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Showing content with the highest reputation since 01/21/2020 in all areas

  1. 2 points
    Ok. So I'm making a database of all the cards. Of course I'm starting with the OCG.
  2. 2 points
    I just remembered that today is the so called "Blue Monday". If anything, I've been feeling in good spirits the whole day. What about you?
  3. 1 point
    Eh, screw it. I'm already procrastinating. Might as well kill any semblance of "free time" and review this whole thing. Before I continue, I want to note a certain term that I'm probably going to use for several of these (based on my earlier skim-through): "Mirror monsters". Basically, I'll use the term to describe monsters that are pretty much the exact same as another monster in the archetype but with a single difference that "mirrors" the other monster. I have more to say about these "Mirrors" at the end of the review, but for all intents and purposes, anything that I say about a monster applies to its mirror as well unless I specify otherwise. Without further ado, on to the review: Heretic: Oh boy… this one is extremely powerful right off the bat. The main issue is how generic it is. As I noted before, spinning effects (returning from field to Deck) are some of the most powerful, and this card gives you a spin effect along with a “free” Special Summon. Of note, I can’t actually think of a generic Level 4 monster with a free removal effect like this. If you want to keep it this powerful, it really should be locked into its archetype. All that said, this card is also pretty ridiculous in-archetype as well. If you play a simple combo, you could easily spin 3+ of your opponent’s cards without losing any advantage. This needs heavy restrictions. Rebel: Mirror monster of Heretic except for Spell/Traps. Fortunately, because of the Spell/Trap focus, this one isn’t nearly as powerful and loopy as Heretic. I would still restrict it to Vizors and maybe add a cost to it, but otherwise, it’s fine. Agitator: Real quick, you forgot its ATK/DEF. If the first two cards are useful for going second, this one is better at going first and helping you establish your higher levels while letting you fix your hand. Considering how well this deck does in breaking boards, going first and using this card feels a bit lackluster. It’s still very powerful in the right situations though, so I think it’s actually really good as a side deck/1-of kind of card. It’s solid. Rioter: Aha! Found it. This card is the mirror of Agitator. It technically is even more conditional with its Special Summon effect, but it compensates by having the most absolutely ridiculous tribute effect. You can create a 2-card infinite loop on turn 1 with this. Loop: SS Rioter > Tribute for Level 6 > Search 2 Field Spells > Activate both > Search Rioter + Level 6s > SS Rioter > Tribute for Level 6 > Search 2 Field Spells… etc. etc. I can’t think of a practical application for the loop right now since the 6s need to shuffle a card from the field before they activate their effects, but this loop can give you infinite Link/Xyz material, so there’s definitely some kind of broken application somewhere. Martyr: The most conditional Level 4. Honestly, probably useless except as a side deck card. Good to have, but hardly ever a card you’ll want to see in the game. Victim: The infinitely better version of Martyr. Easy to summon, it’s a nice card to use generically. Unfortunately, it likely would lead to infinite loops alongside Rioter when used within the archetype. Even without Rioter, you can just keep adding Victim back to your hand and using it to keep summoning out the Level 6s to cripple the opponent’s board. It needs limits. Terror: Oh. Oh no. Uh. So… I found out the use for the infinite loop. This card can be used in the loop to make your opponent have 0 cards in their hand on turn 1. Loop: Do the previous loop > Xyz 2 of the Level 6s > Any of the Rank 6s search this > Special Summon this to snipe opponent’s hand > Continue loop > Keep doing this until opponent has no hand. Just… no. Almost anything that has to do with hand destruction is bound to be dangerous unless done extremely carefully and limited heavily. There is a reason that most hand destruction cards are on the banlist. Horror: Mirror of Terror. Nothing else needs to be said. Synthesis: I’m not sure why you decided to change this to searching for stuff with Vizor in the text. All the cards are Vizor cards, so that seems a bit random. Also, you never said where the Spell/Trap would be added from. Anyways, this is essentially a field nuke that always loses you immediate advantage, however, it is non-targeting, non-destruction removal on a Level 4 that can Special Summon itself so… it’d probably be used generically as an easy way to clear a board if players have a follow-up play. It’s powerful in the same way as Heretic and could definitely use some type of cost/limitation. Antithesis: Mirror of Synthesis. Harder to use generically since its effects kinda don’t really fit in any kind of deck I can think of besides its own archetype. Still, spinning all your opponent’s Spell/Traps at once is an effect that could probably do with an additional cost of some kind. Victor: So Victor has spin removal, can search for anything (thanks to the field spell), and a base ATK of 2550 (which allows it to run over any monster thanks to its last effect). Also, its last effect is permanent, so if it, say, attacks a 2000 ATK monster, it’ll keep the 1000 ATK permanently. While the card (and almost all the Level 6s) have no protection, they compensate by giving you ridiculous amounts of advantage that makes them near impossible to effectively counter because they aren’t limited in any way. Tl;dr: I appreciate the fact that the Level 6s can’t be used generically, but from what I see, all of them just do too many good things at minimal cost. Champion: Weaker mirror of Victor. Between the two, I’d prefer you keep this just because it’s fairer. Loser: … Failure: … Honestly, these aren’t as crazy as the Level 4s just because you can’t actually use their hand snipe effects when your opponent’s field is empty (so they are unusable during the first turn), but from turn 2 onward (which is where the deck excels), these are game-enders. The rest of the archetype is good at removing the opponent’s board, but if you use these, they remove the opponent’s ability to make any kind of a comeback. Neutral: This is the only monster that offers protection, but it offers some of the best kind of protection anyone could ask for. It basically shuts off the opponent’s ability to respond to board killing. The idea is fine, but the execution is way too overpowering. Let’s look at other examples: Skill Drain is limited, Mystic Mine has forced limitations on Field Spell search cards, Dark Ruler No More is a Spell that only lasts one turn, Majesty’s Fiend/Angel 07 are nearly unsearchable and cannot be Special Summoned, Bagooska has an in-built self-destruction timer… and all of those cards either restrict you or hurt you in the same way as your opponent. Neutral has none of those limitations, can be Special Summoned, spins a card, and has a 2500 body. The “cost” of being archetype-locked is not enough, especially since a lot of the other cards are good enough generically that this could be thrown into those decks anyway. Hall: On the whole, this is an interesting concept and I actually really like the idea. However, this card doesn’t have any kind of limit on how many times you can activate it and search which is pretty much the only issue with it. Tag Team: Here’s where the protection comes in. This card extends your ability to turn your deck into a toolbox to break your opponent’s board which is pretty cool. I have a concern regarding this card among other things, but I’ll note that at the end (see the section in red). By itself, this card is fine. Draw: This card is also useful for the infinite loop. Because of how large the archetype is, you can loop through pretty much all the Vizor cards in your deck, then play 3 “Draws” to draw into Exodia or any other FTK win condition. It’s not as consistent as just killing your opponent’s hand, but it doesn’t help. Honestly though, the card isn’t great one way or the other. If the rest of the archetype was limited, this card would be useless. As the archetype is currently though, this card just helps push all the negative aspects of the deck. Double Team: This card needs to specify that you need at least 1 card in your hand to activate it. Otherwise, you can just activate it when it’s the only card in your hand and get a card for free. As it is now, it is also an infinite loop card. Example: You control “Spell Absorption” > play it > search for another Double Team > play it > recycle first Double Team > etc. etc. Gain infinite LP. Basically, I have similar comments for this as I have for Draw, but it is more useful on the whole. XYZ: First thing’s first, is “XYZ” meant to be capitalized? This is actually important because there is a card called “Generation Force” that searches for “Xyz” cards. If you want this to be searchable by that card, you could just change the name to “Vizor Xyz”. As for the card itself, it gives you the opportunity to Xyz using materials from various locations which is really cool. Just like the field spell, I really like this card. Overall, my only nitpick is that the third effect kinda makes the second effect useless; I’d strongly recommend removing that third effect. Cannon: Another card that can take advantage of loops. However, it is really underwhelming even with the loops, and without the loops it feels… unnecessary. If you can break your opponent’s board, your monsters can deal enough damage to help you win; you don’t need the extra burn damage. Blast: This one is actually the best card to take advantage of the loops if you are planning to FTK your opponent, otherwise, like Cannon, it feels unnecessary. Mirror: I’m… really unsure how to go about writing this with “correct” card grammar since I am kinda confused at how this would work in certain scenarios. If you have, say, 2 Vizors and your opponent has no monsters but they activate “Raigeki”, how would this work? I’ll have to save my judgment for this card until I fully understand how it works. Disguise: From what I understand, you can’t actually “activate” this card since it has no activation effect. I assume you meant for this card to be just a trap that your opponent triggers if they try to blindly get rid of your backrow. In that case, the card is perfectly fine, even if it is a little weak. Just to let you know though, this card cannot actually work with Antithesis. Shuffling a card into the deck cannot trigger “When this card leaves the field” effects. It’s a weird ruling. Power: I really like the gimmick when it is targeted, but unfortunately that effect is completely overshadowed by the lack of limitation on its first two effects. The card can immediately search/recycle the easily spammable monsters and you can use the second effect twice to inflict 1600 damage for free. With the loops, you can potentially burn your opponent to death on turn 1. Weakness: Well, it looks like one card has a limitation. Does it help? Not particularly. This card is basically an easier-to-summon Rainbow Neos with a lower cost to activate its effect. Again, I like the gimmick of the third effect, but it doesn’t really matter when that likely not going to be the way the card will be used. Greed: Ok, so everything I said about Power: double it. This card has a once per turn, but it has the wrong one, making it even more ridiculous than Power while facilitating every kind of FTK effect. Fortunately, it costs 3 monsters, but if you can summon it once, you’ve likely already won the duel. Corruption: The weakest Xyz by far. Effects during the battle phase are pretty rare. It’s not common for monsters to have effects in the battle phase (besides maybe floating effects) and battle traps tend to be dealt with before they get used during the battle phase. Further, this card only negates 1 battle effect and only gains 800 until the End Phase. And it needs 3 monsters. It’s… really underwhelming especially in comparison to the 2 Material monsters. King: Basically the husband of “Madolche Queen Tiaramisu”, huh? Honestly, out of all of the Xyzs, this one is the one that feels like it was almost the most balanced. 3 specific materials to get a non-targeting, non-destruction 2 card removal. It’s still powerful, but then the monster only has 1800 ATK, so it can be countered. Solidly balanced! The only issue with it is that its second effect isn’t limited in any way, so you could end up shuffling 6 of your opponent’s cards into the deck… which is broken. Capulet: This… is all over the place. It searches, it has a burn effect, it protects your cards while stealing your opponent’s cards, and it uses counters to summon tokens. It’s just… doing a whole lot of stuff that wasn’t really seen at all in the rest of the archetype. None of it is bad, just… confusing. Anyway, as for the card itself, the stats are really high and you need to put the token’s stats (type/Attribute/ATK/DEF) within the effect text somewhere. Montague: Well, this card is more straightforward. Really, there isn’t much to say about it. On the whole, the card is probably the most balanced Xyz of the bunch. Since the effect forces you to shuffle the same amount of cards as monsters excavated, you could end up failing to shuffle anything, which is an interesting limitation. Still, a potential shuffle 5 is insane, but at this point my brain is fried, and I’m having difficulty telling what’s balanced any more… King Vizor: This card is… meh. It can do small burn damage and it’s tough to kill. It’s got a conditional effect to steal monsters and it has 3000 ATK so it can beat over a lot of things. It problem is that it’s just obscenely difficult to summon if you aren’t infinitely looping since you first need to summon 3 Xyzs just to summon this then you need to summon a fourth Xyz so this card gains destruction protection. Ugh…this review has basically taken me five hours nonstop… There’s a few more things that I need to say though. OPTs: (If you know all this, I’m sorry you can skip down to the next section. This was the first thing that came up in my head when I thought about fixing this archetype) OPT is shorthand for “Once per turn”. There are 2 types of OPTs that you need to be aware of when designing cards: SOPTs (soft once per turns), and HOPTs (hard once per turns). SOPTs is just when a card says “Once per turn: blah blah blah”. Basically, you can use the effect once, but if the card leaves the field and comes back or you summon another copy of the same card, you can use the effect again. For example, look back at Greed. Its second effect has a SOPT. That means that if you had Greed with 4 materials, you can only use its effect once. However, if you summon a different Greed, you could use that effect a second time. HOPTs are when a card says “You can only use this/each effect of ‘card name’ once per turn”. It means that no matter how many copies of a card you summon, you can only use that effect once during that turn. When I was talking about “limiting” your cards, this was the biggest way. If you redesign your archetype and put HOPTs on the cards, it will eliminate any infinite loops in the archetype. Mirror Monsters: This is personal design philosophy, so take what you will. You should not really have too many mirror monsters when you design. An archetype generally has a gimmick or a specific thing that it excels at. However, when I find myself making mirror monsters, I realize it’s because I don’t have a particular idea of how I want my archetype to go, so I supplement by making it do everything. The Visors have a solid aggressive, turn 2 playstyle that breaks the opponent’s board while also attacking and doing minor burn damage. However, if you see cards like Neutral which is a card that fits in a control strategy, or Failure that gains LP for some unknown reason, or Capulet which does all the things, a player becomes confused at what the deck is meant to do. Many of the mirror cards can also be consolidated down into each other: Martyr and Victim could become 1 card, Agitator and Rioter could become 1 card, etc. Searching: I get it. You want your archetype to be consistent so that a) it can do what it needs to do, and b) it can keep up with modern stuff. Cool. But in an archetype of 33 cards, 20 of them don’t need to be searchers! I’m sorry, but this is the thing that got under my skin the most. It’s just… ridiculously excessive on top of designing an archetype around one of the most powerful removal effects in the game. I’m sorry if I sounded mean. There were several aspects of these cards that I really liked. The different kinds of Xyz-ing was really intriguing, but a lot of it felt overshadowed when you can tell how these were meant to be used versus how they would be used.
  4. 1 point
    thoughts on the new doll support bat?
  5. 1 point
    Eh, the term has generally broadened to field > Deck. At least, that's how I've always seen it used. Could totally be wrong though; I wonder where the term came from? Yeah, in general, spin effects are some of the most powerful types of removal, so having an archetype based on the mechanic has to be planned out pretty carefully. I didn't look through all the cards specifically, so I'm not entirely sure their full capability, but for starters, I'd definitely recommend following what Ray said about adding hard OPTs. Without them, I can definitely see there being some way to loop these cards (maybe infinitely) and remove the opponent's entire board. I also have to mimic what Jolly said: there's just a lot of cards here. Giving a quick glance through some of the cards, it really feels like some of them are unnecessary. It could really help to "cut the fat" a bit, but I'll have to get back to you on specifics. I didn't mention this before, but because it could take a while for me to actually review sets this big in their entirety, I'd recommend making sure to "bump" your threads up every now and then. Cheers!
  6. 1 point
    Ummm, I might be wrong, but I thought spin effect meant returning a card from the field to the top of the owner's Deck? Heretic only shuffles a monster into the Deck.
  7. 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..
  8. 1 point
    I have just discovered that I am a genius in making entire decks in 1-3 days. I mean, granted, they aren't always the best. But some of them have the potential to be really good, (with a bit of refining of course) You can check out Casual Multiples for a new Archetype every week, made by me, Bluvista! My most recent creation, the "Mechanical" deck is up, and ready for anyone to comment, critique or review it! Any suggestions on archetypes will be gladly taken, just reply the name of the archetype, and a general description of it, and I shall create a deck based in what you have provided for me. Bluvista, Out!
  9. 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
  10. 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.
  11. 1 point
    No biggy. Kazuki Takahashi recently changed the effect text in like 2015 or 2016. Whenever VRAINS became a thing I guess.
  12. 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.
  13. 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.
  14. 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!
  15. 1 point
    ❇❇❇Waifu Card of the Week - Slacker Magician❇❇❇ The Good - The perfect companion for the modern lazy NEET. She's able to concoct energy drinks like Stim-Pack, RB, etc., but don't abuse or you'll die. If you hang around her place a lot, you might be able to attend a party with her friend/rivals, Alchemic and Akashic Magician. The Bad - Unless you somehow increase her Rank to 4, it'll be near impossible to date her. No shared responsibilities, either, you'll have to take care of everything in the house, Cooking, cleaning, paying... ALL of it. If she gets into an argument with Alchemic/Akashic, it's rather annoying for a stander-by
  16. 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.
  17. 1 point
    Where do i find my old cards.
  18. 1 point
    I wanted to ask the same thing. Also, how do we access our old cards? It was stated that old cards would still be there and accessible.
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