Jump to content

BatMed

Elite Members
  • Content Count

    1,883
  • Joined

  • Last visited

  • Days Won

    12

BatMed last won the day on January 4

BatMed had the most liked content!

Community Reputation

240 Great

About BatMed

  • Rank
    Goddess
  • Birthday 12/01/1996

Contact Methods

  • Website URL
    http://batmed.deviantart.com
  • Skype
    BatMed Kun
  • Steam
    batmed96
  • Discord
    Med#2695

Profile Information

  • Gender
    Male

Recent Profile Visitors

25,771 profile views
  1. An archetype that benefits from the plant-engine AND can trigger Hieratics thus the ability to enable Guardragon-plays. BUT said strategy might be inconsistent so yeah. Overall I do LOVE their design. Elegant to say the least
  2. I beg to differ. Thunder Dragon Colossus proved to be a really strong card with a powerful lock-down effect with easy alternative Summoning requirements. Not to mention that with MR-revision on its way, bringing 3 Colossus turn-1 is super easy. So Colossus being banned was just a matter of time IMO. On the other hand, Thunder Decks still has Titan which is still a respectable boss monster, it has decent stats, protection, and a non-targeting removal. So if anything the deck needs right now is an easy way to bring Titan to the field, maybe another "balanced" Fusion with Colossus-easy summoning requirement with effects that reward you for using it as a material-ladder to bring Titan, or your card, instead . Now to the card. It's good. Too good. I like the design behind it: Its 'soft OPT' omni-negation and alt Summoning requirement fuels its protection effect. With Colossus banned a negation-boss substitute is definitely needed. Which is nice and all BUT with its alternative Summoning conditions being easier than Titan AND Colossus, this card would end-up power-creeping Titan. Furthermore Summoning at least 2 Supercharger in your first turn wouldn't be that hard after MR-revision. I suggest the following changes.
  3. Hm. That's some really nice removal we got over there. Construct's removal was outdated so this is definitely needed for dolls. Now IF ONLY this card was able to banish materials from your opponent's GY as well. IMAGINE the amount of "consistent" disruption this card would have allowed.
  4. Fallen Nursery Mansion Field Spell DARK "Nurse" monsters you control cannot be targeted by card effects, also they gain 400 ATK. While "Bad Reaction to Simochi" is on the field, "Darklord Nurse Reficul" cannot be destroyed by card effects, also its ATK becomes 2600. If a DARK "Nurse" monster is Normal or Special Summoned: You can equip it with a "Potion" Spell/Trap that can be equipped to a monster, then activate 1 of these effects; ● Your opponent gains LP equal to that Summoned monster's original ATK. ● Negate the effects of 1 Special Summoned monster your opponent controls. Archfiend Nurse Eiram DARK | Fiend / Effect | Level 3 - ATK 1100 / DEF 1800 You can discard this card and 1 other card; add 1 "Fallen Nursery Mansion" or "Potion" Spell/Trap, and 1 Level 4 DARK "Nurse" monster from your Deck to your hand. (Quick Effect): You can banish this card from your GY; you cannot Special Summon monsters from the Extra Deck this turn, except DARK "Nurse" monsters, also Special Summon 1 DARK "Nurse" monster from your hand, and if you do, your opponent gains 1000 LP. You can only use this effect of "Archfiend Nurse Eiram" once per turn. Vampire Nurse Rogehpleb DARK | Zombie / Effect | Level 4 - ATK 1600 / DEF 400 If your opponent would gain LP, this card gains ATK equal to half that amount of LP, instead. You can send 1 Spell/Trap Card from your hand or field to the GY; you cannot Special Summon monsters from the Extra Deck this turn, except DARK "Nurse" monsters, also Special Summon 1 DARK "Nurse" monster from your Deck, and if you do, your opponent gains 1000 LP. You can only use this effect of "Vampire Nurse Rogehpleb" once per turn. Void Nurse Natas DARK | Fiend / Effect | Level 4 - ATK 1900 / DEF 100 Cannot attack directly. If your opponent would gain LP, they must send 1 card from their hand, field, and/or banish cards from their GY for each 1000 LP they would have gained, instead. Your opponent can negate this effect by instead taking damage equal to that amount of LP. If you control no monster and your opponent controls a monster (Quick Effect): You can banish this card and 1 "Potion" Spell/Trap from your GY; you cannot Special Summon monsters for the rest of this turn, except DARK "Nurse" monsters, also add 2 DARK "Nurse" monsters from your GY to your hand, then shuffle 1 card from your hand into the Deck. You can only use each 1 effect of "Void Nurse Natas" per turn, and only once that turn. Darklord Sad-Dis-octor Reficule DARK | Fairy / Effect | Link 2 - ATK 1400 | UL - UR 2 DARK monsters, including at least 1 DARK "Nurse" monster If this card is Link Summoned: You can add 1 "Potion" Spell/Trap from your Deck to your hand. Any effect that would make your opponent gain LP inflicts the same amount of damage to them, instead. This card's name becomes "Darklord Nurse Reficul" while it is on the field or in the GY. Each time a monster is Special Summoned to a zone this card points to, your opponent gains 500 LP. You can only use this effect of "Darklord Sad-Dis-octor Reficule" once per turn. Dark Reaction to Potions Normal Trap Target 1 "Nurse" monster you control; equip this card from your hand or field to that target. This card's name becomes "Bad Reaction to Simochi" while it is face-up on the field or in the GY. Once per turn, when you inflict damage to your opponent with a card effect (Quick Effect): You can destroy 1 card your opponent controls. If this card is in your GY or among your banished cards: You can shuffle 1 of your banished DARK "Nurse" monster into the Deck; add this card to your hand, and if you do, you can add 1 "Darklord Nurse Reficul" from your Deck or GY to your hand. You can only use this effect of "Dark Reaction to Potions" once per turn. Potion of Dark Resuscitation Equip Spell Equip only to a DARK "Nurse" monster. Each time your opponent takes damage by a card effect, the equipped monster gains 300 ATK. During the Main Phase (Quick Effect): You can target 1 monster in your opponent's GY; Special Summon that target. It becomes DARK, its original ATK/DEF becomes 2800/0, and replace its original effects with the followings. ● While the equipped monster in on the field, this monster cannot be destroyed by card effects. ● If a player would take damage from a battle involving that monster, they gain that much LP, instead. You can only use this effect of "Potion of Dark Resuscitation" once per turn, and only once while it face-up on the field. ____________________________________________________________________________________________________________________________________________________________ Here is the list of "Potion" Spell/Trap Cards (ポーション Pōshon) that we currently have in TCG/OCG. Brutal Potion Red Medicine Blue Medicine Destruct Potion Smile Potion ____________________________________________________________________________________________________________________________________________________________ Next: The match-up of damage.decks - "Prime Material Dragon"
    1. Horu Ishayuki

      Horu Ishayuki

      This would go nicely with my Maha Vailo strategy.

    2. Redro

      Redro

      I'm not sure I follow.  What about Safe Zone?  It's a pretty old card.

    3. Horu Ishayuki

      Horu Ishayuki

      I just know it would go nicely with Maha Vailo. Not really sure what it has to do with much else.

  5. Network Adapter LIGHT | Cyberse / Fusion / Effect Level 2 | 400 / 400 Must be Special Summoned with "The Claw of Hermos", using a Cyberse monster. If this card is Special Summoned: Target 1 other face-up Cyberse monster on the field; equip this card to it. It gains 400 ATK/DEF. If it would be destroyed, destroy this card instead. When another card or effect is activated that targets exactly 1 card, and no other cards (Quick Effect): The equipped monster loses exactly 400 ATK; target another card on the field or GY, that would be an appropriate target for that card/effect; that card/effect now targets the new target. Next: "Dark Magician" + "Curse of the Dragon"
  6. thoughts on the new doll support bat?

    1. BatMed

      BatMed

      So far so good. My current favorite combo is using Incarnation's GY effect on Ariel. Until they give dolls their own Miracle Fusion.

    2. Ryusei the Morning Star
    3. BatMed
  7. I'm more interested in the fact that these cards are related to "Dwimmered Path" and "Dwimmered Glimmer".
  8. ETCO-JP071 融合派兵 Yuugou Hahei (Fusion Dispatch)Normal SpellYou can only activate 1 card with this card’s name per turn.(1) Reveal 1 Fusion Monster in your Extra Deck, and if you do, Special Summon 1 of the Fusion Materials whose name is specifically listed on that card from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Fusion Monsters. Link - https://ygorganization.com/darkbladeasanexpandedthemewhen/
  9. Going with "Recovery Sorcerer". Recovery Scripter LIGHT | Cyberse / Effect Level 2 | ATK 500 / DEF 1000 When this card is Normal or Special Summoned: You can add 1 "Recovery" Continuous Spell from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. Pointer of Recovery DARK | Cyberse / Effect Level 2 | ATK 1000 / DEF 500 You can destroy 1 Cyberse monster you control, and if you do, Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Pointer of Recovery" once per turn. Witch of Recovery DARK | Cyberse / Link / Effect LINK - 2 | | ATK 1500 2 Cyberse monsters If you have no Link Monsters in your GY: You can destroy this card, and if you do, banish 1 Cyberse monster from your GY, then Special Summon 1 Level 3 or lower LIGHT or DARK Cyberse monster from your Deck. If this card is co-linked: You can shuffle 1 other Cyberse Link monster you control and this card into the Deck; Special Summon 1 DARK or LIGHT Cyberse Link monster from your Extra Deck whose Link Rating equal to the total combined Link Ratings of the shuffled monsters. This effect cannot be negated. Query-Keeper of Recovery LIGHT| Cyberse / Link / Effect LINK - 4 | | ATK 2500 2+ Cyberse monsters Your opponent cannot Tribute this face-up card on the field, also they cannot target it with card effects. If this card is in the Extra Monster Zone (Quick Effect): You can target 1 card your opponent controls on in their GY; banish that target, and if you do, Special Summon 1 "Backup Token" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0). If you banished a Monster, that Token gains that monster's effects. You can only use this effect of "Query-Keeper of Recovery" once per turn. Database Recovery Continuous Spell When this card is activated: You can add 1 Level 3 or lower LIGHT or DARK Cyberse monster from your Deck to your hand. If a Cyberse Link monster(s) you control is destroyed by a card effect: You can Special Summon 1 "Recovery Data Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use each effect of “Database Recovery” once per turn. Next: Make an archetype for a Ritual Monster that does not belong to one.
  10. Sandestructor is an archetype that consists of EARTH Machine main Deck monsters and EARTH Rock Link-1 monsters. Their main gimmick is to destroy other "Sandestructor" cards in order to activate their effects. Their continuous Spells/Traps have this common trait where they all Summon a "Sandestructor Evil Effigy of *name* Token" when destroyed. Those tokens are used as materials for their Link-1 monsters as they all require a "Sandestructor Evil Effigy of *name* Token" as materials, each with a different name. Being Link 1 monsters mean they have low stats but they compensate that with their protection & control-drifted effects. Appearance/Design wise: Imagine the main deck cast as shadowy humanoid figures wearing Construction workers' clothing and equipment, while some are riding construction machines. The Extra Deck monsters are giant living rock status, each represents a mythological creature from a different mythology, like The Sphinx, Ymir, Goliath, Simorgh, etc. The Spell/Trap lineups describes the "journey" of the main deck "Sandestructor" monsters as they destroy the statues that seals away the destructive power of the "Sandestructor" giant Link Monsters. Next: Simorai (Simorgh + Samurai)
  11. Pendulum Effect: If exactly 1 Fusion, Synchro, Xyz, or Pendulum Monster, that was Special Summoned from the Extra Deck, is destroyed by battle or card effect; activate 1 of these effects, then destroy this card. ● Choose 1 monster in your Deck or Extra Deck whose name includes "[the type of the destroyed monster] Dragon", and destroy it. ● Special Summon the destroyed monster. You can only use this effect of "Performapal Heavenly Magician" once per turn. Monster Effect: During the Main Phase, when a monster(s) is Special Summoned: Apply the following effects based on its types until the end of this turn. ● Fusion: Destroy 1 monster that cannot be Normal Summoned/Set. ● Synchro: Your opponent cannot activate monster effects. ● Xyz: Double the original ATK of 1 Special Summoned monster you control. ● Pendulum: Set 1 "Supreme Rage" directly from your Deck. You can only use this effect of "Performapal Heavenly Magician" once per turn. Note: I tried to give it more "Z-arc" vibes and make it a bit more meta-relevant. NEXT: "Supreme Rage".
  12. @Ryusei the Morning Star I would like to add that Apkalone has some nice applications with "Gravity Controller". (ditto for Construct)
  13. Sanguine Swamp Continuous Trap Can only be activated if you control no Set Spells/Traps. Face-down Spell and Trap Cards cannot be activated. Next: Foolish Return
×
×
  • Create New...