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Dokutah Gory, Woundslinger

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Everything posted by Dokutah Gory, Woundslinger

  1. @PETER CURRAN not to discourage you but Nyx kinda like "realistic" takes on his contest So you need to adjust couple of notches like that dark synchro frame into > actually synchro
  2. @drowsyCoffee to be fair ultimately i let Nyx himself to do the reviewing. But i still love back-and-forth discussion happen here You did passioned about ghostrick though that for sure
  3. KONAMI, BRING BACK FACE-DOWN ATTACK POSITION! IDC IF ITS USELESS

    1. The Nyx Avatar

      The Nyx Avatar

      Maybe Konami's just scared.

    2. Dokutah Gory, Woundslinger

      Dokutah Gory, Woundslinger

      To be fair its the only position Link monster can be put face-down (they never establish that link cant go facedown. Only that they cant go in defense position)

  4. welcome to YCM, follow the rules and enjoy your stay that being said, you card not exactly the type of card this site fancy about. while we can accept wide range of cards of any skill level from flavorful casual cards to well constructed meta pieces we still pretty much hell-bent on making cards that actually work and fun to play with and/or against and has effort in put in the lore EVEN when the said card is in written format (which we also still accept wholeheartedly despite having working card generator) your card here is antithesis of our sites ideals. it has designs that didnt exist in official card game without even elaboration on how it suppose to work nor the balance (hint: its absolutely broken anyway) your other card (the blue-eyes red thingy) in this regard was better at following our site visions, that's why its stays on
  5. What kind of playstyles did you like? I probably try to make a spooky take of that style if possible
  6. in general much better, the best parts stays and the suggested parts is incorporated perfectly kinda weird that the Link Pendulum use differences rather that usual "if you can pendulum summon level x" that xyz pendulum already has but i cant complain much since it works the same one of my suggestion that you missed is the part about pendulum's scale state overwrite the property of the monster. to be faor it might be confusing and i dont give you the solution so here it is: Pendulum Effect: During either player's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Clockgear Token" to your zone this card points to (as if it face up on monster zone as link monster until this effect resolved) actually you can keep samurai OG stat, i didn't say it was overpower
  7. Chthoniankaiser Dragon - the Ender of Everything FIRE / Level 8 / Dragon / Gemini This card is card is treated as a Normal Monster while in your Possession. While this card is face-up on the field, You can either Normal or Tribute Summon it to have it treated as Effect Monster with this effect ● Monsters that used a Gemini monster(s) as a Tribute(s) or Material(s) cannot be targeted or destroyed by card effects. Each time a card(s) is sent to the GY by battle or by the effect of a Gemini monster, inflict 300 damage to your opponent. While you control this Tribute Summoned monster at the end of your Draw Phase, Main Phase 1, or Battle Phase (Quick Effect): You can pay 2000 LP; skip to the start of that same phase of your next turn, but you cannot Summon, attack, or activate the effect(s) of monsters that turn, except Gemini monsters, also, you cannot use this effect of "Chthoniankaiser Dragon - the Ender of Everything" until the end of that turn. ATK 2900 / DEF 2000 Red-Eyes Black Dragon" + 1 monster that has "Time Wizard" or "Red-Eyes Retro" listed in its text or name Must be either Fusion Summoned using the above materials or Special Summoned by the effect of "Red-Eyes Retro Dragon" or "Time Machine". If this card is Special Summoned: Return a number of cards your opponent controls to its owner's hand up to number of times you resolved the effects of "Time Machine" and/or "Time Wizard" card this Duel +1. You can only use this effect of "Red-Eyes Temporal Dragon" once per turn. Once per turn, when a card or effect is activated (Quick Effect): You can reveal a "Red-Eyes" monster in your hand, and keep it revealed until the end of your next turn; that effect becomes "you can have a "Red-Eyes Temporal Dragon" or "Red-Eyes Black Dragon" your opponent controls or revealed in his/her hand (your opponent choice) gain this card effects until the end of its owner's next turn"
  8. Reminder that you technically already post the same card in casual so this count as accidental spam. So you better edit the post on casual instead to put this new version there (edit is on drop down menu with 3 square dot on top right) @The Nyx Avatar
  9. This dont need HOPT @Surge77754 having it needing 3 tributes already costly enough that its impossible to loop. This is why monster that needs actual 3+ tribute/material is rarely playable and the ones that usualy played i meant to win right in the turn its summoned (provide the combo need to enabled it is balance. This might fall into design argument of Enablers vs Enabled) right on the bat, Fire and wind ones is the best. Water is the 3rd best because hand ripping but bit balance by the fact your oppoent get to choose the card they discard. Earth one is simply bad investment. You already -2 with 3 tributes only to end up with -1 [banish 3 (-3) + get 1 monster (+1) = (-2) + then summon effect for 1(+1)= (-1)]. Sure it can revive anything without negation tax which might cover the minuses but i rather go -3 for better value
  10. Fusion that support ritual actually a unique solution to ritual summoning weakness. The thing about ritual is that they are the most advantage costly mechanic made even worse on the fact you need to dig out your bosses off your deck unlike extra deck monster which prep and ready without bricking your deck. Having a almost free fusion as ritual tribute can help with that advantage bleeding. That being said though this card does nothing of the sort. Its not nearly free to summon, it has effects that counter productibe to the intention (might be your mistake but the effect that prevent summon also means you cannot ritual summon...since you dont specify the type of summon it prevent so you will not tribute this card and let this card stuck to you as deadweight) the search effect is also way too expensive Suggestion of fixes: -Making it level 5 or 6 so it can be summoned with instant fusion. -...or, making it able to summon for almost free, maybe like "reveal ritual monster in your hand and pay 1000 LP: Fusion summon this card and if you do this card level become that monster level also add 1 Ritual Monster from your deck to your hand. HOPT"
  11. ok i see what the deck trying to accomplish, link summon the link pendulum that subsequently become scale to summon the main deck which is your win con welp you have quite wording problem that i only address if im in the mood but is further convoluted with experimental effect. which is ironic since i actually love experimental effect (i certainly like the link monster gimmick) but i find it stretching it a bit far since my experimental effect usually based on wording patch-workings rather than inventing new term main monster in general: ok they have reasonable effects combination. they can un-brick themselves and summon the tokens for the links and effect fuel. also it has that MPB-style protection. this is a good start Knight: can this change position of face-down monster? or even change monster to face-down? the former wont matter much but the latter is bit decent although it also means the stat augmentation get reset-ed (not become 0 since the changed card considered fresh copy after turn face-down then face-up again on attack) Samurai: ooouch that double attack and extra damage with 2600 body. the restriction is fair enough being unique to the deck but also not overly balance for its effort Paladin: the correct wording is not "reset" but "set that card facedown". now while technically these guys so far is relatively easy to setup but this is where i find paladin has problem which makes it reverse of Samurai: samurai has properly strong effect that easy to use without overly-balance but Paladin negation just straight up one of the worst counter trap card in the game being Malfunction and made further worse by only activated in battle which is ironic since its just several string of text you can making it at least a lesser copy of Red Reboot which does see play extra deck monster in general: ok the thing about pendulum monster is that whatever property of the monster type it has will be overwritten when placed on pendulum zone. while sure we have link spell in the anime, at least its still require several extra conditions o prevent the natural overwriting. the effect to place the summoned monster directly on pendulum zone is much better worded if you simply borrow it from Claws of Hermos Fusions like Time Magic Hammer. the arrow direction changing is also confusing since being "opposite direction" depends on which axis of direction example: thermo arrows is intended so it points to down left as its "opposite direction" but at that same axis it also legal to counter-argument that thermo's arrow opposite axis is top right so rather than cause confusion like that its much easier if it simply change control so that as opponent monster it points to our zone as intended.which accompanied with cross-player activated effects like Number 44 Sky Pegasus or Chicken Game Chrono: piercing effect is good cant complain much. it can summon extra monster and 500 boost is nice. decent Thermo: quick backrow pop is nice. a slower pop on monster effect is still ok-ish the protection is decent Core: understandably needed for the most part except that loaded protection. most of your effect will tribute it immediately on the turn it summon or as quick effect so having a bit weakness of can be destroyed by battle should be enough
  12. ok i just saw this since yesterday im mostly off of YCM for dnd game night, but oh ray, noooooo please post your cards :) im sorry that my entry discourage you. but i think whatever you prepare still worthy of posting and shared. even Nede being supportive of it and provide extra 2 weeks for it. and to be honest as i mention before, my story is a total asspull of preexisting things you still have equal chance (maybe even better given Nede implies original story favors more) go for it Ray!
  13. Second here WHY I know that in original anime/manga Monster Reborn is technically a Quick Play Spell. But having spell speed 2 perks not justified this amount of nerf At very least make it able to activated from hand using certain condition, and can be triggered of any destruction Better, its simply monster reborn copier with out condition. But activate from hand by opponent removal. Balance a bit by making it cannot summon monster you remove yourself or what ever i even accept HOPT both as limiter and still emulate reborn banlist status as limited
  14. Same here too lol, like im hoping at least its interact with tributes given that Clear World has Tribute Summoning sub-theme in anime (hmmmmmm, monarch/true draco/flundereeze style support of Clear World for Animation Chronicle then? That can be bonkers if done right + bufffing searcher ala Malefic Teritory ) that being said as mention before this card is a much promising version of Downbeat with literally pushed utility. Might legit good extender tool in deck that can afford it
  15. Depends on the gacha i guess But the last showcase did show questline to obtain Qliphort which is my fav deck
  16. lets go with the curse first okay....that a loaded restrictions. its akin to "Rise of the Snake Deity" but its still equally slow, needing further requirement of half of LP and banish. it can give back what it banished sure , but its still not offset the problems the monster: so after all the effort you get monster that shutdown your own board for its first effect...okay. the immunity still not much worth it compare to like Vennominaga. the destruction effect dont need "no damage" line since before/start of damage calculation means you destroyed it before the damage is calculated anyway so no damage. zone lock seems strong and cool but its still battle dependent which is a bit slow not to mention the number of zone it could lock before taken out not gonna threatening enough except for link-based deck. TL:DR the idea is cool and can be a strong if done well. its just you overbalance it too much. Ghostrick Socuteboss is a thing and that card much more easier to summon and has proper protection for its effort at the time
  17. Welcome to YCM, follow the rules and enjoy your stay That being said you post in slightly wrong section. Workshop is more meant for special projects like collabs and non-contest creativity game. I suggest you post this in casual or if you confident about making competetively functional deck (meta even) you can post it in advance As for the card itself, given currently there only 1 card i cant evaluate the archetype yet but i can tell that Rex is quite good extender. It search on normal, tribute itself to summon better board to deal with offensive play which also make the last effect alive for grind games. Note however that outside the search effect this card only have SOPT with 2nd effect and the last effect can be activate multiple times. Might watchout for that
  18. BACH-JP018 Yumemakyou no Gyakuto – Neiroy / Neiroy, the Dream Mirror Heretic Level 3 DARK Fiend Effect Monster 1000/1000 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If this card is Normal or Special Summoned: You can add 1 “Neiroy, the Dream Mirror Disciple” from your Deck to your hand, then you can make this card become LIGHT. (2) You can Tribute 1 other “Dream Mirror” monster; choose 1 “Dream Mirror” monster with a different Level from that monster in your Deck, add 1 “Dream Mirror of Joy” or “Dream Mirror of Terror” from your Deck to your hand (whichever is specifically listed in the chosen monster’s text), and if you do, Special Summon the chosen monster in Defense Position. BACH-JP023 Zetsushinchou Simurgh / Simorgh, Bird of Extermination Level 4 DARK Winged Beast Effect Monster 1800/500 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If you Normal or Special Summon a Winged Beast monster(s) during your Main Phase: You can reveal this card in your hand; immediately after this effect resolves, Normal Summon 1 “Simorgh” monster. (2) If this card is Normal Summoned: You can send 1 “Simorgh” monster from your Deck to the GY; add 1 “Simorgh” Spell/Trap from your Deck to your hand. (3) While face-up on the field, this card is also WIND-Attribute. BACH-JP028 Akumajou Alice / Alice, Lady of Lament Level 3 DARK Fiend Effect Monster 0/2000 You can only use the 1st and 3rd effect of this card’s name each once per turn. (1) You can banish 1 Trap from your hand or GY; Special Summon this card from your hand. (2) When this card is Normal Summoned: You can target 1 “Lady of Lament” monster in your GY; Special Summon it. (3) If this card is Tributed, or destroyed by your opponent: You can add 1 Fiend monster whose combined ATK and DEF equal 2000 from your Deck to your hand, except “Alice, Lady of Lament”. BACH-JP058 Meikai no Oomizu / Ogdoadic Flood Continuous Spell You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can send 1 monster from your hand or field to the GY, then target 1 Reptile monster with a different original Attribute in your GY; Special Summon it. (2) During the Main Phase, if a monster(s) is sent to your opponent’s GY: You can send 1 Reptile monster from your Deck to the GY. BACH-JP059 Bearcti Radiation / Ursarctic Radiation Continuous Spell Activate this card by placing 7 counters on it. (1) You can only control 1 “Ursarctic Radiation”. (2) Each time an “Ursarctic” monster(s) is Special Summoned from the hand or Extra Deck: You can remove 1 counter from this card; draw 1 card. (3) Once per turn, during each End Phase: You can target 1 “Ursarctic” card in your GY, except “Ursarctic Radiation”; shuffle it into the Deck. Source: https://ygorganization.com/baddecksneedlovetoo/ Ok, we some legacy support for some past archetype and....wait the minute, did they just make the Lady of Lament an archetype with Alice interaction? Ooooooohhhh
  19. welp i messed up my posting format so i have to put the design notes here lol. also if its not clear enough the story is put in spoiler since its kinda huge DESIGN NOTES okay. its basically a massive strings and thumbtacks that not even fully canon lol (one of the story card is actually another creation made from another contest lmao). all the image is cool but this one motivate me the most. the idea sorta came thanks to konami currently open ended endings to both Duel Terminal and World Legacy story. now as the Star God series like Sophia, Tierra, Avida, and Demiugear before her, Eriskelilin is level 11 nomi monster with combine stat of 7000 that super-hard to summon but accompanied by equally super removal. but of course as the new god with ambition to rule over all i decide to give her twist as Pendulum Monster with scale 0 (allowing player to summon nearly anything. meant ato exert her dominion over all) which also making her less bricky than her other compatriot. the pendulum effect itself is actually meant as a very subtle support for archetype that "compose" her as part of the story being Fabled and lswarm (which in my story featured creation also depicted in Jahilswarm) it can lower levels to help high level fabled synchro to be summoned under evilswarm Ophion while simultaneously provide synchro material (which also reflect her as chaotic creator god) the name Eriskelilin is combination of 3 female (arguebly, maybe not) evil deities: Eris the greek goddess of Strife and mother of all gods of sufferings, Ereshkigal, the Mesopotamian Queen of the Underworld, and finally Lilin/Lilith being the mistress of Adam and mother of all Demonkind in Hebrew religion this name combo meant to further reflect her chaotic nature while giving it trinity of "new age" "syncretism" "gnostic secret teaching" vibes which happen to in theme with Demiugear and Sophia (both taken from very specific Gnostic teaching). it also hint possible rival (outside of this contest perhaps?) based on evolutionary digital simulation software like Tierra and Avida (to be fair i havent found the ones that has cool name like those 2) well its also DARK Psychic (since made from pure energy) so definitely evul lel
  20. THE CARD -Pendulum text- During your Main Phase: You can tribute any number monster you control and/or in your hand that has Level: Reduce the Levels of non-Tuner monster in either GYs and Extra Decks equal to the total Levels of Tributed monster(s) until the end of your opponent turn. and then Special summon 1 Tuner monster in your GY with the same type, attribute, and Level as one of the tributed monster other than the tributed monster(s). You can only use this effect of "Eriskelilin , Allmother of Orphaned Realities" once per turn -Monster text- Cannot be Normal Summoned/Set. Must be Special summoned by tributing 4 monsters with that either Tributed Summoned OR Special Summoned using procedures with the same name as its monster card types. This card's Special Summon cannot be negated. If this card is Special Summoned: Shuffle all cards into the Deck, except this card, from each player's hand, field, also among either banished cards and face-up Pendulum Monsters from the Extra Deck. Neither player can activate cards or effects in response to this effect's activation. THE STORY :
  21. Enter the modern Domain of these Dinosaurs! Our chosen term for this group of cards – Dinoruffia (ダイノルフィア) – might be tentative. We will issue an update if we deem necessary. BACH-JP009 Dinoruffia Therizia Level 4 DARK Dinosaur Effect Monster ATK 1500 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can Set 1 “Dinoruffia” Trap directly from your Deck to your Spell & Trap Zone, then, if you have 2000 or less LP, this card gains 500 ATK. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Therizia”. BACH-JP010 Dinoruffia Diplos Level 4 DARK Dinosaur Effect Monster ATK 1000 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can send 1 “Dinoruffia” card from your Deck to the GY, then, if you have 2000 or less LP, inflict 500 damage to your opponent. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Diplos”. BACH-JP038 Dinoruffia Kentregina Level 6 DARK Dinosaur Fusion Effect Monster ATK 4000 DEF 0 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) Loses ATK equal to your LP. (2) During the Main Phase (Quick Effect): You can pay half your LP, then banish 1 “Dinoruffia” Normal Trap from your GY; this effect becomes that Trap Card’s effect when that card is activated. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP039 Dinoruffia Stealthbegia Level 6 DARK Dinosaur Fusion Effect Monster ATK 0 DEF 2500 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) While you have 2000 or less LP, you do not pay LP to activate Trap Cards or “Dinoruffia” monster effects. (2) When your opponent activates a monster effect (Quick Effect): You can inflict damage to them equal to that monster’s original ATK. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP068 Dinoruffia Domain Normal Trap You can only activate 1 card with this card’s name per turn. (1) During the Main Phase: Pay half your LP; Fusion Summon 1 “Dinoruffia” Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Material. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP069 Dinoruffia Alert Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; for the rest of this turn, you cannot Special Summon monsters, except “Dinoruffia” monsters, also Special Summon from your GY up to 2 “Dinoruffia” monsters whose total Levels equal 8 or less, but they cannot declare attacks. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP070 Dinoruffia Brute Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; destroy both 1 “Dinoruffia” monster you control and 1 card your opponent controls. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP071 Dinoruffia Shell Counter Trap You can only activate 1 card with this card’s name per turn. (1) At the start of your opponent’s Battle Phase: Pay half your LP; Special Summon 1 “Dinoruffia Token” (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, your opponent cannot target other monsters for attacks while you control that Token this turn. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP072 Dinoruffia Sonic Counter Trap You can only activate 1 card with this card’s name per turn. (1) When your opponent activates a Spell/Trap Card, if you control a “Dinoruffia” monster: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy 1 “Dinoruffia” monster you control. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP073 Dinoruffia Reversion Counter Trap You can only activate 1 card with this card’s name per turn. (1) If you control a “Dinoruffia” Fusion Monster: Pay half your LP, then banish 1 Counter Trap from your GY; this effect becomes that Counter Trap Card’s effect when that card is activated. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. Source: https://ygorganization.com/dinoruffia/
  22. https://ygorganization.com/cross-duel-closed-beta-test/ So they basically tag duels but instead sharing enemies each player literally only face the opposite section of the cross-shaped field (you still share LP with your partner) i honestly kinda bumped since im hoping it more like mtg's commander format but atleast its hinted that there be ways for you to directly helping partner unlike normal tag duel like passing some monster to each other has life bonus as mention (if i get that part right) i kinda surprise that instead having multiple monster out we got to have 1 monster that start off as normal monster (ngl that normal monster version of stardust dragon threw me off lol. That sweet flavor text though) but the monster will grow overtime, having skills that maybe dont exist in original version. Also unlike one and done battle like typical yugioh it work like magic in which the monster have health stat (for simplicity sake they probs use the DEF) All spell are quick-spell in this format and indicate there be none non-quick play spell (except maybe field spell)
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