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Black D'Sceptyr

Postseason Champion
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Everything posted by Black D'Sceptyr

  1. hol up Absolute Dragon can make Odd-Eyes Rebellion the original when it leaves the field then it ranks into this I think that's the intent, now you have a way of using Absolute Dragon outside of Pendulums for a 3K monster with three attacks. Not on monsters. Three attacks. Yeah, I think that's good enough, even without destruction allowing you to simply bridge into ANOTHER Odd-Eyes Rebellion Dragon with this card in the Pendulum Zone and nuke the opponent's board with prejudice on MP2. 7.0, but I can understand if the Extra Deck investment makes you rate it less. This should be considered though.
  2. To all who know where the subheader for this title came from... For everyone else, here's a spammable Summon negate, and it can can even put that monster out of range for the opponent to get it back. Plus, don't Zakiel look so chubby in that art. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  3. And now we come to the progenitors of a different Deck Build pack - one of the first, even! These Der Freischutz darlings have had some relative success over the times, but I felt being able to give them a strong finish was a necessity, So to that end, I'm giving the Magical Muskets some more love. First up is the Sovereign Otto, based on two different figures - Prince Ottokar, a "sovereign prince" and the overseer of the marksmanship contest for Agathe's hand for the German opera Der Freischütz (1821), and the Old West cattle baron/sheriff, Otto Franc. Don't like that three-act play being so prevalent in the article? Stretching for those gif reference, I know, but it won't be a reach for this card to give you advantage. Double destruction with Deseperado, double negation with Cross-Dominator, the list goes on. This being 2000 ATK, a potential 4K beater with Steady Hands, can also put some pressure on the opponent for those not willing to wait for Zakiel to go off. Until the next card (which will likely be a Counter Trap, or I may spoil you and show the new Xyz right up front): Reviews, revelry, you know the drill. BD'S, signing off.
  4. so we're just gonna ignore that F U L L O R C U S T C O M B O's two biggest downsides originally (that it was Ashable and required linking off another Knightmare, usually Phoenix, to activate) just got papered over by a single Union train, right? Also, considering Dragon Buster Destruction Sword, I didn't think the Destruction Swordsman Archetype would be getting two Links in this pack, but the more the merrier. 9.1. But yeah, Hell Divider will certainly help with the vanilla E-HERO Fusions, though I have doubts on whether those will have meta capacity. That being said, the best Fusions for this will likely be sussed out by the Yugitubers soon enough. 8.0. Reptillianne Echidna Knuckles, much like the Link going to its user's most present rival (Crossrose) is a great Link, again, held back by the Type it caters to being utter snakes*** outside of a few choice cards. But I look forward to the otherwise obscure stuff it can enable (Aliens for this, Queen of Thorns for Crossrose). 7.8. Ancient Gear Ballista Shooter is amazing, but again, its catering to an Archetype that at best is battling for the bronze in terms of being the best Turn 2 Machine Deck, behind Cyber Dragons and ABC. That being said, not needing to Burial Goods Ancient Gear Catapult to put together a board is a big step in the right direction for this Deck. 8.2. And Bloom Harmonist is...well, one of the two ways to handle the Melodious' obsessive focus on empty fields to make use of any of its THREE combo pieces. Would have appreciated something that did for Ostinato what Malefic Territory did for Malefics, if only because being able to use the Deck to Fusion Summon was one of the highlights of the Meldious behind Aria/Elegy lock. However, something like this can help Ostinato too, since the revive Ostinato provides can now enable World Legacy Awakens like it did for Magical Muskets, allowing you to establish the lock on the opponent's turn while possibly plussing. I actually think their grind game got a huge upgrade with this card, and being able to use any Fairy to make it is a good entry for the Trickstar engine to help you out. 8.8.
  5. Gonna see if I can tie up all the threads that Gansley used here. Wowie/EARTH/Reptile-Type Effect Monster/Level 1/500 ATK/500 DEF Lore: If this card is Normal Summoned: You can Special Summon 1 Level 2 or higher Reptile monster from your hand, or if you control a Level 7 or higher Reptile monster, you can skip your opponent's next Main Phase 1 instead. If this card is Special Summoned or banished: You can send 1 Reptile monster from your hand or Deck to the GY; add 1 "Wowie" from your Deck to your hand. You can only use each effect of "Wowie" once per turn. Frozen Asset Goraha/WATER/Reptile-Type Effect Monster/Level 6/2500 ATK/1000 DEF Lore: You can discard 1 non-WATER Reptile monster; Special Summon this card from your hand or GY. If this card is Summoned: You can take 1 Level 5 monster, 1 Level 7 monster and 1 Reptile monster from your Deck, except "Frozen Asset Goraha", your opponent randomly chooses 1 of those cards to add to your hand, and you send the other cards to the GY. If this card is banished or discarded: You can negate the effects of all non-Reptile monsters on the field with 2500 or more ATK, until the End Phase. You can only use each effect of "Frozen Asset Goraha" once per turn. Ruklamba the Supernatural King/DARK/Reptile-Type Effect Monster/Level 9/2000 ATK/3000 DEF Lore: (Quick Effect): You can banish 2 monsters from your hand, field and/or GY whose total Levels equal 9, including a Reptile monster; Special Summon this card. When you do: You can activate 1 "Umi" directly from your Deck. Once per turn, if your opponent activates a monster effect on the field (Quick Effect): You can Special Summon 1 Level 8 or lower Reptile monster from your GY with more ATK than that monster, and if you do, negate the activation, also banish that monster and your Summoned monster when they leave the field. You can only Special Summon "Ruklamba the Supernatural King(s)" once per turn. Underwater Enterprise/Continuous Spell Card Lore: (This card's name is always treated as "Umi".) When this card is activated: You can add 1 monster that specifically lists the card "Umi" in its text from your Deck to your hand. Each turn, 1 Level 5 or higher WATER monster with 2000 or less ATK that you Normal Summon can be Summoned without Tributing, but if you do so using this effect, banish it during the end of the next turn. If a Reptile monster(s) in your possession is banished: You can target 1 card on the field; destroy it. You can only control 1 "Underwater Enterprise". Deepsea Merger/Normal Trap Card Lore: Apply these effects (simultaneously), depending on the cards you currently control. ● "Umi": Special Summon 1 Reptile monster from your Deck, but shuffle it into the Deck when it leaves the field. ● Level 5 or higher WATER monster: Negate the next attack this turn, and if you do, inflict damage to your opponent equal to that monster's ATK. ● Both or neither: Fusion Summon 1 WATER Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it from your GY into the Deck, that are banished or in the GY. Deepsea Avenger/WATER/Warrior-Type Fusion Effect Monster/Level 5/1800 ATK/1600 DEF Lore: 2 WATER monsters, including a monster that specifically lists the card "Umi" in its text If this card is Fusion Summoned, while you control "Umi": Draw 1 card for each monster with 1900 or more ATK that you control +1. Once per turn, if an attack is declared on a WATER monster, OR when a card or effect is activated that targets a monster you control (Quick Effect): You can discard 1 card; negate that attack OR activation, and if you do, inflict 900 damage to your opponent. You can banish this card from your GY; add 1 monster that specifically lists the card "Umi" in its text from your Deck to your hand. NEXT UP: 5D's: Greiger (Reactor) Zexal: Bronk Stone (Gearsprings) ARC-V: Chojiro Tokumatsu (Flower Cardians) Vrains: Earth (G Golems)
  6. Dragon Cannon of White/LIGHT/Machine-Type Fusion Effect Monster/Level 8/3000 ATK/2500 DEF "XYZ-Dragon Cannon" or "ABC-Dragon Buster" + 1 Dragon monster with 2500 ATK or DEF Must be Special Summoned (from your Extra Deck) by banishing the above cards from your field or GY. (You do not use "Polymerization"). Once per turn (Quick Effect): You can banish 1 card from your hand and/or 1 "Blue-Eyes" monster from your GY, and if you do, banish 1 card on the field that activated its effects last turn, then if you banished 3 cards with different types (Monster, Spell or Trap) by this effect, you can Special Summon 1 Level 10 or higher LIGHT monster from your Extra Deck, ignoring its Summoning conditions. --- The generic Dragon requirement and Contact Fusion option should fulfill the conditions for genericness, and the NEXT UP: Let's try for a Fusion of an Archetype that combines a Rival/Protagonist's top monsters. The catch? It can't be Yugi/Joey, Jaden/Yubel or Yusei/Antimony, they've been done already.
  7. This new card is a hefty addition to the Lost World, as Miracle Jurassic Egg was to Jurassic World. So yeah, odd arrows, benefitting from Miscellaneousaurs/hardcasted U.C.T., laddering into other Dinos, and, of course, GY retrieval. Which will probably go to Miscellaneousaurus. Just bone-dino love that's gonna ever result from Dino Links, isn't it. If it's not Link laddering, its somehow this to get Deng or Ib Justiciar. I mean besides the return of Litho. Anyways, until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  8. I'd only suggest this card avoid targeting itself with its GY effect, to prevent loopholes with the ability, but otherwise it seems okay. Especially with stuff like, say... Glad Beasts and Fire Fists, to possibly extend on effects.
  9. Overall ATK, I think. So yeah, all those boosts can translate to big burn.
  10. Well, I'm happy with being able to log in on my Chrome. So how are we handling the new Link Vrains 3 pack reveals?

  11. Card #9, and this time, we're gonna take things a littler more lightly for this Halloween season pre-finale. Ween ween, chase your dream, Candy bags, filled to the seam, With three words, sweets will soon gleam; ...and your beatstick's ATK. Randomization may not necessarily be your bag (get it) but turn 2 and onwards, this can easily poke holes in your opponent's frontline, either by knocking down their board or augmenting your own with Pendulums and Rituals galore. And the Level 6 offerings on that category - which is one this card's Level alone fully supports - the choices are endlessly appetizing. Jackal King, Benten, Herald of Perfection, Nekropz of Brionac, Aether (both versions), freakin' Chronograph Sorceror... Plus, being able to block off attacks is its own form of usefulness, especially in regards to stuff that would normally impeded Ritual Monsters from going off, like, say...Imperial Order, Secret Village, anything that stops Ritual Spells. One last thing; if that Ritual Spell mentioned in the art looks familiar, it's meant to. Merry Throwbackmas, everyone! Until the last Night of Fright: reviews, revelry, you know the drill. BD'S, signing off.
  12. Night of Fright #8, and I was serious when I mentioned how cerebral the stories were getting from here. This card is similar to "DNA Surgery" and "DNA Transplant". This card is based on yet another of Ifunny user Creepy_Pasta_Reader, and... well, it does cover a sensitive topic, but suffice it to say that the cold equations that occur when population extinction is a dire possibility can often be more contentious than the crisis itself. Link is in this sentence, rather than a picture - you've been forewarned. To this card, however - being able to re-Archetype your entire board to suit a common purpose has been an oft-pursued avenue of YGO since Prisma, and hasn't really seen much love since.... Frightfur Sanctuary? I don't know. Regardless, its amazing how two sentences on a Spell can often allow so much to go down, right Dark Ruler No More? kay rude Until the next card, folks-only two more NIghts of Fright to go. BD'S, signing off.
  13. Night Number Seven, and this time, we've got a different entity from yesterday about to crash down upon us. Blind Destruction and Blind Obliteration now have a prologue, folks. (extremely Robbie voice) We did it. Story aside, this alien invasion is effectively Orgoth the Relentless, the Counter Trap. 2 or more similar rolls, you Solemn your opponent, and regardless of what you roll, the heads of your opponent's front line will be one of them. Knocking off up to 3 cards on the field, in the hand, or in the Extra Deck, is brutal. Of course, you'll need to get the unholy trinity of Extra Deck sides to prepare for this and possibly extend (Herald of the Arc Light, Elder Entity N'Tss, and Toadally Awesome). Other cards may vary. Speaking of which, until the next one, folks... BD'S, signing off.
  14. Card #6 of the 10 Nights of Fright, and believe me, it only looks like a simple rag as much as Green Lantern's weapon looks like a simple piece of jewelry. Though, in this card's lore's case, it may well be Atrocitus'... This new monster is based on yet another of Ifunny user Creepy_Pasta_Reader, and his Scary Stories to Tell compliation - this one of a cape that crashes down to a planet and gives phenomenal powers to one of the scientists who happens upon it. However, this newly minted scientific Man of Steel has less of a command over his powers - or the oft-tragic results of such a union with a supernatural item - than the world may yet live to realize. The full story is below. This Helene Alonso-created pic betrays an incredibly powerful Link of mine. It, weirdly enough, is not the first Union Link I've made, but it may be the most chilling one. And the other literally features two girls in the vaccum of space. But besides being a slightly more co-link-happy Relinquished Anima in reverse, allows you a chance to make some crucial plays off of what would otherwise be the worst two types of Summons in the game. From them, however, comes the most powerful Union monster in the game that's not a Machine, allowing the power of possession, and in a slight variation, it can redirect targets of otherwise discriminating card effects towards itself. Only downside is the lack of direct attacks, but given its power is only held in stock by what else you can total with other card effects in the turn, shouldn't be a problem. And with something as troubling as this now growing ill of the very race it's supposed to protect, I'll end my 10 Nights of Fright diatribes here. Until the next card - tricks, treats, you know the drill. BD'S, signing off.
  15. 5th Night of Fright, and we're gonna spend this half-way point looking into the conclusion of one of the most tragic Normal Monster story yet. We'll need to turn to a journal to catalog this one though, since it's apparently gone through all the public archives like wild fire. No seriously, this Link's been King's Landing half the landscape around here, we may need some help, is Bayonetta. Ah, yes, found an unburned copy of the texts. At an eventual point, all that was left to the individual former known ads the Dragon Horn Hunter was the dragon taint. Her home was in ruins, her kind turned her away from all havens, her slaughter of dragons had born no fruit but further loneliness and blood. Eventually, her blade found the final dragon-reeking target-her own heart. But instead of death, a new life began, as each drop her her poisoned life-force brought forth the very beasts she'd driven into near extinction like fish from a shoal, her every ragged breath was choked more and more by flames, and her every living second saw her skin blacken and thick, her form twist and extend, her mind narrow and simmer in its hatred of her own that had made her vigil such a lonely nightmare. Eventually, her wound closed - upon a shell of armor and wings, iron claws and serpentine irises, and she took to the air, and the first of the villages that had rejected her - for now the abyss had not only looked into the Hexer, but forged her into the vengeful Haunter. My goodness. A card like this, that allows for so many monsters to gain themselves a role in putting down threats, that has the best Attribute to align with those most common monsters, that is effectively Knightmare Gryphon and Wicked Dreadroot all in one, that has an effect you normally have to use Soul Pendulum or forget Master Rule 4 exists with Zefras….is founded in such barbarity? Such disregard for so simple a goal? Such ostracization and karmic horrors? It...well, it seems so. In short, this is Dragon Horn Hunter's final send-off to the world that spurned her: Until the next card, folks. BD'S, signing off. (Spoiler: It will only get more tragic in the 10 Nights of Fright's stories from here.)
  16. Card #4 is up now, and well, it's a unique one even for its own genus. So welcome, one and all, to Dendrocnide Moroides incarnate, which often goes by the name 'Gympie Gympie'. It is the most toxic of the Australian species of stinging trees. One such person exposed to the toxins this tree produces was Ernie Rider, in 1963 and, well, by his own words... "For two or three days the pain was almost unbearable; I couldn’t work or sleep...{T)he stinging persisted for two years and recurred every time I had a cold shower. ... There's nothing to rival it; it's ten times worse than anything else.[9] To summarize just how horrifying so cutely named a plant can be.... Now that we have that gif out of the way, this card is the first Trap Monster to have a win conditions, making stuff like Durendal and Fantastic Theatre an out-and-out kill switch. However, due to it not having ATK, you'll need to do some trickery to get up its stats. Don't worry, thanks to stuff like Moon Mirror Shield and company, this should be a milestone. Beyond that, it's a faster Extinction on Schedule with Infinite Impermanence triggers that can easily perform a similiar job to Nibiru in the right circumstances. So that's a fun way to have a unit of a Plant coming up on you in 2019, isn't it? Until the next card, tricks, treats, you know the drill. BD'S, signing off.
  17. Third Night of Fright, and welp, its a good thing Pit's illiterate or else The story for this comes from another familiar source: Creepy_Pasta_Reader, a rather chillingly compelling short story poster on Ifunny. Specifically, its centered on this insight into the mind of one of the last remaining survivors of the Sleep Plague. The Trap itself, however? Well, at the simple cost of a DARK monster Tributing, this card puts both Red-Eyes Flare Metal Dragon conditions and OTK blockage on a Monster Type for three turns. Not completely neutralizing, but certainly a hassle for any uni-Type Decks to navigate, like Saladbois, Cyber Dragons, Thunder Dragons....especially them. Trap Trick and Lilith search it, the latter can be Tributed for it (or any weenie card can under Lair of Darkness conditions) and it basically turns Borrelswords into not-easy-bake-aggroboxes. Here's hoping we find some use for these cards. Until the next Night of Fright, tricks, treats, you know the drill. BD'S, signing off.
  18. Sylvan Mikorange/WATER/Plant-Type Effect Monster/Level 3/400 ATK/1100 DEF Lore: If this card in its owner's possession is destroyed: You can excavate the top card of your Deck, and if it is a Plant monster, send it to the GY. Otherwise, place it on the bottom of your Deck. If this card is excavated from the Deck and sent to the GY by a card effect: All Plant monsters you currently control gain 300 ATK/DEF, then if those monsters gained 1200 or more ATK/DEF this way, you can Special Summon 1 Plant Xyz Monster from your Extra Deck, and if you do, attach those monsters to it as Xyz Materials. You can only use this effect of "Sylvan Mikorange" once per turn. BD'Switchlog: Decided to give the Plant-boosting some oomph; now if you effective have 2 or more Plants on the field ,you get a free Plant Xyz. By Special Summon though, so no GY shenanigans. Now the destruction triggers if its sent anywhere; good news for Dragonic Diagram users. And finally, it has a OPT on the second effect, a sign of it actually being worth using once. NEXT UP: Performapal Heavenly Magician
  19. Second Night of Fright, and wow this is gonna get recolored yesterday by Konami ain't it This time..., well, Charlton Heston's gonna have conniptions all over again, I'd reckon. Wherever he is. The substance that inspired this card's name is a well-known and infamous commodity in the movie Soylent Green. Having brought new and chilling meaning to the phrase "you are what you eat", however, is but one level of horror; another can be elaborated on by a potential answer to the phrase "what's eating you?" In this case, the attempts to replenish those dying plankton and ocean beds ends up infecting the soylent, causing the food substitute itself to make new life - out of the rapidly drained bodies of those that consume it. This genus of sentient soylent, in fact, reproduces from cannibalized blood cells and vessels. And unlike Green, 'Soylent Red', despite Soylent Food Corporation's attempt to destroy it, is far harder to discover...and far grislier to handle, as the very things made to sustain humanity's excesses are now supplanting them for its own propagation. But as a Field Spell, well....copies of cards with equal DEF means you've got a new version of protection for those saucy Infernoids, Goukis, mono-Attribute Decks, basically anything that values proper strength in numbers. Also, it can halt addition effects that keep dipping into disparate engines, so GOOD LUCK DANGER! IT WAS GREAT KNOWING YOU. Seriously though, the Field Spell takes three types of monster stats, effectively puts in two types of locks around them and calls it a day. It's some disgusting anatomical BD'S, signing off.
  20. Scud it is then: Prepare for a D-Boyz Concert like none you've seen before! D-Leopardz/EARTH/Fiend-Type Flip Effect Monster/Level 1/600 ATK/400 DEF Lore: FLIP: Draw 1 card for each "D-Leopardz" you control +1, also once this turn, if this card is sent to the GY, you take 1500 damage and you can Set 1 "D-B" Spell/Trap from your GY. If this card is Summoned: You can Special Summon 2 Fiend Flip monsters from your hand or GY whose total Levels equal 6 or less to the field (1 on each side), but shuffle them into the Deck when they leave the field. If this card leaves the field by a card effect: All monsters your opponent controls lose 100 ATK/DEF for each different Attribute among the Flip monsters in your GY. You can only use each effect of "D-Leopardz" once per turn. D-Sisterz/WATER/Fiend-Type Flip Effect Monster/Level 1/800 ATK/200 DEF Lore: FLIP: Send 2 Flip monster with different names from your hand or Deck to the GY, and if you do, you gain LP equal to their combined ATK. If you control 2 monsters with the same name (Quick Effect): You can target 1 of those monsters: Special Summon this card from the GY, and if you do, return that target to the hand. You can only use this effect of "D-Sisterz" once per turn. This card can attack directly while in Defense Position if its ATK is 3000 or less. If it does, apply its ATK for damage calculation. D-Scendentz/FIRE/Fiend-Type Flip Effect Monster/Level 2/1000 ATK/0 DEF Lore: FLIP: Destroy cards on the field, up to the number of "D-Scendentz" you control, then you take 500 damage for each monster destroyed this way. During the Main Phase: You can reveal this card in your hand, then target 1 Fiend Flip monster on the field; apply its Flip effect, then Special Summon this card and any monsters with the same name as that target from your hand. You can only use this effect of "D-Scendentz" once per turn. Gains 300 ATK for each different Attribute among the Flip monsters in your GY. All Flip monsters you control cannot be destroyed by card effects. D-Emceez/WIND/Fiend-Type Flip Effect Monster/Level 2/0 ATK/1000 DEF Lore: FLIP: Target monsters on the field, up to the number of Flip monsters you control; you choose 1 of those targets to change to face-up Defense Position, and the others are changed to face-down Defense Position. If this card is sent to the GY while your LP are lower than your opponent's: You can reveal 1 Fiend Flip monster in your hand, except "D-Emceez"; apply its Flip effect, then discard it, and if you do, you can add 1 "D-B" Spell/Trap from your Deck to your hand. Gains 300 DEF for each different Attribute among the Flip monsters in your GY. D-Progidiez/LIGHT/Fiend-Type Flip Effect Monster/Level 3/500 ATK/500 DEF Lore: FLIP: Special Summon 1 Level 2 Flip monster from your Deck. Once per turn: You can target 1 Level 2 or lower Flip monster in your GY; apply its Flip effect, then add it to your hand. If a Flip monster(s) is Summoned: You can target 1 face-up Flip monster you control; it is unaffected by monster effects this turn, except this card's effects, also it gains ATK/DEF, until the End Phase. This ATK/DEF gain begins at 200 and is doubled each following time this effect is activated this turn. You can only use this effect of "D-Prodigiez" up to four times per turn. You can only control 1 "D-Prodigiez". D-Boyz Are Back in Town/Normal Trap Card Lore: Apply these effects in sequence, depending on the number of different Attributes the Fiend Flip monsters you control and/or in your GY have. You can only activate 1 "D-Boyz Are Back in Town" per turn. • 1+ Your opponent takes all battle damage this turn that is 500 or higher. • 2+: Special Summon 1 Fiend monster from your hand or GY with 1000 or less ATK. • 3+: The effect of the next activated Spell this turn becomes "You gain 1500 LP.". • 4+: Banish all monsters your opponent controls with 2000 or more ATK. • 5+: Your opponent cannot Summon monsters with 2500 or more ATK this turn. • 6: Your opponent takes 3000 damage, also they cannot gain LP this turn. Battle of D-Bandz/Continuous Trap Card Lore: If this card is added from your Deck to your hand by a monster effect: You can activate it, and if you do, you gain 1000 LP. Once per turn, if a monster on the field activates its effect: You can send 1 other Fiend Flip monster from your hand or field to the GY; change that monster's battle position, also the activated effect becomes "Change 1 other monster you control to face-down Defense Position, or if you control no other monsters, discard 1 random card from your hand." You never take effect damage by a monster effect if its ATK is 1000 or less. You can only control 1 "Battle of D-Bandz". D-Bandz Encore/Counter Trap Card Lore: When your opponent activates a Spell/Trap effect while you control a Fiend Flip monster: Banish 1 Fiend Flip monster from your Deck with a different name from the monsters you control or in your GY; negate that activation, plus the effects all all cards in your opponent's possession in that Chain if you have 3 or more Fiend Flip monsters with different names in your GY, and if you do, apply that banished monster's Flip effect. If you control 3 or more Fiend Flip monsters with different names, this effect cannot be negated. You can only activate 1 "D-Bandz Encore" per turn. NEXT UP: Fiendish Fury! DM: PaniK (Yamimakai/Vanilla Fiends) GX: Sarina (Mirror/Silver Spirit) 5DS: Commander Koda (Profile Burn) ZEXAL: Dr. Faker (Garbage) ARC-V: Sergey Volkov (Thorn Prisoner or Earthbound Fusion/Synchro, your choice) VRAINS: Akira Zaizen (Tindangle)
  21. First Night of Fright, and you're getting a mutated Duel Terminal Titan in your stocking this pre-Halloween season. This time, we venture deeper into Duel Terminal - as yet another Deck before has - and find ourselves with a frightening sight. For even though Guardragon Andrake was a fearsome sight, it was but the defeated version of this horror. With Mardark's malice and Almarduke's power, this monster is what razed most of the world around the great Crusadia/Orcust battle, only to be subdued by the Crusadia to a more manageable state. As it is now...well, there's a reason the card most likely to bring this creature out is called "World Legacy Monstrosity". And this card basically can run circles around Decks with the right configuration. Harmonizer Gradielle has nothing on this. For starters, this can assimilate monsters and gain effects, and bring them back if it goes out to a card effect -good luck, Kaijus and Nibiru. But yeah, this card's both good at giving and taking, though, as it can disrupt your opponent's GY play, and its ease of Link Summon could easily translate into more goodies for the Dragons. However, this is where the story for this Halloween night ends. Until the next card, folks and folkettes. BD'S, signing off.
  22. Prodigy of Darkness/DARK/Zombie-Type Effect Monster/Level 1/0 ATK/1900 DEF Lore: If this card is targeted by a Spell/Trap or monster effect, while it is in the GY or banished (Quick Effect): You can Special Summon this card, and if you do, negate the effects of all other cards in this card's Chain. You can only use this effect of "Prodigy of Darkness" once per Duel. Once per turn, if a monster's ATK changes, you can make 1 face-up Zombie monster you control immediately gains ATK equal to half that ATK change, until the End Phase. Princess of Darkness/DARK/Zombie-Type Effect Monster/Level 2/500 ATK/1800 DEF Lore: If you Normal Summon a Zombie monster: You can Special Summon this card from your hand. Once per turn: You can target 1 card on the field or in the GY; during the next turn, your opponent loses 1000 LP if it is moved to a different place. If your opponent activates a card or effect that would discard a card(s) to activate a card effect, or by a card effect, you look at your opponent's hand and choose which cards they discard. Punisher of Darkness/DARK/Zombie-Type Effect Monster/Level 3/1000 ATK/1700 DEF Lore: If you would Tribute Summon a Zombie monster face-up, you can Tribute this monster in your hand, instead of a monster on the field. Once per turn: You can banish 1 Zombie monster from your hand or GY, and if you do, add 1 Zombie monster from your Deck to your hand with exactly 500 more or less ATK than that banished monster. You select the targets of your opponent's card effects that targets a card(s) in the GY. Prefect of Darkness/DARK/Zombie-Type Effect Monster/Level 4/1500 ATK/1600 DEF Lore: If this card is Special Summoned from the GY, returned from the GY to the hand, or banished from the GY: You can Set 1 "Patrician's Parlor" or "Patrician's Penance" directly from your Deck. If this card is Summoned: You can declare 1 card type (Monster, Spell or Trap): while there are only Zombie monsters on your side of the field, you select the targets of your opponent's cards and effects of the declared card type that targets a card(s) on the field. You can only use each effect of "Prefect of Darkness" once per turn. Patrician's Parlor/Continuous Spell Card Lore: During the turn this card was activated, decrease the Levels of all Level 2 or higher Zombie monsters in your hand by 1 (even after being Summoned/Set.) If a Zombie monster you control is destroyed and sent to the GY: You can Special Summon 1 Zombie monster from your Deck or GY with exactly 500 less ATK than that monster, but banish it when it leaves the field. You can only use this effect of "Patrician's Parlor" once per turn. You can only control 1 "Patrician's Parlor". Patrician's Penance/Continuous Trap Card Lore: Until the end of the next turn this card was activated, the effects of all Zombie monsters you control cannot be negated. Once per turn, if a Zombie monster you control battles: You can target 1 Zombie monster in your GY; banish it and if you do, 1 of those battling monster gains 1500 ATK, also destroy it during the End Phase. You can only use this effect of "Patrician's Penance" once per turn. You can only control 1 "Patrician's Penance". Who needs a wincon when your opponent's play will give it to you? NEXT UP: Since its closing in on Halloween time, let's give the spotlight to a card as fitting in decision as kids are when they say "Trick or Treat!": Ms. Judge
  23. Simultaneous Synchor Summons? Level modification in the Extra Deck? Summoning Earthbound Immortals and Greater Linewalkers with destruction immunity so you no long need to rely on Field Spells to get them to work? It's like a smorgasboard of madness just came together in one Nazca-line-sporting waifu package! Or, and bear with me here, this is maybe just what they need to not -400 their way to decent boards in the Year Of Our Lord YugiNoNo 2019. Either-or. NEXT UP: Let's gun for a Synchro with a Token Summoning effect this time. The catch? The Tokens have to facilitate a different type of Extra Deck Summon (Fusion, Xyz, Pendulum, Link, Ritual), and Summoning the Tokens must lock you to that Summon for the rest of the turn.
  24. Shapeshifter's Tools/Continuous Spell Card Once per turn: You can destroy 1 monster in your hand or face-up field with 1000 or more ATK, and if you do, add 1 monster from your Deck to your hand whose ATK/DEF is equal to that monster's ATK/DEF, but a different name. If this card is sent to the GY: You can Special Summon 1 monster from your hand with the same name as a monster added to your hand with the effect of "Shapeshifter's Tools" this turn. You can only use each effect of 'Shapeshifter's Tools" once per turn. NEXT UP: A Spell/Trap that invokes the rules of a different card game or format from Yu-Gi-Oh! within the Duel, whether trading (Magic: The Gathering, Force of Will, etc.) or otherwise (Poker, Blackjack, Uno, etc.). The catch? The card name cannot include the name of the card game you're echoing in the effect.
  25. EARTH/Warrior-Type Ritual Effect Monster/Level 2/? ATK/0 DEF Lore: You can Ritual Summon this card with "Lucid Transition". Gains ATK equal to half of your opponent's LP. Once per opponent's turn (Quick Effect): You can activate 1 of these effects. ● Tribute this card, and if you do, Special Summon 1 Level 2 Fusion or Synchro Monster from your Extra Deck, ignoring its Summoning conditions. ● Xyz Summon 1 Rank 2 Xyz Monster from your Extra Deck, using monsters either player's controls, including this card. ● Link Summon 1 Link-2 monster, using monsters either player controls, including this card. Ritual Spell Card Lore: This card can be used to Ritual Summon "Protector of Silent Dreams". You must also Tribute monsters with Levels from your hand or field, or banish 1 Xyz or Link Monster from your GY, so the total Levels of the Tributed monsters and/or the number of banished monsters exactly equals 2. Neither player can activate monster effects in response to this effect's activation. You can only activate 1 "Lucid Transition" per turn. NEXT UP: How about a Level Ritual Monster that's an altered version of a Level 12 Fusion Monster in current circulation, and a Ritual Spell that Summons it out? The catch? It can't be a Dragon monster.
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