Mudballman (who can only be Special Summoned by Fusion Summon) and avoid giving HEROes yet another disruption tool, while also preventing potential abuse by reborning the Fusion Monster later (Ultimate Blue-Eyes being brought back by REDMD, for instance). And with the last fix, the card will prevent you from Special Summoning either if it was activated during your turn or your opponent's.

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[quote name='Frex' timestamp='1350063533' post='6043012']
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Cataclysmic Fusion[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Quick-Play[/size][/font][/color]
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]Activate only while your opponent controls a Special Summoned monster(s). Send 1 of your opponent's Special Summoned monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Fusion Summon is successful: Return all Special Summoned monsters on the field (excluding monsters Summoned by "Cataclysmic Fusion") to their owner's Decks. You cannot Special Summon monsters other monsters until the End Phase of your next turn. You can only activate "Cataclysmic Fusion" once per turn.[/background][/size][/font][/color]
[/quote]

Took out the cross on the "This Special Summon is treated as a Fusion Summon." clause because we neg Mudballman already by targetting a "non-Effect Fusion Monster". Mudballman and Gladiator Beast Essedari (although vanilla by technicality) are "Effect" monsters. I still agree with your other clause as it removes Special Summoning for a while.

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Yeah, I think Cataclysmic Fusion is pretty much done.

And finally we get to see sora's Skeleton. Attribute and Type are a no-brainer, but there is still work to do. To start brainstorming:
First, the monster looks big so probably it should be Rank 6-8. I wouldn't venture to a lower or higher Rank because there are enough Rank 4 and 5s, two Level 9s are hard to get, and Rank 10 we already have Gustaph Max and Galaxy Destroyer. Personally I would go for 7 because we lack a generic Rank 7 beater (unless you consider the 2600 ATK from Big Eye high enough). The artwork makes me think it could be a member of Photons, like Paladius, but I would like it to remain generic instead of requiring 2 LIGHTs. However, we could give it an anti-DARK effect along a rather high ATK (2700-2900).

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@Frex. I agree. Rank 7s aren't used much unless you have mermails or prophecies, so making it a generic rank 7 would be pretty cool. I also agree that it should be at about 2800 Atk, give or take a few hundred depending on the strength of the effect. Anti-DARK would be nice against Swarms, as I believe those are pretty popularly used, but I'm not positive. Its light sword, so to speak, denotes either destruction or piercing. But we already have a sweet rank 7 piercer. Maybe an anti-DARK effect that destroys a DARK monster in some fashion? We could start by considering the most common way by which Swarms wreak their havoc.

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Another approach would be that it should deal with face-downs, promoting its genericness. The light sword could be "used" by this monster to destroy face-down cards by effect. Maybe it could function as an improved "Night Beam" that also targets face-down monsters?
Something like:

2 Level 7 Monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card your opponent controls; [b]banish[/b] it. Your opponent cannot activate the targeted card in response to this card's activation. Then, if the target was a DARK monster, ...

The banishment of the card would be the reward of Summoning the Rank 7 monster. We could further add a punishment if the banished card happened to be a DARK, or a Flip Effect Monster.

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@Frex. That's an interesting idea, but a bit bland. What if we added various effects depending on the card type of the card banished with its effect? Example:

Once per turn, you can detach 1 Xyx material from this card: target 1 set card your opponent controls; banish that target. Then, apply 1 of the following effects depending on the card type of the banished card (monster/spell/trap): *Monster: <effect #1, probably something not too strong, then a bonus of it was a DARK monster>. Spell: <effect #2, probably something a bit more powerful>. Trap: <effect #3, possibly a lockdown effect>.

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[quote name='Frex' timestamp='1350102382' post='6043407']
The banishment of the card would be the reward of Summoning the Rank 7 monster. We could further add a punishment if the banished card happened to be a DARK, or a Flip Effect Monster.
[/quote]

Way to make the card mediocre or worse. No, really, Caius the Shadow Monarch exists, you know. And guess what? It does the job better.

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hmm... Good point. This card's viability will drop, and Big Eye will remain preferable. We need to make this card valuable to the player. What if we were to drop the once per turn clause? If the effects that activate depending on the card type of the destroyed card are viable, then the card itself will become viable.

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[color=#000000][size=3]@Sora - Updated![/size][/color]

[color=#000000][size=3]@All forum in general: Looks like we have 3 "completed cards! (Refiner Unit, Element Wyvern, Cataclysmic Fusion) and as such I shall "remove" those ex-Skeletons and place them in our "Gallery". :) I would really like Skeleton 6 to be filled out for this to happen....[/size][/color]

[color=#000000][size=3]@Skeleton 3 - FuFu Xyz...still debating usefulness but so far the effect is the following...correct?[/size][/color]

[color=#000000][size=3][quote][/size][/color]
[color=#000000][size=3][font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)]Special Summon 1 Rank 1 Xyz Monster in your Extra Deck and attach its appropiate Xyz Materials from your Main Deck. This Special Summon is treated as a Xyz Summon.) When a Xyz Material(s) of that monster is detached, banish that Xyz Material(s). [u][i]You can only activate 1 [insert name of card here] per turn and only if you do not control an Xyz Monster Summoned by [insert name of card here]'s effect.[/i][/u][/background][/font][/size][/color]
[color=#000000][size=3][/quote][/size][/color]

[color=#000000][size=3]Added the Italizied/Underlined piece.[/size][/color]

[color=#000000][size=3]@Skeleton 4 - The counter is something like this so far..correct?[/size][/color]

[color=#000000][size=3][quote][/size][/color]
[color=#000000][size=3][b]When your opponent activates a Spell, Trap, Spell/Trap Effect; Negate the activation of that card and, if you do, destroy it. After this card resolves, if the negated card is in the Graveyard: You can send 1 card from your hand of the same type (Spell or Trap) as the card negated by this effect; set it on 1 of your Spell/Trap Card Zones.[/b][/size][/color]
[color=#000000][size=3][/quote][/size][/color]

[color=#000000][size=3]Modified it a bit...but I feel it may be quite powerful since you are now able to "retain" a Monster Reborn or Solemn Trio card, etc etc. Granted it doesn't target Summons or effects...but it can still be an incredibly powerful card.[/size][/color]

[color=#000000][size=3]@Skeleton 5 - This is what I'm thinking:[/size][/color]

[quote]
[color=#000000][size=3]LIGHT Rank 7[/size][/color]
[color=#000000][size=3]2 Level 7 monsters[/size][/color]
[color=#000000][size=3]This card can also be Xyz Summoned using 2 Level 5 or higher LIGHT monsters. Once per turn[font=tahoma, helvetica, arial, sans-serif][background=rgb(251, 253, 254)], you can detach 1 Xyx material from this card: [/background][/font]Target 1 Set card your opponent controls; banish that target. During the resolution of this card's effect, apply the appropriate effect based on the type of card (Monster, Spell, or Trap) banished by this effect:[/size][/color]
[color=#000000][size=3][font=Helvetica, Arial, sans-serif][background=rgb(253, 253, 253)]● Monster: Target 1 banished Level 4 or lower monster and add it to your hand. If a DARK monster was banished by this effect, Special Summon that target instead.[/background][/font][/size][/color]
[color=#000000][size=3][font=Helvetica, Arial, sans-serif][background=rgb(253, 253, 253)]● Spell: Players cannot activate cards with the same name as the card banished by this effect,[/background][/font][/size][/color]
[color=#000000][size=3][background=rgb(253, 253, 253)][font=Helvetica, Arial, sans-serif]● Trap: Trap Cards have their Spell Speed reduced by 1 until your 3rd Standby Phase. (This effect does not accumulate).[/font][/background][/size][/color]
[color=#000000][font=Helvetica, Arial, sans-serif][size=3][background=rgb(253, 253, 253)][/quote][/background][/size][/font][/color]

[background=rgb(253, 253, 253)][font="Helvetica, Arial, sans-serif"][color="#000000"][size=3]And Chance makes a surprise Weekend Appearance. ;)[/size][/color][/font][/background]

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2 level 5 or higher LIGHT monsters? Hieratics are gonna love this! The effect applied for monsters teeters on un-genericness as not every deck banishes cards. A lot of em do, but not all, and we want this to be a super generic card. The spell effect would DESTROY firestars, but otherwise its not too nifty. Spells aren't set too often, so the reward for destroying one should be big. The effect for traps...oh boy, spell speed, my one weakness...it's original, but maybe a bit too powerful. You're basically shutting down mirror force, solemn, bottomless, etc. for 3 turns, and by then you'll probably have won. So far this is looking more like an anti-meta card than a generic one. What if the effect for spells was that you could add a spell with the destroyed ones name from your deck to your hand? (if you have such a spell, of course)

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[quote name='sora1499' timestamp='1350158745' post='6043683']
2 level 5 or higher LIGHT monsters? Hieratics are gonna love this!
[/quote]

It was an idea since it's supposed to promote for LIGHT monster plays, while still being Generic.

[quote name='sora1499' timestamp='1350158745' post='6043683']
The effect applied for monsters teeters on un-genericness as not every deck banishes cards. A lot of em do, but not all, and we want this to be a super generic card.
[/quote]

It's 1 banished monster...not that it has to be your monster though so you can take opponent's cards as well :3

[quote name='sora1499' timestamp='1350158745' post='6043683']
The spell effect would DESTROY firestars, but otherwise its not too nifty. Spells aren't set too often, so the reward for destroying one should be big.
[/quote]

Which is why I wanted the shut down...but idk. Still an idea and we'd need more input.

[quote name='sora1499' timestamp='1350158745' post='6043683']
The effect for traps...oh boy, spell speed, my one weakness...it's original, but maybe a bit too powerful. You're basically shutting down mirror force, solemn, bottomless, etc. for 3 turns, and by then you'll probably have won.
[/quote]

I suppose so...but it...idk. It was made in the spur of the moment. What do you have in mind?

[quote name='sora1499' timestamp='1350158745' post='6043683']
So far this is looking more like an anti-meta card than a generic one. What if the effect for spells was that you could add a spell with the destroyed ones name from your deck to your hand? (if you have such a spell, of course)
[/quote]

It looks anti-meta but these were just effects that popped into mind. They are by no means the actual ones and can be replaced entirely if need be :)

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How about:

Rank 7
LIGHT
XYZ/Effect
3000/2300
Once per turn, you can detach 1 XYZ material from this card: banish 1 set card on the field. Then, apply 1 of these effects depending on the card type (spell/trap/monster) of the banished card:
*Monster: Target 1 monster in your deck with the same level as the banished monster: add that target to your hand. If a DARK monster was banished with this card's effect: you can special summon that target instead.
*Spell: The controller of the banished card sends all cards with the same name as the banished card from their deck to the graveyard: this card gains 500 Atk for each one sent, until the end phase.
*Trap: Your opponent must pay 1000 LP to activate a trap card (this effect does not accumulate).

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@Zanda: My first thoughts was to make this Xyz mostly into a beater with higher than average ATK for a Rank 7 (much like Gaia Knight or Pearl), and thus the effect couldn't be that amazing or it would be overpowered.

But I like how the effect has evolved. The last one is looking good, except the Spell effect because then it could reach a dangerous 4000 ATK. But then we also have to consider that the chances of hitting a Set Spell Card are really low, so this effect should be fair.
And this is just an idea but, instead of allowing the Xyz Summon of this card with 5 or higher LIGHTs, why not allow it to be overlayed on LIGHT Xyz Monsters as a Chaos Xyz? However, this could be abused by Summoning it above Utopias without Materials, Paladius who already used their effects, or Giga-Brilliant Summoned by TGU, but we could give it conditions like "A LIGHT Xyz monster [i]with no Xyz Materials[/i]" plus a restriction like "This card cannot declare an attack during the turn it is Special Summoned that way". (would still be abused by Utopia and Paladius, though)

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@Frex
Making it a chaos XYZ for a LIGHT xyz monster would make it incredibly abusable, especially given its ATK. I like the 2 level 5+ LIGHT monsters clause better. Buuuut... What if we made it able to use level 7 LIGHT monsters from your grave as XYZ material as well as the conventional XYZ summon? Given this card's power, it could promote the formation of a new type of deck. The clause would go something like this:

If this card is in your extra deck and you have 2 or more level 7 LIGHT monsters in your graveyard: you can special summon this card from your extra deck; target any number of level 7 LIGHT monsters in your graveyard; attach those targets to this card as XYZ material.

I'm gonna hit the sack now. I suppose I'll see how this development goes tomorrow. Night everyone!

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....O_o

[Insert Xyz Name here]
LIGHT, Rank 7
2 Level 7 monsters
[quote name='sora1499' timestamp='1350183313' post='6043974']
While you have 2 or more Level 7 LIGHT monsters in your Graveyard: You can Special Summon this card from your Extra Deck; (This is treated as an Xyz Summon.) If this card is Special Summoned this way: Target up to 2 Level 7 LIGHT monsters in your Graveyard; attach those targets to this card as Xyz Material.
[/quote]
Once per turn, you can detach 1 Xyz Material from this card: Target 1 card on the field; banish it. If you banish a DARK monster this way: Add 1 banished Level 4 or lower monster to your hand. This card cannot declare an attack during the turn you use any of these effects.
2800/2100

Can target "any" card on the field, becomes a more "prominent" Chaos Sorcerer but for LIGHT monsters that run Level 7 Lights (the only promising ones being Spellbooks with Priestess, Vylons with 2 Synchros, HERO Neos with Gravedumps, Ninjas with White Dragon, and maybe Lightrays and Worms).

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Good point... I'd rather we not nerf the card and nix the xyz summoning from the graveyard effect than add it in and break it. So, this is the current card:

Rank 7
LIGHT
XYZ/Effect
3000/2300
Once per turn, you can detach 1 XYZ material from this card: banish 1 set card on the field. Then, apply 1 of these effects depending on the card type (spell/trap/monster) of the banished card:
*Monster: Target 1 monster in your deck with the same level as the banished monster: add that target to your hand. If a DARK monster was banished with this card's effect: you can special summon that target instead.
*Spell: The controller of the banished card sends all cards with the same name as the banished card from their deck to the graveyard: this card gains 500 Atk for each one sent, until the end phase.
*Trap: Your opponent must pay 1000 LP to activate a trap card (this effect does not accumulate).

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[quote name='Chance Furlong' timestamp='1350153656' post='6043629']
[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]@Skeleton 4 - The counter is something like this so far..correct?[/background][/size][/font][/color]

[color=#8496A8][b][background=rgb(218, 227, 236)][color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)][Quote][/background][/size][/font][/color][/background][/b][/color]


[color=#9BA2A9][color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)][b]When your opponent activates a Spell, Trap, Spell/Trap Effect; Negate the activation of that card and, if you do, destroy it. After this card resolves, if the negated card is in the Graveyard: You can send 1 card from your hand of the same type (Spell or Trap) as the card negated by this effect; set it on 1 of your Spell/Trap Card Zones.[/b][/quote][/background][/size][/font][/color][/color]


[color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3][background=rgb(251, 253, 254)]Modified it a bit...but I feel it may be quite powerful since you are now able to "retain" a Monster Reborn or Solemn Trio card, etc etc. Granted it doesn't target Summons or effects...but it can still be an incredibly powerful card.[/background][/size][/font][/color]
[/quote]
Before I make the changes does anyone else have any thoughts on it?

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It negates spells, traps, and effects... for free. And then gives you the negated card. You could have negated a dark hole, mirror force, solemn, bottomless, and you can use that effect on your opponent. I think the card design is inherently broken. Maybe add a cost of 1500 LP, like a seven tools that requires a bit more juice, as this card is waaaaay more powerful.

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