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Mr Melon

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Everything posted by Mr Melon

  1. 10 days since last bot.

  2. Yeah, just so you don't get to use it turn after turn. In a casual setting, I imagine 1 resolution is enough, and in a more competitive setting this card won't stick around for more than a single turn anyway. Of course, this is personal opinion just based on flavor (i.e. the sorcerer turns itself into the summoning item). There is no real mechanical or balancing reason for it.
  3. Rainbow Hydra LIGHT 11* Dragon/Synchro/Effect 1 Tuner + "Rainbow Dragon" If this card is Synchro Summoned, you can either: Banish cards on the field up to the number of Continuous Spells you control, OR: Place any number of "Crystal Beast" cards from your GY into your Spell/Trap Zone as Continuous Spells, and if you do, this card gains 500 ATK for each until the End Phase. If this card leaves the field; destroy all cards on the field except face-up Spell cards, and if you do, you can Special Summon any number of "Ultimate Crystal" monsters with different names from your GY, ignoring t
  4. I'm really glad to see some support for these guys! They really were some of the coolest monsters of their time. First things first though, you might wanna change Earthbound Spirit's name. It's already a card irl. As for the cards as a whole... they are serviceable. They really do the heavy lifting in getting the Immortals onto the field, but it kinda conflicts with a lot of the newer support they were given. Was this meant to replace the recent batch of support?
  5. Actually... if I'm understanding this correctly, I think this is pretty much fine as-is given the difficulty in summoning this is still really high and you also need to have the appropriate monster in your hand (most of them I believe are pretty much unsearchable). I think the only change I'd make would be to remove spellsummon sorcerer so you can't just use the effect every turn. I need to look up what other specific cards this bypasses, but Vennominaga is probably the most threatening. Still, at that point, if a player manages to summon 'naga through this then they deserve the win.
  6. OH! Lol, that's funny then! I was gonna say in my first comment that this card would be good for duel links, but I didn't know if you played it or anything. That makes so much more sense!
  7. I'm guessing you gain LP equal to the sent monster's ATK (and not the banished monster's ATK), right? Honestly, I like this one. We don't have enough straight 1 for 1 removal spells/traps and this one bypasses a lot of restrictions. I think I would raise the cost to banishing 2 monsters from GY since this is non-targeting, non-destruction removal that has an upside and is super searchable.
  8. It's not really about improving it, per se; it does what it does. There is nothing wrong with simple cards. You could make it more interesting by giving it more effects, but it looks like you were basing the card off a character. I don't want to ruin any flavor by suggesting something that doesn't fit.
  9. I understand that you can use Cosmic on this to get rid of it, but don't you think 1000 might be a bit much? I was exploring this concept with cards that can equip to the player, and I figured it could get really cheesy if you can just shrug off huge amounts of damage for next to no cost.
  10. Just a quick text fix: Simple pseudo-battle based monster destruction. Not much to say about it, tbh.
  11. Ok, cool cool. As long as you're aware. Can't wait to see how the final product will look! Honestly, Spells that banish themselves are pretty rare and I'd love to see more of them around. I think the only one that exists is "Pot of Benevolence", so there is some precedent. The card itself seems good without being broken. It's rare to have something that can act on face-down banished cards. Personally, I'm not really into interacting with banished cards (especially face-down ones) because I like the idea of banishing being the "final grave", but there are no card design
  12. Feels weird seeing you list your credentials my friend, but if no one else will take you up on your offer, I guess I will! Name: Tinkerer Bartholomew Melon Likes: Odd/Barely explored mechanics, Underdeveloped monster types, Names that mean/refer to something - Idioms and such. Not puns. (i.e. I love the name "That Grass Looks Greener", hate "Toadally Awesome"). Alternatively, if you're supporting an archetype, a name that is thematically fitting. Archetypes that I like: Recently I've just been a fan of archetypes that have kinda slipped into the cracks and didn't do much of an
  13. Security Force Justice LIGHT Links: NW NE Cyberse/Link/Effect 2 monsters, including at least 1 "Security Force" monster During your opponent's Main Phase (Quick Effect): You can Link Summon this card using monsters you control as Material. While this Link Summoned card is face-up on the field, you cannot activate the effects of monsters except "Security Force" monsters. Monsters this card points to have their effects negated and their ATK halved. This card loses ATK equal to the DEF of monsters it points to. 2000/LINK-2 A card for the "Security Force" archetype. Honestly
  14. There is potential here, but that's all... Potential. You've presented an idea for a new card type/mechanic, but you haven't really explained it or how it works. Right now, it just looks like an archetype that focuses around banishing and recycling banished cards. I am very interested, but I need to see how it works before anything else. I will say that Space Time Library is a card that cannot exist in real life, unfortunately. It has a lot of crazy interactions that can make it really OP (Quillbolt Hedgehog for example).
  15. So, with that banlist shaking up all the tiers, I think I might have a chance to go for KOG. Going off reddit reactions, people are thinking Blackwings are gonna be the top deck, which is pretty good for me (Yosenjus). I'll just trade in some of my battle-heavy traps for an additional hand-traps/chainable traps. The awful Dark Magician matchup will probably be gone as well as Invoked Cocytus. Not much actually remains super threatening.
  16. 8.5 days since last bot.

  17. Very interesting. It rewards a deck that can somehow output decent boards while only using cards in hand/GY. My first thought went to Zombies since they've still got some decent 1-card plays. Turn 1 Omega with this would be a pain. I'm interested in the theoretical deckbuilding that you'd have to do around this card. You could definitely make a case for this as a going-second card (if you can out your opponent's turn 1 board, then this card seriously restricts your opponent's follow-up plays), but you'd likely want this turn 1. Also, I'm not sure what the best ratio for running this
  18. I kept looking back at time thieves and mixing them up with other decks, but I really didn't fully understand how they're supposed to work as a deck by itself. ...But this card fixes that in my mind. This just ties together quite a few of their loose ends. I know asking for any more out of this card would be greedy, but I kinda wish that the first effect was not an OPT and could trigger off another Adjuster so you could do the ol' Stick-Chair combo using Winder and Adjuster.
  19. 6 days since last bot.

  20. Ayy! I do recognize some of those games, but I can't really say that roguelikes are my cup of tea. They're fun when I'm in the mood, but I usually never play long enough to master the mechanics to get far... As for pokemon, emulating any of the games on the 3ds onwards kinda sucks because the emulation tech just isn't there yet. You can emulate the gameboy (color/advance) and ds games really easily though. Had a friend in high school who managed to get the second generation games emulated on his calculator. Good times!
  21. Hey, don't get down on yourself! This one seems really sensible: 1. freeze the target, 2. shatter the frozen target. I think there are only a couple things that might need clarification. First is the "cannot be targeted". Is it just stopping targeting effects? Or can a player not target it for attacks? Second is the timing of the first effect. "Whenever this card attacks" is a little ambiguous. Does the freezing effect kick in before damage? After damage? It might make a difference on how the effect works. Here's a text fix with some general interpretation. It's your card t
  22. Does... Does this actually help the deck at all? It feels really bad...
  23. I think it's works out pretty well. It's like some kind of zombie plague. I think the only thing that might be iffy is the last part: "and then they gain this card's 2nd effect." Because it is an effect that is given to the monster itself, the monster may have a different "2nd effect". Does that make sense? I'd probably suggest reworking the effect to something like: Removed the first part since it became redundant and altered the type of once per turn so it works as intended. Outside the wording, it's a pretty neat form of monster negation and you could do some silly
  24. Radiance from Beyond Quick-Play Spell Return up to 4 banished Fairy monsters to the GY, and if you do, you can add 1 LIGHT Fairy monster from your Deck to your hand whose Level is equal to the number of monsters returned by this effect, or, if you control "The Sanctuary in the Sky", you Special Summon it instead. You can only activate 1 "Radiance from Beyond" per turn. I was making decks for myself and my brothers and I really wanted to build Counter Fairies, but the deck... really didn't work well. I am not sure how much this would help CF specifically, but it could definite
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