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[Tournament ] AGM Tournament [October 8- Must Apply by October 2]


Draconus297

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So, we at the AGM will be hosting a tournament on Duel Portal. I will be working on coding all the cards below to the site personally [my laptop should be fully functional by September 24], so you guys will actually have the ability to Duel with all of these wonderful cards . . . and the ones I made.

Anywho, let's get down to brass tacks. Anyone can take part, provided they pay up 100 Points as entry fee and put together a Deck that is at least 50% composed of the cards listed below (for example, if you use 40 Main Deck cards and 15 Extra Deck monsters, 28 of your total cards must be part of the list below). Any supplements must be cards from the TCG, with respect to the current TCG banlist.

All cards below were made by the AGM, or are cards that AGM members made and are legitimately proud of.

That said, the cards!

[spoiler=AGM Archetypes]
Fungal Serpents!
http://forum.yugiohcardmaker.net/topic/339528-fungal-serpents-agm-written/

Buster Blader Platoon!
http://forum.yugiohcardmaker.net/topic/339533-buster-blader-platoon-agm-written/

AntiHERO!
http://forum.yugiohcardmaker.net/topic/339620-agm-antihero-set/

Wonderland!
http://forum.yugiohcardmaker.net/topic/339758-agm-wonderland-archetype/

Funereal Flowers!
http://forum.yugiohcardmaker.net/topic/339826-agm-nine-point-eight-the-funereal-flower-archetype/?do=findComment&comment=6698210

Puzzle Pieces!
http://forum.yugiohcardmaker.net/topic/339890-puzzle-piece-14-cards/

Reforged Golem!
http://forum.yugiohcardmaker.net/topic/339901-agm-reforged-golem-written/?do=findComment&comment=6699218

Gargoyles!
http://forum.yugiohcardmaker.net/topic/340141-agmgargoyle-set/

Phoenix Guardians!
http://forum.yugiohcardmaker.net/topic/340176-sakura-agm-phoenix-guardian/

Millennium!
http://forum.yugiohcardmaker.net/topic/340066-agm-millennium-archetype/

Cosmos!
http://forum.yugiohcardmaker.net/topic/340338-agm-written-cosmo/

Playful Demons!
http://forum.yugiohcardmaker.net/topic/340401-agm-playful-demon-archetype/?do=findComment&comment=6705530

Sworm!
http://forum.yugiohcardmaker.net/topic/340088-agm-sworm-written/

Steel Dragons!
http://forum.yugiohcardmaker.net/topic/340704-agm-written-steel-dragons/?do=findComment&comment=6709582

Electric Field!
http://forum.yugiohcardmaker.net/topic/340952-sakura-agm-electric-field-15/

Never-Ending Town!
http://forum.yugiohcardmaker.net/topic/340971-agm-never-ending-town-archetype/?do=findComment&comment=6714056

Inner Demons!
http://forum.yugiohcardmaker.net/topic/340968-agm-written-inner-demons/



[spoiler=Non-AGM Archetypes]
Darkhorse!
http://forum.yugiohcardmaker.net/topic/327483-darkhorse/

Looping Dragons!
http://forum.yugiohcardmaker.net/topic/338384-written-looping-dragons/

Final Tribute!
http://forum.yugiohcardmaker.net/topic/335506-ultimate-ritual-final-tribute/?hl=%2Bfinal+%2Btribute

Mirror Force!
http://forum.yugiohcardmaker.net/topic/337026-mirror-force-archetypewritten/?hl=%2Bmirror+%2Bforce



[spoiler= Singles]
Glorious Draw
Quick-Play Spell
Both players select one monster they control, negate all of its effects, and banish it. They then draw cards equal to the Level or Rank of the banished monster. If either player does not control any monsters, they draw an equal number of cards that their opponent drew by this effect.

Glorious Ankh
Quick-Play Spell
There must be at least 4 Monster Cards in the Graveyard to activate this effect. Select two monsters from the Graveyardand Special Summon them. Then, your opponent selects two monsters from the Graveyard and Special Summons them. Monsters Special Summoned from the Graveyard cannot attack or activate their effects this turn.

Glorious Alchemy
Quick-Play Spell
Send one monster on the field to the Graveyard, and Special Summon one monster from the Graveyard of the same type as the target monster to the target monster's controller's side of the field.

Galactank
LIGHT - Level 8 - Machine/Effect - ?/2000
When this monster is Summoned successfully, both players shuffle their respective Graveyards into their Decks. This monster gains 400 ATK for every card in both Graveyards. When this monster inflicts 1000 or more Battle Damage to your opponent's Life Points, select one card on your opponent's side of the field or one random card in their hand and destroy it.

Lady Luck's Palace
Field Spell
This card cannot be destroyed. During each of your Standby Phases, roll a six-sided die. Activate one of the following effects until your opponent's End Phase based upon the result-
1: The original ATK of all monsters becomes 0.
2: Neither player can activate Spell Cards.
3: You and your opponent trade hands.
4: All cards in the Banished Zone are treated as being in the Graveyard, and vice versa.
5: All effects that increase Life Points decrease them, and vice versa.
6: Trap Cards can be activated without being Set.

Life-Giving Sunfish
LIGHT - Level 3 - Fish/Tuner/Effect - 300/1500
FLIP: Special Summon 1 LIGHT monster with 1500 or less DEF from your Graveyard, except "Life-Giving Sunfish". Neither player can Special Summon a monster from their Extra Deck the turn this effect is activated.

Rapier Advance!
Normal Trap
Only activate this card if you control a monster with "Sword" or "Blade" in its name. Target that monster: inflict damage equal to its original ATK to your opponent's Life Points.

Rapier Parry!
Normal Trap
Only activate this card if a monster you control with "Sword" or "Blade" in its name is an attack target. Negate the attack, then increase the ATK of all face-up monsters you control with "Sword" or "Blade" in their name by half the ATK of the monster whose attack was negated.

Grand Theater
Field Spell
When a monster is Summoned, its controller takes damage equal to half its original ATK. All increases to either player's Life Points are doubled.

Clock Beginning Magician
LIGHT - Level 4 - Spellcaster/Pendulum/Effect - 1500/1800
Scale 1
Spell Effect: When you Pendulum Summon a Spellcaster-Type monster, you can pay 400 Life Points to add 1 non-Normal Spell Card from your Graveyard to your hand.
Monster Effect: During each Main Phase, increase your Life Points by 300.

Clock End Magician
DARK - Level 4 - Spellcaster/Pendulum/Effect - 1800/1500
Scale 8
Spell Effect: When you Pendulum Summon a Spellcaster-Type monster, increase your Life Points by 400.
Monster Effect: Once per turn, during either player's turn, when a Spellcaster-Type monster enters the Graveyard, you can add 1 non-Normal Spell Card from your Deck to your hand.

United Magic Field
Field Spell
Increase the ATK and DEF of all monsters with "Magician" in their name by 100 times the number of Spell and Trap Cards on the field. During your Draw Phase, you can add 1 Trap or non-Normal Spell Card from your Deck or Graveyard to your hand instead of drawing normally.

Serpent Hydra
WATER - Rank 3 - Wyrm/Xyz/Effect - 1400/700
2 or more Level 3 monsters
When this monster is Xyz Summoned successfully, place a number of Head Counters on this card equal to the number of Xyz Material monsters that were used to Xyz Summon this monster minus 1. Once per turn, if this monster is targeted for an attack or card effect, you can detach 1 Xyz Material from this card to negate the attack or effect and place 1 Head Counter on this card. This monster gains 700 ATK for every Head Counter on it.

Pained Polymorph
WATER - Level 1 - Aqua/Effect - 200/200
During either player's Main Phase, you can target 1 monster in your Graveyard: this card gains that card's effect, name, Attribute, and type. During the End Phase of the turn this effect was activated, banish this card.

Pinch Rescue Draw
Normal Trap
Activate only if your opponent declares an attack with a monster whose ATK is higher than your Life Points. Negate that attack, and draw 1 card. If your opponent destroyed 2 or more Spell or Trap Cards this turn, you can activate this card from your hand.

Jugo the Interferer
WATER - Level 6 - Fiend/Effect - 1050/2850
This card can be Special Summoned from your hand if the combined number of cards in your and your opponent's hands (excluding this card) are less than 6. The hand size limit of all players equals the current Level of this monster on the field. Once per turn: you may increase or decrease this card's Level by 1.

Weedler Needler
EARTH - Level 1 - Insect/Effect - ?/100
When this card is Summoned successfully, its level becomes the number of cards in your hand. If this card's Level matches the Level of another monster on your side the field, neither player may Special Summon monsters from the Extra Deck. This card's ATK equals its Level x450.

Fungu Baby
WATER - Level 2 - Plant/Tuner/Effect - 300/500
FLIP: Target your opponent's face opponent's monster: equip this monster to the target monster as an Equip Spell Card. The equipped monster cannot attack, be Tributed, or be used as Material for a Fusion, Synchro, or Xyz monster.

Powla Powa
WATER - Level 4 - Spellcaster/Effect - 800/2000
If this card is Tributed, your opponent skips their next Main Phase 1. You can only activate this effect of "Powla Powa" once per turn.

Aquasizzle
WATER - Level 3 - Aqua/Effect - 0/?
This card's DEF is equal to the number of Tokens on the field x500. When either player's Life Points increase, Special Summon 1 "Scald Token" (WATER/Aqua-type/Level 2/ATK 0/DEF 1200). If this card would be destroyed, you can Tribute 1 "Brew Token": This card is not destroyed.

Pyrobrew
FIRE - Level 3 - Pyro/Effect - ?/0
This card's ATK is equal to the number of Tokens on the field x500. When effect damage is inflicted to a player, Special Summon 1 "Brew Token" (FIRE/Pyro-type/Level 2/ATK 1200/DEF 0). If this card would be destroyed, you can Tribute 1 "Scald Token": This card is not destroyed.

Thunder Steam Generator
Continuous Trap
During your Standby Phase, you may tribute 1 Pyrobrew or "Brew Token" and 1 Aquasizzle or "Scald Token" to Special Summon 1 "Steam-Thunderclap Token" (WIND/Level 8/Thunder-type/ATK 2800/DEF 2200). During your End Phase, deal 200 damage to your opponent for each "Brew Token", "Scald Token", or "Steam-Thunderclap Token" on the field and increase your Life Points by the same amount.

Procrastinape
EARTH - Level 4 - Beast/Effect - 2000/0
Both players skip their respective Draw Phases. During each player's End Phase, the turn player draws 1 card.

Atom Shifter
WIND - Level 10 - Psychic/Effect - 0/3500
Cannot be Normal Summoned/Set. Cannot be Special Summoned unless you Tribute all monsters you control (min. 2). For every monster Tributed to Summon of this monster, you may activate this effect once while this card is face-up on the field: target a monster on the field then flip a coin. If heads, that monster is Tributed to activate the following effect: the Tributed monster's controller Special Summons a monster from their hand (ignoring Summoning conditions), but its effect is negated. If this card is Tributed for its own effect, the Summoned monster's effect is not negated.

Lightning Beetle
LIGHT - Rank 2 - Insect/Xyz/Effect - 1100/1300
2 Level 2 monsters
Once per turn, you can detach 1 Xyz Material from this card: Draw 1 card, then, if the card drawn is a Level 2 or lower monster, you can discard 1 card and draw 1 card.

Mecha Power Armor
Equip Spell
Equip only to a Level 4 or lower Machine-Type monster. Only that monster can attack and it can attack your opponent directly. If the equipped monster is destroyed and this card is sent to the Graveyard: You can add 1 Machine-Type monster from your Deck to your hand.

Vampire Rising
Normal Spell
Send 1 "Vampire" monster from your Deck to the Graveyard; Special Summon 1 "Vampire" monster from your Graveyard that has the same level.




Be warned: Sakura is working on a banlist, so don't expect every card to be at 3.

I personally will not be Dueling, for 3 reasons:
1. I am running this. Conflict of interest, ne?
2. My name is on everything else, I don't want to see myself on a tournament ladder again.
3. I suck.

1st Prize: 50% of total pot
2nd Prize: 30% of total pot
3rd Prize: 20% or total pot

Current Pot: 200 Points

Participants:
(Nobody yet)

By the way, if someone could make a cool graphic for up there, I'd be much obliged.

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Is there a reason most of the generics have terrible Design? I mean, just look at that:

"Lady Luck's Palace 

Field Spell 
This card cannot be destroyed. During each of your Standby Phases, roll a six-sided die. Activate one of the following effects based upon the result-
1: The original ATK of all monsters becomes 0.
2: Neither player can activate Spell Cards.
3: You and your opponent trade hands.
4: All cards in the Banished Zone are treated as being in the Graveyard, and vice versa.
5: All effects that increase Life Points decrease them, and vice versa.
6: Trap Cards can be activated without being Set."

The first thing that is wrong here: The effects last forever! If you roll a 1, the ATK of ALL monsters becomes 0 for as long as the card is on the field. If you roll a 2, no one can activate Spell Cards as long as its on the field. It makes playing the game impossible. But that isn't even the worst one.

Glorious Draw
Quick-Play Spell
Both players select one monster they control, negate all of its effects, and banish it. They then draw cards equal to the Level or Rank of the banished monster. If either player does not control any monsters, they draw an equal number of cards that their opponent drew by this effect. 

Glorious Searchlight
Quick-Play Spell
Declare the name of one card. Draw cards from your Deck until you draw the declared card. If you do not draw the declared card, shuffle your hand into your Deck, and draw cards equal to the number of cards in your hand before you activated this effect +1. Your opponent then draws cards equal to the number of cards you drew (after shuffling, if necessary).

Now, Seriously. What is up with these cards? Why would any player possibly draw up to 10 cards? Both cards are just dumb and make for ridiculously fast deckouts, FTKs, OTKs and weird exodia strategies. (the latter of which is, by the way, the least problematic the cards can get)

That's just some of the reasons why this looks like a bad idea. Sorry if I'm being blunt here, but it had to be done.

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Just as a sidenote that not all of them are Draconus's stuff.

 

But yeah, looking at the generics, we need a banlist so we don't get ragequits in the middle of matches.

Some of the cards are pretty crazy.

 

(Let me look at the generics first and decide an appropriate list position in our metagame.)

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Let's go over the three cards that SDB pointed out.

 

First, the Field Spell.

In a very similar vein to Golden Castle of Stromberg, it cannot be popped via MST. Yes, it can still be bounced via Castel and whatnot, but that's not good design to do so.

Plus, all of the effects are pretty nutty, bar for the 5th one (I have not looked at the other Archetypes if they have LP increasing/decreasing).

 

If I need to remind you, the 6th effect is why Temple of the Kings was banned until recently. 

Second one locks off Spell Cards, which is effectively 30-40% of your Deck gone. Unless your Deck is monster mash or something, or relies more on Traps, yeah not good.

 

Definitely change the card, so the effects aren't nutty.

 

-----

Both Glorious Spells that SDB mentioned are also badly designed.

Searchlight can essentially draw one's entire Deck, which Exodia decks will love. Yeah, mass drawing cards are a no-no, even if you end up discarding them.

 

Draw is in a similar vein; banish a high Level/Rank monster, then you get massive draw.

Sure, you lose a big monster, but some Decks function with high Levels so they won't mind too much about losing a particular one.

 

Now for the others....

 

Ankh gives you access to Nomi monsters in the Graveyard, which is something that comes as unsettling.

The opponent gets stuff too, but not keen on this being capable of reviving massive monsters that have Nomi conditions in the first place.

 

Alchemy is okay to an extent.

 

-----

I'll look over the other generics, but keep in mind that if the problem cards aren't fixed, I'll have to ban them.

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Lady Luck's Palace now lasts from the start of your turn until the end of your opponent's turn- what my original intent had been, if I'm honest.

 

Searchlight has been removed entirely, I'm not sure how to fix that.

 

Ankh can no longer retrieve nomi- and semi-nomi monsters.

 

Regarding Glorious Draw . . . it works as advertised, I really don't know what to do about that.

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Well, I've only went through the generics so far.

I've yet to touch on the Archetypes that got submitted besides mine.

 

In terms of the problem cards in that pile, Field Spell has not been changed, so will have to ban it until change is made.

Same goes with Draw.

 

Ankh is still a double Monster Reborn for the most part based on wording.

Given the reliance on the Graveyard and all that stuff, it'll prove to be a concern later on, even if the opponent is granted access to monsters as well.

 

Leaning on putting this @1 to see how things turn out. If it proves abusive, I will ban it.

(Might want to specify your own Graveyard if that was the intent)

 

Procrastinape is somewhat concerning with its Draw Phase lock effect and 2K ATK.

While yes, you still draw during the End Phase, it does change strategies a bit, especially during the first turn.

 

Galactank messes up the Graveyard when summoned, kinda like Necroface does for banished cards, although it starts at 0.

Also not keen on it destroying stuff in hand, but it would require that you give it a prior boost + deal sizable damage (in this case, not possible without Equips and stuff)

 

Grand Theater punishes Decks for summoning strong monsters / swarming; again, I haven't looked at the other sets if any have LP restoration, but this one should be toned down to "once per turn" and restricted to the first monster that gets summoned. Either that, or change it to Normal Summoned monsters. I'll put this at 1.

 

Weedler Needler shuts off ED access, which is again concerning, even if it does require that its Level matches something else you have. That, and if you have a relatively large hand, it becomes a +2K ATK on summoning. Putting this at 1 for now. It's not ban-worthy.  

 

I have some reservations on Fungu Baby, given what it does; only thing it lets you do is trigger effects.

Same with Powla Powa, since it will trigger regardless if you use it for a higher Level monster or to pay card effects.

 

Atom Shifter is a bit awkward to comprehend; will need to look over that one a bit before I make any judgment on its list position.

 

Clock Magicians might be concerning, given their generic Scales, but they don't do anything much except in Spellcasters/Magicians, so they should be fine.

We already got Dragonpit/vein for generic 1/8's.

---------

 

Unless I gave a specific list position, assume cards are still at 3 for right now.

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Until further notice, if the cards are fixed and the banlist is okay, I might participate. I really hope that the Archetypes are balanced against each other.

Another thing I sincerely hope is that the written archetypes at least get filler art for this tournament. 2 Decks without images going against each other could get confusing and pretty ugly.

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Regarding images, I was thinking of just getting pictures of snakes for the Fungal Serpents, I'm going to have to step over copyright for images for the Cosmo stuff, and the Inner Demons should be easy to find stuff for . . . I'm just worried about the Steel Dragons.

 

And, on the singles, I can personally fill some of them. So there's that.

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Regarding images, I was thinking of just getting pictures of snakes for the Fungal Serpents, I'm going to have to step over copyright for images for the Cosmo stuff, and the Inner Demons should be easy to find stuff for . . . I'm just worried about the Steel Dragons.

And, on the singles, I can personally fill some of them. So there's that.

What about for Gargoyles and Mirtor Force?

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