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Darj

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Darj last won the day on September 12

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  1. They took 1 more hand trap away with the Gamma limit, but also took away anti-hand traps in Crossout Designator. It's like they want to keep a balance of hand-traps | anti hand-traps. Here I was hoping the game would gradually move away from hand traps and possibly make Setting backrow more viable like in former times, but doesn't seem like it. Nowadays backrow is mainly good only if the Deck can search it, and when going first.
  2. Not sure of which Demise & Ruin support card you mean. Not really enthusiastic either on a card being able to do the same thing twice, once upon activation, and again in the GY, sounds to me a bit too flexibly greedy. I would rather do the "choose 1 of 2 effects" upon activation, and come up with a different effect entirely for the GY effect. I may think of something, and I accept ideas.
  3. Memories from the Relic Quick-Play Spell Target 1 monster in the GYs or that is banished, and that it was equipped with a Equip Spell in your GY during this Duel: Special Summon that target and equip it with your Equip Spell in your GY. You can banish this card from your GY, then target 1 monster in the GYs that was equipped with a Equip Spell in your GY during this Duel; banish that target, and if you do, add that Equip Spell to your hand. You can only use 1 "Memories from the Relic" effect per turn, and only once that turn. Got the inspiration by "revival Equips" like Living Fossil, Gagagarevenge, Book of Life, etc. The concept is to make a Spell/Trap that lets any Equip to behave in a similar way to those Equips, and also make a nod to the equip holding the soul, memories, etc. of the creature that it once held it. The catch is it has to be equipped/used first. As a trade-off for the condition, I went for Quick-Play type for the flexibility and speed it offers. The GY effect is me being greedy really, and pushing it further to see if can get away with an extra +1, plus it gives some sort of cycle going on in that it brings the monster back, then fetches the Equip. Although now I ponder if it would be more fair as Trap, as I'm concerned about combo power and extension by, let's say, using a revival Equip, using the monster as fodder or ladder, then activating this to bring the monster again along the Equip. Then again, it would be no different to playing a Monster Reborn, and this still needs an Equip Spell and a target for it to be alive. Thoughts?
  4. Wow, they really are pushing the card advantage with Ghost Ogre by interacting with Familiar and Retainer. IDK Vampires well but I'm guessing this is not enough to meta levels? Maybe if at least the 2nd effect of Fascinator was a Quick Effect.
  5. Finally Level 4 Fairy Ghostrick monsters as Angel foreshadowed years ago. Also the Link Monster that can use Set monsters as material is an official precedent for a Link monster I made that requires Set monsters, although I wrote the condition in the list of materials (2 Set monsters). Anyway, looks like decent support. Trick Shot for swarming, Siren is a bit random by nature but it mills by effect and that can trigger some stuff, like tech Shaddolls, BAs, Felis, etc. Trick or Treat was close to being awesome as an almost ubiquitous searchable Spell/Trap disruption, but surely most players will opt to paying the LP whenever possible. The Link looks okay too, can't go wrong with Link 1s, and effectively gives any Ghostrick Field Spell the effect from that one Field that lets them attack directly.
  6. Aren't Lyrilusc singers or something? IDK, I'm assuming from the name of the archetype and their Xyz Monsters. Anyway, want to say the card looks fun and solid. Supporting archetypes that otherwise are unrelated is an amusing concept. One can't go wrong with ROTA/Tenki effects, and the "protection" effect actually can also be disruptive if you use it on an opponent's card, for example to block a monster from being used as material. Really unique stuff going on here.
  7. Pretty sure the word that koomy uses to refer to archetypes is "category" as seen in card like Onomatopaira. No love for "Lyrilusc"? you meanie. Not a fan of the win condition you dropped there. Also this effect, "it cannot leave the field until the end of this turn" has no precedence, and can lead to silly plays by bypassing removal by maintenance costs and other mechanics. For example, I assume a card affected by this would not be eligible as Tribute for a Tribute Summon, or as material for an Extra Deck Summon, and would allow and Imperial Order to live another day if you don't have the LP to pay for it. Not that this is a bad or broken thing, just wanted to bring this up xD
  8. I agree with the above, one of those monsters listed is not like the others... yeah, Stealth Bird stands out to me, whereas the rest have a desert, "Pharaonic Guardian" set vibe. Would you consider any other monster from that set instead? to list a few, Golem Sentry, Wandering Mummy, Royal Keeper, Giant Axe Mummy, and Guardian Sphinx would be a potent one.
  9. Really strange condition for the re-Setting effect, but hey, it's an unique effect, and I find it cool. Yeah, the card counting face-up Spell/Traps helps a ton, and in decks heavy with face-up Spell/Traps keeping this card alive would be a breeze. I like it, as said in the introduction post, it's like a lighter version of TT, or rather Quaking Mirror Force, but more chainable in the right decks, plus a situational reuse effect as icing on cake, seems solid enough.
  10. I spot a couple of conflicts with the text. First, last time I checked, Contact Fusions are treated as proper Fusion Summons so the first clause that distinguishes a Fusion Summon from a Special Summon is kind of redundant, or rather makes no sense. Then, a Contact Fusion is not exactly an effect, but IIRC more of a procedure or method or IDK, so the line "Special Summoned by its own effect" is not correct. Basically, the text can be changed to: Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Cannot be destroyed by card effects. Neither player can target this card with card effects. If this card is Special Summoned from the Extra Deck: Destroy all monsters on the field, then this card gains 300 ATK for each card destroyed, but battle damage you inflict this turn is halved. You can destroy 1 Spell/Trap on the field. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Now, if you want it to be able to be Summoned through a Fusion summoning effect, then the text should be more like: Must first be Fusion Summoned, or Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Cannot be destroyed by card effects. Neither player can target this card with card effects. If this card is Special Summoned from the Extra Deck: Destroy all monsters on the field, then this card gains 300 ATK for each card destroyed, but battle damage you inflict this turn is halved. You can destroy 1 Spell/Trap on the field. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Anyway, onto the effect. It feels like a BEWD take on Red-Eyes Dark Dragoon, and yet the card is not quite there. It is just as resistant to removal, but not nearly as oppressive. The monster nuke and ATK boost are nice and all, but halved battle damage reduces most OTKing potential, something that Dragoon can be capable of by popping & burning 2 monsters then going for an attack swing. It does offer something different in Spell/Trap removal, something Dragoon cannot do unless it's negating a Spell/Trap, but with the build-in protections this card has chances are it doesn't care of most backrow the opponent may have, and would be mostly to clear the path to other monsters... which you won't want around if they will be nuked anyway on the turn you Summon this. To be fair, I almost missed Neos Fusion, which makes this card more accessible than Dragoons since this has a Contact Fusion method on top of it. Overall, it's fine, and you could build a deck around it for a solid reward, but as long as Dragoon is around, it will remain overshadowed by it.
  11. Basically an extender. It ought to be good, at least Dragon Link and Isolde-reliant Decks may like it. Level 3 LIGHT Warrior/Dragon offers a nice for extension plays that not other card does IIRC. Closest I can think of is Kagemucha Knight, a Level 3 DARK/Warrior.
  12. I like the Red Piece Golem. I didn't watch the anime so IDK how much these were used, but wikia says they were used by Jack Atlas and that's enough for me to tie them in with Red Dragon Archfiend. Its last effect may look scary but Piece Golems really need something like this IMO if they want to Summon their Fusion in a practical manner. Now, it's with Archfiend Piece Golem where things get sketchy. Being able to use any "Piece Golem" is a big deal because then you can stick with teching only the Red one, or the Small or Medium ones if their Levels work better for extension plays. Thankfully the other material is a monster that it is not as accessible and you can't fuse this using all materials from the Deck with the effect of Red Piece Golem. But still, your reward is a 3600-ATK powerhouse that can inflict big damage and float into its materials for more beating. All in all, looks solid. If anything, I would make the Archfiend Piece Golem require either 2 different Piece Golems, or Multiple Piece Golem, but the flexibility of any Piece Golem... well, I guess it's welcomed if it offers an incentive to play the Piece Golems in the first place.
  13. I don't see Ereberos the Allmaker D: Reading Nixx, pretty sure that an effect that makes the opponent target anything doesn't exist and it could cause conflict with effects that require only 1 player doing the targeting, although I guess such effects would simply not work on this effect. Anyway, IIRC existing alternatives are making the opponent "choose" its card. Or you can try a clause in parenthesis like (your opponent chooses the card it its GY) but still letting you do the targeting. Have you considered making them poli-Attibute? Atropea could very well work as FIRE, Ereberos as DARK, and Violite as LIGHT. Nixx could be LIGHT, too. Anyway, looks like a functional albeit convoluted archetype. They have a lot of banishment from different locations going on, and practically all cards have "if banished" effects so some of them will net you pluses along the way while others play with ATK/DEF to make it easier for you to neuter threats or go straight for an OTK, but you got to take care of what cards to banish and be aware or learn your combos. I would say the learning ceiling is rather high, especially if you start dropping tech and external support in. For example, I'm not entirely familiar with all of Virtual World cards and combos so IDK how those could support this archetype.
  14. Got no clue on proper text so I won't comment on that, besides the card's intent is clear enough, Which I want to say I dislike a ton. Call me biased but "from Deck" effects are both something I dread and I don't support, as it is the next step in power creep. I would rather see koomy make the powercreep leaps than card makers. And this is an actually good "from Deck" effect, ensuring a combo effect works most of the time because few things can stop effects of monsters in the Deck, I can only think of PSYFrame Gamma, Ash Blossom and Crossout Designator. I dislike the "get hand trapped or win" metagames the game has (d)evolved to as much as the next guy, but I don't think this would be a healthy way to patch it. Now, I can't say it is terribly broken because it is limited to Level 4 or lower monsters, only responds to hand or GY effects, and I acknowledge that a free +1 is not that big of a deal when modern meta decks generate like, a lot of pluses, but it's the concept what I am bashing. On another note, I see what you did with those stats, a cute nod to Humanoid Slime. And Level 2 is of course asking for a Toadally Awesome play.
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