Jump to content

Tinkerer

Senior Members
  • Content Count

    5,244
  • Joined

  • Last visited

  • Days Won

    49

Tinkerer last won the day on January 23

Tinkerer had the most liked content!

Community Reputation

988 Legendary

3 Followers

About Tinkerer

  • Rank
    The Aloof One

Profile Information

  • Alias
    Tinkerer
  • Gender
    Male
  • Interests
    Making stuff up.


    ...But isn't that obvious?

Recent Profile Visitors

17,812 profile views
  1. I believe the only ones that are generally used are the draw engine (Blue Boy + Secrets + Knowledge). I dunno what decks are actively running the engine right now, but yeah, those are pretty much it.
  2. This is now a "YCM is dying" thread, I guess. Yeah, I remember when it shut down early last year; it was down for two-to-three weeks, I believe. It was a real pain for me personally since I didn't have any way of contacting anyone else and I wasn't on the Discord. But I digress. That's not what I was talking about. I was talking about the literal month+ it was down this past August-September. This doesn't give precise dates, but, yeah, you can see that it was down for at least a month. That month was the thing that killed like 90% of activity. Having new/returning people isn't likely either because, structurally, the month-long "revamp" made the site worse (the card maker was gone for a while and still doesn't have its original features, there is still no way to spoiler text, no dark theme, etc.).
  3. Admittedly, it is kinda unfair to compare activity to "6 months ago" because that was right before the site was shut for over a month as YCMaker revamped the place. ...an annoying problem is that any pick-up in activity would probably come from old users finding this place again, but since the card maker doesn't have the old creations saved, even that source of new peeps kinda runs dry. ...but that's not what this thread is about. In any case, I'm staying out of the vote, but I am curious who voted for whom and why. If Nyx was on here I'd totally vote for him though.
  4. I mean... If you're gonna be serious about this, it might be a good idea to get the attention of the only active mod. You know, for bureaucracy's sake. @Flame Dragon
  5. Tinkerer

    Hello.

    Hello, fine person! Welcome back! Just wanted to pop in, welcome ya, and remind ya to make sure you look over the rules since things have definitely changed since you were last here.
  6. Time Thief Module DARK **** Machine/Effect If you control a "Time Thief" monster, you can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can shuffle 2 of your banished cards into your Deck; draw 1 card. If a monster you control is banished while this card is in the GY: you can Special Summon this card, but banish it when it leaves the field. 400/1200 Meklord
  7. Hello, fine peoples. I came across an old (pre-Links) concept I'd played around with a long time ago. In it, I'd wanted to make placement and columns important. I decided to revamp the idea and redesign it from the ground up using Links as a catalyst. All the main deck monsters have this effect: "Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to." also, all of them have effects that work while they're in specific monster zones. Without further ado, reintroducing the Templars! Dawn Templar LIGHT ** Warrior/Effect You can Special Summon this card from your hand in your Center Main Monster Zone. While this card is in the Center Main Monster Zone, "Templar" monsters you control cannot be destroyed by battle. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 300/1000 Dusk Templar DARK ** Warrior/Effect You can Special Summon this card from your hand to a Zone a Link monster points to. While this card is in the Center Main Monster Zone, the first time each "Templar" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1000/300 Castle Templar EARTH **** Warrior/Effect While this card is in a Main Monster Zone, except the Leftmost, Rightmost, or Center monster zones, "Templar" monster you control cannot be targeted by your opponent's card effects. If this card is Summoned or moves to the Center Main Monster Zone: You can destroy 1 card your opponent controls. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1800/1600 Mercenary Templar FIRE **** Warrior/Effect If this card is in the Leftmost Main Monster Zone: You can pay 500 LP; Increase the ATK of all "Templar" monsters by 300. If this card is Summoned or moves to the Center Main Monster Zone: You can target 1 attack position monster your opponent controls; Shuffle it into the Deck, and if you do, return this card to the hand. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1900/200 Right-Hand Templar LIGHT 5* Warrior/Effect If you control a another "Templar" monster, you can Special Summon this card from your hand. This card in your Leftmost Main Monster Zone becomes DARK. If this card is Summoned or moves to your Rightmost Main Monster Zone: You can add 1 "Templar" monster from your Deck to your hand, except "Right-Hand Templar". If this card is Summoned or moves to your Leftmost Main Monster Zone: Destroy all "Templar" monsters in your other Main Monster Zones (min. 1), then, destroy all monsters your opponent controls. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 2100/1000 Swift Templar WIND *** Warrior/Effect If this is the only card in your hand, you can Special Summon this card from your hand. While this card is in a Main Monster Zone, except the Leftmost, Rightmost, or Center monster zones: You can Normal Summon 1 "Templar" monster in addition to your Normal Summon/Set. You can only Normal Summon 1 monster by this effect per turn. If this card is Summoned or moves to your Center Main Monster Zone: You can return this card to your hand; Special Summon 1 Level 5 or lower "Templar" monster from your Deck to the Center Main Monster Zone. You can only use this effect of "Swift Templar" once per turn. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 1200/1000 Victory Templar FIRE 8* Warrior/Effect If a monster you control moves to a different Main Monster Zone, you can Special Summon this card from your hand to the original Zone that monster occupied. This card gains an effect based on your Main Monster Zone it is in. - Leftmost or Rightmost: This card is unaffected by Spell/Trap effects. - Center: Once per turn (Quick Effect): You can discard 1 card and target 1 face-up card your opponent controls; negate that target's effects this turn and, if it is a monster, its ATK/DEF are halved. - Other: This card is unaffected by monster effects. Once per turn (Quick Effect): You can move this card to a Zone on your side of the field that a Link monster points to. 2500/2000 Red Templar FIRE Links: SW E Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Red Templar" as Link Material. You can only Special Summon 1 "Red Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. A monster this card points to can declare 1 additional attack this battle phase. 800/LINK 2 Blue Templar WATER Links: W SE Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Blue Templar" as Link Material. You can only Special Summon 1 "Blue Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. A monster this card points to cannot be targeted by monster effects. 800/LINK 2 Green Templar WIND Links: W S Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Green Templar" as Link Material. You can only Special Summon 1 "Green Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, when a monster is Summoned or moved to a Zone this card points to: Target 1 Spell/Trap on the field; destroy it. 800/LINK 2 Orange Templar EARTH Links: E S Warrior/Link/Effect 2 monsters You can also Link Summon this card by using 1 "Templar" monster except "Orange Templar" as Link Material. You can only Special Summon 1 "Orange Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, when a monster is Summoned or moved to a Zone this card points to: Target 1 face-up monster on the field; Set it. 800/Link 2 Blackguard Templar DARK Link: S Warrior/Link/Effect 1 "Templar" monster, except "Blackguard Templar" When this card is Special Summoned: You can banish 1 "Templar" Spell/Trap from your Deck. During your End Phase, you can either Set the banished Spell/Trap or add it to your hand. Once per turn: You can Special Summon 1 "Templar" monster from your hand to a Zone this card points to. You can only Special Summon 1 "Blackguard Templar" per turn. 800/LINK 1 Silver Hand Templar LIGHT Links: W E S Warrior/Link/Effect 2+ monsters You can also Link Summon this card by using any 2 "Templar" monsters except "Silver Hand Templar" as Link Material. You can only Special Summon 1 "Silver Hand Templar" per turn. You cannot Special Summon monsters the turn you Special Summon this card except Warrior monsters. Once per turn (Quick Effect): You can move this monster to a Zone it points to. Once per turn, if a monster is Summoned or moved to a Zone this card points to: You can target that monster; this card gains ATK equal to that monster’s ATK until the End Phase of the next turn, then you can move the target to another Main Monster Zone. 800/LINK 3 The archetype isn't finished (I haven't added Spell/Trap support yet), but I think the monsters give a good idea how the archetype functions. Thanks for looking though 'em and, as always, CnC is much appreciated! Cheers!
  8. Probably. There's usually a few errors when they're translating leaks as they're receiving 'em. I'll update the text. EDIT: Huh, so the card protects Set cards, not face-up cards at all. That's different.
  9. Spell Canceller. It was released only a few months after Jinzo. Also, hello again Blu. Given this is an intro thread, I'm just gonna leave the obligatory "make sure you read the rules and enjoy your stay".
  10. I... I really wouldn't scale a mechanic's usability by basing a point on a fifteen-year-old example.
  11. Good lord... Hard reset for the new year, huh?
  12. 2 Level 4 WATER monsters // Once per turn: You can detach 1 Xyz Material from this card, Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. this card cannot attack for the rest of this turn. So I was looking through the TCG's new Pirate boys and looking at out-of-archetype plays they'd be able to make when I ran across this ol' guy. In MR3, you could make multiples of this into multiple Toadally Awesome's. Considering all the WATER Support recently (Marincess, Deep Sea, Sharks, and now the Pirates), could spamming Toads via this be a viable strategy in MR4.5?
  13. If it's off page 1, it's usually fine. It just felt weird personally seeing the same thread within a week of each other.
  14. I didn't mind the glimpses of some of the other cards, but this looks particularly Toon-y. Maybe I'm just used to BEWD alt arts getting more and more detailed. Eh, I'll get used to it.
×
×
  • Create New...