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Tythe Scora

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Tythe Scora last won the day on September 17

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About Tythe Scora

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    The Aloof One

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


    ...But isn't that obvious?

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  1. Tower of Tomes and Silence Continuous Spell This card's name becomes "Magical Citadel of Endymion" while in the Spell/Trap Zone. When this card is activated: Place 1 Spell Counter on it for each "Spellbook" card in your GY. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn: You can remove any number of Spell Counters from this card, and target 1 monster on the field whose ATK is less than the number of Spell Counters removed x 1000; its effects are negated. Blue Hinotama (preferably a Link retrain of Hinotam
  2. ^ Following up with this, if you remove cookies you'll return to "default ads" until new cookies get tagged onto your browser.
  3. So they're finally here, performing for you
    If you know the words, you can join in too
    Put your hands together, if you want to clap
    As we take you through this monkey rap!

    1. Flame Dragon

      Flame Dragon

      DK Donkey Kong

      DK Donkey Kong is here

    2. Godbrand

      Godbrand

      Chunky best kong, change my mind.

  4. I was on board with this card until the Extra Deck limitation. I think you were definitely on the right track (there would need to be some limitation to this effect), but restricting to only 1 extra deck monster sounds like it would swing too far in the other direction. Sure, you can't do super 10 card combos, but it does stop a even a lot of basic combos which would make this card much less usable. Thinking about it a little, maybe you could change the restriction to something like: "you can only Special Summon monsters from your Extra Deck to the Extra Monster Zone this turn?". It li
  5. Hmm... I can't say I like this one as much as the trap mask change. It feels like it takes several HERO support cards and rolls them into an extra deck card in a way that pretty much makes those other cards pointless. Specifically, this kinda steps on the toes of "Form Change", "Mask Charge", and "Legacy of a HERO". While each of those have tiny advantages over this card, the sheer versatility and accessibility you'd get from this one card is impossible to ignore. There's also the individual problem with the last effect (the Draw 2). You can pretty easily cheese that effect by just du
  6. Looks like it can trade out the versatility of being a Quick-Play for the extra utility of banishing from GY and it trades the in-archetype consistency from Shadow Mist, but gains consistency from Trap Trick. Giving Dark Law the speed of a trap is seems like it could be useful. All in all, I like this one, even if its name does not really suggest "Trap".
  7. Looks like just a generic Set protection card, but it can help backrow as well as Set monsters which gives it a lot more usability. Probably not strong enough to be used in modern decks since it is a reactive trap entirely reliant on the opponent, but it has decent niche uses in a backrow heavy strategy against field nuke effects (Evenly Matched, Harpie's Feather Duster, Lightning Storm, etc.). All in all, it's fine. I do really like how this card is thematically in-flavor with "Shifting Shadows". As for Set cards with effects, it's actually not completely unheard of. As far as I know
  8. List of cards is HERE. Check out the racing clones! ~~~ "While the Blazing Wheels were perfecting their skills aboveground, an undersea civilization was thriving and began developing their own racing techniques. 100 years ago, the king - Orichalcum - sired a child whom the oracles claimed would save the galaxy. The child, however, was interested only in racing and seeking better and better challengers - completely forgoing his father's instruction. His father, angered, exiled the boy and his mother. However, the people loved him and even without his father's help, the boy became
  9. Link to the corresponding story post HERE ~~~ Destiny Racers Level 1 WIND monsters. A highly spammable set of monsters that use the drift spells to trigger excavation mechanics that help summon out more and more. Use themselves as removal and negation while going into their Rank 1s to deal enough damage for the win.
  10. Bump~ Dunno how I forgot to update this last weekend. Probably just blown away by all the site changes, but I do plan to post the second archetype (hopefully) tomorrow but definitely before the weekend. Third set will not be posted this weekend though; something's come up that needs taking care of by early next week.
  11. O_o I guess this archetype blew up for some reason. Thanks for the comments, peeps! @Rayfield Lumina Thanks for the in-depth review. As far as I know, I don't think I finished the Prismirror stuff (and I ended up factory resetting & giving that laptop to my father so I don't really remember what it was about). I do have to say, aside from little grammar mistakes, I'm usually pretty intentional with the mechanics of how it works. For example, Frison was intentional. However, in editing cards (adding/removing effects), I do tend to forget stuff; This probably happene
  12. Hello, fine person! Welcome to YCM. If you have questions about yugioh card interactions and rulings, you should post them in this thread: https://www.cardmaker.net/forums/topic/352791-yu-gi-oh-rulings-questions/ But to answer your question: Yes, a field nuke would destroy everything except the protected monster(s). In your case, March of the Monarchs would be destroyed, but not any of the tribute summoned monsters. Cheers!
  13. Happy Birthday to our steadfast HERO supporter, @Thomas★Zero

    Hope ya have a nice day!

  14. Symphonic Warrior Oppener WIND 6* Machine/Effect If you control no monsters, you can Normal Summon this card without Tributes. You can Tribute this card; Special Summon 2 "Symphonic Warrior" monsters from your Deck with different Levels, but negate their effects, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn except Synchro Monsters. You can banish this card from your GY; send 1 "Symphonic Warrior" monster from your Deck to the GY except "Symphonic Warrior Oppener". You can only use each effect of "Symphonic Warrior Oppener" once per turn. 2500
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