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Dr. Jolly Glot the III

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Everything posted by Dr. Jolly Glot the III

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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
  10. ...And we back Sure your earlier BEDSD is bit overkill. but again, at least is not as the usual overloaded stuff and the cost is way balanced, thats why i like it more Almost everybody in the game like god cards. And wishes for good support or errata. But the ones you made is distasteful. Starting with penalty free trinity from just summoning Ra. Each of them are already game ender of its own. The anti material effect is disgusting, while its understandable that its frustrating that Kaijus out everything, but we also understand they are necessary evil for the game, and not all potent boss monster of the meta need them to ensure the win steal (in fact the only meta deck that imprevious to kaijus is True King Dino for the simple fact that they the only ones that actively play kaiju beyond emergency removal) its also BIG flavor fail since now you can't tribute it to summon Horakty (nor renact kaiba famous move, its bit sentimental but its goes to show you how much you overdid this). The global anti removal is another contradicting design, the gods already granted immunity and thats enough. Since the very first effect is practically always an aggro OTK scenario it doesnt make sense to make this protect its self past turn 1
  11. So what if you wanted a supercharged Shrink and Chalice as a Quick-Play? ROTD-JP065 禁じられた一滴 Kinjirareta Hitoshizuku (Just One Forbidden Drop) Quick-Play Spell Card You can only activate 1 card with this card’s name per turn. (1) Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and if you do, halve their ATKs, also negate their effects (these changes last for the rest of the turn). Your opponent cannot activate any cards or effects in response to this card’s activation that have the same original card type(s) (Monster, Spell or Trap) as any card(s) sent to the GY to activate this card. Source: https://ygorganization.com/forbiddensipp/
  12. Hidden Strength: oof, look a that delicious sandwich of effects. Although to be fair its probably a bit overkill. while its true that there is not much of meta or anti-meta normal/non-effect/gemini around, i dont thing its appropiate to load the card with this much effect when you can distribute it to another support or alternative boss cards. That being said however, the effect gain effect is unique and unless i misinterpret it, its also unleash gemini monster effect while stacking with the effect gain as well Some of the wording kinda funny. so unless you intentionally make it like that, i have rough sugggestion: All non-Effect monsters gains 300 ATK and DEF. Once per turn: You can target 1 non-Effect monster you control, it is treated as an Effect Monster and gains a number of these effect(s) up to the number monster you control (your choice) Monster with the same name as that target can only activate each of these effects once per turn. ● Destroy 1 card on the field. ● Draw 1 card. ● Special Summon 1 Level 4 or lower monster from your GY. ● Normal Summon in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) Artmaster: decent for what he does, good body. What more can you ask? Maiden: this is super good. Its summon practically anything you want from your deck, and it gain that effect easy due to how highly searchable Hidden Strength is. Luckily, the typing pretty much soft-lock the monster on this series//archetype. Smasher: hmmm. I get that it can provide addtional pressure and advantage at once, but as a tuner//searcher Maiden completely stole all her thunder. Bionic-Fist: another delicious effect sandwich, although this time its more well rounded. Its support big geminis//normal while recovering the field spell and on top of that it can heighten its own survivablity with that chonky atk gain.
  13. On the second reviewing, yeah i agree with Darj too at the end. Burst and Chaos MAX already have a good job being a game-enders. In fact summoning this is kinda akward, its a near equally good game-ender but at the time its just overkill If anything when make the 1st review, probs i was made Biased due to you often making Overpowered Stuff that not really likable since its way obviously custom-tailored to solve either solve the way specific problem of your deck or defend combo//strategy that you think should work instead of making cards generally solves other players problem
  14. Umm, okay? Its so specific its just so weird Function wise, kinda doubt it. Card meant to make immediate mass-distruption almost like poor man's Nibiru. But thats just too much if a reach and its practically useless turn 2 Lore wise, i guess you can connect TT and Kairyu-Shin as Archetype//Series now. Even then is still too weird and lack of synergy
  15. Apparently a corrupt doctor in a hospital that less than a half-mile from my freakin house is bribed by a wealthy family to keep their newly ill relatives in in luxury tier room in secret.

    ....Turns out the reason for the secrecy is that the patient is CoViD-19 positive that want to avoid goverment quarantine due to "not wealthy enough for their taste"

    Im so dead, no kidding here

    1. Dr. Jolly Glot the III

      Dr. Jolly Glot the III

      Ironic silverlining: now the doctor himself is CoViD-19 positive lol

    2. Rayfield Lumina

      Rayfield Lumina

      I'm not the kind of person that talks about karma and stuff, but I have to admit the universe did get back on the bastard nicely, hahaha

  16. Nah its just me over-wording the grammar as usual I agree that the quick summon should just Fusion Summon rather than using treated wording. Gonna fix that As for why this card can Fusion summon itself on the field, well its work kinda like Gemini monster. So it can amass more Fusion Material for its ATK and reuse the destruction effect. But then again, its indeed Gyzarus on Crack (heck this one dont have risk of hoop jumping tag out due to its Gemini x Fusion style of Summoning) incoming fixes: - material requirement will be harder to fulfill and have its wording intuitive - summon effect wording
  17. Huh... a sensible and likable card... Summoning condition is tricky but its good that its there. The rest of the effect is...acceptable. By the time this went live, it has 5500 which enough to be the end game for all the problem you gone through to make it. The Banish is...cute but servicable to ensure grind game against opponent that has better stuff without being over-bearing
  18. Wrong posting section, also please translate all your cards to english.
  19. Yeah cards that search/draw 2 or more cards is kinda hard to balance. Losing life is not really that big deal in card games i mean the cost might as well be "make your LP 100; Draw 8" but thats not a problem.since with the 8 card i just got i can combo it to form unbreakable board that might aswell saying to opponent "no yugioh for you" making the risk 0% since your opponent can't play counter measure
  20. Ultimate Danger! Is here!

    1. Godbrand


      Ultimate Danger! Cuchultu 

      2 or more "Danger!" Monsters

      Can only be fusion summoned and can not be summoned by any other ways. 

      Additional effects:

  21. Saying 1 line about it being interesting and then immediately jump to: Go figure The rule still stand, if you have your own idea thats not really that connected (neither collaboration, critisim, nor card//concept fixes) to the original poster idea then just make your own post about it. Is that simple really ------------------------- That said, Pendulum Trap is actually not a new concept at least in this community, before the site being in shambles as it is now. We have many crazy cardmakers (that actually quite good makers actually) that tried the concept, though now due to site barely functioning most of the old thread regarding the earlier version of Pendulum Trap is "gone" or trap in unaccessable part of the site. I vaguely remember 1 of such version allowing Pendulum Summon on opponent turn and only on opponent turn. Well there still things that can be explore in the type which to be honest kiniko, seems you can do further
  22. This is thread for Pendulum Trap. Any discussion or reply must be related to kiniko concept. Make your own post for your Decktrap
  23. Thanks, although that being said i despite the critique that probably too harsh on your creation, i rather see your creation rather than you making mine There's alternatives though. Group project on personal message, ill help you build your Subnautica Deck better
  24. Mir'Phalanax, Infinipede's High-archon EARTH / level 9 / Insect / Fusion / Effect 1+ Insect monster + 1 monster. Including 2 non-Token monster on the field Must be Fusion Summoned. Cannot be use as Tribute or Material to Summon a monster. While this card is face-up on your field or in your Extra Deck (Quick Effect): Immediately after this effect resolved, you can Fusion Summon this card that either face-up on the field OR from your Extra Deck to your side of the field by sending the above cards you control to the GY. You can only use this effect of "Mir'Phalanax, Infinipede's High-archon" once per turn. If this card is Fusion Summoned: you can destroy 1 card on the field. This card gain 300 ATK for each monster in either GY that used as Fusion Material to summon "Mir'Phalanax, Infinipede's High-archon". If this card would be destroyed or Banished by card effect: you can Banish 1 of its Fusion Material from either GY, instead. ATK 2300 / DEF 3100
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