You make the Card! Page 42

Started by Kenny_C.002 November 4th, 2004 5:08 PM
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Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Mayfly: I forget, is Effemarity field or continuous spell? If the latter, you have officially just invented the first searcher for a continuos spell card. XD (Actually, just confirmed it wasn't a field spell so congratulations.)
Actually, we already have Volcanic Rocket (4 Star, Fire attribute Pyro with 1900 Atk) for searching out Blaze Accelerator. This is the only one I know that force-activates its search, though. :3

Fey Gate: You're nuking fairies left and right, and now burning them in the bargain? Forget Aether Link, I'm running this x3 and suiciding my fairies left and right. Seriously, this is like a revamped thematic Ring of Destruction, though it isn't quite as powerful due to the -1 CA and the LP damage.
There's a difference, though; Fey Gate only works in monster vs monster battles, so you'll be taking a direct attack from one of your opponent's monsters in return. It's sort of like a more volatile version of that trap card Asuka/Alexis always uses...Dobla Passé, I think it was? Still, I'd imagine that getting smacked across the face by Ohka isn't too fun either. ;D

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
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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.

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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?

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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.
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Znale

Disturbed Morphing Jar

Age 29
Finland
Seen October 30th, 2008
Posted October 7th, 2008
154 posts
15.8 Years
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.
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Lv. 100 Single
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~Znale
~4553 7464 1294
______________________________________________
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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?

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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:

*bandages wrist and stops bloodflow* You need to stop joking like that. Just because I'm the child of someone who practices medicine doesn't mean that I can fix everything you do to yourself on an internet forum. *runs for ambulance*

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.

So basically we're auto-increasing any chain to link three? Interesting effect, and with Accumulated Fortune among others being powerful cards that require a lot of chaining this could actually see play. Pity that LaDD would negate the effects of any monster that didn't resolve during the chain, because with Treeborn in the graveyard you could easily form multiple link chains with LaDD. I suppose that Card of Safe Return might work instead, if that counts as a chain?

Chain Detonator
Machine/Effect
3 Star/Fire
1000 Atk / 1000 Def

Afte 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.

Interesting... I see the synergy with Conductor, and your opponent will be reluctant to chain while this guy is on the field since if you can chain any effect all you have to do is follow up with Conductor and blast them away.

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.

Definitely the best card in the set in terms of nasty effect. Start your turn by special summoning Treeborn Frog and chain from there You'll be sniping at least two monsters.

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.

Meh. It's a one-turn boost, and I'd rather be summoning Chain Conductor whose attack is constantly high in order to add stability to my field. Maybe if it were Rat or Tomato searchable?

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.

Interesting. Swarm the field with more monsters by chaining? I guess since all these monsters take their cue from one chain, this might work.

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.

Moderate burn=bad, but ability to be summoned quickly with Rapid-Assembly and attack through Gravity Bind and Level Limit=good. Not a bad monster.

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.

Hmm... too much trouble to summon, I'd say. I'd almost rather tribute for it. Painfully restricts ability of the opponent to chain, though.

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.

Scary situational Raigeki? Ouch. Trick is playing it.

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.

Oh how LaDD hates this deck. It'll inadvertently trigger a two-link chain which these guys then exploit like crazy. XD

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.

So basically, recur more cards to chain and use against your opponent? Potential, true, and maybe not just in this deck.

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.

Splashable Chain negation? Yes please.
Hmm... chain effects generally suck IMO, but these do pretty well.

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.

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
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Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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.

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
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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.

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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.

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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.
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Frostweaver

Ancient + Prehistoric

Age 34
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Canada
Seen September 11th, 2016
Posted July 30th, 2016
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19.7 Years
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.

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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.

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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.
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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.

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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...
Sure...

...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.

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.)
Well, Necro Gadget basically means you have a steady source of tribute material on your field at all times. That accounts for something, no? Sort of like Malicious but without the luxury of defense positioning, which I consider a fair trade since these are easier to deploy and create a longer chain. Also, these have synergy with Card of Safe Return, essentially generating an additional +1 each time you summon a new one. x3 Anyway, considering how easy it is to get one each of the gadgets out of play, I figured that giving three special summoned 3000/4500 monsters (even once that take up a trap slot) to play with for the remainder of the duel might be a bit much.

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.
Well...there sort of is one already. This would find a good home in Cyberdark virus decks, I imagine. This + a virus card can seriously cripple your opponent's card presence since it circumvents all of the typical virus evasion methods except for graveyard summons. ;D

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?
Because the glorified fortress can smash face with the same power as Blue-Eyes, wall out a non-boosted Cyber End Dragon and Metamorphosis to Dark Balter among others while the malicious-lookalikes are pounded into the ground by everyone and their kid brother? xD Most decktypes are too dependent on their own traps to run Decree/Jinzo these days anyway. Besides, the Necro Gadgets needed their own Red Gadget - Stronghold for thematic reasons. :3

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.
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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)

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Necrovoltage Android- bleh ><; so situational and it'll get run over afterward on your opponent's next turn. Past...
That's why we virus it before it comes to that. x3 But yeah, yeah, I know what you mean about situational.

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 ><:
Hmm...true, it's more of a spur of the moment card so never mind that one. x3

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.)
If that's the case then why does it say "if so"? Anyways, Delta Attack is still pretty flippin' crazy since it can give you triple spell recursion through Wandering Mage, triple draw through Wandering Rogue or instant increase of Field presence through Wandering Shinobi. And that's not even getting into what this does when we use this to summon Masked Chopper. (2000 points per kill in addition to the battle damage) Bleah, I think Delta Attack should just summon tokens instead of doing such an easily exploited monster summon. >_<

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
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
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 ;_; )
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
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!

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
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!
They are? o.O Because the only ones I've gotten are Spin Edge and Tiger Break (I know that both Celes and Terra use spin and at least Locke, Shadow, and Sabin have Tiger). What are these unique desperation attacks, then? They all have their skills, sure, but I've never seen any unique limit business. Also, is this from the original FF VI or the advance version? 'Cause they may have changed that. x3

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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