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Draconus297

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Draconus297 last won the day on July 23 2019

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About Draconus297

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  • Birthday August 25

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  1. Gogogo Gondola EARTH - Link-2 - Rock/Link/Effect - 1800 - BL/R 2 Rock monsters If this card is Link Summoned: You can send 1 Rock monster from your Deck to the Graveyard, then draw 1 card, and if the sent card was a "Gogogo" monster, you can add 1 "Gogogo" monster from your Deck to your hand. You can banish up to 2 Rock monsters from your Graveyard: Special Summon a number of Rock monsters from your Graveyard equal to the number of monsters banished, in face-up Defense Position. You can target 4 of your banished Rock monsters, and your opponent randomly selects 1 (Quick Effect): You can either Special Summon the selected monster, OR add the selected monster to your hand. Shuffle the remaining targets into the Deck. You can only activate each effect of "Gogogo Gondola" once per turn. Retrain one of the Attribute floaters (UFO Turtle, Mother Grizzly, Giant Rat, Flying Kamakiri #1 [Dragonfly], Mystic Tomato [Hell Tomato], or Shining Angel) into an Attribute support Link that's worth playing.
  2. Brainjacker DARK - Level 8 - Psychic/Synchro/Effect - 2800/1200 1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: You can banish the top card of your opponent's Deck, face-down. You can only activate this effect of "Brainjacker" once per turn. If this card destroys your opponent's monster by battle: You can banish both the destroyed monster and the top card of your opponent's Deck, face-down. Once per turn, if your opponent controls a monster(s) (Quick Effect): You can reduce the ATK of all monsters your opponent controls by 100 for each of their face-down banished cards, then, if it is your turn, this card can attack all monsters your opponent controls, once each. Not exactly the snowballing mill of Diablosis the Mind Hacker, but it makes a great counterpart to it. Run a Level 1 Tuner in a Diablosis Deck to put both on the field! Create a Double Accel Synchro. (2 Synchro Tuners + 1 non-Tuner Synchro monster).
  3. Temple Guardian of Serket EARTH - Level 7 - Fairy/Synchro/Effect - 2500/2000 1 Tuner + "Mystical Beast of Serket" This card on the field is treated as "Mystical Beast of Serket". If this card is Synchro Summoned: You can activate 1 "Temple of the Kings" directly from your Deck or Graveyard. You can only activate this effect of "Temple Guardian of Serket" once per turn. While you control "Temple of the Kings", this card cannot be destroyed or targeted by your opponent's card effects, nor can monsters you control with less ATK than this card be targeted for attacks. If this card destroys your opponent's monster by battle: Banish the destroyed monster, then Special Summon 1 "Shabti Token" (Fairy-Type/EARTH/Level 1) with ATK and DEF equal to the number of your opponent's banished cards x200, and if you do, this card gains ATK equal to the ATK of that Token when it was Summoned. Create a Synchro that, along the lines of Ib, grants greater access to a Spell/Trap lineup that was already good, but would definitely see more use if it was more accessible.
  4. Ranked Tune LIGHT - Level 5 - Psychic/Fusion/Tuner/Effect - 1500/2500 1 Tuner + 1 monster without an original Level Must first be Fusion Summoned using 2 Materials. If this card is Fusion Summoned using a "Polymerization": You can Special Summon this card's Fusion Material from the Graveyard with their effects negated. You can target 1 Xyz or Link monster on the field (Quick Effect): This card's Level becomes equal to the target's Rank or Link Rating, it becomes a non-Tuner monster, then, immediately after this effect resolves; Link or Xyz Summon, using monsters you control as Material (If your opponent controls the target, and you would use at least 2 monsters you control as Material, you can also use the target as Material). If your opponent Summons a Link monster with 1 or more Link Markers that do not point to any Zone: Ypu can Special Summon this card from your Graveyard with its effects negated, then draw 1 card. You can only activate each effect of "Ranked Tune" once per turn. In terms of that revival effect, viable triggers include a Borreload in the EMZ (horizontal arrows that point nowhere) anything with BL/BR arrows Summoned on the far right (Deck is not a Zone), anything with a right arrow on the far right (Graveyard is not a Zone), or anything with a diagonal up arrow in a corner that points away from the EMZ (Say, Zeroboros on either side, instead of in the center). NEXT: "Fusion Gate Guardian"
  5. Thousand-Eyes Falsehood Dragon DARK - Level 1 - Dragon/Fusion/Effect - 0/0 2 monsters that cannot be Normal Summoned/Set Must be Fusion Summoned. If this Fusion Summoned card used a Ritual monster as Material, negate the effects of your opponent's monsters on the field and in the Graveyard with less ATK than this card, also this card can immediately activate the below effect as a Quick Effect. If either player takes damage from a battle involving this card and an opponent's Special Summoned monster: Inflict damage to your opponent equal to that damage. Once per turn, you can target 1 face-up Attack Position monster your opponent controls: Equip that target to this card (your opponent's monster effects cannot activate in response to this effect or its activation). Monsters equipped to this card by its own effect gain the following effects: ●The equipped monster gains ATK/DEF equal to half this card's ATK/DEF. ●Once per turn, if your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate the effects of that card on the field, until the End Phase. Any Quick-Play or Trap-based generic Fusion effect gains a huge boost if you can put a Ritual monster in a relevant location, given that you get to steal any targetable monster with zero ability for your opponent to respond in most cases, and shut down the vast majority of weak monsters used for combo plays. The damage effect gives you both revenge burn if your opponent succeeds in beating over it and effectively doubled damage against Special Summoned monsters, and Abyss-style backrow negation is enough to take out a lot of stun strategies. NEXT: Phantasmal Mist OR Visions of the Future
  6. Piercing Iridescence Continuous Trap Twice per turn, if a monster is Summoned that is a different Attribute from all monsters currently on the field (min. 1): You can destroy 1 card on the field. Once per turn, you can target 1 monster on the field (Quick Effect): Change the Attribute of that target. If a monster you control battles your opponent's monster of the same Attribute as itself: You can increase the ATK of all monsters you control by 100 for each card in your hand, and if you do, apply both of the following effects: ●If your opponent's monster is destroyed by this battle: Draw 1 card. ●If your opponent's battling monster is in Defense Position, your opponent takes piercing battle damage from this battle. NEXT: Masked Shadow
  7. Evil HERO Gold Gainer LIGHT - Level 7 - Fiend/Fusion/Effect - 2900/1000 "Evil HERO Adusted Gold" + "Evil HERO Infernal Gainer" Must first be Fusion Summoned using "Dark Fusion". If this card is Special Summoned: You can halve the ATK of 1 face-up monster your opponent controls, and if you do, this card gains ATK equal to that lost ATK. "Evil HERO" monsters you control are unaffected by the effects of your opponent's monsters with less ATK than their own. If this card attacks your opponent's monster, except a Level 9 or higher monster: Reduce the ATK of as many monsters your opponent controls as possible by 500, then this card gains 300 ATK. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Evil HERO" monster from your Graveyard, except "Evil HERO Gold Gainer", or that is currently banished, ignoring Summoning conditions. "Chaos Necromancer" + "Snipe Hunter"
  8. Escort at the El Royale EARTH - Level 3 - Warrior/Effect - 0/0 You can reveal this card is your hand (Quick Effect): Toss a coin, then apply the appropriate effect depending on the result: ●Heads: Special Summon this card, then draw a number of cards equal to the number of face-up "El Royale" monsters you control. ●Tails: Discard this card, then negate the next effect that activates this turn. You can only activate this effect of "Escort at the El Royale" once per turn. While you control this card, if a coin is tossed for the effect of an "El Royale" card: Gain 100 LP, reduce the ATK of all monsters your opponent controls by 100, and increase the ATK of all "El Royale": monsters you control by 100. These changes apply even after this card leaves the field. Big Benny, Owner of the El Royale EARTH - Link-3 - Warrior/Link/Effect - 2200 - L/B/R 2 or more Warrior monsters, including at least 1 "El Royale" monster Each time the effect of an "El Royale" monster you own that tosses a coin is activated (Quick Effect): You can declare a result, then, if the result was the one you declared; you can banish 1 face-up card your opponent controls. You can only activate each of the following effects of "Big Benny, Owner of the El Royale" once per turn. If an effect that tosses exactly 1 coin resolves: You can treat the result as the opposite result. You can toss a coin (Quick Effect): Apply the appropriate effect based on the result: ●Heads: Attach up to 2 "El Royale" cards from your Graveyard to an "El Royale" Xyz monster you control. ●Tails: "El Royale" monsters you control cannot be destroyed by battle or card effects this turn. Big Bid at the El Royale Quick-Play Spell For the rest of the turn after this card is activated, if the result of a coin tossed for an "El Royale" card is Heads: You can look at your opponent's hand; place 1 card from your opponent's hand on the bottom of their Deck, then they draw 1 card. For the rest of the turn after this card is activated, if the result of a coin tossed for an "El Royale" card is Tails: You can discard 1 card, then draw 1 card. During the End Phase, if you did not apply both of these effects at least once each: Halve your LP, then take 100 damage. You can only activate 1 "Big Bid at the El Royale" per turn. Thrown Out of the El Royale Counter Trap If your opponent activates a card or effect while you control at least 1 "El Royale" monster that cannot be Normal Summoned/Set: You can negate the activation, and if you do, shuffle that card into the Deck. During the End Phase of a turn this card was activated on the field and is now in your Graveyard: Toss a coin and apply the appropriate result: ●Heads: Set this card directly from your Graveyard, but banish it when it leaves the field. ●Add 1 "El Royale" monster from your Deck to your hand, then lose 1000 LP. 16/17-27
  9. Resonator Archfiend DARK - Link-2 - Fiend/Link/Effect - 1300 - B/R 2 Fiend and/or Dragon monsters If this card is Link Summoned: You can Special Summon 1 "Resonator" monster from your hand or Graveyard, then draw 1 card. While this card points to a DARK Dragon "Red" Synchro monster, it cannot be destroyed or targeted by card effects, nor can it be targeted for attacks. If you Synchro Summon a "Red Dragon Archfiend" monster using a "Resonator" Tuner while this card is in your Graveyard: You can Special Summon this card from your Graveyard, and if you do, you can Special Summon 1 of the Synchro Materials used for that card's Summon from your Graveyard. This card cannot be used as Link Material during the same turn that it activates one of its effects. Create a Link that combines the effects of two iconic monsters that share both its Type and Attribute (ie, if it's a WATER Aqua, maybe give it Treeborn Frog's self-revival and Toadally's Tribute negation)
  10. [spoiler=Ninja'd] Serpent Dragon Knight DARK - Link-3 - Warrior/Link/Effect - 2350 - U/BL/BR 2+ DARK Dragon monsters This card is also always treated as Dragon-Type (This effect cannot be negated). While this card has higher ATK than all monsters it points to (min. 1), it cannot be destroyed or targeted by card effects, nor can your opponent use it as Material for a Summon. If this card destroys your opponent's monster by battle: You can banish that destroyed monster, the top card of your opponent's Deck, and the bottom card of your opponent's Graveyard, face-down. Once per turn, you can target 1 monster this card points to (Quick Effect): Reduce that target's ATK by 700 (or all of its ATK if less than 700), and increase this card's ATK by that lost ATK, also, if it is your turn, this card gains 1 additional attack during each Battle Phase this turn. The ATK drop effect comes from Serpent Night Dragon's effect from Duelists of the Roses, btw. [/spoiler] Dark Drive Magician DARK - Level 4 - Spellcaster/Effect - 1800/1400 If you control a face-up Continuous Spell Card, you can Special Summon this card (from your hand). If you control a face-up Continuous Trap Card: You can Special Summon this card from your Graveyard, but shuffle this card into your Deck when it leaves the field. Once per turn, if you control a face-up Continuous Spell/Trap Card(s): You can negate the effects of a number of face-up cards on the field equal to the number of face-up Continuous Spell/Trap Cards you control (this change applies until the End Phase). If only monsters had their effects negated this way, draw 1 card. You can only activate each effect of "Dark Drive Magician" once per turn. NEXT: Queen of the Feral Imps OR Double Demise Draw
  11. Fusion Duplication Continuous Spell When this card is activated, you can reveal 1 non-Effect Fusion monster in your Graveyard that specifically lists exactly 2 Materials: Send 1 of those listed Materials from your hand or Deck to the Graveyard. If this effect was activated successfully, and this card is face-up on the field, when your opponent would activate the effect of a card in their hand: You can negate the activation, and if you do, Fusion Summon that revealed monster. You can only apply this effect of "Fusion Duplication" once per turn, and only once while this card is face-up on the field. If a Fusion monster that names 1 or more Materials is Fusion Summoned: You can Special Summon 1 of those named Materials from your Graveyard. How's that one? Most of the targets for this effect are of little consequence, but Sanwitch has some possible value as a target. NEXT: "Five-Finger Gamble" OR An equivalent to a powerful banned S/T, restricted to an archetype that isn't particularly strong.
  12. Serpent's Burrow Field Spell When this card is activated: You can add 1 EARTH Reptile monster from your Deck to your hand. Non-Reptile monsters on the field lose 200 ATK for each Reptile monster in your Graveyard, also the effects of monsters with 1000 or less ATK cannot be activated, except the effects of Reptile monsters. If you Normal or Special Summon a DARK Reptile monster: You can destroy 1 card on the field. If a Reptile monster you control destroys your opponent's monster by battle, you can discard 1 card: Special Summon 1 Reptile monster from your Deck whose ATK is less than or equal to the original ATK of that destroyed monster. You can only activate each effect of "Serpent's Burrow" once per turn. NEXT: "Five-Finger Gamble" OR A card that provides some benefit to multi-attacking monsters.
  13. Side Decking Normal Spell If your LP are greater than or equal to your opponent's, pay LP until your LP are half of your opponent's: Declare 1 card name. Both players are permitted to check each other's hand and Deck for any cards with the declared name, and banish any cards with that original name, face-down. Then, each player that had a card(s) banished this way draws 1 card. If you would take damage from your opponent's card effect while this card is in your Graveyard, your opponent can discard 2 cards to add this card from your Graveyard to their hand. You can only activate 1 "Side Decking" per turn. The riskiest, goofiest, gimmickiest piece of nonsense I think I've ever designed. NEXT: Repeat Replay OR Five-Finger Gamble
  14. Death and Rebirth Normal Trap If a Normal monster you control is destroyed: You can Special Summon that destroyed Normal monster from your Graveyard, and if you do, you can destroy 1 card your opponent controls. If this card was activated during your turn, before or during the Battle Phase, the Summoned monster must attack this turn, and cannot be Tributed or used as Material for a Summon until it does. If your opponent activates a monster effect: You can Set this card from your Graveyard, but banish it when it leaves the field. The basic idea here is making this mediocre card into something genuinely playable. Remove the Battle Phase restriction, add the ability to Set itself from the Graveyard almost entirely for free. After all, you're not trying to trigger it, it's insurance in case your vanilla (or effectless Gemini) dies; you don't exactly benefit from any part of this exchange unless you're Dark Magician or something. Power Balance [Normal Trap If your opponent declares an attack with an even number of cards in their hand: Make your opponent discard half the cards in their hand, then draw cards equal to the number of cards they discarded.]
  15. Hello, fine Draco! It's been a while!

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