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Mr Melon

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Posts posted by Mr Melon

  1. Did the card Punch-in-the-Box inspire Boxing Glove Spring?

    I actually don't have a whole lot to say about these.  I already knew the basic concept in how these would work, so it was more/less a matter of how you interpreted it and how these were implemented.  For the most part, these look like they would work very well.  I'd leave the individual effects to other commenters, but I am more interested in how these interact with other irl cards so I think I'll focus on that.

     

    In terms of power level and how dangerous these could be, I think the biggest danger would come from getting 4-5 "Deer" monsters on the field at the same time (and giving them to the opponent) and/or mixing these with other cards that lock your opponent's zones.  Ground Collapse and Zany Zebra (for that sweet Level 2, Beast synergy) come to mind.  As long as you have a way to protect from your own "Deer" monsters, you should be able to lock out the opponent very easily and focus on alternative win conditions.

    Overall, these are pretty heavily locked into "Deer" cards so any other synergy would have to come from outside to help these rather than the other way around.  Mixing with Melffys seems pretty logical and a really easy way to lock the opponent's board quickly.

    Quote

    Opening Hand:

    - Comet + any 1 other Deer monster

     

    Combo:

    - Summon Comet

    - Comet effect > Summon Dancer

    - Dancer effect > Summon 3rd "Deer" from hand

    - Use all 3 to Xyz into Joyous Melffys

    Opponent's Turn:

    - (Quick Effect) Use Joyous Melffys' effect > Summon all three "Deer" from the GY

    - Comet effect > Summon 4th "Deer" from Deck

    - (Quick Effect): Give 4 "Deer" to opponent.

    Result: Opponent has a bunch of Deer they can't use and only have 1 usable monster zone.

    You can also use Obedience Schooled to achieve the same effect even more quickly.

    I also mentioned "alternative win conditions" early on which reminds me: these cards are probably Mystic Mine's best friend.  I am not entirely sure how their quick effects would resolve alongside MM, but you can give deer with negative continuous effects to your opponent while also locking their ability to make plays.

    Overall, the deck has some really unique interactions.  Not entirely sure how to address the more dangerous of these though (since it is all part of the Deer's play style).

  2. On 1/21/2021 at 9:37 PM, GodlyUsername said:

    Mr melon yeah I'm just a casual so you know 

    Hey, that's no problem!  I've found that casual duels tend to be the most fun sometimes.  You never know how the next draw could change the outcome!

    Still, there are a couple things that I might recommend to smooth out the rough edges of your deck (even at a casual level):

    • Dedication through Light and Darkness - Your deck does not contain "Dark Magician of Chaos" and the card cannot be used to summon the Ritual monster either.  Unfortunately, the card doesn't actually do anything in your deck.
    • Field Barrier - I don't see any field spells in your deck, so I'm not 100% sure why it's there.  I'd strongly recommend taking it out.  If it is meant to counter your opponent's field spells, a second Mystical Space Typhoon might be more useful (if you have MST in your first turn you can set it and destroy the opponent's field spell during their turn, and if you draw it after they play the field spell, you can still destroy it).
    • Jar of Greed - Drawing cards is almost always good, but Jar of Greed tends to not be as helpful as other draw cards.  In terms of playing the game, it is almost like when you draw Jar of Greed you are giving up your Draw Phase for that turn so you can draw 2 cards next turn.  Wouldn't you rather have that next draw now?  By removing Jar of Greed, you are cutting out the middleman.

     

    General tips:

    2-card combos

    2-card combos are fun, but difficult to pull off effectively unless your deck has some consistency to it.  I would not recommend using them in a casual setting because it is very easy to play a full duel and never see both combo pieces, especially if your deck has way more than 40 cards.  Some 2-card combos in your deck are:

    • The Rituals + Ritual Spells: If you don't have a way to get both in your hand, you cannot use either card and it will be as if you have 1 less card than your opponent overall.
    • Blue-Eyes White Dragon + Burst Stream of Destruction: Unlike the Rituals, you can use BEWD on its own, but "Burst Stream" is very specific and very difficult to pull off because of how reliant it is on BEWD.  You might be able to pull it off every now and then, but Burst Stream is likely to be a useless card much more often than it would be useful.
    • Blue-Eyes White Dragon + Kaibaman: While both cards are monsters (and are therefore usable), Kaibaman is almost useless without BEWD.  Again, BEWD and Kaibaman end up being similar to Rituals - difficult or impossible to use without the other.*
    • DM/DMG + Magic Formula: While the monsters can be used as monsters for actually defeating your opponent, the equip spell is very specific.  Just like BEWD and its attack spell, it might not end up being very helpful if you don't get both**
    • DM + Dark Magic Attack/Thousand Knives: Similar issue as BEWD and Burst Stream.**

    * If you only have 1 copy of Kaibaman and BEWD, I would recommend removing both.  However, the more copies of both you have, the more consistent the combo becomes.

    ** Dark Magician is in a slightly different situation from BEWD.  You have 3 DMs in your deck already.  The issue is getting DM on the field so you can use your 2-card combos.  If you have ways of getting it on the field easier somehow, then you can keep your 2-card combos, otherwise, it might be better to remove them entirely.

     

    High-Level Monsters

    You've probably run into a few situations where your hand has a bunch of high-level monsters and no way to summon them.  It looks like about 1/4 of your deck is high level monsters.  In general, that is probably too much, especially if you are able to use strong Extra Deck monsters.  Remember to weigh the costs for each high level monster you put in your deck; too many and you will find yourself unable to play anything.

    A good general rule for a good balance might be 1/5 of a deck can be high-level things, and among that 1/5, most should be Level 5-6 (or cards that can be Special Summoned).  So in a 40 card deck, 8 high-level monsters at most.  Your deck is 57 cards, so (at most) you should probably stick to 11 high-level cards.  Your deck has 13 + 2 Rituals.

     

    Hope these tips were helpful!  Maybe you can share some of your duel stories on here!

  3. 4 minutes ago, Rayfield Lumina said:

    Yaaaay! You don't know how happy I am to see you posting in Le Crayon Corner! I hope this is the beginning of a lot of posts, eh?

    About the pic: It's a little strange that the bottom bread doesn't have the black outline like the rest of the image. You could try making the dots in the bread representing the sesame in a more oval shape. Overall, it looks aggressive and insane enough to be a proud representative of da Hungry Burger. I won't ask if those red drops are ketchup or blood xD. Likely, it's "up to interpretation".

    Thanks!

    I actually forgot that I removed the bottom outline of the bread!  I accidently removed it pretty early on and I decided I'd just remove it from the top as well, but I worked my way bottom-up and forgot that intention by the time I reached the top xD

    As for the seeds, yeah I kinda wanted them to be a bit more elongated, but the pad and stylus I'm using has an annoying quirk that makes small strokes extremely difficult.  I'm going to try to find a way to disable it, but it may just end up being something that I can't remove.

  4. I'd never liked drawing with anything other than pens as a kid.  Never liked the look of crayon on the page, and I hate the sound of pencil scratching.  The tendency kinda forced me to learn how to cover up my mistakes pretty effectively, but I never really learned how to actually use color/shading all that well. 

    I'm hoping that by drawing on the computer, it will shake me out of certain habits and that I'll eventually improve with shading and colors.

     

    I have a new story that I'm writing, and I feel like it will work very well as a webcomic.  I don't expect my drawing will end up being overly good by webcomic standards, but I want it to at least be serviceable.  At the very least, it will be my own.

     

  5. It was kinda difficult to tell how your deck looked and its makeup just from a list, so I decided to put it in a more visual form.

    This is what it looks like as listed:

    iZ1Cbxq.jpg

     

    ...and this is what it looks like when reordered:

    FAiGpOs.jpg

     

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    Do you play with friends or something?  I can give some generic tips to probably help make the deck better if you want.

    • Like 1
  6. I... I can't review these.

    Putting together just a few combos of these would essentially give you near infinite free resources.  Even cards that aren't tied to overall combos in the deck (like Unity Lady or Todoroki) are absurdly OP just by the sheer power of their effects and their ability to combo off of themselves.

    Quote

     

    Here's a basic combo example with just Unity Lady:

    • Place Lady in Pendulum Zone.
    • Use Lady's effect > Search a Spell/Trap.
    • Lady's other effect triggers > Place 2 more Ladies from your Deck into the Pendulum Zone.

    Result: You can negate 2 of your opponent's cards by discarding the spell you searched and then recovering it.  And you can do that every turn.  You used 1 card, you went +2, and you haven't Normal Summoned/Set anything.

     

    As crazy as the competitive yugioh scene might seem, it isn't this strong.

     

    Listen, I can't help you fix these.  You can pm me individual cards and I can explain why they are broken and even show you some combos, but that's all I can do for these.  There's just too much that needs to be changed and fixed with these.  The best advice I can give is for you to start these over and focus on 1) a specific win condition, and 2) a specific gimmick.

    • Like 1
  7. It looks like these have gone through quite a few iterations since I first looked at 'em.

    I'll be honest, I was expecting a lot more crazy broken stuff from these since I saw your Horror cards, but these are... relatively reasonable.

    Now, I can't say they are perfect: being able to move 2-3 cards at a time in a controlled way is really strong, and there are certain effects whose wording makes them broken, but these do have a good core to work with.

    Firstly, I appreciate the HOPTs on all the effects.  As powerful as the effects are, you cannot actively loop them.  Secondly, I like the fact that they don't have good ways of dealing with certain strategies (they are extremely susceptible to hand traps and other negation effects and are extremely vulnerable on turn 2).  I also like the fact that they have a clear end-state.

    Onto the cards themselves:

    Bk-HDG - One of the stronger cards in the archetype.  Bringing back 3 dragons basically gives the player enough sheer resources to pretty much do whatever they need to do.  On top of that, this card can technically re-summon itself.

    Example play:
    - Get this on the field.
    - Tribute it, summon itself and 2 other dragons.
    - Start of opponent's turn > Tribute it again and summon itself and 2 more dragons.
    You now have 5 monsters on the field before the opponent even plays a card.

    That's not really a practical example since it's unlikely that you will have 7+ Dragons with different names in the GY on your first turn, but you can just use the dragons you bring back to make Link plays then bring them back again during the opponent's turn.  Either way, I would strongly recommend toning down this card to summon 2 dragons and also exclude itself.

    W-HDG - Recycler card.  This one is perfectly fine the way it is.  It gets you back the resources you'll be banishing every turn, and the minor draw power compensates the tribute.

    Gr-HDG - It's really difficult to tell whether this one or Black is the most powerful main deck card, but either way, this definitely needs to be toned down to 2 cards.  It doesn't help that this card is also easy to search: You can banish Tempest, Dragon Ruler of Storms and use it to add Green to hand.  Since getting this on the field is a Special Summon, you still have the ability to make a ton of crazy plays afterwards.

    Br-HDG - This one is restricted to only be as powerful as the other "Dragon Girls" since you can only summon Dragon Girls off this card's effect. Unfortunately, because the other Dragon Girls are so powerful, this one is also pretty crazy.  It also has the same issue as Black; you can summon itself with its own effect.  If everything else is toned down, this could stay as-is as long as it excludes itself.

    S-HDG - If I am understanding correctly, this one excavates 3 and sends any dragons among those to the GY and lets you draw the other cards... it is a win-win situation.  You could end up "drawing" 3 cards.  You could end up milling 3 dragons.  But each of those results and anything in between are all really good.  Again, I'd recommend toning the excavation down to 2 or do something else with the excavated cards.

    Gd-HDG - Fine as is.  The card is actually a little weird just because it focuses on something that the rest of the deck doesn't really care about.  If you were building a deck around these, you probably wouldn't even run this (or maybe you'd run it in the side deck) because it is a card designed for going second and breaking boards when the rest of the deck wants to go first.

    Pk-HDG - The secondary win condition of the deck.  I will be honest, I really dislike the "unaffected by card effects" protection.  It is cheap and it really dumbs down the game to a single possibility.  Unaffected while on a 3k+ body is even worse, just because 3k is the usual ATK limit for most decks.  On top of that, it has the ability to fix hands and let you extend further.  The issue with this card for me though is that it feels like you're trying to do too much with this card.  Is this card an aggro boss monster, or is it another extender?  Pick one and run with it.  Personally, I would focus on it being an aggressive boss because almost every other card in the archetype is either a starter or an extender.

    Bu-HDG - This is actually the true win condition of the deck.  If you summon this card, you win.  Why?  You gain 200 LP x the ATK of all Dragons in your hand.  Even if you only have 1 Dragon monster in your hand and it has 100 ATK, it means you will gain 20,000 LP.  Anything higher, and your opponent will not reasonably be able to kill you through the sheer LP gain.  Just like the other Xyz, this one is unaffected by everything, so your opponent cannot negate this effect or anything.  If you summon this, all you need to do is wait for the opponent to deck out or kill them at your leisure.  The LP gain effect needs to be changed.

    Furthermore, this card has the same concerns as Brown; the second effect of this card depends on how powerful the rest of the cards are.  As long as you weaken the other cards appropriately and limit the effect to copying "Dragon Girls" effects, it should be much more balanced.

    Pl-HDG - Honestly... this card isn't good.  It takes a lot of resources to make and it's... just a mediocre extender that offers slight protection.  What is stopping the opponent from just attacking Platinum and dealing massive damage to the player?  It is a card that isn't actually worth the cost to summon it.


    In terms of real cards that work with this deck, the optimal card is "Red-Eyes Darkness Metal Dragon".  It's also a Level 10 dragon that banishes and Special Summons.  It was like this deck and that card were made for each other.  Fortunately, REDMD now has a Hard OPT, so it can't do any crazy looping shenanigans with these cards.

    "Gizmek Makami, the Ferocious Fanged Fortress" is another card that would help this deck.  It is not a dragon, but it can be Normal Summoned without tributes if you have a lot of banished resources and it has an effect that can discard a monster and search out any of the Dragon Girls.  This could give you the ideal girl for the situation while also putting a dragon in the GY to summon that girl.

    The only other irl card that concerns me alongside these cards is "Superdreadnought Rail Cannon Gustav Max".  With the appropriate build, you could probably FTK someone with these and Gustav.  Even if you were forced to go second, the Rank 10 train package should give you an ability to win fairly easily if you can get through the opponent's negations.


    I offered suggestions to limit most of the cards' effects to 2 instead of 3, but there is another way to balance them: restrict all the effects to "Dragon Girl" monsters instead of Dragons generically.  If they were limited to being archetypal, they could all stay as powerful as they are right now.  They'd still be strong, but they would have a much more straightforward play style that is harder to abuse for things like FTKs.
     

    • Like 2
  8. Interesting.  If Gigaboros is meant to be the boss monster, then the deck might have a "protect the castle" play style which is definitely unique.  Haven't really seen 'em try to develop a deck with a play style like that since old Bujins.

    Looks like Rescue Rabbit might be able to make a new home for itself.  Since it is Dragons and involves Normal monsters, you might be able to mix these with the main deck Guardragons.

     

    All that being said... a world premiere Warrior and a world premiere Dragon archetype.  Are you serious Konami?  *sigh*  

  9. Hello, fine peoples!

    You wanted it, I decided to make it, an archetype inspired by, and based around, Hungry Burger!

    It's a pretty straightforward aggro play style that has the potential to ritual summon 4 times in a turn.  Doesn't have much in the way of protection, but with the easy 1-for-1 summons, it should make for a solid board-breaking archetype.

    Without further ado, onto the cards!

    Quote


    fl8VyUq.jpg 

    Quote

    Pendulum Effect: When this card is activated you can either: Add 1 "Hungry Burger" from your Deck to your hand OR: Destroy 1 card you control, and if you do, add 1 "Hungry" Ritual monster from your Deck to your hand.  You can Ritual Summon 1 "Hungry" monster from your hand or from face-up in your Extra Deck, by destroying 1 "Hungry" Pendulum Spell whose Scale exactly equals its Level.

    Monster Effect: You can Ritual Summon this card with a "Hungry" card.  If you have a "Hungry" card(s) in your Pendulum Zone, this card gains 1000 ATK/DEF.  If this card destroys an opponent's monster by battle, OR: If this card is destroyed by an opponent's card: You can place 1 "Hungry" Pendulum monster from your Deck into your Extra Deck face-up.

    gP7jbYL.jpg

    Quote

    Pendulum Effect: You cannot Pendulum Summon monsters except "Hungry" monsters.  You can Ritual Summon 1 "Hungry" monster from your hand or from face-up in your Extra Deck, by destroying 1 "Hungry" Pendulum Spell whose Scale exactly equals its Level.  Your opponent cannot target "Hungry" monsters you control with card effects.

    Monster Effect: You can Ritual Summon this card with a "Hungry" card.  If this card is Special Summoned: You can add 1 face-up "Hungry" monster from your Extra Deck to your hand.  If this card is destroyed: You can Special Summon 1 "Hungry" monster from your hand, but destroy it during the End Phase.  You can only use each effect of "Hungry Nuggets" once per turn.

    AR8dZVh.jpg

    Quote

    Pendulum Effect: You can Ritual Summon 1 "Hungry" monster from your hand or from face-up in your Extra Deck, by destroying 1 "Hungry" Pendulum Spell whose Scale exactly equals its Level.  (Quick Effect): You can target 1 "Hungry" monster you control; destroy it, and if you do, Special Summon this card.

    Monster Effects: You can Ritual Summon this card with a "Hungry" card.  This card's name is treated as "Hungry Burger" while in the hand or on the field.  You can only control 1 "Hungry Burger Deluxe".  "Hungry Burgers" you control gain 500 ATK/DEF for each "Hungry Burger" you control.

    bbIEgz2.jpg

    Quote

    Pendulum Effect: You can Ritual Summon 1 "Hungry" monster from your hand or from face-up in your Extra Deck, by destroying 1 "Hungry" Pendulum Spell whose Scale exactly equals its Level.  If a Ritual monster you control battles, your opponent cannot activate cards or effects until the End of the Damage Step.

    Monster Effect: You can Ritual Summon this card with a "Hungry" card.  If this card destroys a monster by battle: You can destroy 1 "Hungry" card in your Pendulum Zone, and if you do, this card can declare a second attack on a monster this turn.  If this card is destroyed: You can Special Summon 1 "Hungry Burger" from your hand or GY.  You can only use each effect of "Double Decker Hungry Burger" once per turn.

    oWgoW2A.jpg

    Quote

    Pendulum Effect: You can Ritual Summon 1 "Hungry" monster from your hand or from face-up in your Extra Deck, by destroying 1 "Hungry" Pendulum Spell whose Scale exactly equals its Level.  The activation of "Hungry" cards and their effects cannot be negated.

    Monster Effect: Must be Ritual Summoned with a "Hungry" card.  If this card destroys a monster by battle: You can destroy this card, and if you do, place 1 "Hungry" Pendulum monster from your face-up Extra Deck in the Pendulum Zone (except "Hungry Meal").  If this card is destroyed: You can Special Summon 2 "Hungry Burger" from your hand or GY.  You can only use each effect of "Hungry Meal" once per turn.

    2lC2DZu.jpg

    Quote

    This card can be used to Ritual Summon up to 2 "Hungry" Ritual Monsters.  Send 1 "Hungry" monster from your Extra Deck to the GY, also after that, Ritual Summon up to 2 "Hungry" Ritual Monsters from your hand or face-up from your Extra Deck with different names whose Levels exactly equal each Scale of the sent monster, then, all Ritual monsters you control gain 600 ATK.  You cannot Special Summon monsters from the Extra Deck for the rest of the turn.  You can only activate 1 "Hungry Burger's Secret Recipe" per turn.

    AfwFswx.jpg

    Quote

    Activate 1 of the following effects:
    ● Add 1 "Hungry" Ritual monster from your Deck to your hand.
    ● Destroy 1 "Hungry" monster you control, and if you do, add 2 "Hungry" Pendulum monsters from your Deck to your hand that have a Scale equal to the destroyed monster's Level.
    You cannot Special Summon monsters for the rest of the turn except Ritual monsters.


     

    Thanks for looking through the set!  As always, CnC is greatly appreciated!

    Cheers!

  10. I really appreciate that it fits the flavor of the other Block cards!  I'm imagining that the picture is some Lego dog fetching another Lego block for a big Lego construction project.

    As for the card effect... I think it is okay at best.  I don't personally think it would benefit high-level rock decks all that much.  It is an effect that is just too reactive (opponent-oriented), and limited (once per turn).  While destruction is still common enough that this would likely protect something, the opponent will be able to see that and will probably try to play around it.  Even if they have to play through it, it is not a really big hindrance.  Furthermore, aside from the Koa'ki Mieru cards, the Rocks in an Adimancipator build aren't the threats; The threats are usually the non-rocks (Apollousa, Savage Dragon, etc.).

    If I were to offer some more practical advice, this effect would probably be better suited on a Spell/Trap card.  The opponent would be forced to dedicate resources into Spell/Trap destruction before being able to easily get rid of your rock monsters (which is a little more difficult than trying to get rid of a 700 ATK monster).  Alternatively, you could give it some way to protect itself while also protecting your other rocks ("Gullveig of the Nordic Ascendant" is a good example of how to do this).

    Good luck!

  11. Like a personal cube?  I've been looking for a program like that, but I don't think there's a really convenient one for yugioh.  The best I can think of is making a personal collection on https://ygoprodeck.com/ .  If you have a personal collection, you can download the collection and view it/manipulate it on edopro.  You can even share your collection with others as long as they have edopro to view it.

    It's kinda hard for me to explain it on here, but I'm sure if you fiddle around with the site, you can figure it out.  Hopefully that works for you.  If you do find a better resource, please let me know!  This is something I'm interested in as well.

    • Thanks 1
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