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Redro

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Everything posted by Redro

  1. Yeah, Jolly pretty much summed it up. Using "controller" should also be super helpful (look up the old text of "Silent Wobby" if you want to see confusion )
  2. You can't delete your posts, but it's fine. Just be aware next time, OK? For now, you can choose a single type for your monsters. If you want them to have extra types, it needs to be part of the effect. Scorpius (and other Fusions/Synchros/Xyzs) need to have summoning conditions. You should also remove its flavor text. Flavor text is only on Normal monsters.
  3. Hello, fine person. I saw you posted these in the wrong area before. For now, I just want to point out some etiquette things, but do make sure to look through the rules when you get a chance. Please post the card effects under the card picture. Even if your cards can be easily read, it's a common courtesy and it'll help when you DO have a card that's hard to see. Please edit your post (there should be a button in the bottom of your post) rather than posting things separately. It'll make things easier to see as a whole, especially if they are meant to work together. Do not ask for people to post cards in your thread. There is a rule against posting in other people's threads. If you and someone else want to work together, message them and make sure to say they are collaborators. Just so you know, right now, you posted these cards in the "Advanced" section. That means people will respond based on the current power level of the meta. I will say that no one will be intentionally "hating", but criticism will come from the card's inherent balance + how useful they'd be against the meta. I may pop back in and help out with wording, but if you need any further help with anything, feel free to PM me.
  4. Haven't seen the episode yet, but I enjoyed the opening.
  5. Titan's Sigil Equip Spell The equipped monster gains 300 ATK and is unaffected by the effects of monsters with less ATK than it. If this card is sent from the field to the GY: You can banish this card from the GY, and if you do, Special Summon 1 monster from either player's GY with less ATK than the ATK of the monster this card was equipped to before being sent from the field to the GY. Just a random equip spell.
  6. "Fiery Noodle" is apparently the archetype name. They had another member revealed 4 (?) days ago, I believe? https://www.google.com/amp/s/ygorganization.com/thespiciestsuperhero/amp/ The "strategy" seems to revolve around Pyros and Normals, so ninja man checks out.
  7. So uh, anyone else think this card is absurdly good? I mean, it has all the weaknesses of a trap, but it seems like it could cripple potentially more effectively than Crackdown. Plus it's searchable. Looks like a particularly bad time for Shaddolls, Dinos, and Dragon decks since you can easily cripple 'em mid-combo.
  8. This... exists. Its effect is attached to a Field Spell that gives it absolutely no benefit. Despite its high ATK, there really isn't a way to use it effectively. I can't really call it OP or UP in a vacuum, but I will say that the card won't be used in any kind of meta context. Now this one is actually really solid. Too solid. It is a non-targeting banish effect, which is one of the best kinds of removal in the game. What throws it way over is the fact it's a Zombie. If it was a less Graveyard-reliant type and if it targeted or destroyed (rather than banished), I'd think this would be a really nice type-support card. Right now: overpowered. I feel like a card like this might eventually exist, so in that sense it's a balanced card. As of right now though, I can't see it being very useful in the meta. Underpowered. This card's summoning condition is difficult; there aren't a ton of LIGHT Fiends/DARK Fairies and most of them are in specific archetypes. Because this doesn't fit in those archetypes, you have to build a deck around this and... It really isn't worth the trouble. All this card’s effects only trigger off destruction. There's a lot of ways to get around that nowadays. Underpowered. I removed the last effect because you can't Synchro Summon if this already restricts you from Special Summoning. I guess this is meant to help you Summon Xante, but... in all likelihood, this would more likely be given to your opponent somehow to prevent them from special summoning. It's an interesting strategy, but one that's not consistent enough to be worthwhile. Underpowered. This one's really solid. Considering how Dragons are used, this card can become an easy Needlefiber or can work itself into a bunch of different kinds of dragon plays. Very good card overall and its power is pretty balanced out. I like it! OK so... This card's Summon condition is potentially even more difficult than Xante, but unlike Xante, this is actually worth building a deck around. Once this hits the field, you've got a high chance of winning. Spell/Trap removal that works against this are few and far between in the meta. That said, this has a hard time limit - unlike Mystic Mine - and (unless you can turn off its effect yourself) you can end up being more hurt by this effect than your opponent. Undoubtedly OP, but I could definitely see Konami printing something like this. It's also utterly worthless in games 2-3, so there's that. This... exists. Its effect is attached to a Field Spell that gives it absolutely no benefit. Wait... No, that was the first card. This is OK I guess. It can set up an OTK pretty well. Even though its bounce effect is once per duel, you can Special Summon any number of these as long as you have BRD in the GY. Just like the first one, I can't really call this OP because it's completely tied to a kinda mediocre card, but its easy summoning condition and mass bounce is too strong for me to call it UP.
  9. You need 40-60 cards in the main deck though...
  10. Freefire An archetype of Pyro monsters that freely hurts both players, but hurts decks that rely on consistency more. They all have an extremely powerful common effect: When they are Normal Summoned, both players dump the top cards of their deck and reveal their hand. If any additional cards is in their hand, on their field, or in their GY, they banish all copies of them. Because of this baseline effect, the deck naturally forms itself into a bit of a highlander-style deck, with over ten main deck monsters to compensate for this. In addition to their archetypal effect, they also have decently powerful effects on their own that usually involve fairly costly but strong removal. As such, the deck aims to cripple opponent's combos before they can take off. However, beware, because if a "Freefire" monster gets banished, you take 2000 damage! Freefire Ravenous Mothmite FIRE *** Pyro/Effect When this card is Normal Summoned: Both players send the top card from their deck to the GY then reveal their hand. If a player has any cards in their hand, side of the field or GY with the same original name as the sent card: banish all of them, then banish the card sent to the GY by this effect. If all the cards in your GY have different names (min. 3), this card's original ATK becomes 2500. If you have 2 or more cards in your GY with the same name, destroy this card. If this card is banished: You take 2000 damage. 1000/700 Cloud-Cover
  11. There's not even a full deck here. There's only 21 main deck cards from what I see... Also, please edit your first post and make a list of the cards. You can't see their names and most of these look like commons; I don't know how many people would recognize all of 'em (I know I don't).
  12. That's... A real convenient statline. Not only does it work with the main Hands, but it also puts it exactly in range for Thunder Seahorse. Honestly though, I never would have expected Hands of all things to get support.
  13. Yes, you can post archetypes. Just make sure you are posting them in the "multiples" section. Also, welcome to YCM!
  14. @morrisoni4 Remember to put in a new card name when you get a chance.
  15. Bump~ I forgot about this thread. It's been a long couple of weeks. I am home though, so I'll have to see if I can find my older journals where I actually wrote the story. Update tomorrow? Maybe?
  16. Deus Ex Machina EARTH 8* Machine/Ritual/Effect You can Ritual Summon this card with "Diabolus Ex Machina". Once per turn: You can pay 800 LP; destroy 1 card on the field, then, if you destroy your own card by this effect, draw 1 card and reveal it. If the drawn card is a monster that can be Normal Summoned, you can Special Summon it. 2800/1300 Diabolus Ex Machina Ritual Spell This card is used to Ritual Summon "Deus Ex Machina". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. If "Deus Ex Machina" leaves the field while this card is in the GY: You can banish this card from the GY; Special Summon 1 "Diabolus Ex Malefactor Token" (Machine/DARK/Level 8/ATK 2800/DEF 1300). If a "Diabolus Ex Malefactor Token" is destroyed by battle or card effect, you can Special Summon 1 "Deus Ex Machina" from your hand or GY. (This Special Summon is treated as a Ritual Summon.) Next: Jungle Man Jim - Ideally an EARTH counterpart to "Swift Birdman Joe", but you can do something else if you think of something interesting.
  17. Koa'ki Meiru Dunamis FIRE Link: S Pyro/Link/Effect 1 non-Link "Koa'ki Meiru" monster When this card is Link Summoned: Add 1 "Iron Core of the Koa'ki Meiru" from your Deck or GY to your hand. If a "Koa'ki Meiru" monster is Normal or Special Summoned to the Zone this card points to: You can add 1 "Koa'ki Meiru" monster with the same type as that monster from your Deck or GY to your hand. You cannot Link Summon for the rest of the turn after you activate this effect. 1500/LINK 1 Make a Link monster that does NOT want to point to anything.
  18. The Ten Chi Pillars LIGHT 10* Rock/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters that cannot be Normal Summoned/Set. Once per turn: You can send 1 card from your Extra Deck to the GY, and if you do, you can send cards from the top of your Deck to the GY equal to the number of monster card types in your GY (Ritual, Fusion, Synchro, Xyz, Pendulum, and Link). This card gains the following effects depending on the number of monster card types in your GY: 1+: Cannot be destroyed by battle. 2+: Cannot be destroyed by card effect. 3+: Cannot be targeted by monster effects. 4+: Cannot be targeted by Spell/Trap effects. 5+: Gains ATK equal to its DEF. 6: During your Draw Phase, you can draw 1 additional card for your normal draw, then discard 1 card. 0/3200 An Aqua Synchro.
  19. That's fair. I haven't really looked much into E-HEROs currently, so I was still under the impression that their main core still focused on DARK HEROs (+ Stratos). I made a couple of minor nerfs, but I'm not sure I want to overhaul this completely quite yet. It adds versatility, but the more I think about it, the less I can see it as more than a 1-of. Of course, that changes depending on the support they'll get, like you said.
  20. The only card that I feel really awkward about is Wyvern. You've added some, but on the whole, Volcanics have 0 spam potential. It'd be much more usable as a Link 1 (and then maybe follow that with a shuffle 3 draw 1 instead of 4 > 2).
  21. Interesting. They're consolidating some stuff. I was kinda expecting a banlist after the new changes, but I suppose they need a few months and they'll let the player base figure out what's good...
  22. Filter Force WIND *** Scale: 6<>6 Fish/Pendulum/Effect PE: You can only activate this card if you control no monsters. Neither player can add a monster(s) from their Deck to their hand unless the added monster(s) has the same type as a monster(s) they control OR: it is drawn. If you control monsters with different types, banish this card. ME: You can send 1 Equip Spell equipped to this card to the GY; monsters currently on the field cannot activate their effects this turn. You cannot equip a card to this monster for the rest of the turn after you activate this effect. 300/700 I don't really like how Konami uses Continuous Spells. They feel like they have less of an identity and a woeful lack of support when compared to all the other Spell/Trap icons. While Normal Spells and Continuous traps could have less support numerically, they compensate by being very powerful and having an identifying feature of "floodgates" (respectively). When Konami made Pendulums, I was kinda excited to see if they'd use 'em as a new take on continuous spells and breathe new life into their use but... That's not the direction they took. They cards seemed to be specifically designed for the mechanic rather than for what they were: Monsters and Continuous Spells rolled into one. I'm hoping to make a few cards devoted to Pendulums as a concept rather than the mechanic. The above card is an example.
  23. Yeah, the box looks like a really hard skip. I don't like the odds for Machina, tbh. I hope they release more cards to make it playable (i.e. The new stuff), but considering Konami's track record, I feel like by the time Machina gets more support it'll have been powercrept...
  24. Elemental HERO Electrum Jr. LIGHT **** Warrior/Effect If a "HERO" monster(s) is sent to the GY by a card effect: You can banish this card from your hand or GY and any number of those monsters; activate the appropriate effect(s) in order based on the banished monster(s) Attribute. You can only use each of the effects once. FIRE: Destroy 1 monster your opponent controls, then inflict damage to your opponent equal to half that monster’s Level. WATER: Send 1 "Elemental HERO" monster from your Deck to the GY, and if you do, gain LP equal to its ATK. WIND: Return all Set cards your opponent controls to the hand. EARTH: Flip up to 2 face-up cards your opponent controls face-down. Spells/Traps Set by this effect cannot be activated until the End Phase of the next turn. You can only use this effect of "Elemental HERO Electrum Jr." once per turn. 1400/1100 Just a random HERO support card. I might make one for LIGHT/DARK.
  25. I mean, both of 'em have a point. From a design standpoint, this card is "sensible and likable". The card's inane Summon condition perfectly justifies its absolutely broken effect. That said, Blue-Eyes don't need an overkill card like this. It's already an archetype of boss monsters that have a high power ceiling. Adding another brick to the deck to increase that ceiling does not help the deck. Considering this is Advanced, I'd have to side with Darj on this one. This doesn't really add anything that B-E wants/needs to be meta relevant.
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