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vla1ne

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vla1ne last won the day on May 2

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About vla1ne

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    Edited for spelling errors.
  • Birthday November 13

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    Probably at work.
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    Watching & discussing Anime/manga.
    Playing YuGiOh.
    Playing Video games.
    Home construction projects
    Self Improvement,
    Cooking , Eating, & Sleeping(In that order)
    Remaking the UBW chant (I can give you a list if you want)
    Purchasing DLC content.

    this as well http://kperovic.com/metagame/yugioh4092.html?tabid=33&ArticleId=10624 it's a statement from upperdeck entertainment about konami's action is court. and honestly, i'm starting to wonder what the game would have been like if they'd actually kept the rights.
  • Married to
    Lung Tien Lien

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    vlaine-_13
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    vlaine-batteryman-

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  1. finally watched tenki no ko. not bad. not bad at all. 

  2. aside from digibugs, is there anything else this can actually work in? I was thinking inzectors, but i have no idea how many level 3s' they have, and even if it's more than 1, they have better things to do most of the time. is there some bug deck that i'm missing out on?
  3. they could have, and most of us would have liked for a bit more to be done, but it makes enough sense that they didn't.
  4. ebay is really banning people who look for/ list those 7 banned mtg cards.

    sasuga wizards... sasuga.

    1. Dae

      Dae

      Banning the cards is such a weird reflection, mostly because of timing rather than anything. Much of the effects that have come have already been dealt with, so this is a public statement. Though, it seems unfair to posit Ebay's place with buying, it is the reactionary play toward an already taken action and that is going to be there no matter what. Realistically, the most concerning thing would be how much effect this has. That is really where the place should be in any matter, rather than how something starts but how it develops and progresses.

    2. Godbrand

      Godbrand

      Which ones? Which format are we talking about!

    3. vla1ne

      vla1ne

      it's on their site, wizards banned 7 rather old cards to be pc, 

      Ebay is going after buyers, and it didn't even explain why before hitting them. on top of that, people are buying cards, not committing hate crimes, why are they even going after people for this? the cards are still fair game outside of official tournaments, so why is ebay going after collectors? as of typing this, amazon has either delisted all their copies, or the ones i saw while at work, when the news dropped, have already been bought out by the time i got home.

  5. The only real strength this has is the recursion, but in a jinzo dedicated deck, it's pretty much a guaranteed foolish that burns as well, and it's not like machines are short on revival effects, so it could be an interesting card to play around with, especially when time rules return.
  6. still could have been a level 4 imo, but i see your point.
  7. this new support means we may finally see our r7 in the states. apart from that, all this means there are several new ways to take raidraptors that they could only hope to go before. they now have more versatile recursion, and they can more consistently set up boards that have reasonable protection to boot, meaning i won't have to rely as much on raidraptor-readiness to keep me alive on those slower turns (still an amazing card, but it can only do so much to keep the deck afloat.) that said, the level 3 kinda annoys me. i get it, they can now mash with PK, but i still don't have to like that one of the best recursion effects in the archetype is attached to a monster that the main deck will more often than not, hate to see hit the board. mimicry lanius can buff the level, but the effect really isn't good enough to warrant trying to fit it in.
  8. tremendously. they have a lot of field spells, but this one searches for them, and let's them get more field presence. on top of that, this is treated as an F.A. so it still gives them their level buffs, meaning it's just a really solid card to buff their abysmal consistency. Honestly, it does leagues more for U'A. than F.A., but that's more because one was literally only missing a level 4 monster to be at least playable, and the other relies on a gimmick that requires several additional investments. still, it's solid stuff all around.
  9. That rank up spell is going to be used in some manner of degenerate combo. i have lost all faith in the yugioh community to let phantom knights have nice things.
  10. this reminds me of the arc-V fusion series, the combat stars, but with lower levels. i think the two decks might have some decent synergy if they combine. as for their lore, there is a decent chance they could link tenyi and unchained together somehow, they all share similar art styles and have close enough themes
  11. No physical tournaments have occurred for months, this is about what i expected to happen. that said, ritual beasts got their baby back, and if the ocg is any indicatior, the nes wets are liable to break some of the pressure on the meta, as they have support for several older decks. imo, this list is exactly what they should have done, a lot of people picked these cards up, and have yet to even use them, slapping them on the list would damage a lot of players confidence in the game.
  12. Catharsygil is a series of magical formations that were granted from a successful summoning. Several sigils were granted to the summoner (presumed to be the player and other monsters) by the entities they called, that use abilities depending on what sigils are established on board and how many "Catharsygil" counters are on the board. The playstyle revolves around placing counters, and tries to establish a counter based strategy that isn't "spell counter based, and make it a viable splash strategy for decks by being fairly generic and pendulum based. Catharsygil Assimilation System: Overlay Field spell If a card with "Catharsygil" counters leaves the field, you can place any remaining "Catharsygil" counters on this card. monsters you control gain 100 ATK for each "Catharsygil" counter on this card. The first time a "Catharsygil" Spell or Trap card(s) you control would be destroyed during either turn, It is not destroyed. Once per turn, if A "Catharsygil" Spell/Trap card is activated, you can remove 3 "Catharsygil" counters from your side of the field, and if you do, Special Summon 1 "Catharsygil" monster from your Hand or Deck, and if you do that, place 2 "Catharsygil" counters on it. When this card is destroyed, add "Catharsygil" cards from your Deck to your hand, up to half the number of "Catharsygil" counters this card had on the field. ------------------------------------- Catharsygil Crest Quickplay spell Place "Catharsygil" counters on cards you control, up to the number of "Catharsygil"cards in your GY. If You activated this card in the same column as a "Catharsygil" monster(s) you control, or a monster that already has a "Catharsygil" counter(s) on it, you can add 1 "Catharsygil" card from your Deck to your hand. You can only activate 1 "Catharsygil crest" per turn. ------------------------------------- Catharsygil Circle System: Creation Continuous spell Each turn, the first time you summon a monster(s) while this card is on the field, you can place 1 "Catharsygil" counter on that monster(s). If a monster your opponent controls is destroyed by battle with a monster in this cards column, you can place 1 "Catharsygil" counter on that monster. Then, If that monster has 2 or more "Catharsygil" counters, you can draw 2 cards. You can only use each effect of "Catharsygil Circle System: Creation" once per turn. ------------------------------------- Catharsygil Square System: Assault Continuous trap You can remove 2 "Catharsygil" counters from the field: Target 1 card you control, and 1 card your opponent controls; Destroy them, and if you do, place "Catharsygil" counters on this card, up to the number of cards that were destroyed. During either player's main phase, you can remove any number of "Catharsygil" counters from your side of the field, and if you do, negate the effects of cards your opponent controls, up to half the number of counters you removed. If a monster you control with "Catharsygil" counters battles an opponents monster, During damage calculation, you can have that monster gain ATK equal to the ATK of one other monster you control with a "Catharsygil" counter(s). You can only use each effect of "Catharsigyl Square System: Dissonance" once per turn. ------------------------------------- Catharsygil Fairy: Level 2/ LIGHT/ Fairy/PENDULUM S3/ ATK 1000/DEF 1500 Pend Eff: If you Pendulum Summon a monster(s), you can place 1 "Catharsygil" counter on this card. monsters you control gain 200 ATK for every "Catharsygil" counter on this card. Once per turn, if you activate a "Catharsygil" Spell or Trap card in the same column as a monster(s) you control, you can place 1 "Catharsygil" counter on that monster(s). If a card(s) you control With "Catharsygil" counters would be destroyed, you can remove 1 "Catharsygil" counter from each of them instead. Monster Eff: Once per turn (Quick effect): You can place "Catharsygil" counters on cards you control, up to the number of "Catharsygil" monsters you control. During your Main Phase, you can remove 2 "Catharsygil" counters from your side of the field, and if you do, add 1 "Catharsygil" Spell or Trap card from your Deck, to your hand. You can only use this effect of "Catharsygil Fairy" once per turn. ------------------------------------- Catharsygil Archfiend: Level 2/ DARK/ Fiend/ PENDULUM S1/ ATK 1500/DEF 1000 Pend Eff: If you Pendulum Summon a monster(s), you can place 1 "Catharsygil" counter on this card. Monsters your opponent controls lose 200 ATK for every "Catharsygil" counter on this card. Once per turn, If you activate a "Catharsygil" Spell or Trap card in the same column as a monster(s) you control, you can place 1 "Catharsygil" counter on that monster(s). If you remove a "Catharsygil" counters from a card(s) you control, you can Inflict damage to your opponent equal to the number of counters removed x200. Monster Eff: Once per turn (Quick effect): You can place "Catharsygil" counters on cards you control, up to the number of "Catharsygil" monsters you control. During your Main Phase, you can remove 2 "Catharsygil" counters from your side of the field, and if you do, add up to 2 "Catharsygil" cards from your GY, or face-up from your Extra Deck, to your hand. You can only use this effect of "Catharsygil Archfiend" once per turn. Next card, Inscribal architect
  13. So it weakens their strongest monster by the ATK of your strongest monster? If that were a quick effect it could have some insane applications. as it stands, the effect is kinda weak, but the requirement (if it were normal yugioh) could help it see major use.
  14. Immortal coil is an archetype based around a continuous spell card, with effects based upon how many coils are on the field. Monsters in turn, each have differing effects that involve shedding their mortal coils to activate their effects, and creating new coils to serve the immortal coil. Tributes are how they shed this coil, and the tokens they summon are the new forms that they are reborn into. The goal of the deck is to use weak monsters to build larger and larger monsters by continuing to spiral along this coil, and the continuous spell card is how they continue to recur advantage as they grow. There is also a single trap in the deck, that acts as the false form of the spell, having "lesser" effects for each one of the spells effects. 4 examples (1 monster, 2 spells, and the trap.) Ajar Amar, Harbinger of the Immortal coils Fiend Level 1/ATK100/DEF100 If this card is Special Summoned, add 1 "Immortal coil" monster from your Deck to your hand. Once per turn, if you activate the effect of an "Immortal Coil" card, you can banish 1 card on the field. Once per turn, if you control "The Infinite Immortal Coil", you can tribute this card to gain life points, equal to the total ATK of all "Immortal Coil" monsters on the field, and if you do, Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with ATK/DEF equal to the Life points you gained. ---------------------------------------------------- Immortal Coil Creation Normal Spell card Add 1 "Immortal Coil" card from your Deck to your hand. Then, If you control an "Infinite Immortal Coil", you can tribute it, and if you do, Special Summon 1 "Immortal Coil" monster from your hand, and if you do that, draw 1 card for each "Immortal Coil Token" you control. You can only activate 1 "Immortal Coil Creation" per turn. You cannot Special Summon monsters the turn you activate this effect, except "Immortal Coil" monsters. ----------------------------------------------------- Infinite Immortal Coil Continuous Spell card You cannot control more than 1 "Infinite Immortal Coil". Once per turn, when a "Immortal Coil" monster(s) is tributed, you can Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with an ATK/DEF equal to the total ATK/DEF of the monsters tributed. While you control 2 or more "Immortal Coil" cards, apply the following effects: 2+ Once per turn, you can banish cards on the field, up to the number of "Immortal Coil" monsters you control. 3+ "Immortal Coil" cards cannot be targeted by card effects, and "Immortal Coil" monsters cannot be destroyed by battle. 4+ Once per turn, you can Tribute 2 "Immortal Coil" monsters you control, and if you do, Draw 2 cards. --------------------------------------------------- Apeiros, The False Immortal Coil Continuous Trap card (This card is treated as "Infinite Immortal Coil" card while it is not on the field.) Once per turn, when an "Immortal Coil" monster(s) is tributed you can Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with an ATK/DEF equal to half the total ATK/DEF of the monsters tributed. Apply the following effects, up to the number of other "Immortal Coil" cards you control: 2+ Once per turn, you can destroy cards on the field, up to the number of "Immortal Coil" monsters you control. 3+ "Immortal Coil" cards you control cannot be destroyed by your opponents card effects. 4+ All monsters you control gain 500 ATK/DEF, and all monsters your opponent controls lose 500 ATK/DEF Next, "Beast Arsenal "
  15. Let's give it a shot... UnderMIne is an archetype of Earth, reptile monsters that change from Earth to Fire the deeper you dig into the GY. I know adamanticipators do it too, but i have yet to actually play that deck, so i don't know how they work fully. Undermine monsters begin as level 3 monsters within the earth. They start out as Earth types in the main deck, and as they grow to their synchro forms, they become Fire types, with the aesthetic and support cards depicting them developing stronger bodies the deeper they go (Think onyx to steelix for the theme).While they are digging based, the do not have excavation effects, but are more focused upon digging out of the grave, and then using the banish pile to recover resources and make plays instead of the GY. [UnderMine Princess, Abbey Serpent] Earth/Reptile/Tuner/Level 2 You can only use each effect of "UnderMine Princess, Abbey Serpent" Once per turn. If this card is in your GY, You can banish 1 "UnderMine" monster You control, and if you do, Special Summon this card, but banish it when it leaves the field. If this card is sent to your GY: You can target 1 of your banished "Undermine" monsters; Add it to your hand. Then, if this card was used as a material for a Synchro Summon, you can target 1 more of your banished "UnderMine" monsters, and Special Summon it. ATK[100] DEF[200] ------------------------------------------------------------------------------------------------ [UnderMine Burrowing] Continuous Trap You can only control 1 face-up "UnderMine Burrowing". Once per turn, you can Tribute 1 "UnderMine" monster you control: Target 1 banished "Undermine" monster; Special Summon it to your side of the field, Then You can activate 1 of the following effects, depending on what monster you tributed: Non Synchro monster: Banish 1 "Undermine" monster from your Deck to your GY. Synchro monster: Draw 1 card. ------------------------------------------------------------------------------------------------- [Ascended UnderMine Queen, Abbey] Fire/Reptile/Level 8 UnderMine Princess, Abbey Serpent+ 1 or more monsters If this card is Synchro Summoned, you can banish "UnderMine" monsters from your GY, up to the number of monsters used to Summon this card, and if you do, Destroy cards on the field, up to the number of "UnderMine" Monsters you banished. Then you can Inflict 200 damage to your opponent times the number of your banished "UnderMine" cards. If this card is sent to the GY, you can target "UnderMine" monsters in your GY, up to the number of your banished "Undermine" cards; Add them to your hand. You can only use this effect of ""Ascended UnderMine Queen, Abbey" once per turn. ATK[2100] DEF[3200] I would post more cards to give a better idea, but I have no Idea how spoilers work right now, this will suffice Next: NulForce
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