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Darj

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In this thread I will collect the card singles I upload to DP so players can see what it's available from me and hopefully give them a try. Also I will include a short description of its intended purpose, in addition to rulings for players to come here and read or confirm how an effect is intended to work.

These are all under the "VOLTEX" tag.

Spell Cards
[spoiler=Gentle Breeze]ykAFUdC.jpg
Special Summon 1 Level 2 or lower WIND monster from your hand or Deck, but return it from the field to the Deck during the End Phase of this turn. You can only activate 1 "Gentle Breeze" per turn.
 
Basically an E-Teleport for Level 2 or lwer WINDs.[/spoiler]
[spoiler=Magical Summon Circle]
aZ5Nfb9.jpg
This card is used to Ritual Summon any Spellcaster-Type Ritual Monster from your hand or Deck. You must also Tribute monsters from your hand or field whose total Levels and/or Ranks equal or more the Level of that Ritual Monster. You can only use this effect of "Magical Summon Circle" once per turn. If the Ritual Summoned monster is a non-Effect Monster: You can target 1 card your opponent controls; banish that target. During either player's turn: You can banish this card from your Graveyard; until the end of this turn, the activation and effects of Spell Cards you control cannot be negated.
 
Generic Spellcaster-Type Ritual Spell with the perk of Summoning the Ritual Monster straight from the Deck.[/spoiler]
 
Trap Cards
[spoiler=Chain Break]
Qd7OhGM.jpg
Activate only as Chain Link 3 or higher. Negate the activation of the previous Spell Card, Trap Card or monster effect in the Chain, and destroy that card.
 
A Trap designed to stop Fiendish Chain/Breakthrough, Lance, etc. However, as a Normal Trap it can't stop Counter Traps.[/spoiler]

[spoiler=Fourth Trap Hole]67kNuK7.jpg

When your opponent would Summon a Level/Rank 4 monster(s): Pay LP equal to half the ATK of the monster that would be Summoned with the highest ATK (your choice, if tied); negate the Summon, and if you do, banish that monster(s).[/spoiler]

[spoiler=Summon Armaments]gKcWcqh.jpg
Target 1 monster you control; equip 1 appropriate Equip Spell Card or Union monster from your Deck to that target. If that target would be destroyed, you can destroy the card equipped to that target by this card's effect instead.

A simple but effective support card for Equip Spells and Union Monsters.[/spoiler]

 
Synchro Monsters
[spoiler=Crimson Core - Synfania]RtWfKLq.jpg

1 Tuner + 1 or more non-Tuner monsters
Cards you control cannot be banished by your opponent's card effects. Once per turn: You can target 1 card your opponent controls; banish it until the next Standby Phase, and if you do, this card cannot be destroyed by battle or by card effects until the end of your opponent's turn.

 
Generic Synchro7 with an effect similar to "Junk Archer" plus a couple of perks, such as protecting herself from destruction while a card is banished by her effect, making her somewhat effective for damaging pushes. Plus it locks the opponent's cards from banishing.[/spoiler]
[spoiler=Darkvolt Surge]jxgpoqH.jpg
1 DARK Tuner + 1 or more non-Tuner monsters
Once per turn: You can target 1 face-up card your opponent controls; place 1 Surge Counter on that target, and if you do, its effects are negated. If this card is destroyed: You can target 1 face-up card on the field: Place 1 Surge Counter on that target. If a card with a Surge Counter on it is destroyed while this card is on the field or in your Graveyard: You can target 1 card your opponent controls; destroy that target.

 
A Synchro7 card remover for decks with DARK Tuners. Secretly designed to be Summoned with Krebons + Level5 monster.[/spoiler]
[spoiler=Lightning of the Violet Sky]
Z6Ctjcz.jpg
1 Tuner + 1 or more non-Tuner WIND monsters
This card is unaffected by the effects of other cards with a Violet Counter on them. Each time a WIND monster is Normal Summoned, place 1 Violet Counter on this card. When this card is Synchro Summoned: You can target any number of face-up cards on the field; place 1 Violet Counter on those targets. Once per turn: You can remove 2 Violet Counters from anywhere on the field, then target 1 card your opponent controls; destroy that target.

 
A Synchro6 card remover for WIND Decks. Designed for Gustos/Pirika.[/spoiler]
 
Xyz Monsters
[spoiler=Devourer of Unfortunate Souls]CcC6v14.jpg
2 Level 4 monsters
Cannot be banished from the field. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this turn, any opponent's card destroyed by a card effect is banished instead of being sent to the Graveyard. After damage calculation, if this card destroys a monster by battle: You can banish that monster instead of sending it to the Graveyard, and if you do, this card gains 100 ATK.


This is an attempt of an Anti-Meta Rank4 designed to counter cards that are unaffected by destruction through effects and/or have effects that activate in the grave. This card was designed to make the "destroy" mechanic relevant again by essentially upgrading it into the "banish" mechanic. In addition, she has the right ATK to get over Midrash, and even if you don't have "destroy" cards available, with her last effect she should be able to stop the effects of most floaters.

Rulings:
- This card's second effect basically replaces the word "destroy" on cards/effects with "banish". For instance, the effect of "Dark Hole" becomes "Banish all monsters on the field". As a result, cards that are normally unaffected by destruction by card effects (e.g. Midrash, Beelze) would be affected and successfully banished by cards that would destroy them under Devourer's effect.

Trivia:
The ATK-boost part of the last effect is more of a flavorful perk that references the monster's ability of eating souls to power herself up.[/spoiler]

[Spoiler=Ebon Core - Miledia]
39ZJxvP.jpg

2 Level 4 monsters
While this card has Xyz Material, cards in your Graveyard cannot be banished by your opponent's card effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card you control; banish it until your next Standby Phase. While a card is banished by this effect, this card cannot be destroyed by battle or by card effects.


Generic Rank4 that can "flicker" (Wind-Up Rabbit effect) other monster for protecting while gaining immunity to destruction herself. It also comes with a lock that may be handy depending on the matchup.[/spoiler]

[spoiler=Frontline General Risalkia]

DHPM2ZG.jpg

2 Level 2 monsters
While this card has Xyz Material, it cannot be targeted by an opponent's card effects, also monsters you control gain 100 ATK x its Level/Rank during the Battle Phase. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Attack Position monster on the field; change it to face-up Defense Position, and its battle position cannot be changed.

 

Generic Rank2 with mostly defensive effects. Its LIGHT/Warrior typing makes it compatible with Astral Force to turn into Xyzs such as the Stellarknights, Excalibur, Paladius, etc.

The first effect makes your monsters immune to attack negation (including by the side-effect of Fiendish Chain and similar cards), while granting a cute ATK boost. The second effect is a handy Quick Effect that can stop an opponent's monster from attacking, certain cards such as Lyla from using their effects, or can be used defensively in a pinch by shifting a monster you control to Defense and prevent you from taking heavy damage. In addition, unlike most position-changing effects, this is not temporary, which should provide it an edge.

 

Both effects are more or less a reference to Risalkia encouraging the frontline to hold its position and boost their morale, while threatening/discouraging the opposing army.[/spoiler]

[spoiler=Heiress of the Lich King]

4UkcWWI.jpg

2 Level 4 DARK monsters
While you control a Zombie-Type monster, your opponent cannot target this card with effects or for attacks. During your Main Phase: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. You can only use 1 "Heiress of the Lich King" effect per turn, and only once that turn.
• Target 1 monster in your Graveyard; Special Summon it. It becomes Zombie-Type, gains 300 ATK, and its effects are negated, also this card cannot attack this turn.
• Target 1 face-up monster your opponent controls; its ATK becomes 0, also it cannot activate its effects (including in the Graveyard or if it is banished).
[/spoiler]

[spoiler=Hell Ripper Maazkvel]
tRPMbpk.jpg
2 Level 4 FIRE monsters
You can detach 1 Xyz Material from this card; discard 1 random card from your opponent's hand, then if it was a monster, this card gains ATK equal to that monster's Level x 100 until your opponent's End Phase. Otherwise, this card gains 300 ATK until the End Phase. You can only use this effect of "Hell Ripper Maakzvel" once per turn. When this card is sent to the Graveyard: Banish all cards discarded by this card's effect from your opponent's Graveyard.
 
Rank4 for FIRE decks that hits the hand and can potentially turn into a temporary beatstick.[/spoiler]
[spoiler=M-X-Saber Fullknight Piranha]wznheXR.jpg
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; your opponent cannot activate cards or effects during the Battle Phase of this turn, also this card gains 300 ATK. Once per turn, when an opponent's monster declares an attack while this card has Xyz Material: You can negate the attack.


This card is basically an Armades that extends its effect to other monsters, but it can only do it twice and only during your turns. It was designed not only to allow your monsters to attack without fear, but also stop floaters and flip effects.

Flavor & Trivia:
- According to the wikia, Fulhelmknight is the reincarnation of Anu Piranha, so I decided to make a card that depicted a grown-up Fulhelmknight who adopted her ancestor's name and title as an X-Saber (instead of XX-Saber). Still, she refers to herself as an "M-X-Saber" because she, like Invoker, is an Xyz, plus to honor her ancestor's original title.
- This card's original ATK/DEF are the same as Anu Piranha's.
- The last effect is a reference to Fulhelmknight's 1-time-only attack block. Since she is older and more skilled, she can now block more attacks.
- I decided to name the card as "Fullknight" instead of "Fulhelmknight" to give it an unique name.[/spoiler]
[spoiler=Poker Joker Yarliqueen]YDZLkD7.jpg

If this card is Xyz Summoned: You can add 1 "Full House, "Straight Flush" or "Three of a Kind" from your Deck to your hand. During your Main Phase: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. You can only use 1 of these effects of "Poker Joker Yarliqueen" per turn, and only once that turn.
• Target 1 face-up Spell/Trap Card on the field; Set it, and if you do, it cannot be activated if it is an opponent's card.
• Target 1 Set Spell/Trap Card on the field; flip it face-up, and if you do, force its activation OR negate its effects if the activation timing is incorrect. Also, it remains on the field.

 

Generic Rank4 backrow disruptor and playmaker with a poker trap theme:

- The search effect adds flavor by relating this card with poker themed traps. Also, this perk may be relevant depending on the format, like when Full House was a side/meta call during Fire Fist formats.

- The first detach effect essentially disables face-up cards, including annoying floodgates or key archetype cards (Black Whirlwind, etc.). Also, not destroying may be handy sometimes as it prevents the targeted card from triggering any floating effect it may have (Geartown, Toy Vendor, etc.). Granted, the locked card may can still be used by bouncing it or using it as fodder (Scrap Dragon, etc.), but if you really want to remove said Spell/Trap from the field, there are other Rank4s for that job. OR you can use it on a card you own to effectively re-use it (dead Fiendish Chain, CotH/Oasis, etc.).

- The second detach effect is more to add another silly trick to the card, help with making Full House more live, while further empathizing this card's joker/prankster theme. Forcing activation may not be ideal when it could very well straight out negate the effect, but still, it can get silly by forcing the opponent into activating a card he/she doesn't desire to use at that time (e.g. a Virus card maybe?). Besides, anything chainable will most likely be activated in response to this card's effect anyway so this cute perk doesn't really hurt.

By the way, The "forcing activation" mechanic was borrowed from "Bait Doll", a rather underused card for obvious reasons; but when it is available in the Rank4 toolbox, it should become interesting.

Trivia:
- Her ATK/DEF stats are kind of a silly reference to a 5&2 Full House hand.[/spoiler]
[spoiler=Trap Engineer Vivyzian]gJNj6gj.jpg

2 Level 4 monsters
Unaffected by your opponent's Trap effects. During your Main Phase: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. You can only use 1 "Trap Engineer Vivyzian" effect per turn, and only once that turn.
• Target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, banish it if it is a Trap Card.
• Target 1 Trap Card in your opponent's Graveyard; banish it, and if you do, you can Set 1 card from your Graveyard with the same name asthat Trap Card, but banish it during the End Phase of the next turn.


A backrow remover for Rank 4s backed up by immunity against Traps to ensure she gets the job done, and with additional effects against Traps. Flavor-wise, as an expert on traps, Vivyzian is able to both remove and build Trap Cards, hence her removal and recycling effects.
[/spoiler]

 

[spoiler=Zialantea the Timekeeper]DGeGQhZ.jpg

2 Level 4 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; effects activated this turn that would apply during and/or last until a Phase or end of a turn will apply during and/or last until the Phase or end of the turn following it instead. If this card leaves the field during your opponent's turn: End the current Phase.

 

The first effect is messy and may be confusing so to clear up, it basically extends the duration of temporary effects or drawbacks by +1 turn. For instance:

- If you activate Raiden under the effect of this card, its ATK boost effect will last until the end of your next turn, instead of your opponent's.

- In the case of Veiler, the negation will last until the end of your turn.

- Limiter Removal's ATK boost would last until the end of the next turn, and monsters would be destroyed at the End Phase of that next turn as well.

- A monster summoned by E-Teleport will be banished during the End Phase of the next turn.

[/spoiler]
 
 [spoiler=Edit log]12/29/14:
- Added "Gentle Breeze", "Chain Break".
 
12/30/14:
- Added "Claymore Entrapper".
- Changed the search targets of "Mercenary of the Black Chain".
 
01/06/15:
- Edited Trap Engineer so it only banishes the Trap Card if you have a copy of that card in your grave.
 
01/09/15:
- The second effect of "Mirror Horse" was changed.
 
01/11/15:
- "Trap Engineer Vivyzian" now cannot be targeted by the opponent's Trap Cards, instead of being unaffected by them.
- Added "Darkvolt Surge" and "Lightning of the Violet Sky".
 
01/27/15:
- Updated Trap Engineer Vivyzian.
 
02/20/15:
- Increased the original ATK of "Devourer of Unfortunate Souls" by 100.
- Added a (X) tag to the backrow searchers because soon they won't be available in DP.
 
03/14/15:
- The second effect of "Darkvolt Surge" now can only target 1 card.

 

04/14/15:

- Added "Crimson Core - Synfania" and "Ebon Core Miledia".

 

04/17/15:

- Updated Vivyzian with an split effect.

 

04/30/15:

- Updated the Core Sisters: Their anti-banishment effects now only protects cards in your field and grave.

- Updated Poker Joker with a split effect.

- Added "Frontline General Risalkia.
 

05/03/15:

- Updated Risalkia

 

05/30/15:

- Renamed Fullknight.

- Edited Poker Joker (now she can only copy Traps) Risalkia and Devourer.

 

08/02/15:

- Updated Poker Joker with a new effect, and Vivyzian with a hard OPT clause.

 

08/12/15:

- Ebon Core & Crimson Core can now target any card with their effects.

- Devourer now only banishes opponent's cards destroyed by effects.

 

08/14/15:

- Added "Heiress of the Lich King".

 

08/15/15:

- Changed Risalkia's first effect: now it stops effects that would prevent monsters you control from attacking.

 

10/08/15:
- Cleaned up the card text of Vivyzian, Poker Joker and Heiress of Lich King

- Added "Zialantea the Timekeeper".

 

10/19/15:

- Added "Fourth Trap Hole".

 

01/21/16:

- Changed Risalkia's protection effect.

[/spoiler]

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Thanks for importing the cards! I've been throwing in a few of the Xyz in my Extra Deck for the DP tournament and have been really liking them, especially Unfortunate as a side card against floaters and Poker Joker being an MVP in the Deck I run. In fact, so much so that in the original thread I posted in, I marked it as Non-Archetype Support and linked to this thread. Some really nice cards here and definitely will run through these a few times

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  • 4 weeks later...

Also, you kinda messed up the spoilers of the Xyz Monsters. You forgot to end the closer of Devourers spoiler, for now it's just [/spoiler without the last ].

That has been fixed, appearantly.

Writing up with reviews later, don't have the time now.

That would be now.

[spoiler='Still a better lovestory than Twilight.']

Mercenary of the Black Chain: Lovely card indeed. I think about making one for Book of Moon, but I guess not since Book of Moon is easily the most versatile card in the game. Anyways, the card should be fine as it is, though I guess that it protects itself (w/ the fiendish) makes it quite a bit harder to get over her 1800 body without spending too many resources, and if she manages to stay on the field, she's a potential +1 for you, so is she if you fiendish'd a monster that was Xyz Summoned afterwards so that you have a useless Fiendish still on the field. Should be fine tho, I like the design. Myrmeleo says hi?

 

Mirror Horse: Seeing how Battle Traps got worse and worse, this card is nowhere near as broken as it would be like... 15 Formats ago. Right now it's not even close to broken - up to a point where most decks wouldn't even run it unless it further supports the Archetype or the Deck, or someone is really afraid of OTKs. The 2nd effect is kinda... weird, I mean, If you Call of the Haunted something (which is the most common reborn card I guess), you want it to at least to SOMETHING for you, like Dark Mist or Stellarknight Altair do. The effect of the Horse is too slow and not quite worth it for you to Special Summon it. 

Also, small OCG fix: "destroyed by an opponent's monster (either by battle or by card effect) and sent to the Graveyard: Destroy the ..." - Just forgot one word. 

 

Gentle Breeze: It's k. Gusto OTK for days.

 

Magical Summon Circle: Summons Magician of Black Chaos, Nekroz of Unicore, Nekroz of Valkyrius and Nekroz of Gungnir (which looks amazing <3), and Relinquished. From the Deck tho, which might be crucial in some cases. Though the second effect gives a bit too much safety for Decks like Nekroz that just have all the searching and explosiveness they need - no more worrying about negated Ritual Spells and RitePreps and what not. 

 

Chain Break: If it was a Counter Trap it would be OP, but as a Normal Trap it is alright. Trolls Simochi Burn by negating only Simochi in a chain of 3 Gift cards (for example).

 

Summon Armaments: Trap Card for NKs? Idk, nothing can really use it outside of them, and they aren't even that great. 

 

Overloaded Engine Ω: Ally of Justice, Cyberdark, some Genex Allys, Gimmick Puppets, Malefics, and maaaybe some obscure Red-Eyes Deck can bring this out consistently. Aids none of the Decks in a too overwhelming way, thus seems a fine card to me. Neat Idea tho.

 

Darkvolt Surge: Can be summoned in Shaddolls, yay. Ideally, this will be a +1 as you summon it with 2 monsters (making the summon -1), it gets destroyed so that you have 3 counters on the field, your opponent has another 3 cards and you destroy the ones with counters someway somehow. The fact that you can, be default, only place counters on face-up cards kinda makes it unlikely to plus off of it, so it just becomes a 2,6k beater with a nice little bonus added. Clear Wing Synchro Dragon or Moonlight Rose Dragon, or even Black Rose Dragon outclass it as Lv7s AND are generic, but aside from that it's good.

 

Lightning of the Violet Sky: Will be summonable in my upcoming archetype. Easily my favorite amongst this set of cards. Amazing artwork, reasonable ATK for a Lv6 (unlike YOU, Mr. Goyo Guardian), and backed up by a good effect, also it has 2 rare attributes: a) it is WIND-Support, b )it's an actually usable lv6 Synchro. If your Deck can bring it out, that is. The Normal Summon-related effect is rather slow, but that's fine seeing how you can potentially gain 2-3 counters on the initial Synchro Summon, and E-Tele can bring out Wind monsters so that you can potentially make this card without Normal Summoning. Removing 2 counters to destroy 1 card is really good, despite being balanced. (Is it okay if I link this card and topic in the Thread for my new Archetype?)

 

Devourer of Unfortunate Souls: Says NO to Ba and Sky Conquerors and what not, aids Mirage Guardians tho, so better not use it against them lol. It turns Raigeki into an absolutely broken one sided macro Nuke, which is pretty unfair, but outside from that it is fine. I like the effect that it cannot be banished from the field, though it adds more to the card flavor than the actual playability, seeing how no one plays BA (and in advance, Karma Cut) on DP. (I'm unsure about BTH.) 

 

Hell Ripper Maakzvell: It's effect is pretty good, being able to banish the cards later on might be too late though. Discarding S/T cards is amazing, but discarding floaters sucks even with him. It's non-generic, but as almost no archetype plays Level 4 Fire monsters and is relevant right now (Fire Fist? That Feuer Archetype? <-latter one is unlikely to summon this), it's basically impossible to summon. On that note, unusable until a FIRE-Deck comes along that is actually played. Until then, it's k.

 

M-X-Saber Anu Fullknight: I love X-Sabers, thus I love this card. What I dislike about it is that while the first effect resembles the one of Fulhelmknight, the card doesn't aid the X-Saber archetype at all. The only play you can make with it is - if you have bad hand without tuners, even - Summon Boggart, special a boggart, go for faultroll and go on from there, though I'd have liked a 2nd effect like the one of Fulhelm a lot. For example, if it destroys a Defense Position monster by battle it can Special Summon a lv4 or lower EARTH monster from Grave or sh like that, it would fit for an M-X Saber because Invoker is also splashable in stuff like Madolche, but also quite usable in X-Sabers (not rly tho). The effect you gave it is okay, the opponent not being able to respond to attacks is nice to have.

 

Poker Joker Yarliqueen: Has been said be Zaziuma below.

 

Trap Engineer Vivyzian: The card is fine as it is, gives Decks that can make R4s some Backrow Removal. I like it, though I think it was fine being unaffected by traps. [/spoiler]

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Played against Poker Joker Yarliqueen, and it feels like a problem to me, since it can copy Spell/Traps that have been Limited or Semi-Limited, making them have more than one use, and since it's a generic Rank 4, that is a powerful card in a lot of Decks. I could see it being alright if it was a 3-mat monster instead probably, but I don't really like how it can so easily copy just by detaching 1 Xyz Material. Other ways to change it would be to make it so you couldn't activate other Spell/Trap Cards that turn (you can get rid of the the part that says you can't banish one that was sent there this turn if you do that), or make it so that it's ATK and DEF are swapped instead, so it isn't also a beater that got Vanity and what not.

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@Self-Destruct Button: Yes, I fixed it after reading the comment actually, so thanks for pointing it out.

 

 

Anyways, thanks to both for you feedback.

 

Devourer: A banisher Raigeki/Dark Hole would be strong, but you need both those cards at hand and invest in a Rank4 for that, so I guess it should be fine. I have tried to drop that combo during my duels, but I think I have not had the opportunity to do so yet (e.g. I draw Raigeki but cannot go Rank4 at that moment, or viceversa). Her built-in protection is actually to make her safer to drop by turning any BTH, Torrential, etc. into banishers, and thus she would be unaffected by them.

 

Anu Fullknight: This was designed to be more generic support than direct X-Saber support. It is like Invoker, who, as you pointed out, doesn't really support its archetype.

 

Poker Joker: Yes, I did suspect this was a problem card because it can copy power cards. My main argument to defend her is that she is a good as the cards you have in the grave, but when you can just call her mid or late-game from the Extra Deck, that's not truly a drawback or balancing factor.

Not a fan of the ATK swap or it would be too weak, plus it would avoid stuff like BTH. The stun on other Spell/Traps sounds nice, but at the same time I feel it would be too harsh and the card would end up impractical. I was thinking more in changing her effect to detach 2 materials instead so you get to copy only 1 card; or pick only Traps, which are certainly less threatening than Spells or deny her access to speed Spells such as ROTA, etc, the worst you could pick would be... compulsory?

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Played against Poker Joker Yarliqueen, and it feels like a problem to me, since it can copy Spell/Traps that have been Limited or Semi-Limited, making them have more than one use, and since it's a generic Rank 4, that is a powerful card in a lot of Decks. I could see it being alright if it was a 3-mat monster instead probably, but I don't really like how it can so easily copy just by detaching 1 Xyz Material. Other ways to change it would be to make it so you couldn't activate other Spell/Trap Cards that turn (you can get rid of the the part that says you can't banish one that was sent there this turn if you do that), or make it so that it's ATK and DEF are swapped instead, so it isn't also a beater that got Vanity and what not.


It might have helped that Voltex has yet to add that restriction to Poker Joker on DP. If you ask me, that really kills it cause it means you really are only going to copy 1 at best, 2 if it somehow stays on the field (Which would require effort considering how much of a target it is). As someone who ran multiple and dropped multiples within a turn before, I have yet to summon it more than once or twice when there was no backrow and in most situations, I would have won without it. However, at the very least, this suggests that we should, for tournaments in such, consider the ideal banlist to be applied
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I believe I already updated Poker Joker in DP with the clause of not picking Spell/Traps that were sent to the grave during the current turn. But still, you can just pick power cards that were used earlier during the duel.

Confirmed that, actually I am the one who used her (on Foolish Burial from last turn) and made Zaz complain here.. just want to say that we both saw that line.

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Maybe a simple discard cost would fix the issue - then it'd be like you turn the sent card into said Spell/Trap card. While it could that way still recycle staple spells like Raigeki or RotA, you could not plus that much off of it, therefore adding more thought in when to use Joker and when not. 

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The discard isn't a bad idea: You basically turn whatever card you have in hand into Raigeki, Soul Charge, a Limited floodgate, etc. To be honest, I'm not a fan of it because it would make the card too costly: You -1 for its Xyz Summon (unless you main the Poker Traps but we all know those are side-deck cards at best), and then unless you copy a Raigeki/Soul Charge or other multiple-plus Spell/Trap you won't be able to pay that cost off. Going -1 just to recycle a ROTA, Foolish, etc. feels subpar when you could, let's say, make Lavalval Chain to replicate Foolish, or Emeral for a card draw instead of a search, or any other card advantage Rank4. Granted, this does have a higher ATK than the former 2, but 2250 is not that difficult to get over, either.

 

I prefer to take and try other alternatives before resorting to a discard cost.

Another option is to only use each effect once: copy 1 ignition Spell/Trap (Normal, Quick-Play, etc.), and 1 Continuous Spell/Trap.

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First of all I'd like to note that you CAN main Full House if your Deck plays a lot of Quick-Play Spells and it is a backrow-heavy format. You can then just play 2 QPs and then flip over full house to let the opponent go -2. Also something random I noticed:

[spoiler='Random Trivia'] Three of a Kind does actually have a pretty epic artwork - it makes fun of the card itself because the player that is supposed to activate it in the artwork controls 3 different Monsters that have the same name - "Cyber Dragon" - which is not quite what the card name suggests. Also, I noticed that the opponent of the player plays Synchro Cat. He controls basically the Standard Play of Synchro Cat: Summoner Monk effect into another Summoner Monk into Rescue Cat into 2x X-Saber airbellum (the corner of the rescue cat is even seen in the artwork), to which the opponent responds with Three of a Kind.[/spoiler]

 

Aaaanyways, I would suggest that we playtest the card a bit more and experience it in upcoming tournaments (if there are any) or even just in casual duels, to see if it is actually that good. Like Voltex said, its summon is initially a -1, and the effect can then make it a potential +0 or +1, which is altogether not that overwhelming. Raigeki is at 1, so it shouldn't be Yarliqueen -> copy Raigeki every duel, this should happen rather rare because it's a 1 in 40 (or less) chance to draw it.  If it should indeed be abused in unfair and unhealthy ways, we can fix it, but for now I see no need, aye?

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You could just make it a one-shot effect. By one-shot I mean detach two materials. It's always going to be as good as the cards you have in the 'yard, so ... there's no real elegant solution other than super heavy band-aid solutions (e.g. halve your LP).

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I will take Self-Destruct's suggestion on giving more playtest time on Poker Joker before making any changes. But sure, if it gets more complains, as much as I would dislike to nerf it, the next change will be to detach 2 materials.

Ideally, I would rather ban the problem Spell/Traps (e.g. Raigeki and Soul Charge) first with a DP-tailored banlist, but that's not for me to decide.

 

On Trap Engineer, perhaps the nerf was not needed, but it should be a step on the right direction anyways; at least now players aren't completely helpless against her since it is now vulnerable to BTH, TT, and other non-targeting Traps. Plus I got so many mixed opinins on her that I prefer to stick with the fairest version for now.

 

 

@Self-Destruct: Thanks for the fix on Mirror Horse, by the way.

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Permablock on Risalkia seems rough. Consider until the end of your opponent's next turn to make the edge case less painful? Otherwise it looks pretty good. Probably not like ... OP but it's a quick effect, so.

Not a huge deal either way.

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Permablock on Risalkia seems rough. Consider until the end of your opponent's next turn to make the edge case less painful? Otherwise it looks pretty good. Probably not like ... OP but it's a quick effect, so.

Not a huge deal either way.

 
I understand your concern: Perma-locking a beater into DEF mode should be annoying, and if its DEF is low it may as well be considered dead.
I like your suggestion, but how about weakening the lock on manual changes first ("position cannot be changed, except by a card effect")? In that case the opponent at least can resort to card effects to enable its monsters again, but the lock would still remain potent.
If that's still too much then sure, I can go for the "until the opp next turn" lock.
 
And I could leave the perma-lock effect for a bigger monster, but for a generic Rank2, it does look a bit too good.

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Most people don't run swap to ATK card effects :< I'd just leave it as cannot changed period if you're changing it at all (until end of opponent's next turn), as the inability to be changed by card effects is the small bonus instead.

Or, you know what would be interesting? If Risalkia prevented your opponent straight up from swapping positions but its quick effect just swapped to defense; which makes it intrinsically altered but just as interesting tactically.

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Most people don't run swap to ATK card effects :< I'd just leave it as cannot changed period if you're changing it at all (until end of opponent's next turn), as the inability to be changed by card effects is the small bonus instead.

Or, you know what would be interesting? If Risalkia prevented your opponent straight up from swapping positions but its quick effect just swapped to defense; which makes it intrinsically altered but just as interesting tactically.

 

That's understandable.

 

I did think about this when making the card, but then I realized that, while it would mess with monsters such as Lyla, the opponent could take advantage of cards such as Goblin Attack Force or other monsters that change themselves to DEF as drawback. Granted, Goblin Attack Force and friend are not quite the relevant monsters, but still.

However, stopping opponent's manual changes (in addition to protecting your monsters with the current first effect), should be an interesting alternative. By the way, her effect already changes specifically from ATK  --> DEF.

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I see. Then I will just go for a temporary lock. I feel that adding that extra perk on top of what it already has would make the card text lock too cloggy or less elegant because of the different things going on in her "while it has materials" effect; that, or I could drop the gimmicky and seemingly-forced "+200 ATK" effect.

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I understand your concern: Perma-locking a beater into DEF mode should be annoying, and if its DEF is low it may as well be considered dead.
I like your suggestion, but how about weakening the lock on manual changes first ("position cannot be changed, except by a card effect")? In that case the opponent at least can resort to card effects to enable its monsters again, but the lock would still remain potent.
If that's still too much then sure, I can go for the "until the opp next turn" lock.
 
And I could leave the perma-lock effect for a bigger monster, but for a generic Rank2, it does look a bit too good.

 

i agree with cirrus, because some deck dont even play cards to change battle position of our own monsters, maybe if you do it like Lyla of the Lightsworns until the End if your next turn would work~

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