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Kura Neko: Hmm...better, though combined with Dimensional Fissure this is basically a stronger D.D. Survivor since Fissure doesn't touch Black Pistol so you can keep recurring that too. Immortal 2600 Atk double attacker? Erm...I still find that prospect pretty scary, equip-dependence or no. o.o Anyways, I've got an idea for something...different. Beast of Phantasm Fiend/Effect 8 Star/Dark 2600 Atk / 2800 Def Once per turn, by revealing this card in your Hand to your opponent and discarding one each of LIGHT Attribute and DARK Attribute "Phantasmal" monsters from your Hand, select one monster from either player's Graveyard and Special Summon it to your Field, ignoring summoning conditions. Phantasmal Abductor Fiend/Effect 3 Star/Dark 1000 Atk / 600 Def Once per turn, during your opponent's turn, by revealing this card to your opponent when he/she Normal Summons a monster, remove the summoned monster from play until your next Standby Phase. Phantasmal Benefactor Fiend/Effect 5 Star/Light 1600 Atk / 2300 Def Once per turn, by revealing this card in your Hand to your opponent and discarding one "Phantasmal" monster other than this card from your Hand, draw a card. Phantasmal Conjurer Fiend/Effect 5 Star/Light 1800 Atk / 2200 Def Once per turn, by revealing this card in your Hand to your opponent and discarding one "Phantasmal" monster other than this card from your Hand, Special Summon one Level four or lower monster from either player's Graveyard to your Field. All Battle Damage to your opponent from battles involving a monster Special Summoned by this effect becomes zero. On your next Standby Phase after this effect was activated, the monster Special Summoned by this effect is returned to the Graveyard. Phantasmal Killer Fiend/Effect 6 Star/Dark 2300 Atk / 1300 Def Once per turn, during either player's turn, by revealing this card in your Hand to your opponent and discarding one "Phantasmal" monster other than this card from your Hand, select one monster on the Field with a Def lower than the original Atk of this card and destroy it. Phantasmal Saboteur Fiend/Effect 5 Star/Dark 1800 Atk / 1600 Def Once per turn, during either player's turn, by revealing this card in your Hand to your opponent and discarding one "Phantasmal" monster other than this card from your Hand, negate the activation and effect of a Spell or Trap card controlled by your opponent and destroy it. Phantasmal Soldier Fiend/Effect 4 Star/Dark 1500 Atk / 700 Def Once per turn, by revealing this card in your Hand to your opponent you may Special Summon one Phantasmal Token (Dark Attribute/Fiend Type/4 Star/1500 Atk/700 Def) to your Field. All Battle Damage to your opponent from battles involving Phantasmal Token becomes zero. On the turn this effect is activated, you may not Summon or Set any other monsters (Including Special Summon). Phantasmal Wall Fiend/Effect 3 Star/Light 0 Atk / 1900 Def Once per turn, during either player's turn, by revealing this card in your Hand to your opponent you may negate the attack of a monster with an Atk lower than or equal to the original Def of this card. Aegis of Illusion Normal Trap This card can only be activated during your opponent's Battle Phase. Reveal a number of "Phantasmal" monsters in your Hand up to the number of monsters on your opponent's Field to your opponent, then gain Life Points equal to the combined Atk of the monsters you revealed. At the end of the Battle Phase when this card was activated, if you have more Life Points than you did at the beginning of the Battle Phase, your Life Points become the number of Life Points you had when this card was activated. Nightmare Web Continuous Trap Once per turn, during your opponent Standby Phase, your opponent selects a card at random from your Hand and looks at it. If the card your opponent selected is a "Phantasmal" monster, your opponent can not declare an attack this turn. If the card your opponent selected is not a "Phantasmal" monster, this card is destroyed and you lose 1000 Life Points. And yeah...I'll probably have more supports and whatnot later on. x3 |
Aether Mayfly- swordsman is now useless as we'll all want this instead. Chances of Effemarity not in your graveyard or deck is only because D. D. Crow killed it. 2000 is by far the strongest beatstick at this moment too.
Prince of the Aether- the small drawback that the effect applies to your opponent as well is rather minor. This thing is huge enough to kill Cyber Dragon. It swarms like mad with foolish burial too. Insanity... Aether Veil- better but still won't persuade me to use it Fey Gate- indeed similar to Double Passé, just that this one also destroys both monsters but limited to Fairies. It's some risky stuff. I'm personally sticking to Aether Link because Aether Fairies gain no advantage by scoring LP damage anyway, until Don Zaloog dresses himself up like an elf. Kura Neko + Pistol- it's a lot slower now, but still deadly... best friend with offensive Necroshade. However, now that it can't be splashed and basically boosts RFG deck, which is the popular deck of choice at the moment used to battle against Destiny Dragon. Beast of Phantasm- Raviel turns over in his grave saying 'why can't i have this effect.' He can ditch himself which is nice, and then special summon itself just like zombie master ditching turtle to summon turtle. We'll see what the light Phantasm monsters are first though. Phantasmal Abductor- d-hero doom lord upgraded, meh. Good card for stall deck. Seems threatening, but can't stop much in the long run. Benefictor- another word, discard one phantasmal card to draw a card. Weak version of trade in for phantasmal monster... and 5 star ><; Conjurer- small version of the Beast, but at least his stats is less crappy than Benefictor. Usable but i'm still hoping for a low level light somewhere... currently there's just no good lv 4 or lower card to steal until people start playing DDA, DDWL, Exiled Force and those things again. Killer- good effect, decent stats, and basically kills anything including Dragon Ice. The only thing is Big Shield Gardna in SD deck. Certainly worth considering in this deck. Saboteur- actually useful compare to Conjurer and Benefictor although they have a nasty similar cost. However... we may just be better off using 3 Solemn and 2 Dark Bribe to conserve deck space to actually use the Phantasmal monsters to battle. Soldier- so basically this is the backbone of the actual deck to fuel all the above monsters. You can keep ditching phantasmal monsters and still have monsters on your field because soldier generates tokens nonstop so you can ditch the real monsters for effect. Wall- meh ><; Kuriboh on infinite usage... bye furball. Aegis of Illusion- what the heck ><;? A very confusing way to say "just use negate attack or waboku instead." Nightmare Web- same as above ._. High risk, self defeating, self revealing... medicore effect? What we need for this deck: usable light monsters. Low level monster is needed too. We really got nothing but soldier basically (and then, STEAL RAIDA FROM THEIR GRAVEYARD!) Dual of Snowhorn Aqua / Effect / Gemini 4 Star / Water 1800 Atk / 1400 Def This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -If there are no spell cards in your graveyard, increase the Atk of this card by 400 and this card may attack twice in the same battle phase. |
Dual of Snowhorn: Well...it's very snowhorn. 2200 Atk double attacker is definitely nothing to sneeze at, and after having messed around with virtually no spells decks (Last one was four spell cards, three of which were WMC which essentially won't hit the graveyard until it ends the game) I know that no spells in the graveyard isn't nearly as impossible a condition to fulfill as it seems to be. Besides, it's a respectable beatstick even if you don't bother with the second summon, very trendy thing, that. :3
Anyways, phantasms... Well, they aren't meant to summon that much of their own to begin with since their big thing is sitting in your hand and spamming their effects from there. :3 But yeah... Phantasmal Beacon Fiend/Effect 4 Star/Light 1600 Atk / 800 Def Once per turn, by revealing this card in your Hand to your opponent, you may select a card from your opponent's Graveyard and place it at the top of his/her Deck. Phantasmal Redeemer Fiend/Effect 5 Star/Light 2300 Atk / 1700 Def Once per turn, by revealing this card in your Hand to your opponent and discarding a "Phantasmal" monster from your Hand, add one "Phantasmal" monster other than the one you discarded from your Graveyard to your Hand. Phantasmal Rejuvenator Fiend/Effect 4 Star/Light 1700 Atk / 300 Def Once per turn, when a "Phantasmal" monster or a monster Special Summoned by the effect of a "Phantasmal" monster destroys your opponent's monster by battle OR when a monster your opponent controls is destroyed by the effect of a "Phantasmal" monster, reveal this card in your Hand to your opponent in order to gain Life Points equal to the Atk of the destroyed monster. Aegis of Illusion Normal Spell Once per turn, during your opponent's Battle Phase, reveal this card in your Hand and a "Phantasmal" monster in your Hand to your opponent in order to increase your Life Points by the Def of the revealed monster. On the end of the turn this effect was activated, if you have more Life Points than you did when this effect was activated, your Life Points become the number of Life Points you had when this effect was activated. If you have already activated a Spell Card(s) this turn, this effect can not be activated. Lasting Trauma Normal Spell Once per turn, when a "Phantasmal" monster or a monster Special Summoned by the effect of a "Phantasmal" monster destroys your opponent's monster by Battle, reveal this card in your Hand to your opponent in order to inflict damage to your opponent equal to the Atk of the destroyed monster. If you have already activated a Spell Card(s) this turn, this effect can not be activated. Nightmare Web Continuous Trap When your opponent successfully summons a monster (Including Flip Summon), discard one "Phantasmal" monster from your Hand or Deck to switch the monster your opponent Summoned into Defense Position (Card effects are not activated). While this card is face-up on the Field, monsters switched into Defense Position by this effect can not change their Battle Positions. Aaand...there we have...something? x3 |
The Phantasms have just murdered Raviel. He screams in agony as he loses his last shred of dignity. XD
Ornate Black Pistol-Hades Equip Spell Increase the Atk of the equipped monster by seven hundred. If this card is equipped to "Kura Neko", the equipped monster may attack twice during the same battle phase. If this card is sent to the graveyard as a result of the equipped monster being removed from the field, remove this card from play. Better? Phantasmal Mist Monster/Light/Fiend/Effect/4* Atk 1000/Def 1000 By revealing this card in your hand, your opponent may not activate monster effects during their next turn. LOLed at by Skill Drain, but makes everyone else mad. Fit the theme okay? The Gentleman Monster/Light/Warrior/Effect/4* Atk 1500/ Def 1500 When this monster is removed from play by a card effect that you control, you may special summon it. If this monster is summoned in this way, you may choose one card in your opponent's hand and discard it. Ooh... Kura Neko and this guy... are they the new Macro Cosmos duo together, and are they connected? |
Ornate Black Pistol-Hades: I dunno'...this way it's sort of losing its whole appeal because it's essentially one-shot. I was looking more for a way that makes it a bit harder to keep recurring it but not impossible if that makes any sense. x3
Phantasmal Mist: It breaks a phantasm set rule. The discard of phantasm monsters is the phantasm line's equivalent of tribute summoning, so one-discard effects are 5- or 6-stars and two-discard effects are 7-stars and up. Other than that, it's cool. :3 The Gentleman: so is that like...a confiscation-style choose or a choose blindfolded situation? Well, it looks neat either way. And they'd had better be connected. >O Anyways, just a random thing I came to think of. Mystery Gift Normal Spell Both players place the top card of their decks face-down in their Spell and Trap card zone regardless of card type. Cards set by this effect can not be activated or affected by card effects and neither player may look at them. At any point of the duel, a player may guess the type of card (Spell, Trap, or Monster) set on their Field by this effect, then the card is revealed. If the player guessed right, the card is added to their Hand, otherwise the card is added to their opponent's Hand and the player may use it during this Duel. (When the card is sent to the Graveyard, it is sent to the Graveyard of its original owner) Aaand something a bit less seasonal: Necro Cycle Continuous Spell During each Standby Phase, pay 500 Life Points (this is not optional). Whenever a card would be sent to the Graveyard, it is shuffled into the owner's Deck instead. |
Here's something I recently came up with:
Vhytal Monster/Dark/Fiend/Effect/6* ATK: 2300 DEF: 1200 Whenever this card destroys an opponents monster as a result of battle, you may Tribute this card to take control over one of your opponents monsters. That was surprisingly short, let's post another one. The Morganatic Marriage Spell/Normal You're opponent discards 2 card from his/her hand and then draws 1 card. If the card was a Monster Card, your opponent loses Life Points of the amount of the monsters ATK points halved. If the card was a Spell Card, your opponent must play it during his/her next turn, otherwise it is removed from play. If the card was a Trap Card, your opponent must set it face-down on the field (This effect does not apply if all of the Spell/Trap card columns are occupied). Finally, a card based on the Six Samurais: Wakizashi, Swordsmaster of Shien Monster/Earth/Warrior/Effect/*6 ATK: 2200 DEF: 1800 This card cannot be Special Summoned. Once per turn, while this card is face up on the field, you may discard one "Six-Samurai" or "Great Shogun Shien" card from your hand to destroy all Spell and Trap cards on the field. For each Spell card, inflict 800 points of damage to your opponents Life Points. |
Wakizashi: I'm thinking no. Card destruction and minor burn instead of keeping those samurai in my hand so I can pound the opponent with them? Six Samurai is about plopping down everyone on the field as quickly as possible in order to rampage right over the opponent's monsters and back row. Yaishi, I believe, already trounces face-downs and if we really want a monster that can blow up continuous spells we can always side-deck Kamon. Besides, this guy acts like Enishi doesn't exist. Unless we're talking about tossing samurai in order to summon Enishi faster (in which case Foolish Burial>This) we don't want to use him. The special summoning restriction is entirely unneeded. (Besides, what does a short blade have to do with this guy?)
Morganatic Marriage: Are we talking the discarded card or the card that they drew? Either way, Dark World officially LOLs, and your opponent doesn't care if they have to set the spell or trap. Chances are that if it's a trap, you've just set your opponent up for a springing next turn unless you've got S/T removal already set up. Vhytal: Are we controlling the destroyed monster (which makes no sense) or another monster on their field? |
Vhytal: Indeed...with the current wording this effect is the most pointless thing ever. Even with the correct (something like "Special Summon the destroyed monster to your Field), this still isn't as cool as Brain Crusher, which is an insect and can thus be plunked straight onto the field by Pinch Hopper. It can also keep summoning those destroyed monsters nonstop without tributing itself so I'd sooner build on that. Ehh...it's a possibility for Necrofear return, I suppose, and it could swipe a Disc Commander to get you free draws, but it's still sort of dubious. At least make it zero Def so you can recycle it with Recurring Nightmare.
The Morganatic Marriage: Meh, it's a -1 for you with rather questionable benefits. A hand-based Misfortune isn't all that good (and certainly not worth having that big beater you just handed to your opponent smack you over the head next turn), there's really no spell card used in the current format that couldn't be activated at basically any time and setting that trap down is only worth it if you have S/T removal or Royal Decree/Jinzo at hand immediately, otherwise that Phoenix Wing Wind Blast/Solemn Judgment/Dark Bribe/Trap Dustshoot you just put there will just be up and running one turn earlier. Most of the time, this is just giving free deck-thinning to your opponent. Wakizashi: Samurai-discarding Chiron with a lackluster burn and it requires tribute summon? Eww...no, just no. Snipe Hunter >> this. Really. Besides, seeing the "side arm" as a monster's name just feels...sort of odd. o.O Maybe if we had a non-tribute version of this...but even then I don't know. In any case, Samurai doesn't like tributing. And ACC: how dare you comment on this random person's cards and totally ignore mine? That's it, you've totally broken my heart now, you horrible, horrible person...I have no more reason to live! :< /wrist ... I kid, of course. Not to say that comments wouldn't be appreciated, though. :3 Ehh-heh...these are so random, but whatever: Chain Conductor Machine/Effect 4 Star/Wind 1800 Atk / 800 Def Once per turn, when a card effect is chained, add the effect of this card to that chain (Treated as spell speed 2). If the effect of a "Chain Conductor" is already added to the current chain, this effect can not be activated. Chain Detonator Machine/Effect 3 Star/Fire 1000 Atk / 1000 Def After a Chain with 3 Links or more has resolved while this card is face-up on the Field, select one card on the Field then destroy both the selected card and this card and inflict 1000 Damage to your opponent. If the number of Links in the Chain that activated this effect is 5 or higher, Special Summon one "Chain Detonator" from your Hand or Deck. Chainsaw Mech Machine/Effect 5 Star/Dark 2300 Atk / 1600 Def If a Chain with 2 more Links occurred this turn, this card can attack a number of monsters on your opponent's Field equal to the highest Chain Link number in that Chain this turn. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain. Dynamo Mech Machine/Effect 3 Star/Light 1000 Atk / 1500 Def Once per turn, after a Chain with 2 links or more has resolved, increase the Atk of this card by 300 x the highest Chain Link number in that chain until your next Standby Phase. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain. Rapid Assembly Mech Machine/Effect 4 Star/Light 500 Atk / 1900 Def Once per turn, after a Chain with 3 or more Links is resolved, Special Summon one Machine type monster from your Hand or Graveyard with same number of level stars as the highest Chain Link number in that Chain. You may only activate the effect of one "Rapid Assembly Mech" in response to each Chain. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain. Rapid-Fire Mech Machine/Effect 3 Star/Fire 1600 Atk / 200 Def Each time a Chain with 2 Links or more is resolved, inflict Damage to your opponent equal to 200x the highest Chain Link number in that Chain. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain. Mech Emperor Dragon Machine/Effect 7 Star/Fire 2600 Atk / 2300 Def When a card effect is activated as Chain Link 6 or higher, you may add the effect of Special Summoning this card from your Hand or Deck to the Chain. Then, the Chain is resolved immediately. Once per turn, after a Chain with 4 or more Links has resolved, select two cards from your opponent's Field and destroy them. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain. Cataclysmic Explosion Normal Trap This card can only be activated as Chain Link 2 or higher. Destroy all monsters on your opponent's Field whose level stars are equal to or lower than the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain. Chain Break Counter Trap This card can only be activated as Chain Link 3 or higher, negate the activation and effect of one card in the same chain as this card and destroy it. You cannot activate this card if multiple cards/effects with the same name are in that Chain. Rapid Reload Quick-Play Spell This card can only be activated as Chain Link 3 or higher. After the Chain this card is in has resolved, you may add one of the cards that was in the same Chain as this card from your Graveyard to your Hand. You cannot activate this card if multiple cards/effects with the same name are in that Chain. Reverse Reaction Quick-Play Spell This card can only be activated as Chain Link 3 or higher. When this card is activated, the Chain this card is in resolves immediately and the effects of all other cards in the Chain are resolved in reversed order. You cannot activate this card if multiple cards/effects with the same name are in that Chain. |
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Order to Obliterate Completely Normal Spell Select one normal monster with an attack of five hundred points or less. Destroy all monsters on the field except that one monster. Mmm... joking around with that one, mostly, but is it playable nonetheless? Riposte Counter Trap Activate only as chain link three or higher. Choose one card on your opponent's side of the field and place it on top of their deck. You may not activate this card if cards with the same name occured in this chain. |
Order to Obliterate Completely: yes, a situation form of volcanic monarch using... er, the rat? =)
Ripcoste: what chain decks suffer a lot of, the lack of deck space and refueling the hand. This card is raiza on traps, and made to flip the dragon to the deck again, but hey how do you start the chain 1 or 2 if every card requires chain 3 or higher to start? Majestic Mech Deji Fairy / Effect 4 Star / Fairy 1700 Atk / 1400 Def You may tribute one monster to tribute summon this card. If you do, this card is destroyed at the next end phase and gains the following effect: -The original Atk of this card is 2500. This card can attack your opponent directly. Majestic Mech Churip Fairy / Effect 5 Star / Fairy 2300 Atk / 2300 Def You may tribute two monsters to tribute summon this card. If you do, this card is destroyed at the next end phase and gains the following effect: -Destroy all effect monsters whose Atk is higher than their Def. Majestic Mech Rindou Fairy / Effect 7 Star / Fairy 3000 Atk / 2500 Def You may tribute three monsters to tribute summon this card. If you do, this card is destroyed at the next end phase and gains the following effect: -Your opponent cannot activate any spell or trap cards during your battle phase. When this card destroys a monster as a result of battle, this card may attack again in the same battle phase. |
Order to Obliterate Completely: nonsense, this is what you put in a Mokey Mokey deck. Have one other fairy and Smackdown on the field then play this and BAM! You get a 3000-point direct attack on the opponent. Best use; for reals. ;D
... ooor you could just have your random Charcoal Inpachi double up as nuke assistance in-between the walling. :3 (Inpachi > Rat for volcanic decks anyway) Riposte: sort of feels like a chain version of phoenix wing, which could be pretty cool. And Frostweaver; that's why we've got Jar of Greed and Legacy of Yata-Garasu, of course. Easiest freakin' chain fodder in existence. x3 And those mechs are so going straight against the mech principle of big beater for small tributes. Ehh...let's see: Deji: Now this stings. I dunno', though. I think I'd sooner run Toon Dark Magician Girl. Sure, it's dependent on a continuous spell and isn't as strong, but it Special Summons and TDMG and Toon World have their own unifying search card in Toon Table. Besides, with TDMG I get no self-destruct business and only have to give up a goat token. :3 Churip: so basically kill all effect monsters not named Don Zaloog, Pyramid Turtle, or Marshmallon? (Unless there's one I've forgotten in there somewhere). Sort of funny how you can have this kill itself by chaining Rush Recklessly to its effect. But yeah, better than Deji at least. It's still sort of dubious, though...I mean, two tributes could get me that LaDD so do I really want to spend them on something that can't hit over monarch-size stuff and kills itself at the end of my turn? o.O I'd sooner run Dark Dust Spirit, tbh; it's only one tribute and returns to the hand for multiple uses. That's plenty of compensation for the hassle of killing all face-ups on my field too, especially since all of my monsters would be effect so Churip would kill them anyway. Rindou: Big finisher, but you know...I find myself wondering: is it really worth three? That's a very steep cost to pay if I want to smash some major face the same turn, so unless I've got a Return waiting in the wings (In which case most defensive traps wouldn't be too much of an issue anyway since I could just have my first batch trigger the one they have and then call in the backup) this would just sort of be biting the whole concept in the leg. How to say...it's just easier to slap down a Cold Wave. That one prevents any nasty surprises from Torrential Tribute, Bottomless, and Forced Back too. What attribute are these, by the way? Last I checked, Fairy wasn't an option on that front so you may want to edit. xD But yeah, I don't really see them as paying their keep if you get what I mean. Churip and Rindou would have subpar stats for their tribute level and since they're only one-turn they have a lot of more reliable contenders who are naturally of that level. D= Deji is the only one of these I'd really consider using since you can Megamorph it for 5000 points of quick smackdown, but yeah. |
LIVE!!!!
Advent of the Emperor Continuos Spell Neither player may special summon monsters. When this card is sent to the graveyard by a card effect your opponent controls, you may remove three monsters in your graveyard from play to special summon "The Emperor" from your hand, deck, or graveyard. The Emperor Monster/Light/Spellcaster/Effect/8* Atk 2500/Def 2000 This monster cannot be normal summoned or set. This monster may only be special summoned by the effect of "Advent of the Emperor". Once per turn, choose one monster in your removed from play pile and return it to your graveyard. If you do this, your opponent cannot chain any cards during this turn. If there are fewer than two monsters in your removed from game pile, remove this monster from play during the end phase. |
Remake =o
Majestic Mech Deji Fairy / Effect 4 Star / Dark 1700 Atk / 1400 Def You may send one monster from your side of the field to tribute summon this card. If you do, this card is destroyed at your opponent's end phase and gains the following effect: -The original Atk of this card is 2500. This card can attack your opponent directly. Majestic Mech Churip Fairy / Effect 5 Star / Dark 2400 Atk / 2400 Def You may send two monsters on your side of the field to tribute summon this card. If you do, this card is destroyed at your opponent's end phase and gains the following effect: -Remove spells and trap cards on your opponent's side of the field and in their hand from play. Spells and trap cards cannot chain to the activation of this effect. This card is unaffected by your opponent's spell and trap cards. Majestic Mech Rindou Fairy / Effect 7 Star / Dark 3300 Atk / 2500 Def You may send three monsters on your side of the field to tribute summon this card. If you do, this card is destroyed at the opponent's end phase and gains the following effect: -Your opponent cannot activate any spell or trap cards during your battle phase. When this card destroys a monster as a result of battle, this card may attack again in the same battle phase. This card deals piercing damage. Now they just send monsters instead of tribute monsters, which means token is now accepted instead to ease up the cost. Buffed them moderately as well. Advent of the Emperor- so we replace royal oppression with no cost and make it a spell instead, on top of making it summoning a even more giant monster too? ><; (btw, there is light/dark monarch too, making it not 6 but 7 monarchs in total) The Emperor- err the heck? So it needs monsters in the RFG pile, and destroys itself if there aren't, but it's just a 2500 beatstick basically. Its own effect gives it a timer of how long it lives... er, I'll stay away from this one. More cards to make this forum alive. Stopper Jam Aqua / Effect 2 Star / Earth 500 Atk / 900 Def When this card is in face-up Atk position, you may discard 2 cards in your hand in order to skip your opponent's main phase and battle phase next turn. Diseased Sheep Normal Trap Destroy all tokens on your opponent's the field. Deal 500 damage to your opponent for each token destroyed this way. |
Revamped mechs: better, a lot better. Scapegoat squees at what it can do with this and Ojama Trio players absolutely wince when they're lock converts into Rindou. Churip is looking a bit over-the-top, though. I mean, is that remove all spells and traps from your opponent's hand and field with no chain? x.O That's hefty, even for a two-tribute normal summon, not to mention that it's threatening Rindou's viability. (Since let's face it, it's a lot cooler to remove everything your opponent has got than just negate it) Having Rindou do both double attack and pierce may also be a bit too much with the loosened summoning conditions.
Stopper Jam: so...is that both main phases or just one of them? May want to specify which. Anyways, it's a pretty expensive effect, but a very powerful one too. Low stats means that this is easy to search too. :3 Diseased Sheep: Scapegoat hate? x3 Sort of smells like Token Feastevil to me, except that it can't clear Ojamas off your field. Ehh...I'd probably prefer Asura Priest over this since it's a lot less situational, even though I have to admit that getting rid of a token wall and wiping out one fourth of my opponent's life points is a tempting prospect. Advent of the Emperor: Jowgen in S/T form, minus the special summon wipe. Mmmhmm...I can see this being played in certain decks, but most certainly not for the emperor. The Emperor: contra chain strike burn...except for the fact that chain strike wouldn't bother with destroying Advent in the first place. Other than that...well, this laughs at solemn and dark bribe, but the constant RFG management and summoning condition are a bit too much of a bother. I think I'd just stick with Advent. Anyways, just something I came up with while playing with my latest deck (<3 Jar mill) Dark Sovereign Fiend/Effect 4 Star/Dark 1800 Atk / 300 Def If there are no face-down monsters on the Field, this card can not be Summoned other than by Flip Summon (It may still be Set). While this card is face-up on the Field face-down monsters on the Field are not affected by card effects. While there is at least one face-down monster on the Field, this card is not affected by card effects. Whenever the effect of a Flip Effect monster is activated, discard a number of cards from the top of your opponent's Deck equal to the level stars of that monster Ominous Shadows Quick-Play Spell Both players select a monster from their Hands and Special Summon it to the Field in face-down Defense Position. Whenever a monster Special Summoned by this effect is Flip Summoned, it is returned to the owner's Hand. Aaand something else too. =O Necro Gadget - Orange Machine/Effect 4 Star/Dark 800 Atk / 1600 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Olive" from your Deck to your Graveyard. When this card is sent to the Graveyard, remove this card from play to add one "Necro Gadget - Olive" from your Graveyard to your Hand. Necro Gadget - Olive Machine/Effect 4 Star/Dark 1000 Atk / 1400 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Rust" from your Deck to your Graveyard. When this card is sent to the Graveyard, remove this card from play to add one "Necro Gadget - Rust" from your Graveyard to your Hand. Necro Gadget - Rust Machine/Effect 4 Star/dark 1200 Atk / 1200 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Orange" from your Deck to your Graveyard. When this card is sent to the Graveyard, remove this card from play to add one "Necro Gadget - Orange" from your Graveyard to your Hand. Black Gadget - Juggernaught Continuous Trap When this card is activated, it becomes an Effect Monster (Dark Attribute/Machine Type/4 Star/0 Atk / 0 Def) and is Special Summoned to your Field in Defense Position. (Also treated as a Continuous Trap Card) This card gains half the original Atk and Def of each "Necro Gadget" monster in your removed from play pile. Hmm...broken or not? I'm having a hard time making the call in this instance. |
The Majestic Mechs DO have to compete with LaDD/DMoC for 2 tribute slot, and Plasma for 3 tribute slot (Plasma can use tokens too). ><; consider what they're really competing against.
Remaking Stopper Jam because Ojamagic makes it a joke of an OTK. Stopper Jam Aqua / Effect 2 Star / Earth 500 Atk / 900 Def When this card is in face-up Atk position, you may discard 2 cards that are not Normal Monsters in your hand in order to skip your opponent's main phases and battle phase next turn. (note: if you don't have battle phase, then really both of your main phase is one big main phase, which the card said is skipped obviously) Now Ojama can't do exodia FTK anymore ^^ Dark Sovereign- fair enough, though nowadays what cards go facedown defense mode by Spy? It's a good card just not in the right era of time. Ominous Shadow- I think I prefer spell striker, or that sort of thing... It does give me a tribute fodder... the other card to compete with is Shallow Grave. I can really do the same except the monster doesn't come from my hand (but same goes for the opponent...) Necro Gadgets- so unlike the color gadgets, this isn't optional. What does this mean? Run at least 2 foolish burial if you really want to speed this up. Problem compare to real gadget is that these gadgets got even worse stats. They are slower than the real gadgets (need to die first, or foolish burial them before you get the balance +1 that normal gadgets immediately get by summoning.) Normal gadgets preserve CA and doesn't hurt field presence. This preserves CA like normal but you lose field presence, because necro gadget needs to die first, while normal gadget can press on CA by protecting the existing gadget. So, our only hope is... Black Gadget Juggernaught- Is it suppose to spell Juggernaut or is this on purpose... either way, it sucks ><; it needs a full set to even be 1500, so how long/many gadgets does it take for the whole thing to be usable? It needs an inward 1000/1000 and even then it's still not very attractive to use. Trap monster is really weak to any and everything. At least Metal Reflect Slime got stats to wall anything alive, and it got levels too when metamorphosis is around. I don't find them broken. I find them rather underpowered. It just takes too long for me to reclaim card advantage if I don't foolish burial them, which can only get me so far (why don't i foolish burial a d-hero instead?) Their CA is a form of dead CA like Ojamagic, because their stats are horrible and slow, so why don't I just use regular gadgets? Their power card is equally slow... 5 necro gadgets gets me around a monarch with no effect but weak to S/T Destruction... The only thing you can really say is that necro gadget is immunity to d.d.crow even though they are graveyard dependent. Necroface laughs at necro gadget like no other. Unlike gadgets, I think these guys need support... or a better beatstick. Overclock Solder- Necroblazer Machine / Effect 4 Star / Fire 2200 Atk / 0 Def When this card deals damage to your opponent's Life Points, send one "Necro Gadget" from your deck to the graveyard. If you can't, deal 1000 damage to your Life Points. At the end of your opponent's end phase, if "Black Gadget - Juggernaught" is not on your side of the field, destroy this card. |
Well, true...but at least LaDD has a chain weak and weakens itself. Churip's effect is remove 50% + of your cards from play immediately. (Against Chain Strike burn and other extreme-end burns it's basically remove everything you have from play with no saving grace) That's some pretty monstrous CA in most cases, but yeah...I suppose since it's self-destructive.
Anyways, true enough about the necro-gadgets (And yeah, Juggernaught is a portmanteau word x3), though they are Crush Card/discard cost fodder. *Shot* Anyways, I guess I'll restore their original intended effect. Also buffing up Black Gadget. Mind you, they do have sort of a beatstick in the form of Boot-Up Soldier - Dread Dynamo. :3 Stopper Jam: Erm...that's pretty wild for a two-discard in that case. Even though you can't maintain card presence forever with Ojama, this still becomes an absolute monstrosity in some cases, come to think of it. All you need to do is partner this up with Parshath or Des Lacooda. 2 draws a turn, essentially turning your opponent's turn worthless while these keep smacking the opponent down. x.x Overclock Solder- Necroblazer: Was that intentional or did you mean Soldier? Anyways, Cyber Dragon trampler I see, and speeds up the gadget dump too. Not too bad, though once you run out of gadgets this thing is going to sting. Hazards of overclocking, eh? x3 Necro Gadget - Orange Machine/Effect 4 Star/Dark 800 Atk / 1700 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Olive" from your Deck to your Graveyard. When this card is sent to the Graveyard, you may remove this card from play to Special Summon one "Necro Gadget - Olive" from your Graveyard in Attack Position. Necro Gadget - Olive Machine/Effect 4 Star/Dark 1000 Atk / 1500 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Rust" from your Deck to your Graveyard. When this card is sent to the Graveyard, you may remove this card from play to Special Summon one "Necro Gadget - Rust" from your Graveyard in Attack Position. Necro Gadget - Rust Machine/Effect 4 Star/dark 1200 Atk / 1300 Def When this card is Normal Summoned or Special Summoned successfully, you may send one "Necro Gadget - Orange" from your Deck to your Graveyard. When this card is sent to the Graveyard, you may remove this card from play to Special Summon one "Necro Gadget - Orange" from your Graveyard in Attack Position. Black Gadget - Juggernaught Continuous Trap When this card is activated, it becomes an Effect Monster (Dark Attribute/Machine Type/5 Star/0 Atk / 0 Def) and is Special Summoned to your Field in Defense Position. (Also treated as a Continuous Trap Card) This card gains the original Atk and Def of each differently named "Necro Gadget" monster in your removed from play pile. When this card is removed from the Field, shuffle all "Necro Gadget" monsters from your removed from play pile into your Deck. Network Down Normal Trap Tribute one DARK Attribute Machine type monster on your Field. Until your third Standby Phase after this effect's activation, your opponent can not add any cards to his/her Hand other than by drawing. |
Hmm...
Necro Gadgets- Hmm... interesting. Corrupted monsters love the ability to send multiple darks to the graveyard, and they'll definitely exploit these guys. I think the major problem is that they're all mini-Malicious. Toss out Rust, send Orange to the graveyard. If your opponent kills Rust in any way other than removing it from play, you just remove it and tribute for Monarch anyway. If they don't kill it at all, you just tribute Rust and special summon the extra gadget for extra hurt. Monarch will exploit them like crazy. Not to mention the fact that these guys are not friends with LaDD at all. Juggernaught: Basically a glorifed Moving Fortress? Why run this and get it negated by Decree and Jinzo when exploiting my troop of Malicious-look-alikes is so much fun? Network Down- Icing on the cake for Necro Gadget, but it prevents them from exploiting their Malicious-esque Monarch calling. I don't think I'll run it. |
With the current wording, necro gadgets summon all 5 at once. How? Say I summon Orange. Orange dumps Olive to the graveyard. Now that Olive is in graveyard, remove Olive to special summon Rust to the field. Since Rust is special summoned, I dump Orange. Remove Orange, special summon Olive, and continue on...
>_<; anything we can do so it's not a giant chain of doom? Juggernaught- it's stronger but still a bit weak, because shuffling all the necro gadgets back does mean a new chain, but again, what the heck do we do with all these? ><; (well, unless how you can summon all 5 at the same time is totally intentional, then we just clear the field, and score a 5 monster attack against them.) Network Down- it's supposed to be for necro gadgets, but it's a matter of time before we find other dark machines for fun... decent card I guess. It's suppose to be Soldier, darn it >< Continue on our parallel of the traffic light gadgets with necro gadgets, hoho~ Ancient Gear Necradet Chimera Machine / Effect 6 Stars / Dark 2000 Atk / 2500 Def If you tribute summon this card by tributing 1 of the following monsters, this card gains the appropriate effects: Necro Gadget- Orange: Remove 1 card in your opponent's graveyard from play for every differently named "Necro Gadget" in your remove pile. Necro Gadget- Rust: For every necro gadget in your removed pile, decrease the Atk of all monsters on your opponent's side of the field by 100. Necro Gadget- Olive: When this card deals damage to your opponent's life points, inflict 100 damage to your opponent's life points for every necro gadget in your removed pile. Ancient Gear Necradet Dragon Machine / Effect 8 Stars / Dark 2500 Atk / 3300 Def If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If you tribute summon this card by tributing any of the following monsters, this card gains the appropriate effects: Necro Gadget- Orange: Remove 1 card in your opponent's graveyard from play for every "Necro Gadget" in your remove pile. Necro Gadget- Rust: For every necro gadget in your removed pile, decrease the Atk and Def of all monsters on your opponent's side of the field by 200. Necro Gadget- Olive: When this card destroys your opponent's monster in battle, inflict 200 damage to your opponent's life points for every necro gadget in your removed pile. |
Oh, brother...
Wandering Aeon-Magus Monster/Light/Fairy/Effect/7* Atk 2600/Def 1700 This monster may attack three times during one battle phase. If so, all damage from this monster's attacks becomes five hundred. Limit Break-Delta Attack Normal Spell Pay half your life points and select one "Wandering Aeon-Magus" on your side of the field. If there are few than three monsters on your side of the field (Counting the selected "Wandering Aeon-Magus"), special summon any two monsters from your deck. Two monsters on your side of the field that you select are treated as "Wandering Aeon-Magus", their original attack becomes 2600 and they gain the effect listed on the selected "Wandering Aeon-Magus". At the end phase of this turn, return any monsters special summoned by this card's effect to the deck and shuffle it. If "Wandering Aeon-Magus" is the only monster on your side of the field when this card is activated, you do not have to pay life points to activate this card. You may only play one "Limit Break" spell card per turn. |
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...if you manage to put all of those in the graveyard first. Remember, Necro Gadget doesn't summon from the deck like regular. Orange dumps Olive to the graveyard, yes, but unless you've already dumped Rust earlier then Olive has nothing to summon so it can't pull its effect since you can only use it at the point when it's sent to the graveyard. Oh, and I made it optional so they don't have to remove themselves when there's no target.:3 So like, the only way to make it a giant chain of doom is to dump four of them (all with the correct names), then summon one, and short of Future Fusion I don't see any practical way of dumping four monsters (three with different names). I suppose Veil of Darkness is a possibility, but then that's entirely dependent on which Necro Gadgets you draw so I say fair enough on that. Quote:
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Anyways, I do know what kind of chains these little munchkins create. D.D.Crow and Phoenix Wing Wind Blast should be standard precautions in this format anyway, and both screw them over. Raiza too, not to mention Cosmos/Fissure. :3 Ancient Gear Necradet Chimera: and now we have something to tribute them for too. Same principle as Gadjiltron, but all of these effects are actually sort of viable. Trendy graveyard hate coupled with an Atk drop that can turn monarch-size monsters and Cyber Dragons into cannon fodder with a little cycling before it. The burn is probably the least viable one here, not that that's anything new. :3 Ancient Gear Necradet Dragon: Basically a bigger, nastier chimera. Potential 1800 drop of Atk and Def for the opponent's monsters and the same amount of burn each time the cripples get beaten is a very tempting prospect, especially with the ancient gear self-protection mechanism on top. The graveyard sweeping is nothing to scoff at, though I'd probably use the chimera for that since it's one-shot. Wandering Aeon-Magus: "If it does so using this effect". The current wording also brings in a nasty side-effect: because you put it like that, using that effect even once means that all damage this card does for as long as it remains on the field becomes 500, even if you choose not to use the effect later. That should be "This card can attack three times in the same Battle Phase. If it does so using this effect, all Battle Damage Inlicted by this card this turn becomes 500." This is absolute murder on field presence, and combined with Robbin' Goblin it essentially wipes out the opponent's hand. The damage restriction keeps it from being broken, though. Limit Break-Delta Attack: Do I smell an OTKO? Because 3x 2600 is temptingly close. Considering that, as an aeon monster, Magus can also be pulled out by the summoner without bothering with tributes, this is starting to look a bit...overpowered. Especially considering that you can draw out some destroy-by-battle wanderer who would usually be wimpy but now smashes face (*Cough* Mage, *Cough* Rogue*) and gain some serious CA for your trouble. Maybe force the summoned ones to use the effect? Aaaanyhow... Necrovoltage Android Machine/Effect 3 Star/Dark 500 Atk / 800 Def When a Machine type monster(s) is Special Summoned from the Graveyard, the Atk of this card becomes 2500 until the end of the turn. Card Corrosion Virus Normal Trap This card can only be activated by tributing a DARK Attribute monster with an Atk of 1000 or less. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards they draw until your opponent's 3rd turn after this card's activation and destroy all monsters with an Atk or Def of 1000 or less. In addition, reduce the Atk and Def of every monster your opponent Summons before his/her 3rd turn after this card's activation (including Flip Summon) by 1000. If the Atk or Def of a monster is reduced to zero by this effect, destroy that monster. |
Necrovoltage Android- bleh ><; so situational and it'll get run over afterward on your opponent's next turn. Past...
Card Corrosion Virus- once again it's suppose to be for necro gadget i'm sure but then it's splashable... so we destroy all of their CCV bait, and monarchs to boot. On top of that, turn their stats to basically a block of tofu? Sounds a bit much compare to CCV ><: I always thought that Magus's effect is mandator: meaning that the 500 damage is fully intentional. Even if it's not attacking 3 times, it's still doing 500 damage for the direct attack (for reasons stated by yourself about her limit break.) Still a reasonably threatening move doing 500 x 9 for 4500, and basically wipe the field of monsters for them. Necradet Removal Cannon Machine / Effect 2 Star / Dark 500 Atk / 500 Def Tribute this card on your side of the field and send one "Necro Gadget" from your deck to the graveyard to destroy one spell/trap cards in play. k I'll stop hijacking your theme X3 Cyberworld Stratification Normal Spell When your Life Points is lower than that of your opponent's, special one "Cyber Ogre" from your deck or graveyard. You cannot normal summon or flip summon this turn. Along with... Awkward Ads Normal Spell Activate this card when you're visiting a Pokemon website to talk about children's card game. Chat with gay black men near you and browse their photos too for free. (seriously that's what the ads say showing up for me right now in PC) |
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Necradet Removal Cannon: heh, this sort of reminds me of good old Disolvent Slime. Exiled for the back row with added gadget dump. Cyberworld Stratification: Special one "Cybre Ogre" from your Deck or Graveyard to your Hand...what? So is this an add to the hand or special summon to the field or what? I don't quite know what you're trying to say. x.x Awkward Ads: In threes, now. I wanna' chat with gay black men near me and browse their pictures. x3 *Cough* Yeah, these ads spew out some really weird stuff at times, don't they? Never knew that my username was a shampoo brand either, but there you go. xD Aaaanyways: Royal Huntsman Warrior/Effect 3 Star/Wind 1000 Atk/800 Def When this card is Normal Summoned successfully, select one Trap Card from your Deck and place it at the top of your Deck. If "Court of Nobles" is face-up on the Field you may Set the Trap Card you selected on your Field instead. A card Set by this effect can not be activated until your next Standby Phase after setting. Yeah, yeah, I need to stop churning out royals, I know. x3 Hmm...let's see... Cloudian - Cumulus Fairy/Effect 3 Star/Water 1000 Atk / 0 Def This card can not be destroyed by Battle. If this card is in face-up Defense Position, destroy it. When this card is Normal Summoned, place a Fog Counter on this card for each face-up "Cloudian" monster on the Field. By removing 3 Fog Counters from this card, negate the activation and effect of a Spell or Trap Card controlled by your opponent and destroy it. Cloudian - Drifter Cloud Fairy/Effect 1 Star/Water 0 Atk / 0 Def This card can not be offered as Tribute for a Tribute Summon, except when Tribute Summoning "Cloudian" monsters. When this card on your Field is destroyed, Special Summon it to your opponent's Field in Attack Position. When this card on your opponent's Field is destroyed, Special Summon it to your Field in Attack Position. Fog Sanctuary Field Spell While this card is face-up on your Field, all Battle Damage to the controller of a "Cloudian" monster from battles involving that monster becomes zero. Each time a monster is Summoned (Including Flip Summon), distribute a number of Fog Counters equal to half the level stars of the summoned monster (rounded up to the nearest whole) among face-up monsters on the Field. Warm Front Normal Spell For each face-up "Cloudian" monster on the Field, distribute 2 Fog Counters among face-up monsters on the Field. Tee-hee...Cloudians are funny. Kind of deficient, but funny. xD |
It's called, imperfect editing. It was originally just added to the hand but then i changed it to special summon just to be lame, but I didn't delete all of the old text XD;
Cyberworld Stratification Normal Spell When your Life Points is lower than that of your opponent's, special one "Cyber Ogre" from your deck or graveyard. You cannot normal summon or flip summon this turn. Royal Huntsman- Scooped up cat of Ill Omen, meh, nothing overly exciting. Just predetermines what our next draw is without Court on the field. If it is, well we got a +1, but the opponent still knows exactly what it is. Unless the trap is counter trap (which it probably is. Search Solemn Judgment with this and "oh ze pain"), the opponent will know exactly how to beat the crap out of the trap. I'm leaving the Cloudians for now. I don't even remember very well what the existing clouds do ><; I'll come back to them after my friggin' exam that I don't even know what's going on in the course for the last 4 months. (Frosty so going to PHail it with a capital PH ;_; ) |
Ph? As in acid?
Elemental Fiend-Chlorine Monster/Wind/Fiend/Effect/4* Atk 1500/ Def 1200 When this monster is normal summoned, count the number of cards on your opponent's side of the field. Each standby phase that this monster remains on the field, deal damage to your opponent equal to the number of cards counted by this effect x300. If this monster would be destroyed, you may send one "Elemental Fiend-Chlorine" from your hand or deck to the graveyard instead. Elemental Fiend-Sodium Monster/Earth/Fiend/Effect/4* Atk 1600/Def 1400 When this monster destroys an opponent's monster as a result of battle, you may look at the top card of your opponent's deck. If it is a spell or trap card return it to its original position and inflict five hundred points of direct damage to yourself. If it is a monster, place it on the bottom of your opponent's deck and deal direct damage to your opponent's life points equal to that monster's original Atk. Meh, maybe a bit overpowered with Sodium. He's intended to mess with decks that revolve around Deep Diver and other top of deck searchers, plus he combos oh so well with Phoenix Wing Wind Blast and Raiza. XD Oh, and AE there are so Limit Breaks (of a fashion) in FFVI that are unique to each character. >.< How dare you deceive me like that, you big meanie you? Desperation attacks are so unique! I knew it! |
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Cyberworld Stratification: well, that's still "Life Points are" and "Special Summon". But yeah, I get what it's trying to say now. Umm...nice if you like Cyber Ogre, I guess? xD Yeah, that was officially my lamest card comment ever. Elemental Fiend-Chlorine: Regular burn monster with (usually) some pretty heavy burn, decent stats and self-protection effect? Yes please. This is best friends with Ojama Trio which immediately grants it 900 extra burn, even if the tokens are destroyed later on. This might even find a home in Necrofear return simply because it's a fiend that dumps other fiends. Good monster, definitely, if it weren't for some of the other recent ones I'd say almost too good. Elemental Fiend-Sodium: and with this we are really praying that that top card is a monster. Ehh...it's pretty weak and can bite you in the buttocks but on the other hand, if you hit LaDD or a Monarch with this the opponent is going to cry. Aaagh...don't know how to call this one. x.x Aaaanywho... Herald of Extinction Spellcaster/Effect 4 Star/Dark 1700 Atk / 400 Def When this card destroys your opponent's monster by Battle, your opponent must discard all Monster Cards with the same name as the destroyed monster from his/her Deck. Yay for loose cards! :3 |
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