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May 30th, 2008 (10:30 AM). Edited May 30th, 2008 by Alter Ego.
that evil mod from hell
Touhou land, grazing danmaku all the way
Originally Posted by
15 people show up at the maximum and I don't drink. 'Nuff said.
Aww...but haven't you ever heard of quality over quantity? Oh well, more root beer for me. xD
Not that I've ever actually had a root beer in my life, mind you, but I'm willing to give it a try. If there's one thing the mili has taught me, it's that you should never turn down an offer of free edibles and/or drink. :3
Originally Posted by
And wouldn't you know it, just when NiGHTS gets banned....
I know. I'd share my personal theory of NiGHTS being an ancient spirit trapped in the millenium keyboard that had temporarily assumed control of Icha's body and was - in the absence of an all-fixing card game - banished along with his user account, but somehow I don't think it would be appreciated. xD
Originally Posted by
hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o
So obviously you couldn't comment on
of them? Or even just the ones that weren't revamps? I smell a touch of laziness here...=P Besides, I rated all of the psycho heroes and goodness knows how many other cards all in one post way back then. Ahh...crazy days. xD
Originally Posted by
Not quite sure what to say here. A lot of beatsticks will completely ignore this card, and it'll only help out with stuff that's searchable, mainly...and, of course, there's the once-per-turn limit. Still, there are a lot of monsters it can stop.
Mmm...I thought long and hard about this one because I wanted it to have
usefulness, yet at the same time I didn't want to completely overshadow Necro Gardna, so I settled for a more limited pool of targets in exchange for reusability. :3
Psycho Destiny: Self-mill on drugs. o.o Refresh my memory: is there a psycho hero that can abuse this like crazy? Because otherwise...well, to borrow Frosty's philosopy: if a card mills more than Lightsworn it had better have a darn good reason to do it. Possible Blasting the Ruins/Magical Explosion follow-up for the win, maybe?
Yoko Yokai: It's true that this can bite you if luck (or Yokai Mountain) ain't on your side, but then...with the format being what it is, odds are that your opponent will have ample ways to ditch that monster anyway, so I see nothing wrong with letting them eat 2800 points of damage for that Zerato/DMoC before they get to reap the benefits for it. And let's not even get me started on how mean it is to nail Judgment Dragon or Dark Armed with this. It's a nice, solid, 1900-atk body too, so it certainly won't be idle on your field either way.
Yokai Mountain: Indeed, lots of love for marginalized cards here. Archfiend's Oath is always a keeper (is it just me or did the potential Yokai draw engines get even
expansive than before?), and you might even get lucky with Conscription. (
Dark Magician of Chaos? Guess again, amigo. xD)
Yokai Karasu: Potential for an endless spin lock here, provided that you manage to secure mountain on the field and at least three unplayable cards in your opponent's hand. (tricky, but not impossible) Failing that, the Conscription synergy I just mentioned has just become a notch more viable. Plus, hand disruption is never wrong, especially with the mountain tp churn this out time and time again.
Yokai Kappa: Agreed, there are too many restrictions on this. Maybe let it summon without level restriction (possibly excluding the real big ones like Okami or Kyuubi) or at least let the summoned monster attack on the turn it's summoned?
Colossus of Gaia
2800 Atk / 2800 Def
This card can not be Special Summoned. If there are no Rock Type Monsters in your Graveyard, destroy this card. Reduce the Level of this card in your Hand by the number of differently named Rock Type Monsters in your Graveyard. While this card is face-up on the Field, the original Atk and Def of all Monsters on the Field are switched.
Shifting Mosaic Jar
800 Atk / 700 Def
Morphing Jar + Morphing Jar #2
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During your Main Phase, by paying 2000 Life Points, send all cards on the Field and in both player's Hands to the Graveyard. Then, both players declare one type of card (Spell, Trap, or Monster) pick up a number of cards equal to the number of their cards sent to the Graveyard by this effect. Both players then send all cards of the type they declared to the Graveyard then add the rest of the cards to their Hands.
Aaand something silly that is linked to another even more silly idea. xD
Card Law: Conquest
Pay 2000 Life Points. For the remainder of the Duel, whenever a Monster is destroyed by Battle, it is added to the Hand of the player who destroyed it instead of being sent to the Graveyard. When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.
Card Law: Equal Loss
Pay 2000 Life Points. For the remainder of the Duel, all effects of discarding cards from a player's Deck are applied for both players. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.
Card Law: Zero Sum
Pay 2000 Life Points. For the remainder of the Duel, whenever a player draws a card(s) as the result of a card effect, that player returns cards from their Hand to the bottom of their Deck until the number of cards in their Hand is equal to the number of cards they had in their Hand before the effect was activated. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.
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