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Everything posted by Tinkerer

  1. Yeah, when I went I had only been in town for a few weeks. I hadn't brought any cards from home so I didn't really have many options. I'd imagine the deck would be slightly better at turboing into Bahamut nowadays (simply because they have an in-archetype Level 4 that can Special Summon itself), but overall they really lack a good game plan. Taking their best cards into account, they'd really have to carve a specific niche with WATER Synchros specifically, since other WATER decks are significantly better at making Xyzs/Links.
  2. Amusingly, I suppose you could pull off the Jam of Safe Return combo in a Yugi deck using Marshmacron to trigger the draws + act as Slifer fodder.
  3. Sparkstorm (Sparks) Spell Inflict 200 damage to your opponent, then inflict 200 damage to your opponent, then inflict 200 damage to your opponent, then inflict 200 damage to your opponent.
  4. Yeah, I honestly prefer this direction of innovation within existing mechanics. New mechanics are generally pretty cool and they're especially interesting to speculate in the beginning, but once they're established, Konami doesn't tend to innovate the mechanic as much as the anime implies (Dark Synchros, Fusing with Spells/Traps, etc.) or as much as people speculate (Pendulum Traps). This break from a new mechanic has allowed them to focus a lot more on interesting interactions.
  5. Lol, I feel like I'm getting called out xD
  6. Anyone been trying Pokemon Unite?

    1. UltimateIRS


      "Slowbro will never be ballin'"

  7. https://youtu.be/eeyVGOUhu-g
  8. If I were to choose one of the solutions, I'd choose 2, but that's not something that any of us can control. Points would provide a natural value to contests that it currently lacks, giving both incentive to participate as well as regaining some of the formality it has lost. Unfortunately, we haven't had points in... about 2 years now? And I think the shop had been broken for longer than that? It seems unlikely that YCMaker would devote himself to re-implement it. Option 1 has an active detriment to it. I (personally) think that the detriment to activity would outweigh the benefit. Option 3 doesn't really change the situation, just pushes it somewhere else (furthermore, Card Game Workshop tends to have a ton of misplaced traffic anyway... Wouldn't want to add to the confusion). Unfortunately, that leaves option 4 which kinda sucks for all the reasons you said. Perhaps the best way to change things would be from the inside? i.e. Showing people how contests should be run properly. That way there's an example to follow.
  9. The stream was pretty hype, if a little sparse. They talked about the Rush Duel game, officially announced Arc-V world for Duel Links, showed off Master Duel as a huge cross-platform game, and finally, they teased a new four-way yugioh game.
  10. Mixing Latin American foods with Japanese warriors: meet the Ñinjas and their signature Taco Techniques! It's a weird thematic mixing that came to me when I was eating lunch (yes, I had a burrito, what of it?). The archetype itself is not likely to be very unique. I had a vague idea of a bunch of relatively weak monsters with the Taco Techniques largely being equip spells, but that's about it.
  11. Cold Comfort Icy Ghouls (WATER Zombie) with effects that force the opponent to lose cards after they are banished from the field or GY. Unlike most Zombie archetypes, these ones do not have any in-archetype recovery options (from either the GY or from out of play). Because of this, each play that you make with them has to count, otherwise their unorthodox removal effects will end up being a "cold comfort" to your overall game plan. They run a few boss Link monsters that have simple effects that banish your Zombies for cost. Keep control of the board with those Links and use your plethora of protection to make it too costly for the opponent to remove your cards. Cards: Cold Comfort - Alias WATER *** Zombie/Effect If this card is Normal or Special Summoned: You can send 2 "Cold Comfort" monsters from your Deck to the GY. You cannot Special Summon or add monsters from your GY to your hand the turn you activate this effect. You can only use this effect of this card's name once per turn. If this card is banished from the field or the GY: You can target 1 face-up monster your opponent controls; Set it, then, during the End Phase, return 2 Set cards on the field to the hand. 200/1500 Cold Comfort - Estys WATER Links: S Zombie/Link/Effect 1 "Cold Comfort" monster that can be Normal Summoned/Set. Cannot be targeted for an attack while Linked. When this card is Link Summoned: Banish 1 "Cold Comfort" monster from your GY; add 1 "Cold Comfort" Field Spell or Continuous Spell from your Deck to your hand, then discard 1 card. If a monster this card points to is sent to the GY: You can banish that monster; Special Summon 1 "Cold Comfort" monster from your hand. You can Special Summon "Cold Comfort - Estys" once per turn. 600/LINK 1 Next: ::-:::-.:.-...-. / II-III-OIO-OOO-O (MORSE spelled out in visual morse code)
  12. I know Magic has cards like this, but I don't think it would be possible to balance a card like this in ygo without a ton of restrictions. Even if you couldn't actively Self-OTK during the turn you use this, you can burn all your resources to force your opponent into top decking. It's way too good for the relative ease of use.
  13. Unfortunately the trap is about as simplified as it can be reasonably made without changing the effect. Once per Duel might sound excessive, but there are a lot of factors for it. Making it once per turn would lose all the very specific balancing that went into it.
  14. Probably this card. Or maybe this card. I really like both of 'em, but I've never been good at finding images.
  15. I wonder if we'll be getting further information about this: https://ygorganization.com/new-digital-title-announced/ AFAIK, there hasn't been any concrete info about it since that announcement.
  16. Did a cursory glance over field spells on ygopro. This kind of effect would help if you use field spells that boost stats for certain monsters across the entire field (i.e. Umi, Jurassic World, Mystic Plasma Zone, etc.) It also helps field spells that can give boosts to both players: - Mausoleum of the Emperor - Chicken Game (banned in TCG) - Magical Mid-Breaker Field (@1 in the TCG) - Hidden Springs of the Far East The only field spell that doesn't really fall into this category is "Summon Over". Outside of what field spells this works with, this is decently capable at working against certain types of opponent field spells. This is particularly effective against Field Spell-based floodgates. You can turn off opponent's Necrovalley, Mystic Mine, or Secret Village of the Spellcasters, or screw with very specific playmakers like Orcustrated Babel. It has a pretty unique niche, but it might not end up being all that effective unless Konami chooses to make a ton of interactive field spells.
  17. I feel like most of these are surprisingly decent. I think "Small World" is especially interesting; it's one of the most wide-reaching searchers that isn't too overwhelmingly costly. If it actually becomes used to get play enablers to hand, I think you'll probably see some interesting monster techs. ...more importantly though, we've got floofy dog!
  18. I suppose that's probably the best and simplest additional effect. The opponent can still do things - try to manipulate the board so their best card doesn't get banished - but the result is still that something inevitably gets removed. Thanks!
  19. Thanks! Yeah, I was thinking about buffing it but I couldn't really think of a good way of going about it. Making it "Spell Speed 4" is much too strong, LP gain/burn seems too underwhelming, and I can't really justify any effect that would alter card advantage further. I was considering some kind of effect that would treat it as a Normal Monster (in hand/Deck/GY) after activating its effect, but that would probably be a pretty experimental effect. I think your suggestion is pretty solid. It limits the strength of "Spell Speed 4", but it might be a bit overbalanced. It's hard to get this effect as Chain Link 2 and there aren't many CL3+ cards that directly respond to this card while it is CL1.
  20. One-Hit Wonderman (One-Shot Wonderman?) LIGHT **** Thunder/Effect If this card is Summoned: You can banish 1 card on the field. This effect cannot be negated. You can only activate this effect of "One-Hit Wonderman" once per Duel. 2000/0
  21. I like the name. At first, I thought it would be related to Iron Knight and Iron Hans, but this is pretty cool too. The only thing I would suggest is to put an extra restriction on the Token Summon effect since you can use the Tokens to spam a lot of Link monsters.
  22. I see. Well, I won't try to stop people if they wanna post here. To give a bit of friendly advice though: perhaps you can look at the cards people do post in the Casual/Advanced sections and maybe offer to port those to DB? It's a bit more work on your end, but I know I get pretty happy whenever my cards are acknowledged. Maybe others would appreciate that too? Cheers!
  23. It's nice that you only ever need to run 2 in a deck since it can grab another from basically anywhere. Since it triggers on special, you can just keep bringing it back on follow-up turns to use it again. Once it's used as Material, you are unlocked from insects again and you could probably also do some silly things by giving this to an opponent, but I can't say the card is all that groundbreaking imo.
  24. Fat Pompadourian Lady Trap If your opponent controls 3 or more monsters than you do, and the total ATK of all monsters your opponent controls is greater than or equal to your LP, you can pay half your LP; Special Summon this card as an effect monster (Fairy/WATER/Level 12/ATK 0/DEF 0). This card gains ATK and DEF equal to the total ATK of all monsters your opponent controls, also, it is unaffected by your opponent's card effects the turn it is Summoned. If you control no monsters when this card is activated, your opponent cannot activate monster effects in response to this card. If you have no other cards in your Spell/Trap Zones when this card is activated, your opponent cannot activate Spell/Trap cards in response to this card. "The game is not over until the Fat Pompadourian Lady sings!" Next: Sublimineel (Subliminal + Eel)
  25. @Dokutah Jolly Tokens are considered a "Special Summon" monster, i.e. A monster that cannot be Normal Summoned/Set. Oh, that's a good question. It's kinda hard to justify the Malicious/Ring of Magnetism ruling since RoM hasn't had a PSCT update, but I think I understand the Malicious/Belial interaction. Presumably, it goes something like this: the battle phase starts and Malicious' effect kicks in. Because of the overlap in continuous effects, the last one that "resolves" stays active (kinda like double DNA Surgery). Because Malicious "reactivates" at the start of your opponent's BP, it probably keeps overwriting Belial. Presumably, if this is how it works, then stuff like double Hypnosister would allow the opponent to attack the last one Summoned? Maybe?? I dunno. Did you ever get to try it out?
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