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Bluvista

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About Bluvista

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  • Birthday 12/15/2004

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    In a location on a planet that might be known as Earth
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    Yu-gi-oh! Reading. Tratar de hablar espaƱol de manera miserable sin el traductor de Google

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  1. I am well aware and perfectly understand that my Poker Parlor archetype is unfinished. However, this idea literally just came to me, and I wish to capitalize on it immediately. Alius HERO! A deck that revolves around sending it's own members to your GY, and then shuffling them from your GY into your deck in order to Fusion summon without a fusion card! It's a rather small deck, (8 main deck monsters with 3 spells, 1 trap and 6 fusions) and can fit into just about any HERO deck. Vision HEROs in particular working quite well with these guys. so anyway, here's the deck! Main deck monsters first! Alius HERO Force Level: 4 DARK/Warrior/Effect Once per turn, you can discard this card from your hand, add 1 "Alius Fortress" or a card that specifically mentions "Alius HERO" in its text from your deck to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, inflict 800 damage to your opponent. ATK: 1800 DEF: 1200 Alius HERO Marauder Level: 4 DARK/Warrior/Effect If a HERO monster in your GY is shuffled into your deck while this card is face-up on your field, inflict 200 damage to your opponent. You can tribute this face-up monster, draw 2 cards then discard 1. You can only use this effect of "Alius HERO Marauder" once per turn. ATK: 1800 DEF: 800 Alius HERO Sword Level: 4 DARK/Warrior/Effect Once per turn, you can discard this card from your hand, special summon 1 level 4 or lower "HERO" monster from your hand, other than "Alius HERO Sword" When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, it gains 800 ATK. ATK; 1900 DEF: 600 Alius HERO Skull Level: 4 DARK/Warrior/Effect When this card is sent to your GY, you can discard 1 card from your hand, draw 1 card. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can discard 1 card from your hand, draw 1 card. You can only use each effect of "Alius HERO Skull" once per turn. ATK; 1700 DEF: 0 Alius HERO Flash Level; 4 DARK/Warrior/Effect When this card is summoned, you can send 1 level 4 or lower "HERO" monster from your hand or deck to your GY. If a "HERO" monster you control is destroyed while this card is in your GY, you can discard 1 card from your hand, add this card from your GY to your hand, then special summon the destroyed "HERO" monster. You can only use this effect of "Alius HERO Flash" once per turn. ATK: 1600 DEF; 1400 Alius HERO Cipher Level; 4 DARK/Warrior/Effect You can special summon this card from your hand by discarding 1 "HERO" monster. Once per turn, (Quick Effect) When the opponent activates a card or effect that would target or affect a "HERO" monster you control, you can discard this card from your hand, negate that effect. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can special summon 1 level 4 or lower "HERO" monster from your GY. ATK: 1600 DEF: 800 Alius HERO Trojan Level: 4 DARK/Warrior/Effect When this card is sent to your GY, you can add 1 "HERO" Spell/Trap, or 1 card that specifically mentions "Alius HERO" from your GY to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can send 1 Spell or Trap from your deck to your GY. ATK: 1400 DEF: 2000 Alius HERO Zombie Level; 4 DARK/Warrior/Effect When this card is sent to your GY, you can look at the top 2 cards of your deck, send 1 of them to your GY, and add the other to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can send 1 level 4 or lower "HERO" monster in your deck to your GY. You can only use each effect of "Alius HERO Zombie" once per turn. ATK: 1800 DEF: 0 (Now the spells and trap) Alius Fortress Field Spell When this card is activated you can add 1 level 4 or lower "HERO" monster from your deck to your hand. Every time an "Alius HERO" monster is shuffled from your GY into your deck, place 1 "Alius Counter" on this card. all "HERO" monsters you control gain 100 ATK and DEF for every "Alius Counter" on this card. If this card were to be destroyed, you can remove 5 "Alius Counters" instead. Once per turn, you can remove 10 "Alius Counters" from this card, send 1 level 4 or lower "HERO" monster from your deck to your GY, and if it was an "Alius HERO" monster, draw 1 card. You can only activate 1 "Alius Fortress" per turn. HERO Reproduction Factory Normal Spell Draw 1 card for every 2 "Alius HERO" monsters in your GY. If you drew 2 or more cards by this effect, discard 1 card. You can only activate 1 "HERO Reproduction Factory" per turn. Alius Blaster Continuous Trap Once per turn, you can discard 1 "Alius HERO" monster from your hand, destroy 1 card on the field, and inflict 500 damage to your opponent. "Alius HERO" monsters cannot be banished. Alius Array Quick-Play Spell Shuffle as many "Alius HERO" monsters you control into your deck as possible, special summon 1 "Alius HERO" Fusion monster from your GY, (this special summon is treated as a Fusion summon) You can only activate 1 "Alius Array" per turn. (Extra deck) Alius HERO Kaiser Level: 6 DARK/Fusion/Warrior/Effect 2 level 4 or lower "HERO" monsters including an "Alius HERO" monster You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is Fusion summoned using 2 "Alius HERO" monsters, you can destroy 1 card on the opponents field, and if it was a spell or trap, banish it and inflict 500 damage to your opponent. Once per turn, you can discard 1 "HERO" monster from your hand, draw 1 card. ATK: 2400 DEF: 2200 Alius HERO Dragon Soul Level: 6 DARK/Fusion/Warrior/Effect 2+ "HERO" monsters including a level 4 or lower "Alius HERO" monster You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is Fusion summoned using at least 2 "Alius HERO" monsters with different names, it gains 500 ATK x the number of "HERO" monsters used to Fusion summon this card. When this card battles an opponents special summoned monster, you can excavate cards until you draw a monster, if that monster is a level 4 or lower "HERO" monster, you can send it to your GY, this card gains ATK equal to half of that monsters original ATK until the end of this turn. ATK: 2000 DEF: 0 Alius HERO Supreme Shocker Level: 7 DARK/Fusion/Warrior/Effect "Alius HERO Flash" + 1 "HERO" monster You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned using 2 "Alius HERO" monsters, you can send the top 5 cards of your deck to your GY, inflict 500 damage to your opponent for each "HERO" monster that was sent to the GY by this card's effect. If there is a "HERO" monster in your GY, all "HERO" monsters you control gain 500 ATK. When this card is sent to the GY, you can send 1 level 4 or lower "HERO" monster from your deck to your GY, and if the sent monster was an "Alius HERO" monster, inflict 500 damage to your opponent. ATK: 2200 DEF: 2200 Alius HERO Stone Stormer Level: 8 DARK/Fusion/Warrior/Effect 3 "HERO" monsters including 1 "Alius HERO" monster You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned using 3 "Alius HERO" monsters, you can destroy all cards on the opponents side of the field. While this card is on the field, your opponent cannot activate card effects during the battle phase. At the end of the battle phase you can destroy 1 card on the opponents field, and if it was a monster, you can send 1 'HERO" monster from your hand or deck to your GY. ATK: 2800 DEF: 2400 Alius HERO Darkness Decimator Level: 8 DARK/Fusion/Warrior/Effect 3 "Alius HERO" monsters You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. This card cannot be destroyed by battle or effects. When this card attacks an opponents monster, negate that monsters effect and lower its ATK and DEF by 1000 during damage calculation. When this card destroys an opponents monster by battle, inflict damage equal to the original ATK or DEF of that monster. This card can attack 2 times per battle phase. This card cannot attack directly. ATK: 2500 DEF: 2000 Alius HERO Destiny Chimera Level: 12 DARK/Fusion/Warrior/Effect 3 "Alius HERO" Fusion monsters You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned, it's original ATK become equal to the combined total original ATK of all monsters used to Fusion summon this card. This monster cannot be targeted or destroyed by effects. Once per turn, during either players turn, (Quick Effect) when the opponent activates a Spell or Trap, or Special summons a monster from their GY, you can shuffle 1 level 4 or lower "HERO" monster from your GY into your deck, then negate the activation or summoning of that card, and set it on your side of the field, with it's effects negated. ATK: ? DEF: 0 Alright give me your opinions.
  2. How about an Anti-Meta Lockdown deck? Perfect for all of you sado-masochists out there. (THIS IS THE NEWER, MUCH BETTER EDITION THAT HAS BEEN REMADE) Main Deck; Monsters Chaotic Tetramorph DARK/Fiend/Effect Level: 4 When this card is sent to the GY, you can target 1 card in the opponents GY, add it to your hand. If this card left the GY by the opponents card effect, return it to your deck and draw 1 card. Once per turn, this card cannot leave the field. You can only use each effect of "Chaotic Tetramorph" once per turn. ATK: 1600 DEF: 800 Chaotic Dasher DARK/Fiend/Effect Level: 4 If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. ATK: 1300 DEF: 1900 Chaotic Golem DARK/Fiend/Effect Level: 4 While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. ATK: 600 DEF: 2100 Chaotic Samurai DARK/Fiend/Effect Level: 4 Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. While this card is face-up on the field, you take no battle damage from battles involving "Chaotic" monsters. ATK: 1900 DEF; 0 Chaotic Brute DARK/Fiend/Effect Level: 4 If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there is a monster on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. ATK: 1700 DEF: 1300 Chaotic Reverser DARK/Fiend/Effect Level: 4 When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. Once per turn, you can remove this card from play, shuffle 5 "Chaotic" cards in your GY into your deck, draw 3 cards and discard 2. ATK: 0 DEF: 0 Chaotic Lancer DARK/Fiend/Effect Level: 4 When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. While this card is face-up on the field, "Chaotic" monsters can inflict piercing damage to defense position monsters. ATK: 1700 DEF: 500 Chaotic Tank DARK/Fiend/Effect Level: 4 Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. ATK: 1600 DEF: 1500 Chaotic Trooper DARK/Fiend/Effect Level: 4 When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. You can reveal 1 "Chaotic" monster in your hand, other than "Chaotic Trooper" if you do, specail summon this card, (from your hand or GY. ) ATK: 1800 DEF: 1200 Chaotic Slasher DARK/Fiend/Effect Level: 4 When this card is summoned you can return any number of "Chaotic" equip spells in your GY to your deck, this card gains 100 ATK for each card returned by this effect. While this card is on the field, all "Chaotic" monsters gain 400 ATK and DEF. ATK; 1900 DEF: 0 Chaotic Gardna DARK/Fiend/Effect Level: 4 Once per turn, during either player's turn, you can target 1 "Chaotic" Monster you control, all your opponents monsters must attack that monster, if able. The targeted "Chaotic" monster cannot be destroyed by battle this turn. When this card is destroyed, draw 1 card, and if it's a "Chaotic" equip spell, you can reveal it and inflict 600 damage to your opponent. If not, discard it. ATK: 600 DEF: 2200 Ultimate Chaotic Plasma Demon Incarnate DARK/Fiend/Effect Level: 12 This card cannot be normal summoned/set. This card cannot be special summoned except by tributing 3 "Chaotic" monsters, or by removing 3 "Chaotic" monster in your GY from play. This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. ATK: 4000 DEF: 4000 (All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. ) *The new version is much easier to summon, while still retaining those quality, wholesome effects, although I did have to tone it down a bit. (Alright, next come the Spells/Traps. ) (Non-Equip Spells first) Chaotic Dimension Field Spell When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 800 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can remove this card from play, add 1 "Chaotic Dimension" from your deck to your hand. You can only use each effect of "Chaotic Dimension" once per turn. *Because 500 ATK and DEF wasn't enough, also, I gave it a nice search effect for more copies of itself. Chaotic Cards of Self-Masochism Quick-Play Spell Activate only when you take 500 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 3 cards and discard 2. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. *It's activation requirements are still a bit tricky, but it's well worth the reward, seeing as you get a graceful charity effect out of it now. Chaotic Contract Quick-Play Spell Activate only when you take 500 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card. *The only change i'm making to this card is lowering the amount of damage that's needed to activate it. Chaotic Portal Continuous Spell Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect. *Not changing this, because why would I? Chaotic Matrix Continuous Trap "Chaotic" cards you control cannot be destroyed by card effects. During each player's End Phase, gain 800 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. *Changed to gain 800 LP instead of 500, it also protects all "Chaotic" cards, not just monsters. (Now the equip spells, oh goody!) Chaotic Equip Strain Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. (equip spell #1, it basically restricts the opponent from summoning level 4 monsters) *I'm getting rid of most of the restrictions on all of these Chaotic Equip Freeze Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand or deck. (equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. ) *On top of removing the restrictions, I also included effects from the deck, because why not? Chaotic Equip Oversoul Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. The opponent cannot remove cards in their GY. (equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.) *Made it more "Necrovalley" like, and removed the restrictions. Chaotic Equip Destruction Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. (equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.) *Just removed restrictions Chaotic Equip Share Gain Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. (equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.) *removed restrictions Chaotic Equip Summon Jolt Equip Spell During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. Once per turn, when your opponent special summons a monster whose ATK or DEF is higher than the equipped monsters ATK or DEF, you can negate the special summoning of that monster and destroy it. *New equip spell, must torture more. (well, that's all, please tell me your opinion. )
  3. Bluvista

    Corrupt a wish

    Granted, it's been brainwashed by the Society of Light. I wish I could be Saiou, (Sartorious) 's second in command because both Manjome(Chazz), and Asuka(Alexis) failed. (My deck being the "Chaotic" deck I posted in casual multiples, the new one not the old one. )
  4. Hey all! I had an Idea for a deck based off of playing cards! All even number cards are main deck monsters, their Attribute and Level is based off of which card type they are (Heart, Club, Spade, Diamond) and their number (so the 6 of Hearts would be a Fire Attribute level 6 Monster) There are no Spells and Traps The Ace's and other Face cards are the extra deck. Without further ado, the Poker Parlor Archetype! First, The Spade's The spade branch of the Archetype consists of DARK/Fiend type monsters that search out other members of the Archetype when sent to the GY, and love dodging Battle destruction in a host a varying methods. Poker Parlor Spade Two DARK/Fiend/Effect Level: 2 When this card is normal summoned, you can target 1 "Poker Parlor" monster you control, until the end of the opponents next turn, it cannot be destroyed by battle. When this card is sent to the GY by the effect of a "Poker Parlor" monster, you can add 1 Level 2 or lower "Poker Parlor" monster from your deck to your hand, whose original attribute is not DARK. You can only use this effect of "Poker Parlor Spade Two" once per turn. ATK: 600 DEF; 600 Poker Parlor Spade Four DARK/Fiend/Effect Level: 4 Once per turn, this card cannot be destroyed by battle. When this card is sent to the GY by the effect of a "Poker Parlor" monster, you can add 1 Level 4 or lower "Poker Parlor" monster from your deck to your hand, whose original attribute is not DARK. You can only use this effect of "Poker Parlor Spade Four" once per turn. ATK: 1200 DEF: 1200 Poker Parlor Spade Six DARK/Fiend/Effect Level: 6 You can special summon this card, (from your hand or GY) by tributing 1 DARK attribute "Poker Parlor" monster on your field, or by sending 1 DARK attribute "Poker Parlor" monster from your hand to your GY. Twice per turn, this card cannot be destroyed by battle. When this card is sent to the GY, you can add 1 Level 6 or lower "Poker Parlor" monster from your deck to your hand, whose original attribute is not DARK. You can only use this effect of "Poker Parlor Spade Six" once per turn. ATK: 2400 DEF: 2400 Poker Parlor Spade Eight DARK/Fiend/Effect Level: 8 You can special summon this card, (from your hand or GY) by tributing 2 DARK attribute "Poker Parlor" monsters on your field, or by sending 2 DARK attribute "Poker Parlor" monsters from your hand to your GY. This card cannot be destroyed by battle. When this card is sent to the GY, you can add 1 Level 8 or lower "Poker Parlor" monster from your deck to your hand, whose original attribute is not DARK. You can only use this effect of "Poker Parlor Spade Six" once per turn. ATK: 3200 DEF: 3200 Poker Parlor Spade Ten DARK/Fiend/Effect Level: 10 You can special summon this card, (from your hand or GY) by tributing 3 DARK attribute "Poker Parlor" monsters on your field, or by sending 3 DARK attribute "Poker Parlor" monsters from your hand to your GY. Once per turn, (Quick Effect) you can target 1 "Poker Parlor" monster on the field, until your next standby phase, that card cannot leave the field except by the effect of a "Poker Parlor" monster. When this card is sent to the GY, you can add 1 Level 10 or lower "Poker Parlor" monster from your deck to your hand, whose original attribute is not DARK. You can only use this effect of "Poker Parlor Spade Ten" once per turn. ATK: 4000 DEF: 4000 Poker Parlor Spade Jack DARK/Link/Fiend/Effect Link 1 (Bottom) 1 level 4 or lower DARK attribute monster You can discard or tribute 1 level 4 or lower DARK attribute monster, target 1 level 4 or lower DARK attribute monster in your GY, other than the one that was discarded/tributed, special summon the targeted monster next to this cards link, it's effect's are negated and it's ATK and DEF become 0, also it is destroyed during the end phase. When this card is used as link material for the link summon of a DARK attribute link monster, you can add 1 non-DARK attribute monster from your GY to your hand. You can only use each effect of "Poker Parlor Spade Jack" once per turn. ATK: 800 Poker Parlor Spade Queen DARK/Link/Fiend/Effect Link 2 (Bottom-Right, Bottom-Left) 2 DARK attribute monsters, including at least 1 Link monster When this card is Link summoned using a "Poker Parlor" link monster as material, you can return 1 "Poker Parlor" monster in your hand to your deck, draw 1 card. If there is a DARK attribute monster in your GY, this card cannot be destroyed by battle, and all battle damage you take from battle involving this monster is halved. You can discard or tribute 1 DARK attribute monster, target 1 DARK attribute monster in your GY, other than the one that was discarded/tributed, special summon the targeted monster next to this cards link, it's effect's are negated and it's ATK and DEF become 0, also it is destroyed during the end phase. When this card is used as link material for the link summon of a DARK attribute link monster, you can add 1 non-DARK attribute monster from your GY to your hand. You can only use each effect of "Poker Parlor Spade Queen" once per turn. ATK: 1600 Poker Parlor Spade King DARK/Link/Fiend/Effect Link 3 (Bottom-Right, Bottom, Bottom-Left) 2+ DARK attribute monsters, including at least 1 Link monster When this card is Link summoned using a "Poker Parlor" link monster as material, you can return 1 "Poker Parlor" monster in your GY to your deck, draw 1 card. If there is a DARK attribute monster in your GY, this card cannot be destroyed by battle, and all battle damage you take from battle involving this monster is reduced to 0. You can discard or tribute 1 DARK attribute monster, target up to 2 DARK attribute monsters in your GY, other than the one that was discarded/tributed, special summon the targeted monsters next to this cards link, their effect's are negated and their ATK and DEF become 0, also they are destroyed during the end phase. When a monster(s) is special summoned next to this cards link, you can discard 1 "Poker Parlor" monster from your hand, draw 1 card. When this card is used as link material for the link summon of a DARK attribute link monster, you can add 1 non-DARK attribute monster from your to your hand. You can only use each effect of "Poker Parlor Spade King" once per turn. ATK: 2400 Poker Parlor Spade Ace DARK/Link/Fiend/Effect Link 4 (Top, Bottom-Right, Bottom, Bottom-Left) 3+ DARK attribute monsters, including at least 2 Link monsters When this card is Link summoned, you can return as many "Poker Parlor" monster in your GY and hand to your deck as possible, draw 1 card for every 3 "Poker Parlor" monsters returned to your deck by this cards effect. If there is a DARK attribute monster in your GY, this card cannot be destroyed by battle, or card effect, and all battle damage you take from battle involving this monster is reduced to 0. You can discard or tribute 1 DARK attribute monster, target up to 3 DARK attribute monsters in your GY, other than the one that was discarded/tributed, special summon the targeted monsters next to this cards link, their effect's are negated and their ATK and DEF become 0, also they are destroyed during the end phase. When a monster(s) is special summoned next to this cards link, (Quick Effect) you can discard 1 "Poker Parlor" monster from your hand, draw 1 card. You can tribute all Monster you control next to this cards link, draw 1 card. You can only use each effect of "Poker Parlor Spade King" once per turn. ATK: 3200 (Holy Crap, it's almost 1/4 of the Archetype, finished! This is the spade branch, the DARK attribute section of the deck that focuses on battle protection, swarming, and searching. ) (I will do the other parts of the Archetype at a later date, most likely tomorrow or Friday. )
  5. Bluvista

    Corrupt a wish

    Granted, the purple makes his monsters stronger. I wish to be able to create fabulous artwork.
  6. Wow, that sounds much harder than mixing up something on Soundation.
  7. I really am jealous of how good it is. I wish my art skills were even half as good as this! It's really pretty, and the hair looks really, really difficult. How did you do it? Or does the Foamy do that itself?
  8. Alright. So, - Equip Spells don't reduce ATK/DEF to 0, and can be equipped onto other monsters. (I'm just going to remove the reduce to 0, and the can only be equipped onto "Chaotic" monster effects. ) - Make the boss easier to summon (I might make it be able to be Special summoned by tributing 3 monsters as well as keeping Tetramorphs summon condition*. ) - Maybe don't lock in Defense position (I'm actually not sure if I should remove this clause, considering how much burn damage this archetype can do, I'm pretty sure that this deck does not consistently need a battle phase.) - Maybe add "Chaotic Gardna"? (More protection + some draw and burn potential.) Chaotic Gardna DARK/Fiend/Effect Level: 4 Once per turn, during either player's turn, you can target 1 "Chaotic" Monster you control, all your opponents monsters must attack that monster, if able. The targeted "Chaotic" monster cannot be destroyed by battle this turn. When this card is destroyed, draw 1 card, and if it's a "Chaotic" equip spell, you can reveal it and inflict 600 damage to your opponent. If not, discard it. ATK: 600 DEF: 2200 (nice defensive effect, and the ability to potentially draw and burn. ) *I might change Tetramorph's banish 5 "Chaotic" monsters into banish 3 "Chaotic" monsters. Would these changes be acceptable? Also, you neglected to answer my other questions.
  9. Alright. but, do you have answers to my other questions?
  10. Also. The Idea behind this was for you to take the standby phase damage from the equip spells, activate Contract, chain this onto Contract, and draw watch as both you and your opponent take obscene amounts of damage while you draw 3 cards and they draw 1.
  11. Thank you for your criticisms! Are there any particularly weak and/or strong cards? Which one is your favorite? Which one is your least favorite? Are there generally any ways to improve this deck? Please let me know!
  12. New archetype in Casual Multiples is out! Ever wanted a gimmicky lockdown deck that loves equip spells, and slowly torturing your opponent? Well now you have one! Introducing the "Chaotic" archetype, it's fresh, new, and ready for some criticism!

  13. How about an Anti-Meta Lockdown deck? Perfect for all of you sado-masochists out there. Main Deck; Monsters Chaotic Tetramorph DARK/Fiend/Effect Level: 1 When this card is sent to the GY, you can banish this card, and 5 "Chaotic" monsters on your field with different names, special summon 1 "Ultimate Chaotic Plasma Demon Incarnate" From your hand, deck, or GY. You can only activate each effect of "Chaotic Tetramorph" once per duel. ATK: 0 DEF: 0 (ooh, scary, a monster that can summon a boss monster.) Chaotic Dasher DARK/Fiend/Effect Level: 4 If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. ATK: 1600 DEF: 1200 (Ok, you aren't seeing too much yet, but just wait a bit, you'll see. ; )) Chaotic Golem DARK/Fiend/Effect Level: 4 While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. ATK: 800 DEF: 1800 (Equip spells, EVERYWHERE!) (eventually. . .) Chaotic Samurai DARK/Fiend/Effect Level: 4 Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. ATK: 1400 DEF; 1200 (OK, so a little bit of burn damage, but nothing too spectacular here.) Chaotic Brute DARK/Fiend/Effect Level: 4 If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there are at least 2 monsters on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. ATK: 1400 DEF: 1500 (Now we're getting somewhere.) Chaotic Reverser DARK/Fiend/Effect Level: 4 When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. ATK: 0 DEF: 0 (Yay for combo extenders.) Chaotic Lancer DARK/Fiend/Effect Level: 4 When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. ATK: 1500 DEF: 500 (Alright, a bit more burn.) Chaotic Tank DARK/Fiend/Effect Level: 4 Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. ATK: 1000 DEF: 1200 (Alright, protection + burn, next) (also, ONLY 2 MORE MONSTERS!) Chaotic Trooper DARK/Fiend/Effect Level: 4 When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. ATK: 1200 DEF: 1000 (All right, we got the field searcher, next is the last monster in the deck, the boss. ) Ultimate Chaotic Plasma Demon Incarnate DARK/Fiend/Effect Level: 12 This card cannot be normal summoned/set. This card cannot be special summoned except by the effect of "Chaotic Tetramorph". This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. ATK: 4500 DEF: 4500 (All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. ) (Alright, next come the Spells/Traps. ) (Non-Equip Spells first) Chaotic Dimension Field Spell When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 500 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can only use each effect of "Chaotic Dimension" once per turn. Chaotic Cards of Self-Masochism Quick-Play Spell Activate only when you take 1000 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 2 cards. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. Chaotic Contract Quick-Play Spell Activate only when you take 1000 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card. Chaotic Portal Continuous Spell Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect. Chaotic Matrix Continuous Trap "Chaotic" monsters you control cannot be destroyed by card effects. During each player's End Phase, gain 500 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. (Now the equip spells, oh goody!) Chaotic Equip Strain Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. (equip spell #1, it basically restricts the opponent from summoning level 4 monsters) Chaotic Equip Freeze Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand. (equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. ) Chaotic Equip Oversoul Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. (equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.) Chaotic Equip Destruction Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. (equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.) Chaotic Equip Share Gain Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. (equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.) (well, that's all, please tell me your opinion. )
  14. Bluvista

    Corrupt a wish

    Granted, but all non-damaging moves are suddenly erased by a Satellite Cannon. I wish I, like Prince Ojin, had complete and total control over a Satellite Cannon in the Earths atmosphere.
  15. So does anyone else remember Prince Ojin and his Satellite Cannon from GX? Here's some support for it in the form of an entire archetype built around it. For those who don't know. Satellite Cannon Level: 5 LIGHT/Machine/Effect This card cannot be destroyed by battle with a Level 7 or lower monster. During each of your End Phases: This card gains 1000 ATK. If this card attacks, this increased ATK returns to 0, after damage calculation. 0/0 (Ok, so it's not particularly good, but not complete garbage) (Also, if you fused 3 of these bad boys together you got this behemoth) Satellite Laser Balsam Level: 8 LIGHT/Machine/Fusion/Effect "Satellite Cannon" + "Satellite Cannon" + "Satellite Cannon" This monster cannot be Special Summoned except by Fusion Summon. During each of your End Phases, this card gains 3000 ATK. If this card attacks, the ATK gained by this effect returns to 0 after damage calculation. During battle between this card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. 0/2000 (Stupid, long, written out, piercing damage clause because it was 2nd season GX , y'all) (Now the rest of the Archetype, (By my design) Satellite Cannon MK.2 Level: 7 LIGHT/Machine/Effect This card is always treated as "Satellite Cannon" Cannot be normal summoned/set. Must be special summoned by tributing 1 "Satellite Cannon" you control. Once per turn, this card you control cannot be destroyed by battle or effect. When this card is special summoned from your hand, it gains 2000 ATK. If this card attacks, the ATK gained by this card's effect returns to 0 after damage calculation, When this card destroys an opponents monster by battle, inflict 500 damage to your opponent. During each of your End Phases, this card gains 2000 ATK. 0/1500 Satellite Cannon Delta MAX Level: 10 LIGHT/Machine/Fusion/Effect Satellite Cannon MK.2 + 1+ "Satellite Cannon" monsters This card cannot be destroyed by battle. This card cannot be destroyed by your opponents card effects. This card cannot be special summoned except by Fusion summon. When this card is Fusion summoned it gains 2000 ATK, + 1000 ATK for each Fusion material used to Fusion summon this monster. This card can attack 1 time during each battle phase for each fusion material used to fusion summon this card. If this card battled, at the end of the Battle Phase, the ATK gained by this card's effect returns to 0. This card can inflict piercing damage. When this card attacks, your opponent cannot activate card effects. During each players End Phase, this card gains 2000 ATK. 0/4000 (that's all for now, lol)
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