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JamesMuddy

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About JamesMuddy

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    King of the Swaaaaamp
  • Birthday 09/14/2000

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    JamesMuddy
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  1. Archfiend Gatekeeper DARK/Fiend/Effect Arrows: Down, Down-Right 2 "Archfiend" and/or "Red-Eyes" monsters During your Main Phase, you can Normal Summon 1 Level 5 or higher "Archfiend" or "Red-Eyes" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If your opponent controls a monster, you can Normal Summon Level 5 or higher "Archfiend" or "Red-Eyes" monsters without a tribute. Once per turn: You can shuffle 1 monster from your GY into the Deck, and if you do, add 1 "Archfiend" or "Red-Eyes" monster from your Deck to your hand whose ATK is less than the shuffled monster's attack. 2400/LINK-2 This card is designed to be a retrain of "Beast of Talwar", aka the bad Summoned Skull. Its NS effect works with getting those pesky Gemini monsters onto the field, as well as just getting monsters onto the field in general, a big problem for Archfiends. The shuffle effect works well with the Red-Eyes shtick of sendig things to the GY then back into the Deck, so yeah. Next: A Gogogo or Dododo Link :D
  2. [spoiler=Rogue HERO] Rogue HERO Level 4 DARK/Warrior/Effect If you control this card, you cannot Special Summon monsters from the Extra Deck, except Fusion monsters. You can reveal this card in your hand: Special Summon 1 "HERO" monster from your hand to your opponent's side of the field, then you can choose 1 of the following effects. - Add 1 "Polymerization" from your Deck to your hand. - Discard 1 card and add 1 "Super Polymerization" from your Deck to your hand. You can only use this effect of "Rogue HERO" once per turn. Slight of Draw SPELL Add 1 of your banished cards to your hand, then banish 1 card from your hand. You can banish this card from your GY: Add 1 of your banished cards to your hand, then banish 1 card from your hand, except "Slight of Draw". Next: Bully the Bully
  3. Dragon Inheritors are an archetype of Fusion monsters of varying types that all have generic fusion materials such as [1 Dragon monster + 1 Insect monster] or [1 Dragon monster + 1 Aqua, Fish, or Sea Serpent monster], which means they are easy to tech into almost any Deck. They also have a few Link monsters which require at least 1 Dragon as a material to be Summoned. Each Dragon Inheritor's art is a literal Dragon-looking version of a well-known monster. Once one Dragon Inheritor is on the field, more are gonna follow. They all have effects which benefit the Types that they are made up of, and they all can pay a cost to Special Summon another Dragon Inheritor from the Extra Deck. Outside of this, there isn't really much more to the archetype, other than their Fusion Spell, Inheritor Fusion. This card lets the player use 1 monster from their Deck as Material to Fusion Summon a Dragon Inheritor, as long as they have the other materials available in the hand or on the field. [spoiler=Example Card] Dragon Inheritor Stone Terrortitan (Based on Giant Soldier of Stone) Level 6 EARTH/Rock/Fusion/Effect 1 Dragon monster + 1+ Rock monsters (This card is also always treated as a Dragon monster) Dragon and Rock monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only use each of the following effects of "Dragon Inheritor Stone Terrortitan" once per turn. - If this card is Fusion Summoned: You can Special Summon Dragon and/or Rock monsters from your GY equal to the number of Fusion materials used to Fusion Summon this card, but their effects are negated. - You can tribute 1 Dragon monster and 1 non-Dragon monster: Special Summon 1 "Dragon Inheritor" monster from your Extra Deck, except "Dragon Inheritor Stone Terrortitan". Next: Card-o-matic
  4. Evil HERO Crazed Explorer Level 4/DARK/Fiend/Effect If this card is Summoned: You can add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand. You can banish this card from your GY: Add 1 "Dark Fusion" or "Dark Calling" from your GY to your hand. If you activate an effect of "Evil HERO Crazed Explorer", you cannot Special Summon monsters, except Fiend monsters, for the rest of the turn. 1400/1400 Evil HERO Manipulation Master Level 1/EARTH/Fiend/Effect Once per turn: You can send 3 "Evil HERO" and/or Normal "HERO" monsters with different names from your Deck to your GY: Add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand. 0/900 Evil HERO Hardened Storm Level 6/WIND/Fiend/Fusion/Effect "Elemental HERO Avian" + "Elemental HERO Clayman" Must be Special Summoned by "Dark Fusion", and cannot be Summoned by other ways. When this card is Fusion Summoned: Banish 1 card your opponent controls, or if your opponent controls no cards, banish their entire GY. During either player's turn, you can banish this card you control (Quick Effect): Special Summon 1 banished monster to your side of the field, except "Evil HERO Hardened Storm". You can only use each effect of "Evil HERO Hardened Storm" once per turn. 2900/1450 Evil HERO Beyonder Level 10/DARK/Fiend/Fusion/Effect 1 "Evil HERO" Fusion monster + 2 "HERO" monsters Must be Special Summoned by "Dark Fusion", and cannot be Summoned by other ways. While you have at least 1 banished card, this card is unaffected by your opponent's card effects. You can Special Summon 1 of your banished "HERO" monsters, then banish 1 card your opponent controls, or if your opponent controls no cards, banish cards from the top of their Deck equal to the number of your banished "HERO" monsters. You can only use this effect of "Evil HERO Beyonder" once per turn. 3500/2100 Shadows of a Bygone Savior SPELL Banish 1 "HERO" monster from your Deck. If you control an "Evil HERO" monster, you can banish this card from your GY: Special Summon 1 of your banished "HERO" monsters, ignoring Summoning conditions. An Evil Call SPELL/Quick-Play Reveal 1 "Evil HERO" Fusion monster in your Extra Deck: Special Summon, from your Deck or that is banished, 1 of the Fusion Materials whose name is specifically listed on that card. If that monster has no specific names listed, you can Special Summon 1 "Evil HERO" monster instead. Evil Cityscape SPELL/Field When this card is activated: You can send 1 Level 6 or higher Fiend monster from your Deck or Extra Deck to the GY. If a Fiend monster you control destroys an opponent's monster by battle, banish it instead of sending it to the GY. Once per turn, if a card is banished, draw 1 card. Overcoming the Evil! TRAP Banish 1 "Evil HERO" monster you control: Special Summon 1 "HERO" monster, except an "Evil HERO" monster, from your Deck or that is banished, then draw 2 cards. Next: Lunalights or Over-Hundred Numbers
  5. The Living Library Level 2/LIGHT/Psychic/Effect If this card would be destroyed by battle, you can banish 1 Spell Card from your GY instead. During either player's turn, when a Spell Card is activated: You can pay 1000 LP; add 1 Spell Card with the same name as the activated card from your Deck to your hand. You can only use this effect of "The Living Library" once per turn. 400/300 Insaneograph
  6. Clip-On Cannon SPELL/Equip Equip only to a monster you control. Once per turn: You can have the equipped monster's effects negated (permanently), and if you do, destroy 1 card your opponent controls. Once per turn, during either player's turn: You can equip this card to an appropriate target on the field. Next: Different Dimension Thief
  7. Jewel Witch Level 3/EARTH/Spellcaster/Effect If this card is Normal or Special Summoned: You can Special Summon 1 Rock monster from your hand or Deck whose Level is equal to or less than the number of Rock monster in your GY. You can only use this effect of "Jewel Witch" once per turn. If you control a Rock monster, this card is also treated as Rock-Type while on the field or in the GY. If this card is sent to the GY for the Summon of a Rock monster, or if this card is used as Xyz Material for the Xyz Summon of a Rock Xyz monster, draw 1 card. 600/1500 Next: Leap of Faith
  8. Double Detonation Draw SPELL/Quick-Play If you control 2 FIRE monsters: Draw 2 cards, then destroy cards you control, equal to the number of cards drawn by this effect. You can only activate 1 "Double Detonation Draw" per turn. A simple effect, but it'd work pretty well with Fire Kings and the like. Next: Free at Last!
  9. Predaplant Creeping Vine DARK/Plant/Link/Effect Arrows: Down, Down-Right 2 DARK monsters When this card is Link Summoned: You can add 1 "Polymerization" or "Fusion" Spell Card from your Deck or GY to your hand. You can discard 1 card, then reveal 3 DARK monsters from your Deck with different names: You opponent selects 1 monster to Special Summon, also banish the rest. You can only use each effect of "Predaplant Creeping Vine" once per turn. 1800/LINK-2 Next: A Link to support Toons
  10. Big Bang Minor Meteor FIRE/Rock/Link/Effect Arrow: Down 1 Level/Rank 7 or higher monster with 2500 or more ATK If this card is Special Summoned: You can destroy 1 card your opponent controls, then inflict damage to your opponent equal to this card's ATK. Once per chain, if your opponent takes damage, inflict damage to your opponent equal to this card's ATK. If this card is destroyed and sent to the GY: You can tribute 1 Level/Rank 7 or higher monster with 2500 or more ATK; Special Summon this card from your GY to an Extra Monster Zone. 200/LINK-1 You need a boss monster to Summon it, but it can chain burn and infinitely come back to alternating EMZ allowing you to get more ED monsters in MMZ. Next: Lucha-Warlord
  11. Story mode where every old smash character is dead af and you have to play as all of the new characters trying to gradually revive all the old ones. Yes? Yes.
  12. Gagaga Manager DARK / Spellcaster / Link / Effect Down-Left, Down 2 "Gagaga", "Gogogo", "Dododo" or "Zubaba" monsters If this card is Link Summoned: You can add 1 "Gagaga", "Gogogo", "Dododo" or "Zubaba" card from your Deck or GY, or that is banished, to your hand. You can discard up to 3 "Gagaga", "Gogogo", "Dododo" or "Zubaba" cards: Special Summon a number of "Gagaga", "Gogogo", "Dododo" or "Zubaba" monsters from your Deck, equal to the amount of discarded cards. You can only activate each effect of "Gagaga Manager" once per turn. 2500/Link-2 Had enough of seeing "Gagaga", "Gogogo", "Dododo" or "Zubaba" yet? I sure have. But hey, this card basically turns all 4 into 1 archetype (Which is what they should have been from the beginning), and solves their ENORMOUS problem of being the kings and queens of bricking. Trust me, I've tried playing a Yuma Deck before. Next: A Link monster make to support Rank-Up-Magic Cards.
  13. Black Rose Booster Level 1 / FIRE / Plant / Tuner / Effect If 2 or more cards on the field are destroyed at the same time: You can Special Summon this card from your hand, but it cannot be used as material for a Synchro Summon this turn. 240/180 Not for an archetype per se, but it definitely doesn't help Akiza's Deck. Probably has more use in a Rank 1 Xyz Deck than anything. Stats are Black Rose's with a 0 lopped off the end. Made to synergize with Black Rose, but doesn't even really do a good job of that. Next: Give 'Em The Old Razzle Dazzle
  14. Mirrored Mirrors TRAP/Counter When your opponent activates "Mirror Force": Negate it effect, then banish that card, also destroy all attack position monsters your opponent controls. "Mirror Force" cannot be activated for the rest of the duel. Smh it doesn't even counter all the different Mirror Forces. Ah well. Next: I'm pretty sure Dododo monsters are the definition of pack filler. So make one of those.
  15. These bloody ninjas ;( [spoiler=Corridor of Agony] Corridor of Agony SPELL/Continuous Monsters that were Special Summoned from the Deck, or that were Special Summoned while banished, cannot activate their effects, their effects are negated, and they cannot declare an attack. When your opponent Special Summons a monster from the Extra Deck or GY, you can apply this effect: That monster cannot be used as material for a Summon this turn, and during the End Phase, banish that monster. You can only use this effect of "Corridor of Agony" once per turn. What I tried to do with this card is have it cause agony to anything that tries to make its way onto the field (Other than from the hand, where it's supposed to come from). By negating the effects of Main Deck and Banished monsters, it can quench big combos before they start. By preventing Extra Deck and GY monsters to be used as materials, it forces your opponent to do something other than Link Ladder or just play solitaire. Divine Dragon - Excelion Level 4/LIGHT/Dragon/Effect When this card is Normal Summoned: For each LIGHT Dragon in your GY, this card gains 1 of the following effects, which activate(s) when this effect resolves (You can only select each effect once). ● This card gains 1000 ATK. ● If this card destroys your opponent's monster by battle, it can attack once again in a row. ● When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the ATK of the destroyed monster. ● This card cannot be banished or returned to the hand or Deck. ● When this card attacks, cards and effects cannot be activated. 1500/900 Essentially, I decided this card needed to be not sheet, so I tried to make it that. I made it only Level 4 instead of the stupid Level 5 that it was, and turned it into a capable beatstick if you can get enough LIGHT Dragons in the GY (cough Blue-Eyes cough). I also though that the two extra effects I added on really give this thing what it needs to function in today's game. Next: Gagaga Clerk
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