Skull Maid- what, skull servant got even more serious? >>;
Of course it did! Skull Servant is the seriousest archetype in existence. :3
Suffice to say that the idea of a 11000-Atk, self-reviving beatstick being summoned without any tributes or special conditions amuses me.
we have grown ups playing children's card games on motorbikes. I can't possibly be fazed by anything anymore, including this.
Scary thing is; it's kind of entertaining. XD *Shot*
Kasa: Well, being able to smack for 2500 points of direct is nothing to sneeze at, but then what are the odds that whatever your opponent has in their back row won't blow this away when you try to press through? Also, what happens if the backrow card in Kasa's column is flipped when you try to attack? Will the direct attack go through or will it force a replay or what?
Omen Crow: Yeah, definite punishment for over-extension here. One problem, though: if your opponent
doesn't have enough monsters to trigger the crow's effect this thing becomes a hypercharged Fox Fire since your opponent can just keep plunking it down in defense over and over again when it's destroyed by battle. D=
Simorgh, Bird of Preponderance:
Actually, I still like Dark Simorgh more.
Well, it's big, it stabs both the field and the hand, and it even clogs up card zones, but the wording bugs me a bit: the way it currently stands, this thing can keep on wiping either column or row at its leisure (since it's worded like a permanent effect with no limit to the amount or timing of uses), and the zone occupying effect seems to have a similar ambiguity to it. Maybe make that a bit clearer?
Ahem.Well, Stabilizing Pressure does look weird at first glance, I'll grant you, but there's a reason why it exists- unlike Draining Shield or Dimension Wall, which negate the damage dealt to you, Stabilizing Pressure allows you to take the damage, thereby powering up Alchemy Gauge (which is really the key card of this set). That's also the reason that I'm not negating the damage caused by the effects of Mad monsters with the field spell. The goal with this set is to take enough damage to blast the opponent away with a massive rush of Mad monsters or simply stomp on them with Genius. So I went out of my way to design cards that would have synergy with Alchemy Gauge- not that it wouldn't be just as easy to run other cards, mind you, but I thought adding that option would help expand the usefulness of the set. That's also why Mad Lightning has a very specific LP cost of fifteen hundred- Dust Tornado is better for S/T removal, sure, but can it net you an instant Mad Scientist, possibly setting up for a turn two Genius summon? I don't think so.
We still have Enchanted Javelin, though. Unless our attacker is in the 3000 Atk range (which basically means Heraklinos or Dragoon, which means you're most likely screwed already) it will give higher or at least equal gain while still letting the damage through. Javelin also heals
before you take the damage rather than after it, so it's a safer option too. A one-shot, zero-sum effect just really isn't that great no matter how you look at it. :\
There's also some rather hefty risk involved with wrapping your whole deck around taking a huge amount of damage in the hopes of mounting a comeback, especially since that damage only goes to your advantage if you have a specific continuous spell out. I mean, what's to stop your opponent from smacking you down then just wiping out Alchemy Gauge before it gets to explode in their face? It's a devil in plain sight if ever there was one. Continuous Spell isn't the easiest to search either.
Insanity Buster (revamp): A bit less explosive than before, with more self-hurt. Sadly, the obvious Alchemy Gauge follow-up to that hurt is now out of the picture for the turn, so you'll have to deal. Still, it fits the theme, at least.
Mad Researcher: And this would be the search card of the deck, allowing for quick access to both gauge and lab. Given the lowish Atk, you might want to Creature Swap it to your opponent then smack it with something to get your gauge, or maybe play it as an opening set to get things rolling.
...
Come to think of it, swapping any one of these mad monsters to your opponent and then smacking it with the Genius is one of the meanest moves ever. Quadruple damage, anyone? Now slap Megamorph on the genius and watch those numbers go absolutely crazy. (Octuple damage FTW!) XD
Mad Laughter: You really would have loved the days of allowed Delinquent Duo, huh? xD Well, this is certainly a big disincentive for your opponent to attack, if rather counter-productive to the self-damage theme.
Magician Of Death: We already have Mask of Darkness to do this. He is currently highly upset about this development and threatening to sue you for copyright infringement. =O
Scion Warrior lvl 1: Meh, we already got Man-Eater Bug, Old Vindictive and Night Assailant to destroy
any monster and Ryko to destroy any card. This guy came a bit late to the party, I'm afraid. Also, the level thing is sort of misleading since it's usually only applied to monsters that actually have a level up effect (I.e. replacing themselves with a stronger "grown" version when certain conditions are met), something that this one doesn't.
Scion Warrior lvl 4: Overpowered. We already have Jinzo popping up from the Graveyard with a frequency to rival Treeborn Frog thanks Returner; we seriously don't need him jumping out of the deck for having smacked a sturdy flip monster too. And let's not even get me started about all his mechanized buddies. Machines are a very dangerous type, so they shouldn't just be summoned this...indiscriminately.
Scion Commander: Well, blocking out Card Trooper, Cyber Dragon, Jinzo and pals is all well and good, as is wiping them from the graveyard or field, but lack of cost-efficient fusion methods sort of kills this. Besides, machine beatdown isn't really the in thing right now, so...
Chain of Weaking: Meh, I dunno'. If you try to attack a weakened monster after playing this, odds are that your opponent will just pay that 1000, have you lose your monster to the battle, and thus effectively reduce this to a glorified Meteor of Destruction.
Chain of Energy: Beats Banner of Courage, but unless you're running some kind of swarm strategy with a very specific need for those extra attack points it's not really worth the deckspace.
Chain of Rewarding Death: Weak. Life Points are incredibly cheap in YGO, so stuff that does nothing but increase them usually isn't worth it. Besides, the gain is so tiny that it barely covers a single hit from a monster, even in the most favorable circumstances.
Ar-317 Cyborg: Kind of reminds me of Hysteric Fairy. Too bad that one wasn't really that hot either. Short of disposing of a temporarily swiped monster, the LP gain won't really compensate the loss of field presence, and there are surely cooler things you can tribute stuff for too. It's fun as kind of an inverse Cannon Soldier, but not too useful.
Ar-634 Cyborg Commando: Largeish body, but what we'd really be running this for is the trap negation. I guess this could have novelty value as an alternative Overload Fusion target, but needing the smaller, less-than-stellar Ar-317 Cyborg in doubles is kind of a turn-off. Still, decent trap negation if you can somehow manage to keep those cyborgs from messing up your draws.
And, like, Frosty; the Bio-Techs really aren't that expensive to summon. All you need to get, for instance, the Leech is summon Griphook, have it swipe something like Zombie Master or Pyramid Turtle, and then Synchro Summon away. (The "also treated as a Monster on your Field" clause in the effect lets you get away with that) In the end, you will have established a net gain of one direct attacker, and if you can keep it alive until it returns to your deck you even get your tuner back for free. :3
True about the Mindwarper, but I just liked the effect. Besides, all themes need their less-than-stellar cards too, no? XD Oh, and it can do some fun things together with Sampler too. :3
Anyhow...
Bio-Tech Conditioner
Machine/Tuner/Effect
1 Star/Dark
400 Atk / 800 Def
Once per turn, you may select one non-tuner Monster on the Field then pay any multiple of 400 Life Points. For every 400 Life Points you paid, increase or decrease the Level of the selected Monster by 1.
Bio-Tech Enhancement Unit
Machine/Tuner/Effect
2 Star/Dark
1250 Atk / 1300 Def
If this card is sent to the Graveyard for the Synchro Summon of a "Bio-Tech" Synchro Monster, select one "Mutagen" Equip Spell Card from your Deck or Graveyard and equip it to that Monster.
Bio-Tech Lycanthrope
Beast/Synchro
6 Star/Dark
1700 Atk / 1600 Def
Any "Bio-Tech" Tuner Monster + Any Beast, Beast Warrior, or Winged Beast Type non-Tuner Monster(s)
The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. This card gains 300 Atk for each Beast Type Monster you control. When this card destroys a Monster by Battle, Special Summon that Monster to your Field. A Monster Special Summoned by this effect is treated as being Beast Type and may not use any of its card effects.
Bio-Tech Overdragon
Dragon/Synchro
9 Star/Fire
2100 Atk / 2300 Def
Any "Bio-Tech" Tuner Monster + Any Dragon or Dinosaur Type non-tuner Monster(s)
The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. Once per turn, when this card destroys a Monster by Battle, select and active one of the following:
- Increase the Atk of this card by 1000.
- This card can attack once again in a row.
Overgrowth Mutagen
Equip Spell
This card can only be equipped to a "Bio-Tech" Synchro Monster. The original Atk of the equipped Monster is doubled and it inflicts piercing Damage. A Monster equipped with this card is forced into Attack Position and must attack each turn. When this card is destroyed, the equipped Monster is destroyed and you lose Life Points equal to its original Atk.
Stabilizer Mutagen
Equip Spell
This card can only be equipped to a "Bio-Tech" Synchro Monster. A Monster equipped with this card is not returned to the Extra Deck by its own effect. Once per turn, when the equipped Monster would be destroyed, it is not destroyed. (Damage Calculation, if any, is applied normally) When this card is destroyed, return the equipped Monster to your Extra Deck.