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Darj

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Darj last won the day on May 13

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About Darj

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  1. Borrelwall Dragon Antimatter DARK/Cyberse/Fusion/Effect/Level 12 4000/0 Cannot be destroyed by battle or card effects, also neither player can target this card with monster effects. This card can attack all monsters your opponent controls, once each. If this card is Fusion Summoned: You can place counters on this card equal to the number of different types of Cyberse and Dragon monsters in your GY (Fusion, Link, Ritual, Synchro, Xyz). This card gains 2000 ATK for each counter on it during the Battle Phase only. (Quick Effect): You can target 1 Effect Monster on the field, in either player's GY, or among their banished cards; until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field and GY of monsters with the same original name. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Borrelwall Dragon Antimatter" once per turn. Next: "Cyber-Stein" + "Cyber Saurus"
  2. Grysta: I assume the lore behind it is Gem-Knight Crystal rescued or restored after being used as a catalyst in its Grysta form. FIRE Attribute makes sense, but Warrior not so much. IDK if you were aiming at getting Infernoble Knight support, but sadly it doesn't work from a flavor standpoint. On the effect, the Flip is rather slow and situational. I guess it's fine for mid to late-game to recycle a Shaddoll Fusion monsters, but games rarely last that long nowadays, and cannot think of situations where you would prefer to Set this instead of Ariel to Summon a Shaddoll Fusion monster instead, or Beast for a card draw. The GY effect is nice though, and can be useful for securing or stealing games. Queen Construct: A Synchro? Uh, feels really off-theme. Shaddolls having a Tuner in Falco doesn't mean they should get a Synchro. Such is the case for Infernoids and Orcusts as well. Anyway, to begin with, 2800/2500 stats is waaay too high for a Synchro6. I get those are Construct's stats, but then it may be more appropriate to make it Level 8+. Regarding the effects, 3 effects feels like doing too much but it's not that different from other cards like Fusion Construct herself, so it should be fine. Only the fact that it's a Synchro throws me off. Although it could be abused if it's milled from the ED, like Dragmas do. I suggest to look into that. IMO you can get away with making it require any Shaddoll Tuner, on the off-chance they get more.
  3. Don't forget the next prompt of else the game gets stuck.
  4. Oh, you are right, OCG had Marcher since 2017. Still, IIRC Marcher couldn't do much with MR4 around, which was lifted just the last month.
  5. Indeed. Back then, Link Monsters like Auroradon and Linkross, and even Martial Metal Marcher didn't exist (Marcher was released on August 30. 2018, and Ultimagamer's thread was made on August 18 of that same year) so Needlefiber was fine at that time and more of a cool card that gave a big boost to practically every deck as Tuners are easy to splash. In fact, OCG had Needlefiber for the longest time while TCG didn't and IIRC it wasn't exactly breaking anything in OCG. Not to mention Sorceress is on a way different level than Needlefiber, and MR4 kept the Extra Deck spam on check, now gone with MR2020 a.k.a. MR5. It's unfair from you to call us ignorant.
  6. Elemental HERO Blazesphere FIRE/Warrior/Fusion/Effect/Level 7 2100/1800 Must be Fusion Summoned. If this card is Fusion Summoned: You can take 1 "HERO" monster from your Deck and either send it to the GY or add it to your hand,, and if you do, this card's Attribute and name become the same as that monster, also it gains ATK/DEF equal to half of that monster's original ATK/DEF, then, if that monster was a "HERO" Normal monster, you can take 1 additional "HERO" monster from your Deck and either send it to the GY or add it to your hand. During either player's Main Phase or Battle Phase (Quick Effect): You can Fusion Summon 1 "HERO" Fusion monster from your Extra Deck, using monsters you control as Fusion materials, including this card. You can only use each effect of "Elemental HERO Blazesphere" once per turn. Next: "Des Frog" + "Toadally Awesome"
  7. Agreed with Dr. Jolly: tone down the scale of the phoenix, and even the DEF too, 2400 is too high for a Normal-Summonable monster. IY seems it's a Warrior due to lore but still, other types like Winged Beast or Zombie (since it's a spirit/ghost) would make more sense. Indeed, "Category" is the word closest to "archetype" that YGO has, also you should be more specific on where are the effects negated. For example, is it only on the field? or also in the GY? the hand? or everywhere? The Golem is the weakest of the set. Also the text says it's a machine and yet it's Rock type, huh. The other 2 should work fine as anti-meta or match-up calls. The artworks look quite decent. Better than anything I draw, at least.
  8. Looks like a card that is bound to be good down the line. But at the moment IIRC there aren't many monsters that benefit from being destroyed during the opponent's turn, I can only think of Farfa and Shaddoll Dragon for the disruption.
  9. Sunny Witch Archetype of FIRE Spellcasters. Their appearance resembles the typical witches with poiny hats, dresses, some are riding a broom, and so on. For their playstyle they borrow ideas from the Sunny weather from Pokemon: They support their archetype Field Spell that makes a nod to harsh sunlight, and under this field not only their effects are amplified, for example destroying 2 face-up cards on the field when normally they would be able to destroy a single one, also the Field, as well as their support effects apply to Plant monsters as well in one way or another. Also they work better with FIRE Plant monster. For instance, a Sunny Witch may be able to search for either a fellow Sunny Witch or Level 4 or lower Plant from your Deck, but if their Sunny Field is active, it can search for a Plant of any Level, or Special Summon from the Deck a Sunny Witch or a FIRE Plant monster. This means they sinergize with FIRE Plants such as Lonefire, and the Princess of Sunflowers. As a second gimmick, they have quick GT effects designed not to provide +1s, except for a few key monsters, to avoid the blandness of single-effect cards, as well as potentially support or be supported by banish-happy cards. As flavor note, their effects are based on words that are associated with the sun and start with "sun-". For example sunrise, sunshine, sunset, sunflare. Sun Sunny Sunrise Field Spell (This card is always treated as a "Sunny Witch" card). Plant and FIRE Spellcaster monsters on the field gain 500 ATK and DEF. You can target 1 "Sunny Witch" monster you control, then choose 1 of its effects that activates; this effect becomes that chosen monster's effect. If you have a "Sunny Witch" monster in your field or GY: You can Special Summon 1 Plant monster from your hand whose Level is equal or lower than the total number of "Sunny Witch" monsters in your field and GY. During your Main Phase, if this card is in your GY: You can banish 2 FIRE monsters in your GY, including at least 1 "Sunny Witch" monster; add this card to your hand. You can only use each effect of "Sun Sunny Sunrise" once per turn. Sunny Witch Shine FIRE/Spellcaster/Effect/Level 3 1200/200 If this card is Normal Special Summoned: You can add 1 "Sunny Witch" card or 1 Level 4 or lower Plant monster from your Deck to your hand, except "Sunny Witch Shine". If "Sun Sunny Sunrise" is on the field, you can add 1 Plant monster from your Deck to your hand, or Special Summon 1 "Sunny Witch" or FIRE Plant monster from your Deck instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY; Special Summon 1 "Sunny Witch" or Plant monster from your hand, and if you do, it gains 500 ATK until the end of this turn. You can only use 1 "Sunny Witch Shine" effect per turn, and only once that turn. Sunny Witch Flare FIRE/Spellcaster/Effect/Level 6 2400/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters: You can Special Summon this card from your hand. You can target 1 other face-up card on the field; destroy that target and 1 FIRE or Plant monster in your field or hand. These effects are Quick Effects if "Sun Sunny Sunrise" is on the field. (Quick Effect): You can banish this card 1 FIRE monster from your GY; this turn, all FIRE and Plant monsters you control gain 500 ATK, also you can change 1 monster on the field to Attack Position. You can only use each effect of "Sunny Witch Flare" once per turn. Sunny Witch Rise FIRE/Spellcaster/Tuner/Effect/Level 2 800/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters (Quick Effect): You can send this card from your hand or field to the GY; take 1 "Sunny Witch" Spell/Trap and either activate it or add it to your hand. If "Sun Sunny Sunrise" is on the field, you can take 2 "Sunny Witch" Spell/Traps, and activate 1 of them, and add the other to your hand instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY, then target 1 "Sunny Witch" Spell Trap in your GY or among your banished cards; activate it. You can only use 1 "Sunny Witch Rise" effect per turn, and only once that turn. Next: Sauroboros
  10. Feels to me like it's the wrong way to support Flips. An OPT search with no other restrictions like Level, etc. is potent for sure, but IMO Flip decks would prefer ways to be flipped faster instead. But a card like this... I only see it supporting Shaddolls and (Guru) Subterrors, which aren't played like conventional Flip archetypes.
  11. Looks like solid support to me. I can't say it's off-theme because Koomy alao gives archetypes the odd Pendulum or Link support so you are fine from that standpoint. The effects are sweet too. Extra NSs and search support is what IMO they need the most, and both are provided by the Pendulum. My only nitpick is that the search is not fast enough, but perhaps it's for the best because with just a little push the archetype can get stupid good through Turbulence and Smoke Ball spam. Meanwhile the Link is a nice icing on cake. A self-revivable Skill Drain of sorts, damn good. Grabbing Squall doesn't sound that good though, since Squall itself is slow. If it could grab any Spell/Trap with "Cloudian" in its card text, it would be a step better. On the other hand, the support on Squall made me think they would greatly appreciate a hand trap monster that SS itself from hand and activates Squall from Deck. That way you would be able to use both as soon as your first Standby Phase. But that would have to be a 3rd support card. You underestimate Ice Barriers. Check out builds with the Level4s and Prior. Prior is spammy and the drawback doesn't affect your Xyz and now Link plays, so it can lead to boards with Link4s like Bahamut Shark, and Link2s like Toadally (Prior is a Level 2 Aqua, bte). Not to mention Prior is retrievable by Salvage so 1 Salvage can translate to 1 Xyz with some GY setup. It was nerfed in MR4 but with MR5 they theoretically got good again. They may not be top tier and lose to hand traps, but making boards with 2~3 Xyzs including Bahamut Shark is no joke either. If there is support they would want, IMO it is floaty power to preserve resources, and some Xyzs with "Ice Barrier" in their names just so Prior can SS itself. Something like a Miracle Fusion for a Synchro Summon would be welcomed too, to stay in the Synchro Summon theme and surprise Trishulas.
  12. The Slacker Magician goes out! Quick-Play Spell Target 1 Xyz monster you control; Special Summon from your Extra Deck, 1 monster with the same Type as that monster you control that is either 1 Rank higher, OR requires 1 more material, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.). It gains this effect. ‚óŹ This card gains 200 ATK for each Xyz Material attached to it. If an Xyz monster you control would be destroyed by battle or card effect, you can banish this card from your GY instead. Next: Marduvaal, the Upriser Must be a non-DARK Fiend monster
  13. Wait what? It can also Summon non-Rituals through Ritual Summon?! I thought it could search them but still be unable to Summon them due to the restriction at the end. That sounds freaking broken, tbh. Dark Flame Horus is still lackluster and there are plenty of DARK and Dragons you could be abusing instead. REDMD, Levianeer and the Wicked gods come to mind atm, but surely there are other appealing cards out there.
  14. I find quite amusing that Summoner and Sorceress can work as techs in banish-happy DARK decks. That would allow Summoner to work as an engine, first by Summoning a banished DARK, then searching for an archetype Ritual Spell, which in turn searches for a potential Ritual Monster to Summon. Actually, that's a +2 right there, and from just 1 card... damn, sounds almost broken to me. IDK what the Gishki Vanity-like monster does, but the Noellia one looks subpar. Sucks that one of your conditions is running all of the archetype cards, otherwise I wouldn't run it at all, and looks more like a card that would be abused in stall decks due to the hand-trap attack negation. There are other valuable Rituals to pick too. I'm thinking of Amorphactor, Lord of the Red and Magician of Chaos for when you go first. Meanwhile, I see little use for Saffira, I would say you don't run enough LIGHTs to make her consistent. Speaking of LIGHTs, I assume you run Dawnbreak Knight to feed her, otherwise I see no purpose for it in the Deck. Supreme Demise looks like an overkill, unless his Level 10 is relevant for something. But you may as well run regular Demise instead. The Dark Horus may be a retrain, but still, I don't find it useful. IMO you are better off with something else, like more hand traps or board-breakers (e.g. Dark Ruler no More, Lightning Storm, Pankratops to a lesser extent). I assume the Gishki Vanity card is a Tuner, because I see no other Tuners in the Deck despite you running Synchros and Halqifibrax. Depending on how accessible is it, the Synchro kit may work well, but if it's not as accessible, you may be better off cutting on the Synchros. There is a sick combo with Deskbot 001, O-Lion, Halqifibrax, Martial Metal Marcher, Linkross and Auroradon, to end with Synchros such as Savage Dragon and Arc Light, if you want to explore that route. Where is "Preparation of Rites"? You may want more search power for your Ritual Spells. In that case, Sonic Bird and Impcantations ought to be solid picks. Funnily enough, with Sonic Bird you could Summon Simorgh , Bird of Sovereignty, but that's situational and you would have to run Winged Beasts like Apex Avian, the Wind Statue or the big maindeck Simorghs to capitalize on it.
  15. You are missing the one that looks like Gishki Vanity.
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