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Dr. Jolly Glot the III

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Dr. Jolly Glot the III last won the day on March 19

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About Dr. Jolly Glot the III

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    Text-Perimentation~ Extraordinaire!

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  1. MY GOD IKORIA IS A BLAST INDEED

    1. Godbrand

      Godbrand

      Mutation is a gem! Also campion is neat for the creative and hipsters

  2. Idioms teach us the difference between “translate” and “localize” ROTD-JP079 天龍雪獄 Tenrou Setsugoku / A Draconian Prison of Snow and Sky Normal Trap You can activate only 1 card with this card’s name per turn. (1) Target 1 monster in your opponent’s GY; Special Summon it to your field (but negate its effects, if any), then you can banish 2 monsters on the field that have the same type (1 from each player’s field). Name TL note: It seems to have a play on 天牢雪獄, also pronounced Tenrou Setsugoku. It seems to convey the idea of being so snowed in that you might as well be in a prison constructed by the heavens themselves. The “rou” used in the idiom is replaced in the card’s case with a “rou” that utilizes a specific kanji often used for dragons, and is ALSO a prison idiom. Further, the “rou” and “goku” sound like terms in the name of “Trishula, the Dragon of Icy Imprisonment”. Furthermore, the dragons seem to be taking each other out, perhaps sealing each other away. This is 4D chess levels of puns and namesakes, we are doing our best to localize with them in mind! Source: https://ygorganization.com/ascalontrishprison/
  3. Ok to be honest im still not getting it But i assume like this: Say a battle happen between 4000 ATK monster and 1000 ATK monster both in attack postion. Now 4000 is happen to be multiple of 1000 so the card can now be activate since the the lower number can be multiply for the higher ones, in this case 4000 is multiple of 4 of the 1000 thus the noted number for the bonus effect is 4 correct?
  4. This definitely NOT on advance section, A bit too complex on top of wording problems. in fact, can you explain step by step how this card work first?
  5. Ener-D Gear Quick-play Spell Set 1 "Ener-D Gear" from your Deck then Shuffle 1 "Ener-D Gear" from your GY to your Deck. Additionally, if you activate this set card that were set by the effect of "Ener-D Gear" that shuffle an "Ener-D Gear", you can either draw 1 card OR Special Summon 1 Tuner monster whose its Level is equal or lower than difference between the number of cards on both player's hand from your hand or GY. destroy that monster either during the End Phase of this turn OR whenever a Synchro monster is Summoned You can only activate 1 "Ener-D Gear" per turn.
  6. Next time, depending on how well you make the cards and how meta relevant are they you must post this to either casual or advance card section. also if you post more than 1 card other than a pair of pendulum or ritual set that work specifically together, use the multiple subsection of each section Recreate: wording problem, When this card is Activated: Return all cards on the field to the bottom of its owner's Deck. You can Normal Summon a monster in addition to your Normal Summon or set (You can only gain this effect once per turn) mass spin effect is overpowered. To Kill: again wording problem, especially since you cannot differentiate continuous effect with a trigger one "If this card is Summoned: Halve the ATK of all monsters your opponent control. And if you do gain LP equal to total amount of ATK reduced this way. Mass ATK halfing on easy to summon level 4 basically for free? Disgustingly OP. Will Prevail: same mistake as "to kill". You dont really in to deep with this game huh? Liege: kinda tired too explain, but this is really OP. Go figure
  7. Timefold Counter Trap card Active only as Chain Link 3 or higher. Declare 2 names that among cards in the same Chain Link as this card and both has Chain Link number lower than this card, switch the Chain Link number of those declared cards.
  8. Technically its still can be further simplified: This card's type is also always treated as Cyberse. Cannot be Normal Summoned/Set. If this card is Special Summoned: You can banish all cards you control; add 2 cards from either Player's Side Deck to your hand, and if you do, You cannot add cards to your hand until the End Phase of your next 2nd turn. You can only use this effect of "Interdimensional Thief" once per Duel. This is the 3rd time you made cards that by rule that dictate the effect resolution you can legaly peek opponent stuff. AGAIN, those kind of effect is deceptively overpowered even its "legal" thats why such effect is very rare in the game You really need to think through when designing cards especially when you post it in Advance in which we expect realism and fair amount power therefore its not really Advance worthy being experimental (side deck effect) heck im not really sure losing field is a hard enough cost for double benefit of peeking and stealing Opponent side deck. Side deck is either consist of counters and extra engines, taking not just 1 but 2 of the former is quite a deal.
  9. Reveal 12 Warrior monster from your Deck, GY, and/or among your Banished cards, your opponent randomly picks 1 of them for you to Special Summon in Defense Position, then return the rest to the respective place(s) they were at this card's activation. The monster Special Summoned by this effect cannot be destroyed by battle until the end of this turn. During your opponent's turn, If this card is in your GY: You can banish this card and 1 "Noble Arms" card in your hand or GY; immediately after this effect resolves, Synchro/Xyz Summon 1 "Noble Knight" monster from your Extra Deck using 2 or more "Noble Knight" monsters you control as materials. You can only use 1 effect of "Pendragram" once per turn, and only once that turn. Based on "Draco Face-off" Not really knowledgable for Nobleknights but outside that pretty novel activation its seems like a pretty decent advantage engine
  10. I sense a pattern in most of your creation that they either work in a very situational way its almost borderlined dont work at all, overpowered, OR ironically doing both of those. Neither is clever or fun from both design and gameplay standpoint. Extra Deck Banish is potentially overpowered not because of the banish but rather by rules players need to check for that specific monster to confirm the banish effect which you can use to peek opponent stuff. Its unfair in many ways Wording is a mess, rough fixes: Must be Special Summoned (From your hand) by Banishing 3 monster that either DARK or Fiend from your GY face-up. When this card is Summoned: You can Banish 1 DARK Fiend monster from your opponent Extra Deck face-up. When this card is removed from the field: you can Special Summon the monster that banished by the effect of this card to your field, ignoring the Summoning condition. If you Special Summon an Xyz monster this way, Attach both this card from your GY and all of your Banished monster that Banished by the Summoning procedure of this card.
  11. As darj point out dont make it into "1-card-solved all" make a bunch of cards with fair but powerful enough to solve the deck problem Remove any of "cannot be removed" "cannot be use to summon monster" and other "cannot" effect. Again, cards can be useful without those I actualy dont like protecting gods from its "self-sacrifice-when-special summon" effect. Its not just for game balance but also faithful to the anime lore that gods should never be cheated and you need to work to obtain its power So breakdown this card to several different cards with synergy, and errata the gods as needed. This should be a much better option rather trying to fix 1 unfair card
  12. I mean you not really have to fear kaiju that much. god with standart immunities is already scary since their body is huge enough for potential otk. Kaiju only a threat if you want to keep gods for more than one turn which irrelevant in OTK strategy. So anti-kaiju is not needed And even if opponent somehow survive and by deck design gods is the only way for your deck to win. Its much better to design advantage recovery card like pot of desire for example to cycle and summon your god again A key of fun and enjoyable game is not having undefeated super-board that say "you cannot play this game". Its insulting and frustrating for anyone (now consider this: what happen if you the one on receiving end of this card?) That joy comes from each player back and forth outplay each other, weaving an epic battle as their go. This card with all its strength dont do that ironicaly.
  13. Even if gods deserve higher tier in actual meta, its still advisable to make them around tier 1 or 1.5 not absolute 0. Otherwise they end up like Qliphoth, doing what it does too well to the point its butchered by the banlist for full 1,5 of the era. And by the time they actually started to be release from the banlist they pretty much not really relevant anymore other than being the design model for their spirit successor the True Draco (which also face the same problem) decks/card dont need to be uber powerful to be relevant, if anything if you make it to powerful then players along with konami will gunning them down on banlist and by then nobody will experience the fun playing them which defeat your own goal
  14. Contrapscion's fighter Continuous Trap Once per turn, If either this card is activated OR its face-up on Spell/Trap zone during the End Phases: Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 4/ATK 1800/DEF 1200). (This card is also still a Trap Card.) and if you do, you can Set 1 Continuous Trap card from your GY. All Trap cards that is a monster gain 200 ATK for each Trap that is a monster on the field
  15. Im siding with @HQCardmaker for this one since original pendulum dont have SPELL written on them nor like reqular trap need to say TRAP too since by the card color alone people already get thats its a trap. Also beneficial to you to remove it for more space for card text
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