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Darj

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Everything posted by Darj

  1. Hmm... I think it should be okay. It remains unsearchable and depends on you controlling multiple Thunders so for board-breaking purposes it is not more practical than Lightning Storm nor Ruler No More. The dual burn effect gives it an edge and flexibility, but remains reliant on Thunders. With a field full of Thunders it's 4200 damage, it sure it's a lot but can be adjusted if necessary.
  2. This one gets me thinking. It's either a board breaker or a game-finisher. Thunder Dragons have shown that Thunders can become relevant and metaworthy out of the blue with the right support, so this card can become good at anytime even if it depends on you controlling 2+ Thunders to capitalize from it. Can't say it's broken at the moment, but the futureproofing is shaky IMO.
  3. Way too casual of a card, IMO. I can't picture any metaworthy Beast/Beast-Warrior/Winged Beast deck running this in a competitive environment. Does little to improve your board or advance your plays. Best thing it does is protecting your smaller critters from being attacked, but there ought to be better card options than this.
  4. I'm no expert on grading cards, so can't help you here. For all I know it's either a fake, or an extremely rare misprint.
  5. Lucilia, Belle Ridermeister LIGHT/Spellcaster/Link/Effect, Rating 3 ATK: 2300 Markers: right-down, down, left 2+ monsters, including at least 1 Spellcaster monster If this card is Link Summoned: You can equip 1 Level 7 or higher Beast, Dinosaur, Dragon, Fish, Insect, Reptile, Sea Serpent, Winged Beast or Wyrm monster with a Level from your hand, Deck or GY to it as an Equip Spell, and if you do, this card gains ATK equal to that monster's Level x100. This card is unaffected by your opponent's Spell/Trap effects while it is equipped with a card that is originally a monster. Once per turn, if a card or effect is activated (Quick Effect): You can send 1 face-up Spell Card you control to the GY; negate that effect. Made this from a card-making prompt where you are given an artwork and YGO card template. Looked like she was riding a dragon or reptile, and worked from that idea. Also I took some inspiration from the Felgrand Warriors, what can equip Level 7 or higher Dragon monsters. Later I found out she actually is not riding anything, but oh well. Anyway, flavor-wise it's a magician that can ride feral monsters like most animals, hence the selection of types. It's intended to both provide strong disruption and function as a beater, but it may be unwieldy to play because it requires a Spellcaster as material and yet needs you to run at least 1 Level 7+ monster of the listed types to work effectively. Thoughts?
  6. Should have been Tuner for shenanigans with the Quick Effect of Halqifibrax :v Anyway, it looks solid, but Penguins at the moment aren't competitive. The most practical way to access this with archetype cards would be... Emperor Penguin into Polar + Level 3 Penguin, most likely Nopenguin? IDK. Materials are fully generic though, so splashing 1 or 2 Penguins as a sort of extender or disruption in Decks to drop Synchro6s is a possibility.
  7. Damn, these look great. The support to and from the 3 feral-ish Types often grouped together is quite flexible. Not to mention their artworks. Felidgette is my new YGO waifu. I know Zoodiacs are first to come to mind with these, and have already seen a build by Lithium, but it sometimes used Drident as material so... if a way is found to keep the Drident on board, plus access the infamous Simorgh Link, they ought to become a top tier contender.
  8. Prank-kids new meta. Double Raigeki during opponent's turn.
  9. This sure looks nice. Glade they gave it an extra boost compared to other "discard 1; search 2” Spells by making it Quick-Play. Being able to Set a searched monster directly is a cool boon, too. Not to mention Hiita looking sexy there with such outfit.
  10. Well, years ago I found a way to play them as a Rank4 deck, featuring Toadally Bahamut, since Prior locks you from Summoning Level 5+ monsters, but not Level 4-, and I'm quite proud of that. Curious to see what direction Koomy will take, and if the Rank4 plays can integrate for access to power plays like the aforementioned Toadally Bahamut. Deck looked like this at some point back then: Since then, the meta has clearly changed, backrow has weakened, and they lost Norden, but in exchange there is Halqifibrax while Rafflesia gained power with the new Trap Hole that negates monster effects, giving her value as an opening play to deter hand traps. Funnily enough, Spellbreaker can be used in a pinch to stop Spell-based decks and possibly secure a game.
  11. I find it straightforward to play, really. If you open with it when going second, it's already live to negate an opponent's Spell/Trap, and double down on S/T removal with the GY effect during your upcoming turn. If you open with it when going first, then you simply Set it and now it's ready to negate a S/T, and unlike Impermanence it doesn't interact with columns in any way. Only in rare cases you would want the destruction effect over the negation, because you can also negate a Cont. Spell/Trap or Field Spell for the turn, and pop it the next turn with the GY effect. But again, that's not a bad thing. Card is good, on the levels of Impermanence IMO. It does get to remove more cards than Impermanence (Impermanence is a +1 at best in a vacuum by negating a non Cont. Spell/Trap in the same column), but in general Spell/Traps are easier to remove (e.g. Twin Twisters, Cosmic Cyclone, Tornado Dragon, while there aren't as many monster disruption by removal, most of them being effect negation instead) than monsters so it can get away with it.
  12. Mixed feelings towards this card. It's amazing, and feels like a realistic next step on the powercreep in the game. But that doesn't mean it's fair. SS2 negation that doesn't destroy like Promenade, D/D/D Siegfried, Hot Red Dragon Archfiend Abyss is really good, and unlike monster negation, when you negate a non-Continuous Spell/Trap the player end up losing it, effectively becoming a +0, which then turns into a +1 with the 2nd effect. So personally I'm stuck between a rock and a hard place so to speak, in the sense that this card is great and even realistic, but also adds on powercreep and I'm not sure if that's good design from a card-making standpoint. Still, dropping a like because I enjoy the mind work, and can't deny it's a good card, as powercreepy as it may be.
  13. Reversal Squad Continuous Spell Once per turn: If your LP is reduced; draw 1 card. Once per turn: If your LP is increased; discard 1 card. As rulings and for clarification, you will get a card draw when your LP goes down in any method, including battle damage, effect damage, paying costs, LP-halving effects, effects that give you a fixed LP amount such as Life Stream Dragon, and so on. Likewise, you discard a card if your LP goes up through any way. This means paying LP for cards like Qliphort Scout and Solemn Judgment would net you a draw, and gaining LP from your opponent using Upstart Goblin will result in you discarding a card. No hard OPT to enable bouncing shenanigans and making multiple copies live. Sounds risky and with FTK/OTK potential, but if the opponent finds ways to counter the strategy with cards that increase your LP, it may balance itself, IDK. Flavor-wise it's a weird take on Backup Squad. Thoughts?
  14. A greener grass for Pendulums, in Pendulum Monster form, huh. Sounds about right to me, this got potential. The effect that bounces it comes off as a bit too much to me, though. I know more often than not it won't be live or be as potent after the greener effect, but still feels as overkill-ish/greedy to simply get the card back for future use or fodder.
  15. Just realized Kaijus are there. Would be amusing if they got support to function as an standalone deck. Kyotou Waterfront and their current support can only go so far. Mixed feelings on IBs. On one hand, I find them really good for Rank4s plays already and they would have been better now if Toadally wasn't limited, although they still die to hand traps so a little support push would be welcomed. But on the other hand, I'm concerned that if they get support, said support could focus on Synchro Summoning and thus Trishula spam/abuse.
  16. Kuriboh will be the future new meta, calling it now :v I don't even know what they mean with "Cyber Style". YGO wiki mentions it includes all "Cyber" archetypes, like Cyber Dragons, Cyberdark, Cyber Angels. To me feels like a trick or bait theme because we don't know which "Cyber" archetype will be supported.... unless it's all of them and they go for semi-generic "Cyber" support, which to me sounds like it could become a problem. Would like to see "Cyber Ogre" become meta, though. I find amusing Trickstars are nominated despite their dominance in the early Links era, and IMO would still remain relevant as an engine if it were not for the hits. If they really wanted them to be good again, they may as well release some of the cards from the banlist instead of releasing Structure Deck support. Anyway, eventually all the listed archetypes are supported, right? Like it's happening with the candidates of the previous poll AFAIK. So the poll is just a matter of which archetype gets the support earlier.
  17. Transposed Archetype of WATER Psychic monsters and next generation of Gemini monsters. Unlike traditional Geminis, these monsters are treated as Normal anywhere, including the hand and Deck, as long as they are not in their Gemini form, and thus benefiting from Normal support such as Rescue Rabbit, Summoner's Art, etc. At the same time, they introduce effects that can treat them as Effect Monsters and gain their effects while in public knowledge zones such as the GY and while banished. For example a take on Alloy Beast Raptinus for the GY, or by built-in effects. Furthermore,they can become Effect Monsters through other conditions, not only with extra Normal Summons. In their Gemini form, their type changes to Cyberse, making a nod at their ability to get in and out of the virtual world/plane, and thus representing a form of transposition. Most of their effects rely on controlling other Cyberse monsters, so normally their opening plays are either fielding a Cyberse monster along them, or Geminizing them. Transposed Teleporter WATER/Psychic/Gemini/Level 2 800/1000 This card is treated as a Normal Monster while in the hand, Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster, also it is treated as a Tuner. During your Main Phase: You can target 1 "Transposed" monster in your GY, except "Transposed Teleporter"; Special Summon it, and if you do and it is a Gemini monster, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Jumper WATER/Psychic/Gemini/Level 4 1800/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can add 1 "Transposed" card from your Deck to your hand, then, if it is a Gemini monster and you control a Psychic monster, you can Special Summon it, and if you do, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Skipper WATER/Psychic/Gemini/Level 3 1000/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can Special Summon up to 3 "Transposed" monsters from your hand, except "Transposed Skipper", and if you Summon more than 1 monster by this effect, their effects, except for 1 of your choice, are negated. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). [This effect may be confusing so to give an example, if you Summon 3, you choose 1 that keeps its effect and thus becomes an Effect Monster due to you controlling this card as a Cyberse monster, and the rest remain as Normal Monsters, and thus Psychic-Type.] Next: Shellcore
  18. Such an unique destruction effect, haha. Card is in a weird position IMO: it has an edge for its non-targeting destruction effect, but it has to target specifically a monster to destroy another else without targeting it. The cost makes me think of "A Forbidden Droplet", but it's missing perks from the latter, namely the Quick-Play card type and the pseudo spell speed 4 trait, plus this card is locked to spending only monsters. Overall it's an awkward board-breaker and would rather run cards like Lightning Storm or Ruler No More before this. If it was a Quick-Play, however, you would be onto something.
  19. I will take a ban on Linkross and even Auroradon over Halqifibrax any day.
  20. So... not sure on rulings but wouldn't this card effectively lock your ED if you don't have any monster that can use it as material, nor any Tribute Summonable monster at hand to get rid of it? That sounds unfair.
  21. Perhaps. IIRC, the best things you could grab are Alt BEWD, or vanilla BEWD to make an Alt BEWD in your hand live. And of course there is REDMD, but that goes for every Dragon deck.
  22. This card is weird and insane. It's practically a stronger SKill Drain vs. non-Rituals. The 2nd effect is strange, but sadly due to BKSS rulings you still won't be able to Special Summon monsters from the GY if they have not been properly Summoned first. Even the "ignoring summoning conditions" won't bypass it, otherwise Dark Flattop would be crazy good.
  23. Bummer, from the name I was hoping it would be related to Samsara, Dragon of Rebirth. Cannot think of anything relevant this card could support. Blue-Eyes? Still, the recovery effect looks decent even if you can't or choose not to Tribute Summon the Dragon. Besides, this card's existence and support could push Tribute Dragon decks into relevance.
  24. A quick text fix: instead of "... would be targeted by...", use "..is targeted by...". Since targeting is a cost, it cannot really be substituted or redirected like effects like destruction and so on. That aside, what a bummer, from the thread name I was expecting a retrain on Gemini Elf with idol attires xD But the card looks... okay, I guess? Solid support for 2-Tribute decks, in exchange of requiring Level 1s.
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