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Gorlois

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  1. I'd advise you to read the card more carefully. Right after the burn effect: "This card gains ATK equal to the number of your banished face-down cards x 400". Furthermore, if it did have 0 ATK Slifer couldn't kill it as that effect does ntohing to monsters whose ATK cannot be further reduced. But this is a fairly pointless exercise as Slifer so much as being played is not a realistic scenario. That omni-negates can be negated is an argument against any omni-negate, as is an effect requiring half your life having a common counter - and yet omni-negates and cards with life-halving costs (A Hero Lives, Destrudo) are still played, so these are not really where the card's faults in terms of playability lie as far as I see it.
  2. None of Slifer’s effects deal damage to a player. Furthermore, we are long past the point where accumulating a pile of face-down banished cards is difficult; on the contrary, it’s very easy thanks to the aforementioned Pots, Gizmek Orochi, Eater of Millions, and Stromberg. Modern Gren Maju decks boost up their namesake to crazy statlines almost entirely off of face-down banished cards. Essentially, this card is Gren Maju with an omni-negate that does potentially huge burn on-Summon. It’s enough burn to win you the game just by banishing with Desires, Orochi and Eater once each. This all being considered, the card’s effects themselves are certainly very powerful, if not overpowered as you say, OP. The card itself, however, is far from overpowered simply due to its incredible Summoning condition. Level 5s are not something you would normally run in a Gren Maju-style deck, and to run enough that you would be able to gather two on the field consistently would greatly add to the inconsistency of everything else; not to mention the dependence on an otherwise totally useless card that you might accidentally banish face-down. This card is balanced, but just not in the way where it really benefits anyone. It’d potentially be too strong if it were more easily summonable (depending on how easily we’re talking), but it’s resultantly so hard to summon while getting payoff that nobody will even bother or care to try. Loosen up on the Summoning condition while proportionally reducing the power of its effects if you want to make it both more playable and fair.
  3. I’m aware of all those things. My intention was to make at least one for every Type so that the Trap could be used in combination with every monster. Cyberse is the only one missing because I couldn’t possibly justify any of them being that Type other than Toxtricity, which I ultimately decided against.
  4. Gigantamaxing Normal Trap Shuffle 1 face-up monster you control into the Deck; Special Summon 1 "Gigantamax" monster from your Extra Deck with the same Type that monster had on the field. During the 3rd End Phase after this card was activated, return that Special Summoned monster on the field to the Extra Deck, and if you do, Special Summon 1 monster from your Deck with the same name as the monster shuffled to activate this card. Gigantamax Pikachu 7/LIGHT/Thunder/Fusion/2500/2000 Must be Special Summoned with "Gigantamaxing". Your opponent cannot target monsters on the field for attacks or with card effects, except this one. Once per turn, when an attack is declared for a battle involving this card: Monsters your opponent controls cannot attack until the end of your opponent's next turn. Gigantamax Meowth 7/DARK/Beast/Fusion/2700/2700 Must be Special Summoned with "Gigantamaxing". Players cannot discard or send cards from their hand to the GY to activate card effects. Once per turn, when an attack is declared for a battle involving this card: Draw 2 cards, then discard 1 card. Gigantamax Eevee 8/EARTH/Beast/Fusion/2000/3000 Must be Special Summoned with "Gigantamaxing". Cannot be destroyed by battle while you control a monster your opponent owns. Once per turn, when an attack is declared for a battle involving this card: Take control of 1 face-up monster your opponent controls while you control this card. Gigantamax Lapras 8/WATER/Sea Serpent/Fusion/2950/3050 Must be Special Summoned with "Gigantamaxing". Halve all damage you take until the 5th End Phase after this card was Special Summoned (even if it leaves the field). Once per turn, when an attack is declared for a battle involving this card: Activate this effect; you can Special Summon 1 monster from your hand, then regardless, monsters you control cannot be destroyed by battle this turn. Gigantamax Corviknight 8/DARK/Winged Beast/Fusion/3000/2900 Must be Special Summoned with "Gigantamaxing". Cannot be destroyed by card effects. Once per turn, when an attack is declared for a battle involving this card: Destroy all face-up Spells/Traps your opponent controls. Gigantamax Garbodor 8/DARK/Fiend/Fusion/?/? Must be Special Summoned with "Gigantamaxing". This card's original ATK/DEF is equal to the number of monsters in the GYs x 300. Once per turn, when an attack is declared for a battle involving this card: Make your opponent Tribute 1 monster they control (for no effect). Gigantamax Machamp 8/DARK/Warrior/Fusion/3200/0 Must be Special Summoned with "Gigantamaxing". If 2 monsters battle, other cards' effects cannot be activated until the end of the Damage Step. Once per turn, when an attack is declared for a battle involving this card: This turn, the next battle damage your opponent takes is doubled. Gigantamax Alcremie 8/LIGHT/Fairy/Fusion/2500/3500 Must be Special Summoned with "Gigantamaxing". Monsters you control are unaffected by your opponent's activated card effects that do not target them. Once per turn, when an attack is declared for a battle involving this card: Gain 3000 LP. Gigantamax Flappletun 8/EARTH/Wyrm/Fusion/3000/1300 Must be Special Summoned with "Gigantamaxing". Your opponent cannot activate monster effects in response to the activation of your monster effects. Once per turn, when an attack is declared for a battle involving this card: Flip a coin, and banish, until the end of this turn, as many monsters on the field as possible, with more ATK than this card if Heads, or with less ATK than this card if Tails. Gigantamax Kingler 8/WATER/Fish/Fusion/2400/2800 Must be Special Summoned with "Gigantamaxing". The ATK/DEF of monsters you control cannot be changed by your opponent's card effects. Once per turn, when an attack is declared for a battle involving this card: Halve the ATK/DEF of all monsters your opponent controls. Gigantamax Coalossal 8/FIRE/Pyro/Fusion/1500/4000 Must be Special Summoned with "Gigantamaxing". If this card you control would be destroyed, you can banish 1 monster from your GY, instead. Once per turn, when an attack is declared for a battle involving this card: Activate this effect; during the End Phase this turn, destroy 1 monster on the field, and if you do, inflict damage to your opponent equal to its original ATK. Gigantamax Butterfree 9/WIND/Insect/Fusion/3300/1800 Must be Special Summoned with "Gigantamaxing". Monsters you control cannot have their effects negated. Once per turn, when an attack is declared for a battle involving this card: Negate the effects of all currently face-up monsters your opponent controls. Gigantamax Orbeetle 9/DARK/Psychic/Fusion/2800/3200 Must be Special Summoned with "Gigantamaxing". Players must Set Spells before activating them, and cannot activate them until their next turn. Once per turn, when an attack is declared for a battle involving this card: Activate this effect; you can Set 1 Trap from your hand, then regardless, this turn, players can activate Traps the turn they are Set. Gigantamax Duraludon 9/EARTH/Dinosaur/Fusion/3000/3500 Must be Special Summoned with "Gigantamaxing". Your opponent must pay 500 LP to activate cards or effects. Once per turn, when an attack is declared for a battle involving this card: Make your opponent banish 1 card from their hand, face-down. Gigantamax Gengar 9/DARK/Zombie/Fusion/2600/3300 Must be Special Summoned with "Gigantamaxing". Monsters destroyed and sent to your opponent's GY are banished instead. Once per turn, when an attack is declared for a battle involving this card: Change as many monsters your opponent controls as possible to face-down Defence Position. Monsters changed by this effect cannot change their battle positions. Gigantamax Hatterene 9/LIGHT/Spellcaster/Fusion/2200/3100 Must be Special Summoned with "Gigantamaxing". Once per turn, when another monster's effect is activated (Quick Effect): Negate the activation, and if you do, destroy it. Once per turn, when an attack is declared for a battle involving this card: Each player chooses 1 monster they control, except "Gigantamax Hatterene", and switches control of it. Gigantamax Drednaw 9/WATER/Aqua/Fusion/3200/2800 Must be Special Summoned with "Gigantamaxing". When your opponent Normal or Special Summons a monster(s): Inflict 500 damage to your opponent. Once per turn, when an attack is declared for a battle involving this card: Destroy all Set cards your opponent controls. Gigantamax Sandaconda 9/EARTH/Reptile/Fusion/2000/3700 Must be Special Summoned with "Gigantamaxing". Monsters your opponent controls must attack, if able. Once per turn, when an attack is declared for a battle involving this card: Return to the hand all cards the turn player controls in the same or adjacent column as this card. Gigantamax Toxtricity 9/DARK/Thunder/Fusion/3100/2600 Must be Special Summoned with "Gigantamaxing". This card can attack all monsters your opponent controls, once each. Once per turn, when an attack is declared for a battle involving this card: Your opponent discards 1 card, and if they do, they cannot activate cards or effects with the same card type (Monster, Spell or Trap) as the discarded card for the rest of this turn. Gigantamax Grimmsnarl 9/DARK/Beast-Warrior/Fusion/3500/900 Must be Special Summoned with "Gigantamaxing". Monsters you control are unaffected by your opponent's Trap effects. Once per turn, when an attack is declared for a battle involving this card: Skip your opponent's next Draw Phase. Gigantamax Charizard 10/FIRE/Dragon/Fusion/3500/1200 Must be Special Summoned with "Gigantamaxing". Once per turn, during the Standby Phase: You can target 1 card your opponent controls; destroy it. Once per turn, when an attack is declared for a battle involving this card: Inflict 2000 damage to your opponent. Gigantamax Melmetal 10/EARTH/Machine/Fusion/3400/3200 Must be Special Summoned with "Gigantamaxing". Monsters you control are unaffected by your opponent's Spell effects. Once per turn, when an attack is declared for a battle involving this card: Shuffle into the Deck all cards in your opponent's GY and all cards they have banished. Gigantamax Snorlax 10/EARTH/Plant/Fusion/0/5000 Must be Special Summoned with "Gigantamaxing". Neither player can target this card with card effects. Once per turn, when an attack is declared for a battle involving this card: Add 1 Spell from your GY to your hand, also, if this card is in Attack Position, change it to Defence Position. Gigantamax Centiskorch 10/FIRE/Insect/Fusion/1000/100 Must be Special Summoned with "Gigantamaxing". This card can attack directly. Once per turn, when an attack is declared for a battle involving this card: All monsters you control gain 1000 ATK. Gigantamax Copperajah 10/EARTH/Rock/Fusion/3600/2000 Must be Special Summoned with "Gigantamaxing". If a monster you control attacks a Defence Position monster, inflict doubled piercing battle damage to your opponent. Once per turn, when an attack is declared for a battle involving this card: Send the top 5 cards of each player's Deck to the GY. Gigantic Dragon Eternatus 10/DARK/Divine Beast/3000/2500 You can discard this card; add 1 "Gigantamaxing" from your Deck or GY to your hand. If a face-up "Gigantamax" monster you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Special Summon this card. You can only use each effect of "Gigantic Dragon Eternatus" once per turn. Eternamax Eternatus 12/DARK/Divine Beast/Fusion/5000/3000 "Gigantic Dragon Eternatus" + 1 "Gigantamax" Fusion Monster Must be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Cannot be destroyed by card effects. Card effects cannot return monsters on the field to the Main or Extra Deck. Once per turn, when an attack is declared for a battle involving this card: Send as many other cards on the field to the GY as possible, and if you do, skip your next turn's Battle Phase.
  5. Where can one find a compilation of what cards currently exist in this format?
  6. Gorgonic Ghost 2/DARK/Rock/600/1000 This card’s name becomes “Gorgonic Ghoul” while in a Monster Zone. Once per turn: You can target 1 other “Gorgonic” monster you control; make the Levels of this card and that target equal to their combined current Levels until the end of this turn. Gorgonic Goblin 3/DARK/Rock/1300/400 When this card is Normal Summoned: You can target 1 Level 3 or lower Rock monster in your GY; Special Summon it. You can banish this card from the GY, then target 1 face-up monster your opponent controls; negate its effects until the end of this turn. Gorgonic Goliath 5/DARK/Rock/Xyz/2200/1800 2 Level 5 Rock monsters You can also Xyz Summon this card using a “Gorgonic Guardian” you control with no materials as material. Once per turn (Quick Effect): You can detach 1 material from this card; negate the effects of all face-up monsters your opponent controls until the end of this turn. At the start of the Damage Step, if a “Gorgonic” monster you control battles an opponent’s monster that has its effects negated: Destroy that opponent's monster. Gorgonic Legion Field Spell When this card is activated: You can add 1 “Gorgonic” monster from your Deck to your hand. During your Main Phase: You can Special Summon “Gorgonic Tokens” (Level 3/DARK/Rock/ATK 1600/DEF 1200), up to the number of monsters your opponent controls that have their effects negated, but they cannot be Tributed, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn. You can only use each effect of “Gorgonic Legion” once per turn. Gorgonic Glare Continuous Trap If you control a “Gorgonic” monster: You can target 1 face-up monster your opponent controls; negate its effects until the end of this turn. If a monster your opponent controls is destroyed by the effect of a “Gorgonic” monster: You can inflict damage to your opponent equal to its original ATK. You can only use each effect of “Gorgonic Glare” once per turn. Next pack: Inheritors of the Throne DM: DSOD Mokuba (Thunder Dragon) GX: Season 4 Syrus (Cyber Vehicroid) 5Ds: Carly (Fortune Fairy/Lady) Zexal: Orbital 7 (Super Defence Robot) Arc-V: Tate (Deskbot)
  7. Lunar Queen Forene 1/LIGHT/Fairy/Link/600 (Up) 1 Normal Monster If this card is Link Summoned using a "Lunar Queen" monster as Link Material: You can Set 1 "Lunar Veil" Trap directly from your Deck. It can be activated this turn. If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. You can only use each effect of "Lunar Queen Forene" once per turn. Lunar Queen Lustria 2/LIGHT/Fairy/Link/1200 (Up/Right) 2 monsters, including a Normal Monster If this card was Link Summoned using a "Lunar Queen" monster as Link Material, it can attack directly. You can only use each of the following effects of "Lunar Queen Lustria" once per turn. * You can activate a "Lunar Veil" Trap the turn it is Set. * If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. Lunar Queen Rheyon 3/LIGHT/Fairy/Link/1800 (Up/Right/Down) 2+ monsters, including a Normal Monster After damage calculation, if this card that was Link Summoned using a "Lunar Queen" monster as Link Material battled an opponent's monster: You can shuffle that monster into the Deck. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Rheyon" up to twice per turn. Once per turn, if a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. Lunar Queen Xelori 4/LIGHT/Fairy/Link/2400 (Up/Right/Down/Left) 2+ monsters, including a Normal Monster If this card is Link Summoned using a "Lunar Queen" monster as Link Material: Return to the hand all monsters your opponent controls with more ATK than this card. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Xelori" up to thrice per turn. Your opponent cannot activate cards or effects in response to the activation of your "Lunar Veil" Traps. Lunar Veil - Waxing Ward Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's monster effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Waxing Ward". You can only activate 1 "Lunar Veil - Waxing Ward" per turn. Lunar Veil - Full Blessing Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it cannot be destroyed by battle, and you take no battle damage from attacks involving it, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Full Blessing". You can only activate 1 "Lunar Veil - Full Blessing" per turn. Lunar Veil - Lightwane Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's Spell/Trap effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Lightwane". You can only activate 1 "Lunar Veil - Lightwane" per turn. Lunar Veil - Earthshine Normal Trap Target up to 3 "Lunar Veil" Traps in your GY; shuffle them into the Deck, then Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Earthshine". You can only activate 1 "Lunar Veil - Earthshine" per turn. Next: Primineral Kongreat
  8. Chaos Mosaic Apocalocera 9/LIGHT/Insect/Fusion/?/? 2+ monsters with different Types from the monsters in the GYs This card’s original ATK/DEF is equal to the number of different Types of monster in the GYs x 400. When this card is Fusion Summoned: Activate a number of the following effects in sequence, based on how many different Types of monster are in the GYs. • 2+: Each player sends 1 monster from their Deck to the GY. • 4+: Each player sends 1 monster from their Extra Deck to the GY. • 8+: Send all other cards on the field to the GY. • 16+: Each player sends their entire hand to the GY. Next: A Fusion Monster that justifies splashing Polymerization a la Instant Fusion.
  9. Nekroz of Evigishki 6/WATER/Psychic/Ritual/2500/2000 You can Ritual Summon this card with any "Nekroz" or "Gishki" Ritual Spell. You can only use each of the following effects of "Nekroz of Evigishki" once per turn. • You can discard this card; take 2 cards from your Deck (1 Ritual Monster & 1 Ritual Spell), your opponent randomly picks 1 for you to add to your hand, and send the other to the GY. • (Quick Effect): You can target 1 monster on the field; place it on top of the Deck when it leaves the field. Next: A Machine Ritual.
  10. Eternal Demise Dragoon 8/DARK/Dragon/Fusion/2800/2600 "Thousand Dragon" + "Dark Necrofear" Must first be Fusion Summoned, or Special Summoned by Tributing a Dragon monster you control equipped with "Dark Necrofear" (in which case you do not use "Polymerization"). If this card is Special Summoned: You can send 1 monster your opponent controls to the GY. During the End Phase, if this card is in your GY: You can banish 1 Fiend monster from your GY; Special Summon this card. You can only use this effect of "Eternal Demise Dragoon" once per turn. Next: "Giant Soldier of Stone" + "Silver Fang"
  11. Abductoroid 5/LIGHT/Machine/1500/2500 You can target 1 Warrior monster on the field; Special Summon this card from your hand, and if you do, equip that target to this card. You can use the monster equipped by this effect as Fusion Material for a Fusion Summon. You can send 1 "roid" monster from your Deck to the GY; this card's name becomes the sent monster's name until the end of this turn. You can only use each effect of "Abductoroid" once per turn. Converteroid 2/DARK/Machine/600/0 You can send 1 "roid" monster from your hand or face-up field to the GY; add 1 "Elemental HERO" monster from your Deck to your hand with the same Attribute as the sent monster. If this card is in your GY: You can send 1 "Elemental HERO" card from your hand or face-up field to the GY; Special Summon this card. You can only use each effect of "Converteroid" once per turn. Elemental HERO Steroid Cyborg 8/EARTH/Warrior/Fusion/4000/0 1 "Elemental HERO" monster + 1 "roid" monster While on the field, this card is also Machine-type. This card can make up to 2 attacks on monsters during each Battle Phase. If this Fusion Summoned card you control is destroyed by a card effect: You can add 1 Normal Spell from your Deck to your hand. You can only use this effect of "Elemental HERO Steroid Cyborg" once per turn. Miracle Bond Normal Spell Fusion Summon 1 "roid" Fusion Monster from your Extra Deck, by banishing monsters from your GY as Fusion Materials. A "UFOroid Fighter" Fusion Summoned this way has its original ATK/DEF doubled. You can only activate 1 "Miracle Bond" per turn. RE Call Normal Trap Target 1 Fusion Monster you control or in your GY (either an "Elemental HERO" or a "roid"); return it to the Extra Deck, and if you do, Special Summon 1 Fusion Monster from your Extra Deck with the same Level as that monster, ignoring the Summoning conditions, based on what kind of monster it was. * "Elemental HERO": A "roid" Fusion Monster * "roid": An "Elemental HERO" Fusion Monster - Yugi & Kaiba Yusei & Crow Yuma & Kite Yuya & Shay
  12. Blind Magicians' Illusion Continuous Spell When this card is activated: You can Special Summon 1 "Blind Magician" monster from your hand or GY, but it cannot attack this turn. While you control 2 or more "Blind Magician" monsters, you choose the attack targets for your opponent's attacks. You can only activate 1 "Blind Magicians' Illusion" per turn. Swarming is essential for the archetype to function Searchable with Radara Attack restriction incentivises you to take advantage of D'Lux's hand destruction Turning the blindness onto the opponent gives the theme of the shared effect advantageous purpose
  13. Frontline Warbear 5/EARTH/Beast/2300/2200 If you control no monsters: You can Special Summon this card from your hand, also you cannot Normal or Special Summon monsters for the rest of this turn, except Warrior monsters. Your opponent cannot activate cards or effects in response to the activation of your Warrior monsters' effects. Next: Border Lion
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