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Showing content with the highest reputation since 12/27/2019 in Posts

  1. 1 point
    Ninjas don't really have the most effective removal, so a card like this would be really appreciated, however it does feel a bit redundant since both its effects are simple card destruction. If I were to choose between the destruction effects, I'd ditch the OPT pop effect and give it something else. Ninjas are laughably weak going second. Maybe an effect that could mitigate that somewhat? I'm not sure..
  2. 1 point
    Before i get to the quote above a bit disclaimer: im often have problems to review archetypes (especially this big) due to often being busy irl. So i apologize before hand if my reviews sometimes can be seems too short or feel unfinished, especially if you planned to add more to your card pool That being said, i have at least 2 points of critique First, too many cards, you need to reconsider "what if these cards got release in irl" and in that scenario, all your cards can be run at 3 each in its debut, so for the grand total of 25 main deck and 8 extra deck , that means at least 75 in main deck and 24 in extra deck, of course i know the fact that you dont need to run anything at 3, but this is to help you visualize that you dont need to create that many cards to make a functional deck, my favorite example is Qliphorth on its reign, its one of most xenophobic decks and it actually dont have many cards, but cards that already within their pool is mostly effective at doing its jobs to elevate that deck to its meta status on its era. I also understand that most of Visor cards only work on realy specific scenario, but its still unjustified IMO to run all of those cards that can potentially bricks on play. So you need to streamline the number of cards and make the effects efficient in correlation to that (which also related to 2nd point) On the other hand (also, secondly), some of the reward effects is too powerful, Heretic is practically a spinner for free, spin effects is one of the god tier effects in this game, definitely not to put on a level 4 monster with self summon condition this easy even in that niche scenario
  3. 1 point
    Horu's right, official card grammar is always evolving. Right now, the ocg uses a much more simplified, yet specific text/terms for the effects. The grammar for the cards is different in certain aspects of what you're taught in English for general writing, so it kinda is like learning a different way of writing.
  4. 1 point
    No biggy. Kazuki Takahashi recently changed the effect text in like 2015 or 2016. Whenever VRAINS became a thing I guess.
  5. 1 point
    You're welcome. Ah! I remembered something that might come in handy for the grammar: Colons indicate effects that start a chain. Semi-colons are only used to separate cost/target and effect, colons also separate conditions. <- I was taught this recently. So, for an example, you have: when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck. I'd write it like this: If this card is Special Summoned by its own effect: You can target 1 Spell/Trap your opponent controls; shuffle it into the Deck. Notice all the differences? Small details like where to use capital letters, the term "controls" and more importantly, the use of colon and semi-colon.
  6. 1 point
    As for specific monsters, I feel Martyr is slightly lacking compared to other Vizors. It's more dependent of the opponent's Deck style than others, and it's shuffling effect is not as good, so you could improve it by shuffling 2 banished cards, that will hurt an opponent that relies on banished cards more. Still, Martyr is more of a side deck card. Other Lv 4 are fine imo as long as you give em a certain kind of one per turn restriction, at least. Visor of Neutral needs to be toned down. Lots of Decks are offensive and will only summon monsters in attack position. A single lv 6 monster that is easily summoned and negate every attack position enemy mob is absolutely op, and I'm leaving the position change effect out. About Xyz, I don't want to be repetitive, specially since this is Casual, but certain cards are way too strong, even if you were to, say, play with your friends and stuff. Vizor of weakness comes to mind. It gets weaker every time, but the idea of shuffling the entire opponent Monster or Spell/Trap Zone smells of illegal. The fact that it cannot attack after activating the effect isn't really that much of a penalty, since other Vizors will have open way to kill. An idea would be to force yourself to skip that turn's battle phase, while removing the reduction of 800 ATK to increase its survival. The opponent will be rather hurt by the removal of all their monsters, anyway. In contrast, I like very much what you did with the system that makes "obsolete" Xyz Monsters for new ones. It creates a momentum that is very hard for the opponent to shake off. Just a suggestion with restrictions: You can only control 1 "Vizor" Xyz. They'll be less abusive that way. Don't worry about card grammar too much as we're in Casual, you'll be learning little by little (I myself have a long way to go). I could point right now, though, that stuff like "successfully" isn't used anymore. "Overlay Unit" is not a term used in TCG. Until 2017, more or less, it was called "Xyz Material", now you can simple say, for instance: Once per turn: You can detach 1 material from this card, then X. The word Xyz doesn't need to be fully capitalized, only the X.
  7. 1 point
    Hello, fine peoples. I came across an old (pre-Links) concept I'd played around with a long time ago. In it, I'd wanted to make placement and columns important. I decided to revamp the idea and redesign it from the ground up using Links as a catalyst. All the main deck monsters have this effect: "Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to." also, all of them have effects that work while they're in specific monster zones. Without further ado, reintroducing the Templars! Dawn Templar LIGHT ** Warrior/Effect You can Special Summon this card from your hand in your Center Main Monster Zone. While this card is in the Center Main Monster Zone, "Templar" monsters you control cannot be destroyed by battle. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 300/1000 Dusk Templar DARK ** Warrior/Effect You can Special Summon this card from your hand to a Zone a Link monster points to. While this card is in the Center Main Monster Zone, the first time each "Templar" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1000/300 Castle Templar EARTH **** Warrior/Effect While this card is in a Main Monster Zone, except the Leftmost, Rightmost, or Center monster zones, "Templar" monster you control cannot be targeted by your opponent's card effects. If this card is Summoned or moves to the Center Main Monster Zone: You can destroy 1 card your opponent controls. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1800/1600 Mercenary Templar FIRE **** Warrior/Effect If this card is in the Leftmost Main Monster Zone: You can pay 500 LP; Increase the ATK of all "Templar" monsters by 300. If this card is Summoned or moves to the Center Main Monster Zone: You can target 1 attack position monster your opponent controls; Shuffle it into the Deck, and if you do, return this card to the hand. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1900/200 Right-Hand Templar LIGHT 5* Warrior/Effect If you control a another "Templar" monster, you can Special Summon this card from your hand. This card in your Leftmost Main Monster Zone becomes DARK. If this card is Summoned or moves to your Rightmost Main Monster Zone: You can add 1 "Templar" monster from your Deck to your hand, except "Right-Hand Templar". If this card is Summoned or moves to your Leftmost Main Monster Zone: Destroy all "Templar" monsters in your other Main Monster Zones (min. 1), then, destroy all monsters your opponent controls. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 2100/1000 Swift Templar WIND *** Warrior/Effect If this is the only card in your hand, you can Special Summon this card from your hand. While this card is in a Main Monster Zone, except the Leftmost, Rightmost, or Center monster zones: You can Normal Summon 1 "Templar" monster in addition to your Normal Summon/Set. You can only Normal Summon 1 monster by this effect per turn. If this card is Summoned or moves to your Center Main Monster Zone: You can return this card to your hand; Special Summon 1 Level 5 or lower "Templar" monster from your Deck to the Center Main Monster Zone. You can only use this effect of "Swift Templar" once per turn. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1200/1000 Victory Templar FIRE 8* Warrior/Effect If a monster you control moves to a different Main Monster Zone, you can Special Summon this card from your hand to the original Zone that monster occupied. This card gains an effect based on your Main Monster Zone it is in. - Leftmost or Rightmost: This card is unaffected by Spell/Trap effects. - Center: Once per turn (Quick Effect): You can discard 1 card and target 1 face-up card your opponent controls; negate that target's effects this turn and, if it is a monster, its ATK/DEF are halved. - Other: This card is unaffected by monster effects. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 2500/2000 Red Templar FIRE Links: SW E Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Red Templar" as Link Material. You can only Special Summon 1 "Red Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. A monster this card points to can declare 1 additional attack this battle phase. 800/LINK 2 Blue Templar WATER Links: W SE Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Blue Templar" as Link Material. You can only Special Summon 1 "Blue Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. A monster this card points to cannot be targeted by monster effects. 800/LINK 2 Green Templar WIND Links: W S Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Green Templar" as Link Material. You can only Special Summon 1 "Green Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, when a monster is Summoned or moved to a Zone this card points to: Target 1 Spell/Trap on the field; destroy it. 800/LINK 2 Orange Templar EARTH Links: E S Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Orange Templar" as Link Material. You can only Special Summon 1 "Orange Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, when a monster is Summoned or moved to a Zone this card points to: Target 1 face-up monster on the field; Set it. 800/Link 2 Blackguard Templar DARK Link: S Warrior/Link/Effect 1 "Templar" monster, except "Blackguard Templar" When this card is Special Summoned: You can banish 1 "Templar" Spell/Trap from your Deck. During your End Phase, you can either Set the banished Spell/Trap or add it to your hand. Once per turn: You can Special Summon 1 "Templar" monster from your hand to a Zone this card points to. You can only Special Summon 1 "Blackguard Templar" per turn. 800/LINK 1 Silver Hand Templar LIGHT Links: W E S Warrior/Link/Effect 2+ monsters You can also Link Summon this card by using any 2 "Templar" monsters except "Silver Hand Templar" as Link Material. You can only Special Summon 1 "Silver Hand Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, if a monster is Summoned or moved to a Zone this card points to: You can target that monster; this card gains ATK equal to that monster’s ATK until the End Phase of the next turn, then you can move the target to another Main Monster Zone. 800/LINK 3 The archetype isn't finished (I haven't added Spell/Trap support yet), but I think the monsters give a good idea how the archetype functions. Thanks for looking though 'em and, as always, CnC is much appreciated! Cheers!
  8. 1 point
    U Can't C Me Continuous Spell Card The activation or effect of this card cannot be negated. This card cannot be removed from the field. Your opponent must complete the current Duel wearing a blindfold. If at any time your opponent removes the blindfold: They are immediately disqualified and must receive an Attitude Adjustment from John Cena. If your currently dueling John Cena: You lose the Duel. This is definitiely the most broken card in the game.
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