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Redro

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Everything posted by Redro

  1. Just making sure you realize: you don't have any restrictions on the Level up effect. As it's written now, you can just keep leveling up any of them to Level 8 in one turn during the same end phase.
  2. Found an old notebook with a yugioh story I'd written; I think I might try to continue it. I won't subject YCM to my old writings, but I think I'll rework some of the archetypes I'd had and post 'em as a thread alongside the snippets of the characters that used 'em.

  3. Spell Archer Level 3 WIND Spellcaster Normal Monster ATK 1000 DEF 400 A master of the green bow who is adored by the wind. Their arrows created by magic continue to fly forever.
  4. I learned Magic ages ago, but I only really play if no one else is around to play Yugioh. A friend has a bunch of Commander decks and he likes roping me in. I do really enjoy cube/draft format though. Makes me wish Yugioh had more Battle Packs. Mechanically, I based these on the Commander Yuriko and MTG's "Ninjitsu" ability. Theme-wise, since ninjas are already taken, I decided to make these more like an assassin order.
  5. Hello, fine peoples. Some friends have been trying to get me into Magic. This set is basically translating the ideas of the cards I was using into Yugioh. As this is off the cuff, I'ma just use placeholder names. Hassansi 1 DARK ** Wyrm/Tuner/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can add 1 "Hassansi" monster from your Deck to your hand, and if you do, this card can make a second attack in a row, but your opponent takes no battle damage. You can only Special Summon 1 "Hassansi 1" per turn. 200/0 Hassansi 2 DARK ** Wyrm/Tuner/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can add 1 "Hassansi" Spell/Trap from your Deck to your hand, then send the top 3 cards from your opponent's Deck to the GY. You can only Special Summon 1 "Hassansi 2" per turn. 300/0 Hassansi 3 DARK ** Wyrm/Tuner/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can draw 1 card, then send the top card from your opponent's Extra Deck to the GY. You can only Special Summon 1 "Hassansi 3" per turn. 100/0 Hassansi 4 DARK *** Wyrm/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: Your opponent must send 1 monster they control to the GY, then send cards from the top of their Deck to the GY equal to the sent monster's Level/Rank/Link Rating. You can only Special Summon 1 "Hassansi 4" per turn. 800/0 Hassansi 5 DARK *** Wyrm/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can send 1 Spell/Trap your opponent controls to the GY, and if you do, you can Set 1 "Hassansi" Spell/Trap from your GY. You can only Special Summon 1 "Hassansi 5" per turn. 800/0 Hassansi 6 DARK *** Wyrm/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can banish up to 3 cards from your opponent's GY, then send an equal number of cards from the top of their Deck to the GY. You can only Special Summon 1 "Hassansi 6" per turn. 1200/0 Hassansi 7 DARK *** Wyrm/Effect If a monster you control declares a direct attack: You can return it to your hand, and if you do, Special Summon this card from your hand. This card can attack directly the turn it was Summoned. You take no battle damage from battles involving this card. If you inflict battle damage with this card: You can send 1 random card from your opponent's hand and 2 cards from the top of their Deck to the GY. You can only Special Summon 1 "Hassansi 7" per turn. 900/0 Hassansi Crescent Sickle Equip Spell Destroy this card is the equipped monster has 1300 or more ATK. The equipped monster can attack directly. If the equipped monster is a "Hassansi" monster, it cannot be destroyed by battle or card effects. If this card is sent to the GY because the equipped monster returns to your hand, you can return this card from the GY to your hand. Hassansi Mission Spell Special Summon 1 monster from your hand with less than 1300 ATK. It can attack directly this turn. If you Special Summon a "Hassansi" monster by this effect, you can draw 1 card. If a monster you control declares a direct attack while this card is in the GY: You can return your monster to your hand, and if you do, Set this card, but banish it when it leaves the field. You can only activate 1 "Hassansi Mission" per turn. Hassansi Anticipation Counter Trap When a Spell/Trap, or monster effect is activated that targets a monster(s) on the field while you control a "Hassansi" monster: Negate the activation, and if you do, destroy that card. If a monster you control declares a direct attack while this card is in the GY: You can return your monster to your hand, and if you do, Set this card, but banish it when it leaves the field. You can only activate 1 "Hassansi Anticipation" per turn. Ok, guess I'm done; brain feels like mush right now. As always, CnC much appreciated. Cheers.
  6. Wonkiness and super powers in my sports anime? Yes, please! Kuroko no Basket: Misdirection Overflow This is definitely my favorite power in the series. Maybe it's because it was the most hype game in the show, but the power itself is just ridiculous. I really can't give any context for it, but I really recommend the show for its over-the-top anime goodness.
  7. Hello, fine peoples! Inspired by The Old Charletot's Cyber Barrier/Laser Support thread, I thought it'd be nice to show some love to (one of) the other "Cyber" themes from GX. Like Cyber Dragon, the base of this archetype will revolve around the titular "Cyber Ogre", but all the monsters will share its name in hand/on field (rather than on field/in grave). Like CyDras, Cyber Ogres are aggressive, but their style isn't as straightforward. They focus on buffing themselves and then using the excess ATK to inflict massive amounts of burn damage. Mimicking CyDras' secondary control playstyle (via CyDra Infinity), these also try to control the board with their partially generic fusion materials. Without further ado, onto the cards! Main Deck monsters: Fusions: Backrow: This is a bit more of a showcase than an actual thought-out archetype, so certain things may be wildly off-balance. If you notice anything, feel free to let me know! Cheers!
  8. You really can't go wrong with the classics: Kamehameha Wave (gif from Dragon Ball Super)
  9. I like it. It does have a different niche than what I'm looking for, but it kinda acts as a control variant to my Stun variant. Thanks for all the help everyone, but I think I'm just gonna leave it be for now.
  10. I understand that you're excited to make cards based on the topic, but please refrain from posting the card in another person's question thread. Please just make a new thread next time.
  11. Thanks, but yeah, I did intend for it to work on both players on any turn. Don't want to open any loopholes with this alongside handtraps.
  12. So, uh, yeah. I edited it and it works exactly how I want it while also having "correct" grammar, but... now it's just ridiculously long. I guess you can't really have it both ways, huh? Keeping the old text down here for my own sake... Mystical Metronome Continuous Spell Activate this card at the start of your Main Phase 1. Neither player can activate 2 monster effects in a row each turn. Neither player can activate 2 Spell/Trap cards and/or effects in a row each turn. You can only control 1 "Mystical Metronome".
  13. Oh! Yeah, Counters should be able to work! It could be a bit iffy, but yeah, that'd probably be the most conventional way to rework the card. I'll see what I can do...
  14. Ah, right. The intention with adding "each turn" was to allow the effect not to carry over between players' turns (i.e. If the last card/Effect you activated during your turn was a Spell, you ARE allowed to activate a Trap at the start of your opponent's turn). That way, it would slow players who open all-monsters/all-backrow, but not completely shut them out. ...I also just realized that this is both thematically and effectively pendulum support. Honestly, that was completely unintentional.
  15. Hello, fine peoples! Just a card that popped into my head. I'm actually really unsure how to write it though. Essentially, it's supposed to force players into activating a monster effect, then a spell/trap, then a monster, etc etc. If a deck is too monster-heavy or too spell/trap-heavy, then this acts as a powerful floodgate to slow those plays. Again, I am unsure how to write this effectively, so if anyone has suggestions feel free to let me know! Cheers!
  16. Hello, fine peoples! I just finished rewatching Beelzebub yesterday (I'd totally recommend it) and I just loved the silliness of the show down to its attacks. Out of all of the moves featured in the show, I've got to say my favorite was "Devil's shock, pompadour special" What are some silly, awesome, or just your personal favorite anime moves/attacks/abilities? Gifs and/or video links appreciated.
  17. It's funny you used Scapegoat tokens (specifically) as an example since Scapegoat tokens can't actually be tributed for Tribute summons.
  18. Yup. Tributing doesn't inherently mean sent to grave, it's just a specific method of leaving the field.
  19. It's funny you're asking this because I've been making a lot of cards off-site that have been pushing the limits of token mechanics. I'll take the questions one by one: As far as I know, no. Mechanically, tokens are always Normal monsters. Any effects that would occur because of the token (i.e. "If the token is destroyed, the opponent takes 500 damage") is usually from the card that summons the token and not the token itself. Again, as far as I know, no. However, mechanically, this is completely possible. I wasn't sure about this one. According to Rulings on the Monster Token page, there is an implication that Tokens can be placed in the Spell/Trap Zone by Relinquished, so yes they can. They are treated as being "removed from the field". They are not considered destroyed, so cards that work on destruction will not trigger. Just an extra tidbit to keep in mind: Tokens cannot be sent to an off-field location as part of a cost, but they can by an effect. You can see the difference in the Chimeratech Fortress Dragon vs. Dark End Dragon Rulings on the linked page. Cheers!
  20. Np! A lot has... happened, but hopefully peeps will be more inclined to help each other moving forward. Can't wait to see your stuff!
  21. While there is no precedent for writing it like that specifically (as far as I know), listing it out does follow certain conventions, so it's perfectly fine. As long as you use yugioh terminology and it's understood what your card does, most peeps here won't really care a ton if the grammar is bent a bit. That said, since you asked, I figured I'd help clean the text a little:
  22. Redro

    Hello~

    Yeah, pretty much what Horu said.
  23. Redro

    Hello~

    Hello, fine person! Welcome to YCM! Feel free to take your time and ease yourself back into the game and onto the site at your own pace. Just do make sure to look through the rules so you know what's expected on the forum. If you have any questions, or if you need help with anything, feel free to PM me. Hope you have a nice stay! Cheers!
  24. It's been a month and the leading person has 2. Waiting for 1 person to have 10 doesn't seem like it's gonna happen any time soon. That said, does Yemachu even come on here? I like and respect the guy, but him being mod doesn't make sense if he doesn't actually - you know - show up. EDIT: Quick check on his profile. He was on here early December but his last action was a year-and-a-half ago.
  25. I mean, sure, you can attack into a stronger monster or you can aim to bait your opponent into attacking into it, but both cases are reliant on your opponent and each have their own problems. If you're attacking into a stronger monster, you're giving up the ability to use its more consistent 1k gain effect. If you're leaving it in attack position, then you're relying on your opponent even more; they really wouldn't attack it unless they have a way to get rid of it somehow. As it is, I did say the counter effect was its best feature, but that is also the card's biggest problem. The rest of the card is either underwhelming or "counter"productive (pun intended). It also has no archetype so the question becomes if the card's power/niche worth using over other more consistent/powerful cards. I don't think so. It's not a bad card, just a card whose mix of effects don't have any relevant home.
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