Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/12/2021 in all areas

  1. Laval Archetype Lavals are a Synchro focused archetype that are very strong at controlling their graveyard. Based on many years of play and experience with the archetype, Their effects are extremely dependent on this Graveyard setup, and you may not be able to make plays if you dont get cards like Molten Conduction Field in the first turn. Once their Graveyard has been established, they can use up their hand rather quickly, with no way to replenish it, and result in top decking after one or two plays. Finally, Lavals are great at filling their Graveyard once they get going, but lack recursion and lack effects that bring them back once they are there. That makes them entirely dependent on cards like Rekindling. Setting up the Graveyard Molten Conduction Field and Lavalval Dragun are the primary ways to set up the grave using Laval Volcano Handmaiden. Lavalval Chain would be an invaluable resource for Lavals if available. There are other cards like Laval Blaster, Laval Magma Cannoneer, and Laval Miller that can put Lavals in the grave, but the first two cause Laval Volcano Handmaiden to miss timing, as well as discard from the hand or require Lavals in the Graveyard already, respectively. Laval Miller requires destruction by battle to get his effect off and is typically too slow. Laval Archer is one of the new Laval cards and is extremely helpful in creating first turn Synchro plays to allow you to set up your grave, if you draw him. Resources in your hand A few Laval monsters are able to Special Summon themselves from your hand if you have three different named Lavals in your Graveyard. So once your Graveyard is set up, you can Special Summon monsters like Laval Coatl, a level two tuner, and Laval Burner, a level 5 non-tuner. Most plays require at least two if not three cards from your starting hand to create a Synchro monster. Some of these Synchro monsters have an effect that requires you to discard when being summoned, which can help set up your grave, but is hard on your hand. Cards like Pot of Avarice can help, but are not good in your first hand and can give you hand resources at the cost of your grave setup. The new Laval cards, Laval Archer and Rekindled Rebirth, help a bit with the hand resources, especially Rekindled Rebirth. Utilizing the set up Graveyard Once Lavals get going, they can dump most of their Deck into the Graveyard. This allows them to make plays requiring Lavals in grave for Special Summons and Laval Effects. The main issue is that these cards have few ways to come back to help. Once banished from the grave, Laval Cannon can bring a banished card back for a Synchro play. The main way Lavals are brought back from the grave is through Rekindling. The iconic and once banned/limited to one card, allows Lavals to actually make good plays and build a field using their Graveyard setup. Unfortunately, without it, their only other option is the new Rekindled Rebirth, that allows them to Synchro Summon from the grave. This was a huge boost, but does not completely solve Lavals problems of filling up the grave and these cards not coming back, fully utilizing the resources of the grave. Overall they have issues getting started consistently, maintaining resources in the hand, and properly using resources in the grave. Existing Main Laval Cards Laval Cannon 4 | Effect | Warrior | FIRE | 1600 ATK | 900 DEF When this card is Normal or Flip Summoned: You can target 1 of your banished "Laval" monsters; Special Summon that target. Laval Archer 4 | Effect| Pyro | FIRE | 1000 ATK | 200 DEF If this card is Normal Summoned: During your Main Phase this turn, you can Normal Summon 1 "Laval" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is in your GY: You can target 1 FIRE monster you control; you cannot Special Summon monsters for the rest of this turn, except FIRE monsters, also destroy the targeted monster, and if you do, Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use this effect of "Laval Archer" once per turn. Laval Coatl 2 | Tuner | Pyro | FIRE | 1300 ATK | 700 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). Laval Volcano Handmaiden 1 | Tuner | Pyro | FIRE | 100 ATK | 200 DEF When this card is sent to the GY, if you have a "Laval" monster in your GY other than "Laval Volcano Handmaiden": You can send 1 "Laval" monster from your Deck to your GY. Molten Conduction Field Spell | Normal Send 2 "Laval" monsters from your Deck to the GY. Rekindling Spell | Normal Special Summon from your GY as many FIRE monsters as possible with 200 DEF, but banish them during the End Phase of this turn. Lavalval Dragun 6 | Synchro | Dragon | FIRE | 2500 ATK | 1200 DEF 1 Tuner + 1+non-Tuner FIRE monsters Once per turn: You can add 1 "Laval" monster from your Deck to your hand, then send 1 "Laval" monster from your hand to the GY. New Laval Cards Part of my goal with these cards is to condense them into as few necessary additional cards as I can while still providing the utility that they can offer. If you have suggestions for which effects may be better suited for a different card, or which cards could be eliminated and have their effect added to a different card, please let me know. I appreciate any feedback you can give me. Listed first are the Main New Laval Cards, then Alternate Options and finally the Extras, that are not required but would be nice, making the deck better, and fun to have. The Alternate Options are exactly that, possible different combinations of effects on different cards, looking for the right combination. I will list a satisfaction or confidence number and description next to each card, to give you some insight on how maleable some effects or cards are. (Edit: Added the ability for him to banish 1 "Laval" from the hand as well, for his first effect.) 95% - Quite confident and happy with this card, still testing balance. Added the ability for his first effect to banish Lavals from the hand as well, this would help set up first turn Laval Cannon plays. Hopefully this seems like a balanced effect. Laval Knight 4 | Effect | Warrior | FIRE | 1900 ATK | 200 DEF You can Special Summon this card (from your hand) by banishing 1 "Laval" monster from your hand or GY. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Laval" card or card that lists "Laval" in its text to your hand, also send any remaining "Laval" cards to the GY and shuffle the rest into the Deck. You can only use this effect of "Laval Knight" once per turn. (Edit: New version of Laval Mander condensing Laval Priestess effect into this card) 75% - Super happy with how Manders art turned out, he is a baby version of Dragon. I am 100% on the first effect Not certain if the next two effects should all be on this card or spread out, but I would like to condense the number of new cards. Laval Mander 1 | Tuner | Pyro | FIRE | 800 ATK | 200 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). You can only use each of the following effects of "Laval Mander" once per turn. If this card is sent to the GY by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand. If this card is in your GY and you have 3 or more "Laval" monsters with different names in your GY: You can banish 1 other "Laval" monster from your GY; Special Summon this card, but banish it when it leaves the field. (Edit: Changed the first effect to any Summon, and gave her a new second effect for utility, maybe more in line with her theme) (80% - Happy with her theme of bringing back fallen lavals and protecting current ones when she falls. Still not certain if Manders SS from GY effect fits better on her. Also thought about adding a third effect that allows you to add a banished laval to hand when she is banished. Laval Priestess 2 | Tuner | Pyro | FIRE | ATK 600 | DEF 200 If this card is Summoned: You can add 1 "Laval" monster from your GY to your hand except "Laval Priestess". You can only use this effect of "Laval Priestess" once per turn. If this card is sent to the GY: All "Laval" monsters you currently control cannot be destroyed by your opponent's card effects until the end of the next turn. (Edit: New version of Laval Master Blacksmith, only increases levels) 85% - I am fairly happy with the Blacksmith theme of altering levels and buffing Lavals. I tried to put a Laval spin to the level gaining effect. Currently his Special Summoning effect seems kind of boring, would like to spice it up, perhaps then mill 3. Any ideas?. Laval Master Blacksmith 3 | Tuner | Pyro | FIRE | ATK 1200 | DEF 200 If you control a "Laval" monster: You can Special Summon this card (from your hand). Once per turn: You can banish 1 "Laval" monster from your GY to target 1 face-up "Laval" monster on the field; increase its level by 1. You can banish this card from your GY; all face-up "Laval" monsters you currently control gain 500 ATK/DEF. You can only use this effect of "Laval Master Blacksmith" once per turn. Alternate Options - Laval Cards (Edit: Added new art for Laval Mander) 60% - Super happy with how Manders art turned out, he is a baby version of Dragon. I am 100% on the first effect Not certain if the second effect belongs on another card. Possible replacement for second effect is "If this card is banished by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand." Laval Mander 1 | Tuner | Pyro | FIRE | 800 ATK | 200 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). If this card is sent to the GY by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand. You can only use this effect of "Laval Mander" once per turn. 60% - So this card was quite an old idea I had for the Archetype. It is mostly intended to be a single card that allows many of the existing Laval cards to be used and improves their effects. If this card exists, then there is less need for some of the other searching effects on other custom laval cards. It is intended to reduce the number of additional Laval cards & potentially the only new one. Lavalval Molten Land Spell | Field Once per turn: You can send 1 "Laval" monster from your Deck to the GY. Once per turn if a "Laval" monster is sent to the GY by a card effect, except by this card's effect: You can add 1 "Laval" monster from your Deck to your hand. If this card is sent to the GY by a card effect: You can add 1 "Laval" monster from your Deck to your hand. Extra - Laval Cards 70% - Really like the card and effects, but concerned about balance. Wondering if he would be okay to be level 4, but there arent other level 3 non-tuners. Laval Gunner 4 | Effect | Pyro | FIRE | ATK 1400 | DEF 200 If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). If this card is sent from your Deck to the GY by the effect of a "Laval" card: You can Special Summon this card. (Edit: Removed the banish a Laval activation effect.) 85% - This should help when you dont draw Molten Conduction field. It lets you dig a little deeper into your Deck, while also discarding a Laval or two to the GY. Lavalval Eruption Spell | Normal Draw 3 cards, then if you have a "Laval" card in your hand, discard 2 cards from your hand including at least 1 "Laval" card. Otherwise, shuffle your entire hand into the Deck. If this card is sent to the GY by the effect of a "Laval" card: You can draw 1 card. You can only activate 1 "Lavalval Eruption" per turn. (Edit: Changed his Synchro effect from "can discard" to protection and removed the Quick Effect on his second effect) 80% - Very happy with another level 6 Synchro. Love the card concept. The Synchro effect could be something more interesting, but this defensive effect helps as a first turn or defensive play. The second effect is there because the other level 6 Synchro is utility, so this one can be more offensive and defensive. Lavalval Molten Lord 6 | Synchro | Pyro | FIRE | ATK 2600 | DEF 200 1 Tuner + 1+ non-Tuner FIRE monsters If this card is Synchro Summoned: All "Laval" monsters you currently control cannot be destroyed by card effects until the end of the next turn. Once per turn: You can banish 1 "Laval" monster from your GY, then target 1 face-up card on the field; destroy that target. (Edit: Changed the Name from Lavalval Tri-Blaze Cannon) (Art credit to SlackerMagician - DeviantArt) 80% - The card concept is cool to me. I like the idea of the three cannons impacting his effects. Not certain about balance, but it doesnt seem too crazy for a level 10 Synchro specific to Lavals. Lavalval Inferno Cannon 10 | Synchro | Pyro | FIRE | ATK 3300 | 300 1 Tuner + 1+ non-Tuner FIRE monsters If this card is Synchro Summoned: You can send 3 cards from the top of your deck to the GY; destroy cards on the field up to the number of "Laval" cards sent to the GY by this effect. This card can attack your opponent's monsters a number of times each Battle Phase equal to the number of Synchro Materials used for its Synchro Summon. If this card would be destroyed by a card effect: you can banish 1 "Laval" monster from your GY; negate the activation, and if you do, destroy the card. Previous Versions - Laval Cards 75% - I was fairly happy with this version of Blacksmith theme of altering levels and buffing Lavals. Not certain about the execution of the effects though, perhaps there could be a much better way to use these effects, and also maybe a more interesting way for him to summon himself. This will allow him to create level 6, 7, and 8 Laval Synchros. Currently 7 has no easy way to be created and 8 requires a wierd combination of cards or an existing Synchro monster. He would be a great target for Laval Cannon to bring back.....perhaps too great. Laval Master Blacksmith 3 | Tuner | Pyro | FIRE | ATK 1200 | DEF 200 If you control a "Laval" monster: You can Special Summon this card (from your hand). Once per turn: You can target 1 "Laval" monster you control; you cannot Special Summon monsters for the rest of the turn, except FIRE monsters, also increase or reduce its Level by 1 until the end of this turn. You can banish this card from your GY; all face-up "Laval" monsters you currently control gain 500 ATK/DEF. You can only use this effect of "Laval Master Blacksmith" once per turn. (Edit: Added a Normal Summon effect that Laval Master Blacksmith had) 80% - I was very happy with the theme of the first effect bringing back a dead Laval and I like the effects, they seem rather solid. Only issue is if this card is necessary, or this GY effect can be given to Laval Mander as above under New Laval Cards, and eliminate the need for this card. Laval Priestess 2 | Tuner | Pyro | FIRE | ATK 600 | DEF 200 If this card is Normal Summoned: You can add 1 "Laval" monster from your GY to your hand. If this card is in your GY and you have 3 or more "Laval" monsters with different names in your GY: You can banish 1 other "Laval" monster from your GY; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Laval Priestess" once per turn.
    1 point
  2. Raceroid lv 4 EARTH Machine/Effect If you control a non-WIND Machine "Roid" monster, you can Special Summon this card (from your hand.) You can only Special Summon "Raceroid" once per turn this way. If this card is Normal or Special Summoned: Add 1 "Polymerization" or 1 "Vehicroid Connection Zone" from your Deck or GY to your hand. You can only use this effect of "Raceroid" once per turn. ATK/1400 DEF/1200 Busroid lv 4 EARTH Machine/Effect If you control a non-WIND Machine "Roid" monster, you can Special Summon this card (from your hand.) You can only Special Summon "Busroid" once per turn this way. If this card is Normal or Special Summoned: A 1 non-Wind Machine "Roid" monster except "Busroid" from your Deck or GY to your hand. You can only use this effect of "Busroid" once per turn. ATK/800 DEF/2000 Formula Raceroid lv 6 EARTH Machine/Fusion/Effect "Raceroid" + 1+ Machine Monsters Gains 500 ATK and DEF for each monster used as Fusion Materials for this card. This cards maximum number of attacks it can make during each of your Battle Phases is equal to the number of monsters used as Fusion Materials for this card. If this card attacks, your opponent cannot activate cards or effects until after damage calculation. If this card is destroyed by battle or by an opponents card effect: You can Special Summon 1 "Raceroid" from your GY. You can only use this effect of "Formula Raceroid" once per turn. ATK/1800 DEF/1500 Vehicroid Repair Spell Card Target 1 non-Wind Machine "Roid" monster in your GY; Special Summon the targeted card, also, the summoned monster gains 800 ATK and DEF. You can only activate 1 "Vehicroid Repair" per turn. Super Vehicroid Formation Trap Card If you control no cards, you can activate this card from your hand. Reveal 1 non-WIND Machine "Roid" Fusion monster from your Extra Deck, then, Special Summon from your hand, Deck and/or GY as many monsters that are listed as Fusion Materials on the revealed card as possible, also for the rest of this turn, you cannot Special Summon monsters from your Extra Deck except Machine monsters. You can only activate 1 "Super Vehicroid Formation" per turn.
    1 point
  3. Drytron didn't need to get gutted like that. The deck was horrible anyways lol
    1 point
  4. The three duelists in this pack are: Yugo (as expected), Ruri and Sherry LeBlanc https://ygorganization.com/ocg-duelist-pack-duelists-of-whirlwind/
    1 point
  5. The only thing that I'm happy about in regards to this list is that I didn't buy any of the cards that got banned. I was considering buying True King. I'm happy I never followed up on that.
    1 point
  6. There a vast differences of "meta vs meta" with what i assume you may experiences as "meta vs anything else". sure Draitron able to get multiple tribute fuel and accessing some of the biggest lockdown fairies is powerful and understandably annoying, but not like "other meta deck"-level powerful. The initial dominance of the deck kinda relies in the shock factor delivered by the good hand. but as the times goes on Draitron played less and less before this banlist drop because in reality their setup actually much more predictable for distruption since the way you played it is you trying to cycle as much of names as possible to assemble your pieces before dropping Ultimateness so unless you have distruption ready initially your opponent pretty already know when to screw you. To make it worse, Draitron best hand traps is the smaller heralds which also resource intensive on its own and you cant really swap it out with the ash or generic ghost girls for it muddle their synergy even further To be fair that might changed with the absent of power plays from V-World or any of the distruption resilient metas also with possible TCG release of Herald of Divinity
    1 point
  7. Rise from the True Kings Calamity Spell Card Special Summon 1 Level 4 or lower Effect Monster from your hand or GY, also all monsters in your opponents possesion with the same attribute as the summoned monster cannot activate their effects this turn. Your opponent cannot activate monster effects in responce to the activation of this card. You can only activate 1 "Rise from the True Kings Calamity" per turn. So Rise from the True Kings Calamity is a mini Reborn mixed with True King of All Calamities effect that only effect monsters with the same attribute (but not switching all other cards to that Attribute.) Lastly this card acts as a reference to how True King of All Calamities is now banned.
    1 point
  8. 1 point
  9. @Rayfield Lumina Congrats on 1000 posts!
    1 point
  10. You're wrong, because that rule applies for the creation of criteria, not for the actual content of the constructed card. In other words, I can use those canon mobs for my card and use the criteria given by the previous person, but I cannot ask in my prompts: "Make it a Gagagigo and Marauding Captain Support". Just a passing thought xD. Alchemist Minotaur Urgoth DARK Level 6 Beast-Warrior / Effect Once per turn, If this card was Tribute Summoned: You can apply the following effects depending on the Attribute of the monsters you control in adjacent zones to the zone this card was Summoned to. WATER: Shuffle the monster your opponent controls with the lowest ATK into the Deck. FIRE: Inflict damage to your opponent equal to the ATK of the monster with lowest ATK they control. WIND: Return to the hand the monster your opponent controls with the highest ATK EARTH: Change the monster your opponent controls with the highest ATK to face-down Defense Position. Once per turn, during your Standby Phase, if you don't control 2 monsters with different Attributes in zones adjacent to this monster: Take 2000 damage. ATK 1000 / DEF 2800 Yeah, a wise four-glasses alchemist Minotaur. You didn't see that coming, huh? xD Next: * Returns all cards in the same column to the hand for a cost * Psychic-Type * Counters negation * Needs other monsters already banished to apply its effects
    1 point
  11. i can see your point and now i think its actually valid, the harassment is the last straw already but when combined with faking death data to save his own political ass we have a true hack on our hands. (relative to how politicians act nowadays, is this even hackery at this point? or is it just the new standard for career politicians? either way its terrible. get this joker out
    1 point
  12. The only thing i iffy about this list is benten since draitron kinda need it (even then their line of plays kinda fragile) but i also understand it will kinda stupid in other decks though
    0 points
×
×
  • Create New...