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You make the Card!

Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
  • Machina Scavenger- a bit on the weak side currently but not bad, depends on the theme

    Machina Sniper- it's actually not that bad Icha... it is flexible but nothing that gamebreaking. Nailing facedown, we do that all the time. Except if you try to nail the backrow, half the time you really just force the activation of something. The only one that's so hesitant to chain itself is obviously solemn. Phoenix wing will blow it to the top and they know exactly what you draw for not 1 but 2 turns. Bottomless is flipped already once you even summon this. Everything else we play today is happily chainable without fault or much drawback.

    Machina Varier- quite a fun card, even though it's nothing too special and a bit risky.

    Machina Battle Tuning- Well... it stops deckout for sure, and handy if you need to know that the next card you draw is a spell (theme of this deck). It's really mehhh but currently it's the only way that we know we have a spell card on the top since Scavenger is really not the most reliable thing out there (so we can run over... Sangan and Malicious and Armageddon Knight, and that's about it. Krebon will just block it.)

    Machina Counter- Suddenly a random card in the back, a machina out and using Machina Battle Tuning is giving your opponent 2nd thoughts about playing alure of darkness for no reason. It's not a bad counter trap to back up the 3 solemn that everyone uses.


    Overclocked Databank- Just call it overpowered... 2300 wall immediately, and draw a card (it's not hard at all to get it down to a hand size of 1-2. Set all your spells, blow a few things away with those wind blast and etc)

    Overclocked Processor- not bad, more balanced than Databank by far.

    Overclocked Coil- once again perfect combination with databank, though itself isn't that bad (special summon 1, draw 1 immediately if you picked databank). 3 or more is good acceleration and 1 is great effect again.

    Overclocked Satellite- recruiter of the deck but notice how it's forced activation on the special summon, so pretty handy~

    Overclocked Ward- a bit subpar... while other cards help to accelerate, this one relies on number of cards to battle... and this deck works better probably to use effects to accelerate/draw then rely on raw stat to do the battling.

    Overclocked Facility- Again it's not that hard to control your hand, nobody asking you to play this when it's early game. Plenty of effects in this deck that helps you in discard in order to get some recycling going on. Did I mention Dark World? If not, there you go.

    Overclocked Tenacity- yeah rather you just avoid the problem then to play until you burn out to get your draw that way... situational spell card too.

    Unrequited Love- not related to theme but it has its moments... protector of the sanctuary is friends, and you can formulate your own hand control deck with these 2 cards easily.

    Midnight Oil (revised)- ><; just use united we stand or mage power if we really want atk boost that badly. It has no draw back, gives more than 1000 atk most of the time... why would we use Midnight Oil then?

    Machina Excavator- again not a bad card at all for the theme, though it's automatic monster again.

    Machina Scout- 1 time drawing wonder, not hard to draw a monster at all with this type of backup from the theme. Though when did an all monster hand become a good thing x_x; it's nice, but not breaking if we keep forcing monster cards on ourselves. Lv 3 tuner isn't bad as we got access to field clearing, but no lv 8 then...

    Machina Sonar- and destroy this with monster or else you probably never see a spell card again. It has a fun effect and a mini mill, but then the stats are a bit icky if I really want it to be run over...

    Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.) Only 1 trap so it's useless... monsters, we already draw plenty of monsters by easily guessing off monster, putting up monster to the top of our deck again and so on. We really don't get anything new compare to things we already got.



    Viral Carrier- Crusher
    Fiend/Effect
    1 Star/Dark
    0 Atk / 0 Def

    If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time your opponent discards a card due to the effects of "Crush Card Virus." If this card is destroyed as a result of battle, you may discard a "Viral Carrier" monster from your hand and put "Crush Card Virus" from your graveyard to the bottom of your deck.

    Viral Carrier- Devastator
    Fiend/Effect
    6 Star/Dark
    2500 Atk / 0 Def

    If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

    Viral Carrier- Irruptor
    Fiend/Effect
    8 Star/Dark
    2900 Atk / 0 Def

    If this card is tributed for the effects of "Deck Epidemic Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.

    Viral Carrier- Evolver
    Fiend/Effect
    4 Star/Dark
    1700 Atk / 0 Def

    When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position. (this is not an option)

    Viral Carrier- Amplifier
    Fiend/Effect
    4 Star/Dark
    1500 Atk / 0 Def

    Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, you may destroy 1 card on your opponent's side of the field.

    Viral Carrier- Multiplier
    Fiend/Effect
    6 Star/Dark
    2200 Atk / 0 Def

    Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, special summon this card from your hand. Once per turn, by discard a "Viral Carrier" monster, you may change this card's ATK power to 1000, or 2500 until the end of the turn.

    Viral Tuning
    Normal Spell

    Activate one of the following effects:
    -all "Viral Carrier" monsters have 1000 Atk.
    -all "Viral Carrier" monsters have 2000 Atk. All battle damage by "Viral Carrier" monsters are halved.
    -all "Viral Carrier" monsters have 2500 Atk. You cannot attack this turn.

    Plagued Land
    Field Spell Card

    Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field. Monsters special summoned this way are destroyed 3 turns after they are special summoned.

    Virus Duplicator
    Trap Card

    Tribute one "Viral Carrier" monster on your side of the field to special summon 2 monsters of the same name from your deck.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • The whole point of Midnight Oil is because it's dual use. If your opponent has 2 or more cards in their hand, their monster loses its effect and 500 ATK. The ATK power boost was just to go along with how the set powers up with lower card count >_<

    Databank's DEF will decrease then. Eventually.
    Coil's 3+ effect will change. Eventually.
    Satellite is changing to "You can tribute..."

    Ward can be like how Venom Cobra is to the Venom set.
     

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.)

    Actually, salvage crane can fetch any Machina card, irrespective of type, though granted, Machina Counter is usually the only worthwhile one of those right now. Though I do intend to change that still...yeah, revamp time.

    But first:

    Viral Carrier- Crusher: Problem. The virus cards discard nothing, so this would never get to burn. Even when they strip cards from the hand, the cards are still treated as 'destroyed' (hence why effects like Light and Darkness Dragon's activate when they get crushed from the hand); so yeah, that could do with changing. Other than that...eh, as powerful as Crush Card is, the recursion effect is a bit icky. I think I'd sooner just try to put it back there with Recycle or something (or better, recur with Mask, who is also viable crush card fodder), you know? Still, burning for our virus cards can be downright vicious, so the first effect earns this consideration already.

    Viral Carrier- Devastator: 2500 points is a good beatstick already, and setting up that virus can be a nice way to add pressure on the opponent.

    Viral Carrier- Irruptor: That would be Eradicator Epidemic Virus if we go by TCG names. That aside, 2900 is a good, big number that can beat DaD and Goyo, always good thing even if we can't repeat the feat against Judgment or Red Dragon. It's both Allure and Trade-In friendly, and the virus recursion effect can be used to trade this off for something nastier if it ends up stuck in the hand.

    Viral Carrier- Evolver: So...when we put this into action we had better have a virus to follow it up with or whatever we summoned gets pounded down while in defense(less) position, huh? Would kind of have liked it with 100 points more, but it's still a decent way to get those bigger virus fodders out there quickly when needed.

    Viral Carrier- Amplifier: Meh, kind of wimpy stats without being virus compatible, and destroy a single card for our troubles seems a bit puny. Pass on this one; I'd sooner focus on getting those viruses off as quickly and consistently as possible and this is not really helping either of those things.

    Viral Carrier- Multiplier: and this would be precisely what we need to make it happen, compensating for lost field presence and setting up a second virus in the wake of the first. The Atk modifier can smooth things up too, basically trading an in-hand card for a faster virus activation.

    Viral Tuning: Multiplier's effect for all? Ehh...a bit hard to call on this one, given how we can cycle quite well through the deck with allure and trade-in to get the carriers we want anyway. Depends on whether there's deckspace to spare, really.

    Plagued Land: Special summon from where, precisely? Quite an important factor here, you know.

    Virus Duplicator: Ideally used on Irruptor since we not only get virus fodder but also big beatsticks to play around with. This is a virus card too, so it adds a bit more kick to Amplifier and Plague Land while it's at it. Having more monsters and deck thinning is usually a good thing, so yeah. :x


    And now, on to the other stuff.

    Machina Gigantes
    Machine/Effect
    7 Star/Earth
    2400 Atk / 2200 Def

    You can Normal Summon this card with one tribute. When this card is Tribute Summoned, discard one card from the top of your Deck for each "Machina" Monster used to summon this card. This card is not affected by the effects of cards of the same type (Monster, Spell, or Trap) as the card(s) discarded by this effect.

    Machina Gravisphere
    Machine/Effect
    5 Star/Dark
    1700 Atk / 1000 Def

    If this card was Tribute Summoned by tributing a "Machina" Monster, you can return that Monster to the top of your Deck. A Monster that Battles with this card is removed from play at the end of the Damage Step. When this card would be destroyed by a card your opponent controls, discard the top card of your Deck. Then, if the card discarded by this effect is of the same type (Monster, Spell, or Trap) as the card that would destroy this card, this card is not destroyed.

    Machina Conversion Factory
    Continuous Spell

    Once per turn, you can discard one "Machina" Card from your Hand to select one card of the same type (Monster, Spell, or Trap) as the discarded Card from your Deck, then shuffle the rest of your Deck and place the selected card at the top.

    Machina Dismantling
    Normal Spell

    Discard one "Machina" Card from your Hand then pick up the top three cards of your Deck and reveal them to your opponent. Add all cards of the same type (Monster, Spell, or Trap) as the discarded card to your Hand, the discard the rest.

    Machina Barrier
    Normal Trap

    Discard the top card of your Deck. Until the end of this turn, "Machina" Monsters you control can not be destroyed in battle with or by the effects of any card of the same type (Monster, Spell, or Trap) as the card discarded by this effect.

    Machina Reboot
    Continuos Trap

    Select one "Machina" Monster from your Graveyard and discard the top card of your Deck. If the card discarded by this effect is a "Machina" Monster, Special Summon the selected Monster from your Graveyard. Otherwise, add the selected Monster to the top of your Deck. When this card is removed from the Field, destroy any Monster Special Summoned by this effect and discard the top card of your Deck.
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
    8,246
    Posts
    20
    Years
  • Oh my, that calls for some fixing, but review first:

    Machina Gigantes- so while we do get some nice potential not to be removed by Caius, most likely Caius will remove something else then ram into this though... just 100 atk shy to withstand to suicide stardust too. It's not bad but with this rough environment today...

    Machina Gravisphere- remove can be nice, but people see it coming miles away and will try to get rid of it using other methods... this is a lot of trouble than teching banisher into machina decks ya?

    Machina Conversion Factory- *much* better, at least now we get to accelerate for the right monster card that we need.

    Machina Dismantling- too bad still need more machina spells and traps to really utilize anything but getting more monsters, but we're getting there

    Machina Barrier- sadly not too many traps destroy nowadays, but it still not a bad card. Thematic but probably favored to use roar instead for protection to be flexible. Others probably still favor removal traps against synchrons too.

    Machina Reboot- win win situation? you get it back either as special summon or once again, monster on the top (making monster even easier to predict.) then again, recursion isn't always the best card. Lightsworn had recursion and it never need it. Machina probably does though as it has few tributes and little way to swarm.


    The fixes:

    Viral Carrier- Crusher
    Fiend/Effect
    1 Star/Dark
    0 Atk / 0 Def

    If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time a card is destroyed due to the effects of "Crush Card Virus." If this card is removed from the field, put "Crush Card Virus" from your graveyard to the bottom of your deck.


    Viral Carrier- Devastator
    Fiend/Effect
    6 Star/Dark
    2500 Atk / 0 Def

    If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time a card is destroyed due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

    Viral Carrier- Irruptor
    Fiend/Effect
    8 Star/Dark
    2900 Atk / 0 Def

    If this card is tributed for the effects of "Eradicator Epidemic Virus," deal 800 damage every time a card is destroyed due to the effects of "Eradicator Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.


    Viral Carrier- Evolver
    Fiend/Effect
    4 Star/Dark
    1700 Atk / 0 Def

    When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position from your graveyard. (this is not an option)

    Viral Carrier- Amplifier
    Fiend/Effect
    4 Star/Dark
    1500 Atk / 0 Def

    Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, increase all "Viral Carrier" monster's Attack by 500 and all "Viral Carrier" monsters deal piercing damage until your 2nd end phase.

    Plagued Land
    Field Spell Card

    Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field from the deck. Monsters special summoned this way cannot attack on the turn it is summoned, and are destroyed 3 turns after they are special summoned and you receive 1500 damage.


    The new cards:

    Dormant Virus
    Trap Card

    Tribute one "Viral Carrier" monsters and special summon a Virus Token (Dark / Fiend/ 1 Star / 0 Atk / 500 Def) equal to the Level of the tributed monster divided by two (rounded up) in defense position. Tokens cannot be tributed except for a "Viral Carrier" monster or a Virus trap card.
     
    4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    Machina Sniper- it's actually not that bad Icha...

    ...I...never said that it was?

    Viral Carrier- Crusher
    Fiend/Effect
    1 Star/Dark
    0 Atk / 0 Def

    If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time a card is destroyed due to the effects of "Crush Card Virus." If this card is removed from the field, put "Crush Card Virus" from your graveyard to the bottom of your deck.

    Problem: there's no usage limit here, which means that *any* Crush Card after this effect is triggered would work. Mask of Darkness, anyone? Between those two, you could definitely pull off a minimum of five monsters destroyed, which means a cheap 4000 Life Points on top of weakening your opponent's card presence. Even without Mask you'll run into at least two or three.

    Viral Carrier- Devastator
    Fiend/Effect
    6 Star/Dark
    2500 Atk / 0 Def

    If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time a card is destroyed due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

    Like Alter Ego said, this gets consideration for the ATK already (and hence being compatible with two of the three viruses), but being able to search out the targeted virus on a Tribute Summon? The extra turn means your opponent can get ready with a Solemn or just destroy your monster, but withstanding that you don't even have to wait that long to draw the virus like you do with Crusher.

    Viral Carrier- Irruptor
    Fiend/Effect
    8 Star/Dark
    2900 Atk / 0 Def

    If this card is tributed for the effects of "Eradicator Epidemic Virus," deal 800 damage every time a card is destroyed due to the effects of "Eradicator Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.

    You forgot to switch the second one. :P The effect is a bit lighter due to the nature of the virus card itself, but recycling the virus to cover both effects is a fun trick, even if MoD can pull it back already.

    Viral Carrier- Evolver
    Fiend/Effect
    4 Star/Dark
    1700 Atk / 0 Def

    When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position from your graveyard. (this is not an option)

    Combo with Irruptor, I take it? Certainly a cheap way to wipe out the backrow for a while, but with the right protection this also doubles as pulling out a easy 2900 attacker. At least it's forced regardless of if the effect is beneficial or not, I guess.

    Viral Carrier- Amplifier
    Fiend/Effect
    4 Star/Dark
    1500 Atk / 0 Def

    Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, increase all "Viral Carrier" monster's Attack by 500 and all "Viral Carrier" monsters deal piercing damage until your 2nd end phase.

    Turning Evolver into a 2200 ATK piercer compatible with Deck Devastation is a nice bonus, but...wait, is that a cumulative or one-at-a-time effect?

    Plagued Land
    Field Spell Card

    Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field from the deck. Monsters special summoned this way cannot attack on the turn it is summoned, and are destroyed 3 turns after they are special summoned and you receive 1500 damage.

    Irruptor or Devastator for free? Even with the drawback, all it really takes is one turn to make a difference. This makes spamming the viruses even easier.

    The new cards:

    Dormant Virus
    Trap Card

    Tribute one "Viral Carrier" monsters and special summon a number of Virus Tokens (Dark / Fiend/ 1 Star / 0 Atk / 500 Def) equal to the Level of the tributed monster divided by two (rounded up) in defense position. Virus Tokens cannot be tributed except for a "Viral Carrier" monster or a Virus trap card.

    Fixed, I think. This helps out a bit with Evolver triggering when you don't have anything worthwhile to summon and triggers Amplifier to give those tokens at least a little bit of attack power, but besides that or an easier time summoning out Irruptor (which Evolver can already somewhat pull off on its own), I'm not so sure how useful this can get.

    ...is this what they call a cliffhanger? XD

    Yes, that set's going to have to remain out for now. Instead, I bring you something completely different:

    Status Guard
    Equip Spell

    The effects of the equipped monster cannot be negated, and no effect can prevent it from attacking, changing its battle position, or being Tributed.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Doomsday Device - Acheras
    ( 5 Stars / DARK / Machine / Effect Monster )
    1900 / 1900


    Once per turn, select 1 card on the field and return it to its owner's hand. During your Standby Phase, inflict 300 damage to your opponent for each card in their hand.

    Doomsday Device - Styjas
    ( 3 Stars / DARK / Machine / Effect Monster )
    1400 / 900


    When this card inflicts battle damage, inflict 300 damage to your opponent for each card in their hand. When this card is destroyed and sent to the Graveyard, magical pixies will determine this card's effect.

    Doomsday Device - Kocytas
    ( 4 Stars / DARK / Machine / Effect Monster )
    1600 / 1300


    Once per turn, you can count the amount of cards in your opponent's hand and remove from their Graveyard up to the same amount of cards. For each card removed in this way, inflict 200 damage to your opponent.

    Doomsday Device - Erebas
    ( 4 Stars / DARK / Machine / Effect Monster )
    800 / 2000


    During your Standby Phase, your opponent draws 2 cards. During your End Phase, if your opponent drew cards with this card's effect, they must discard 2 cards. If they do not have enough cards to discard, inflict 800 damage to your opponent for each card.

    Doomsday Device - Asfodas
    ( 4 Stars / DARK / Machine / Effect Monster )
    1500 / 1300


    Once per turn, you can discard 1 card to add 1 "Doomsday Device" monster from your Deck to your hand. You can discard this card from your hand to add 1 "Elysion - Land of the Virtuous" from your Deck to your hand.

    Elysion - Land of the Virtuous
    Field Spell
    Increase the ATK and DEF of all "Doomsday Device" monsters you control by 300. During your Standby Phase, your opponent draws 3 cards. Once per turn, if your opponent drew cards with this card's effect, they must remove 3 cards in their hand from play. Each time a monster is removed by this effect, you can search your Deck for a "Doomsday" card, except "Doomsday Horror," and add it to your hand.

    ^ lol Fires of Doomsday

    Eschatos, Herald of the Apocalypse
    Normal Spell
    Some effect.

    Cthon, Herald of Voluspa
    Normal Spell
    Cats in buckets.

    Rok, Herald of Fimbulwinter
    Normal Trap
    Some effect.

    Doomsday Device - Rademanth
    ( 8 Stars / DARK / Machine / Effect Monster )
    2900 / 2300


    Doomsday Device - Acheras + Any "Doomsday Device" Monster

    Once per turn, you can make your opponent draw 5 cards. During your End Phase, if they drew cards with this effect, they must remove 5 cards in their hand from play. For each card removed in this way, inflict a muffin.

    Status Guard
    Equip Spell

    The effects of the equipped monster cannot be negated, and no effect can prevent it from attacking, changing its battle position, or being Tributed.

    lol.

    Status Generator
    Equip Spell
    The equipped monster is unaffected by card effects that make it immune to effects that negate its effect(s), prevent it from attacking, changing its battle position, or being Tributed.
     
    Last edited:

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • Machina Gigantes- so while we do get some nice potential not to be removed by Caius, most likely Caius will remove something else then ram into this though... just 100 atk shy to withstand to suicide stardust too. It's not bad but with this rough environment today...

    Mmm...I see, may bump it up just a little for great justice.

    Machina Gravisphere- remove can be nice, but people see it coming miles away and will try to get rid of it using other methods... this is a lot of trouble than teching banisher into machina decks ya?

    Except, you know, a big part of machina effects consist of graveyard-to-deck recursion, which doesn't really fit in with banisher at all. oO Hmm...tweak to come, though.

    The fixes:

    Viral Carrier- Evolver: So...it's graveyard recursion now? Well, that just makes it all the more beneficial to pitch Irruptor for Trade-In and its own virus recursion effect now, doesn't it? I thought it was fine the way it was, but...*shrug*

    Viral Carrier- Amplifier: Much better. Boosting carriers over virus thresholds while making them more battle-worthy at the same time. I could actually consider this usable now.

    Plagued Land: So wait...when do we take that damage? oO Well, regardless, this amount of penalties seems a bit...harsh. Maybe just have it make the summon in defense position or something instead? At least that way, the opponent can pick whatever you summoned off if they manage to scramble up a monster next turn.

    Dormant Virus: Tribute fodder, chump blocker and Crush Card fodder. Potential for much fun with Viral Tuning and the new Amplifier too.

    Status Guard: very specific protection for that very special key monster? Still nothing to prevent plain old destruction or bounce, though. :x Ehh...I'll pass on this one.


    Anywhooo...

    Machina Gigantes
    Machine/Effect
    7 Star/Earth
    2600 Atk / 2200 Def

    You can Normal Summon this card with one tribute. When this card is Tribute Summoned, discard one card from the top of your Deck for each "Machina" Monster used to summon this card. This card is not affected by the effects of cards of the same type (Monster, Spell, or Trap) as the card(s) discarded by this effect.

    Machina Gravisphere
    Machine/Effect
    5 Star/Dark
    1600 Atk / 1000 Def

    If this card was Tribute Summoned by tributing a "Machina" Monster, you can return that Monster to the top of your Deck. This card can not be destroyed by Battle. A Monster that Battles with this card is removed from play at the end of the Damage Step. When this card would be removed from the Field by a card effect your opponent controls, discard the top card of your Deck. Then, if the card discarded by this effect is of the same type (Monster, Spell, or Trap) as the card that would have removed this card from the Field, this card is not affected by that card.

    Lost Empire - Machina Ruins
    Field Spell

    Both players play with the top card of their Deck revealed. The effect of this card is determined by the type of card that is on the top of the turn player's Deck:
    *Monster: All "Machina" Monsters gain 500 Atk and Def.
    *Spell: "Machina" Monsters can not be targeted by card effects.
    *Trap: A Monster that destroys a "Machina" Monster by Battle is destroyed at the end of the Damage Step.

    Machina Drone

    Machine/Tuner/Effect
    2 Star/Earth
    900 Atk / 800 Def

    On the End Phase of a turn when this card was sent to your Graveyard, you can return this card to the top of your Deck.

    Machina Icarus
    Machine/Synchro/Effect
    9 Star/Wind
    2300 Atk / 2100 Def

    Any Tuner Monster + Any non-Tuner "Machina" Monster(s)

    Once per turn, you can discard up to three cards from the top of your Deck to have this card gain 300 Atk for each card you discarded until the end of the turn. If you discarded more than one card this way, destroy this card at the end of this turn. Until the end of this turn, this card accumulates effect(s) depending on the type of the card(s) discarded (Monster, Spell, or Trap):
    *Monster: When this card attacks, destroy one Monster your opponent controls at the end of the Damage Step.
    *Spell: This card can attack your opponent directly.
    *Trap: When this card attacks, select one Spell or Trap Card your opponent controls and return it to the top of your opponent's Deck before applying Damage Calculation. This effect can not be chained to.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Stardust Dragonslayer
    ( 6 Stars / FIRE / Pyro / Normal Monster )
    2550 / 0


    I really, really don't like dealing with this card.
     

    NeoZX

    ◊Change the Future◊
    106
    Posts
    15
    Years
  • Here's mine:

    [agelimit]10 and over[/agelimit]
    Lily The Succubus Lilith*

    4 Stars/Warrior/Effect Monster/Dark
    (ATK: 1900/DEF: 900)
    Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for "Seith the Warrior", show it to your opponent, then add it into your hand, or you may special summon 2 cards that have the word "Lilith" on it's name from your deck or your hand, then shuffle your deck.
    Rarity: Rare
    *No, not the mythichal lilith, the Disgaea lilith.


    Seith The Warrior
    4 Stars/Warrior/Effect Monster/Earth
    (ATK: 2000/DEF: 900)
    Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for 2 equip spell cards, add them to your hands, then shuffle your deck.
     

    Phanima

    That servant of the evil one
    1,567
    Posts
    18
    Years
    • Seen Oct 11, 2011
    Here's mine:

    [agelimit]10 and over[/agelimit]
    Doesn't need an age restriction, since the effects are pretty much cookie cutter set and the only thing that could be risque would be the name of the cards, which aren't that threatening to young'n's anyway.

    Lily The Succubus Lilith: It's a level four 1900 attacker with the ability to summon two more of itself in the same turn. Tad broken. Stick with just one effect, both of which need a little rewording. Go with something like: "When this card is Summoned (including Flip Summoned), you can add 1 "Seith the Warrior" from the Deck to your hand.". Whenever you add a stated card from the deck to your hand, you show it to your opponent to verify anyway. If you go with the second effect, you should drop the attack and maybe restrict the summoning condition to normal/flip summoning only, since its prime fodder for tributing.

    Seith the Warrior: Super powered. 2000 attack and can add 2 equips upon being summoned. Too good. Considering this is scouted via Lilith too, maybe restrict the effect to special or flip summonings and pipe down its attack.

    Anywho, since there's been a healthy supply of machines lately, might as well unload a few more.

    Monster Cards:

    Name: X-tension
    Attribute: EARTH
    Type: Machine/Union
    Level: 1
    ATK: 300
    DEF: 200
    Effect: Once per turn, you can equip this card to a "Life Suit" you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, that monster can be equipped with more than 1 Union Monster at a time. (If the monster that this card is equipped to is destroyed as a result of battle, this card is also destroyed.)

    Name: Life Suit
    Attribute: DARK
    Type: Machine
    Level: 6
    ATK: 0
    DEF: 0
    Effect: The ATK and DEF of this card becomes the number of Union Monsters equipped to this card x 600. Once per turn, you can Special Summon 1 Level 4 or lower Union Monster from your Deck. You cannot summon or set another monster during the same turn this card is activated.

    Name: Requipper
    Attribute: LIGHT
    Type: Machine/Union
    Level: 5
    ATK: 1800
    DEF: 1500
    Effect: Once per turn, you can equip this card to a "Life Suit" you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, you can return 1 face-up Union Monster you control (except this card) from the field to your Deck. Then, Special Summon 1 Union Monster from your hand. You cannot summon or set a monster during the same turn this card is activated. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

    Name: Metalbane
    Attribute: EARTH
    Type: Machine/Union
    Level: 4
    ATK: 1200
    DEF: 1700
    Effect: Once per turn, you can equip this card to a Beast, Beast-Warrior or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, that monster can only attack and be attacked by Machine-Type monsters. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

    Name: Needlearm
    Attribute: WIND
    Type: Machine/Union
    Level: 2
    ATK: 1000
    DEF: 100
    Effect: Once per turn, you can equip this card to a Warrior or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, any Battle Damage to your opponent from a battle involving the equipped monster becomes the original ATK of this card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

    Name: Internal Field Compressor
    Attribute: LIGHT
    Type: Machine/Union
    Level: 7
    ATK: 0
    DEF: 2300
    Effect: Once per turn, you can equip this card to a Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when a monster is summoned (including Flip Summon), it loses 800 ATK and DEF. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

    Name: Thunder Supplement
    Attribute: LIGHT
    Type: Machine/Union
    Level: 3
    ATK: 200
    DEF: 1500
    Effect: Once per turn, you can equip this card to a Thunder, Psychic or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, during each of your Standby Phases, gain 600 Life Points. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

    Trap Cards:

    Name: Safeguardian
    Type: Normal
    Effect: If a Union Monster would be destroyed, pay Life Points equal to its Level x 200 to Special Summon it during your next Standby Phase.

    Name: Blasphemous Re-fusion Pact
    Type: Normal
    Effect: Unequip all Union Monsters on your side of the field to Special Summon 1 Union Monster from the Graveyard. You cannot activate the effects of Union Monsters during the turn this card is activated.

    Unrelated Spell Card:

    Name: Magic Reborn
    Type: Normal
    Effect: Tribute 1 monster on your side of the field to add 1 Spell Card from either player's Graveyard to your hand. You cannot activate the returned card until the end of the turn this card is activated.
     
    Last edited:

    NeoZX

    ◊Change the Future◊
    106
    Posts
    15
    Years
  • Phani said:
    Lily The Succubus Lilith: It's a level four 1900 attacker with the ability to summon two more of itself in the same turn. Tad broken. Stick with just one effect, both of which need a little rewording. Go with something like: "When this card is Summoned (including Flip Summoned), you can add 1 "Seith the Warrior" from the Deck to your hand.". Whenever you add a stated card from the deck to your hand, you show it to your opponent to verify anyway. If you go with the second effect, you should drop the attack and maybe restrict the summoning condition to normal/flip summoning only, since its prime fodder for tributing.

    Seith the Warrior: Super powered. 2000 attack and can add 2 equips upon being summoned. Too good. Considering this is scouted via Lilith too, maybe restrict the effect to special or flip summonings and pipe down its attack.
    Ah, then I'll just add some levels to both cards.

    Lily The Succubus Lilith*

    6 Stars/Warrior/Effect Monster/Dark
    (ATK: 2100/DEF: 1300)
    Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for "Seith the Warrior", show it to your opponent, then add it into your hand, or you may special summon a card that have the word "Lilith" on it's name (Other that cards that have the same name as this card) from your deck or your hand, show it to your opponent, then shuffle your deck. This card cannot attack on the same turn this card's effect were activated and this card's ATK points will be reduced by 500 until the end of your opponent's next turn.
    Rarity: Ultra Rare
    Card Status: Limited (Only 1 on each deck)
    *No, not the mythichal lilith, the Disgaea lilith


    Seith The Warrior
    6 Stars/Warrior/Effect Monster/Earth
    (ATK: 2500/DEF: 900)
    Effect: Pay 1000 Life Points. You may search your deck for 2 equip spell cards, show them to your opponent, add them to your hand, then shuffle your deck. This card cannot be equipped by any equip spell card except for "Z-Blade", "X-Buster", and "ZX-Armor".
    Rarity: Ultra Rare
    Card Status: Limited (Only one on each deck)

    And I'll make new cards:

    Z-Blade
    Equip Spell Card
    Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 500. If the equipped monster or this card is destroyed, this card is removed from play.
    Rarity: Ultra Rare
    Card Status: Limited

    X-Buster
    Equip Spell Card
    Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 500. If the equipped monster or this card is destroyed, this card is removed from play.
    Rarity: Ultra Rare
    Card Status: Limited

    ZX-Armor
    Equip Spell Card
    Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 800. If the equipped monster or this card is destroyed, this card is removed from play.
    Rarity: Ultra Rare
    Card Status: Limited
     

    Flandre Scarlet

    Free your mind.
    356
    Posts
    16
    Years
  • Fun fun fun! ;3

    Name: Wish Bear
    Type: Monster
    Level, Attribute and Type:4, Earth, Warrior
    Effect: During your Main Phase, you may activate one of these effects:

    * Tribute 1 monster card on your side of the field and gain Life Points equal to that monster.
    * Pay 1000 Life Points to destroy 1 monster and 1 Spell or Trap card on your opponents side of the field.

    ATK/DEF: 1000/1000
    Rarity: Ultimate Rare

    -------------------------------------------------

    Name: Wish Come True
    Type: Trap
    Type:Quick Play
    Effect: Gain 1000 Life Points for how many monsters that include "Wish" in their names on your side of the field.
    Rarity: Rare

    -------------------------------------------------

    Name: Wish Warrior
    Type: Monster
    Level, Attribute and Type:6, Earth, Warrior
    Effect: During your Main Phase, you can return 1 monster that has "Wish" in its name to your hand.
    ATK/DEF: 2000/2000
    Rarity: Rare

    -------------------------------------------------

    Name: Wish Samurai Fighter
    Type: Monster
    Level, Attribute and Type:5, Earth, Warrior
    Effect: Gain 100 Life Points during your Main Phase for each monster including "Wish" in their names on your side of the field. (Excluding this monster)
    ATK/DEF: 1500/1500
    Rarity: Rare

    -------------------------------------------------

    Name: Wish Colosseum Golem
    Type: Fusion
    Level, Attribute and Type:10, Earth, Warrior
    Effect: " Wish Bear " + " Wish Bear " + "Wish Warrior" + "Wish Samurai Fighter"-- This monster can only be special summoned by the effect of "Wish Command Fusion". This monster gains 1000 ATK and DEF points for each card with "Wish" in its name removed from play. In addition, you can destroy all Spell and Trap cards on your opponents side of the field.
    ATK/DEF: ?/?
    Rarity: Ultimate Rare

    -------------------------------------------------

    Name: Wish Command Fusion
    Type: Spell
    Type: Normal
    Effect: Remove from play, "Wish" Fusion Material monsters from your field or hand to Special Summon a Fusion Monster with "Wish" in its name. By paying 500 Life Points, after the activation of this card, remove it from play.
    Rarity: Ultimate Rare
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Entropic Virus
    Continuous Trap
    Whenever a counter would be placed on any card, place that counter on this card instead. When this card has 4 or more counters, destroy it.
     

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • X-tension: So...it's not a protective-type union like, say, Heavy Mech Support and it doesn't do anything besides letting you stick other unions on it? Very, very doubtful about this one unless Life Suit is something quite remarkable.

    Life Suit: And it's not, really. Not only tribute requirement but it also needs 4+ union monsters equipped to it just to not be bashed down by Zombie Master or Stratos? oo Yeah, not going to work. I'd suggest dropping it to 4-star and raising the Atk boost to 1000 per union monster equipped. Union monsters are just as risky as investments go as large amount of equips so you should be getting something back for your work and you still need this out to make those special summons happen.

    Requipper: Ehh...pass on this one. If I want to special summon from my hand, I'll just go with Frontline Base. Tribute unions are not something I'd want to weigh my deck down with, really.

    Metalbane: So...we want to shut our high-investment monster away from attacking anything except specific face-up monsters...because? Yeah. No, just no. If being destroyed by battle is your concern you should focus on buffing attack power rather than this sort of thing.

    Needlearm: Again, why would we want to restrict our own options in this way? Unless it's bashing through some high-power monster, whatever we equipped this with should already be doing more than 1000 damage in the first place. Weak on its own too.

    Internal Field Compressor: Ick, seven star. This sort of thing didn't really work for the epically horrible Koitsu either, and that was a card that gave 3000 Atk and piercing damage while equipped. Union has to give a lot more than this to pull its own weight.

    Thunder Supplement: and yeah, LP gain is not really helping you at all. You could gain 600 points a turn throughout the entire duel and it would still be unlikely to make any significant difference.

    Safeguardian: That would be 'is' destroyed since if it 'would' but isn't then you can't summon it from anywhere either. ;D Eh, I'd say you can skip the LP payment since union monsters are a pretty selective bunch to begin with.

    Blasphemous Re-fusion Pact: So basically you leave all your unions vulnerable for a turn in order to buff their ranks a bit? I could see XYZ decks making use of this to speed up the XYZ fusion, but Life Suit? Not so much, no.


    Overall problem? Life Suit has serious survival issues and none of the associated unions are helping it. It powers up extremely slowly and gives very little benefit even when it does, not to mention that all the union monsters you'll need will be clogging up both deckspace and spell and trap card zone. Even XYZ Return draws some ridiculously poor hands, and that deck only has four unions, all of them non-tribute, Honest-compatible, and sitting at at least passable Atk. These poor little machines need a major leg up to even be playable, let alone viable. :x In addition to the stuff I already mentioned on it, I'd suggest sticking the ability to equip multiple unions on Life Suit rather than having a separate union monster clogging things up further. Unions should also be more focused on ensuring that the suit does not get killed or removed from the field (as it is, a single bounce, spin, or destruction card murders all of your painstakingly assembled union monsters in one fell swoop), meaning protection from effects or attacks and possibly negation of either as well. (and no, a protection that prevents us from attacking is not going to cut it) You're also going to need some way to actually deal damage with the suit. Attack power boosts it can provide by itself if you increase the per-monster gain, but piercing damage, added burn, destruction effects and multi-attack effects are all certainly viable options. Giving at least some of the unions enough power to survive on their own would help too. Again, the suit is going to eat up a lot of cards before it starts paying, so the gain should be in proportion to the investment.


    Magic Reborn: Teetering close to disbalance, this one. Market price for direct spell recursion is a three-for-one trade (Magical Stone Excavation/Spell Reproduction) and that's just from your own graveyard; getting to ransack either is far more dangerous. Not being able to play the spell immediately balances out a bit, but...ehh, direct spell recursion has a tendency to get banlisted for very good reasons, y'know, and this can still be Diamond Duded with impunity.

    Lily The Succubus Lilith: Ehh...fair enough now, I suppose, since it does require tribute. You don't need to bother with the 'show to your opponent' part of the effects, though; by game ruling, you have to declare what you add to your hand or summon from your deck to prove that it fits the conditions of said effect anyway.

    Seith The Warrior: First lesson of Yu-gi-oh!: against anything but burn, life points are cheap. Second lesson of Yu-gi-oh!: free cards are always good for something, no matter how crappy the cards themselves are. Getting two free cards out of your deck as many times as you can afford to pay for them is still flat-out ridiculous. Never mind that you can't equip them to this guy; they can still be pitched for Hand Destruction or Card Destruction to give you better ones in their place, or used to fuel any of the countless other discard-based effects (Snipe Hunter, Lightning Vortex, Phoenix Wing Wind Blast...the list goes on and on). Getting practically free cards like this just shouldn't be this easy. Period.

    Z-Blade: Oh come now, we have far better equips aplenty out there. Looking anywhere beneath Axe of Despair (1000 Atk) in that department is pointless unless there's a secondary effect that makes it worthwhile. In this case, there isn't.

    X-Buster: So...why do we need a carbon clone of Z-Blade in the first place? The Buster and Blade these two are based on aren't identical, right? Why should their cards be?

    ZX-Armor: See Z-Blade comment.


    Wish Bear: So...why is the bear a warrior? XD Also, 'life points equal to that monster'? Just...what do you mean by that? Monster's Atk? Monster's Def? Monster's Level? Number of monsters tributed? You need to specify. Regardless, second effect is like Destructotron on steroids. Returning to the first rule of YGO here: Life Points really are cheap. You should not be able to indiscriminately blow up anything and everything for such a cheap cost, especially when it's attached to such an easily searched body. x.O

    Yeah, this one needs a tonedown. Life points don't matter if your opponent has no cards left to hit you with.

    Wish Come True: Elemental Recharge all over again. There's no such thing as a Quick-Play trap either.

    Wish Warrior: Return from where? Again, you need to be more specific.

    Wish Samurai Fighter: Wait...level five? With those stats? Ooookay, not touching this, seeing as how even Solemn Wishes alone generates LP better. 100 points per monster is practically nothing, and 1500 Atk is very weak for a tribute monster.

    Wish Colosseum Golem: So we do our little thematic Dragon's Mirror to get a 5000+-point beater who kills our opponent's backfield all the time? That's just a little bit broken considering how easy it is to get your cards removed from play.

    Wish Command Fusion: Meh, in-theme Dragon's Mirror.


    Entropic Virus: Very specific spellcaster hate? XD And it blows up too, huh. Only use I really see is for Spell counter deck mirror matches since you can steal your opponent's spell counters and then use them as fodder for less picky effects of your own. Still, kind of a very situational card to use deckspace on. :x


    Anywho...

    Hermit of the Night Mist
    Spellcaster/Effect
    4 Star/Dark
    1800 Atk / 1900 Def

    If you control any face-up Monsters besides this card, this card is forced into face-down Defense Position. During each of your End Phases, discard a card from the top of your opponent's Deck for every face-down Monster on the Field.

    Killer in the Night Mist
    Fiend/Effect
    1 Star/Dark
    400 Atk / 300 Def

    When this face-down card is attacked, destroy the Monster it Battles with at the end of the Damage Step, then discard a number of cards from the top of your opponent's Deck equal to half the Level of the destroyed Monster, rounded up to the nearest whole. When this card inflicts Battle Damage to your opponent, your opponent sends one Monster Card from their Deck to the Graveyard.

    Phantom of the Night Mist

    Fiend/Effect
    2 Star/Dark
    300 Atk / 600 Def

    This card can attack your opponent directly. When this card attacks, it is switched into face-down Defense Position at the end of the Damage Step. When this card inflicts Battle Damage to your opponent, your opponent selects one each of Monster, Spell, and Trap cards from their Deck and shows them to you. Then, select one of those cards and discard it and shuffle the rest back into your opponent's Deck. This card can not be destroyed in a Battle where it was attacked while face-down.

    Ruler of the Night Mist
    Fiend/Effect
    4 Star/Dark
    2000 Atk / 300 Def

    This card can only be Summoned while you control at least one face-down Monster. (It can still be Set) Face-down Monsters you control can not be targeted by card effects. Each time a Monster is Flip Summoned, discard the top or bottom card of your opponent's Deck.

    Songsparrow of the Night Mist
    Winged Beast/Effect
    2 Star/Dark
    400 Atk / 1500 Def

    When this card is Normal Summoned successfully, switch one Monster you control into face-down Defense Position. When this card is destroyed by Battle, Special Summon one Level 3 or lower "Night Mist" Monster from your Deck in face-down Defense Position.

    Terror of the Night Mist
    Fiend/Effect
    3 Star/Dark
    1700 Atk / 1200 Def

    FLIP: Face-down cards on your Field can not be targeted by attacks or card effects until your next Standby Phase.

    Obstructive Night Mist
    Field Spell

    Both players play with their Graveyards face-down and neither player can check the cards in either Graveyard. When a face-down Monster is selected as the target of an attack or card effect, the controller of that Monster can switch the target of that attack or effect to another face-down Monster they control.

    Two-Sided Ambush
    Quick-Play Spell

    Each player selects a Level 3 or lower Monster from their Deck and Special Summons it in face-down Defense Position.

    Night Blindness
    Counter Trap

    Select and activate one of the following:
    - Negate the activation and effect of a Spell or Trap card that targets a face-down card(s) on the Field and destroy it. This effect can only be activated if you control at least one face-down Monster other than the targeted card.
    - Activate only when your opponent declares an attack against a face-up Monster you control, switch the attacked Monster into face-down Defense Position before applying Damage Calculation.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Dulmaz
    ( 5 Stars / EARTH / Fairy / Effect Monster )
    2500 / 0


    You can Normal Summon or Set this card without a Tribute. If you do, decrease this card's original ATK by 700 points. If you Tribute Summon this card with any of the following cards, apply the corresponding effects:
    -- Zolga: Increase your life points by 2000.
    -- Agido: Special Summon 1 Level 4 or lower EARTH-type Fairy monster from your Deck or Graveyard.
    -- Kelbek: Return up to two monsters on your opponent's side of the field to their owner's hands.

    Katya
    ( 4 Stars / EARTH / Fairy / Effect Monster )
    1500 / 800


    Increase the ATK of all Fairy-type Monsters you control by 400.

    Gerjas
    ( 7 Stars / EARTH / Fairy / Effect Monster )
    2400 / 1200


    You can Tribute Summon this card with any number of Tributes. If you Tribute Summon this card with any of the following cards, apply the corresponding effects:
    -- Mudora: Inflict 300 damage to your opponent's life points for each Fairy-type monster in your Graveyard.
    -- Keldo: Send up to three Fairy-type monsters from your Deck to your Graveyard. They cannot be DARK-type.
    -- Katya: Inflict 600 damage to your opponent's life points for each Fairy-type monster on your side of the field.

    Sealed in Stone
    Normal Trap
    You can activate this card when your opponent declares an attack on an EARTH-type Fairy Monster you control. Switch all of your opponent's monsters to Defense-position. They cannot change their battle positions until the End Phase. If this card is in your Graveyard and you roll 2 or below for Agido's effect, you can return this card to your Hand instead of Special Summoning a monster.

    Ascension
    Normal Trap
    You can activate this when an EARTH-type Fairy monster you control is destroyed. Special Summon 1 Level 4 EARTH-type Fairy monster from your Deck. If this card is in your Graveyard and you roll 3 for Agido's effect, you can return this card to your Hand instead of Special Summoning a monster.

    edit Double post.

    And this set sucks.

    The Manifestation of All Evil
    ( 10 Stars / DARK / Fiend / Effect Monster )
    0 / 0


    This card cannot be Normal Summoned or Set. You can Special Summon this card from your Hand. When this card is Summoned, destroy all other monsters on your side of the field. You cannot control any other monsters while this card is on the field. You take no battle damage from a battle involving this monster.

    I'm getting rid of the other cards in this set because I hate it.
    You can have this card instead.


    Iron Bamboo Stalk
    Equip Spell
    This card can only be equipped to "Frenzied Panda." The equipped monster gains 3000 ATK. When the equipped monster attacks, it is switched to Defense-position during the end of the Battle Phase.
     
    Last edited:

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • Dulmaz: More bang for your Earth fairy buck, I see? XD Agido is the most obviously beneficial here, as it basically translates to you getting to summon a 2500-point beatstick for free, though the gain from Kelbek makes for some considerable synchro hate and even the full 4000-point LP gain could potentially be put to use because of its sheer size. Even without tribute, it's still an acceptable 1800-point beatstick too, so useful card there.

    Katya: so basically it's like Freya except instead of being a wuss and hiding behind bigger fairies it's doing some butt-kicking on its own too? Effective 1900-point beatstick with that kind of boosting effect is quite hefty, though, I dunno'.

    Gerjas: So...big burn finish, is it? Question: do multiple tributes of the same monster stack? As in, if I tribute two Mudoras, will I get 600 burn for every fairy in the yard? Possible finisher card, though I'm not sure if I wouldn't go for an extra copy of Dulmaz over this. Keldo effect not likely to see much use, given how said monster is not exactly the most useful fairy around and would be unlikely to earn the deckspace, despite possible tech options of putting Maliciouses and Necro Gardnas back in the opponent's deck and messing with Lightsworn/Dark counts.

    Sealed in Stone: Kind of like a 'No Entry!!' for the theme, certainly not a bad thing given how most beatsticks still suck on the defensive. The recursion effect also helps make Agido more useful by making use of the bad rolls, so not a bad little card at all.

    Ascension: and now we have a theme-specific Hero Signal too? On its own, this form of replacement wouldn't be all that glorious, but with the added assurance of getting something useful from Agido's effect, it's actually not half bad. Well-balanced card.

    The Manifestation of All Evil: Ehh...basically a battle phase blocker for dedicated burn type decks? Given how you can still blast or spin it away, skill drain it or flip it face-down with impunity, I'm going to say fair enough.

    Iron Bamboo Stalk: As amusing as bashing through anything with Frenzied Panda would be, I still think I wouldn't run this. Aside from the situational aspect, it would be losing out on two cards to get rid of one more often than not.


    Anyway, going to talk to myself again. Yay. :D

    Magitech Absorption Armor
    Machine/Union/Effect
    1 Star/Light
    500 Atk / 500 Def

    Once per turn, if you control this card on the Field, you can equip it to a Machine Type "Magitech" Monster you control as an Equip card OR unequip the Union Equipment and Special Sumoon this card in face-up Attack Position. While equipped to a Monster by this effect, place a Spell Counter on this card each time a Spell Card is activated or a Spell Counter is placed on the equipped Monster (max.3). (1 Monster can only be equipped with 1 Union Monster at a time. When this card or the equipped Monster would be destroyed, remove 1 Spell Counter from this card instead.)

    Magitech Biospark
    Spellcaster/Tuner/Effect
    1 Star/Light
    400 Atk / 300 Def

    This card can be Special Summoned from your Hand by removing one Spell Counter from your Field. When this card is sent to the Graveyard for the Synchro Summon of a Monster that can have Spell Counters on it, place a number of Spell Counters on the Synchro Summoned Monster equal to the combined number of Spell Counters on the Monsters used to summon it.

    Magitech Fenrir
    Machine/Effect
    4 Star/Light
    2400 Atk / 700 Def

    For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card.

    Magitech Gunner

    Machine/Effect
    3 Star/Light
    400 Atk / 1400 Def

    When this card is Normal Summoned successfully, place three Spell Counters on it (max. 3). When this card is Special Summoned successfully, place one Spell Counter on it. This card gains 400 Atk for each Spell Counter on it. By removing a Spell Counter from this card, inflict 400 Damage to your opponent.

    Magitech Hound

    Machine/Effect
    3 Star/Light
    1200 Atk / 900 Def

    When an attack is declared, place one Spell Counter on this card before applying Damage Calculation (max. 3). This card gains 300 Atk for each Spell Counter on it. By removing 1 Spell Counter from this card, Special Summon one "Magitech Hound" from your Hand. By removing 3 Spell Counters from this card, Special Summon up to two "Magitech Hound"s from your Hand or Deck.

    Magitech Salvage Crew
    Spellcaster/Tuner/Effect
    3 Star/Light
    1200 Atk / 1600 Def

    Once per turn, you can remove any number of Spell Counters from your Field to Special Summon one Machine Type "Magitech" Monster from your Graveyard with a Level equal to the number counters removed by this effect. A Monster Special Summoned this way can not have any Spell Counters placed on it.

    Magitech Scholar
    Spellcaster/Tuner/Effect
    2 Star/Light
    600 Atk / 1200 Def

    Once per turn, you can remove a Spell Card in your Graveyard from play to place one Spell Counter on a "Magitech" card you control that can have Spell Counters on it.

    Magitech Spell Cannon
    Machine/Effect
    5 Star/Light
    0 Atk / 2000 Def

    This card can be Special Summoned by tributing one Monster you control that has Spell Counters on it. When this card is Special Summoned this way, all Spell Counters that were on the tributed Monster are placed on this card. This card gains 1000 Atk for each Spell Counter on it. When this card attacks, remove all Spell Counters from it at the end of the Damage Step. During each End Phase, place one Spell Counter on this card for each Spell Card activated this turn.

    Magitech Angel
    Machine/Synchro/Effect
    10 Star/Light
    1800 Atk / 2600 Def

    Any Tuner Monster + two or more non-Tuner Machine- or Spellcaster-Type Monsters

    When this card is Synchro Summoned, place a Spell Counter on it for each Monster used in the summon (max. 10). This card gains 200 Atk for each Spell Counter on it. When this card destroys a Monster by Battle, place a number of Spell Counters on it equal to the Level of the destroyed Monster. Once per turn, you can remove any number of Spell Counters from this card to select one Monster from either player's Graveyard with a Level equal to the number of counters removed and Special Summon it to your Field.

    Magitech Armor - Titania EXE
    Machine/Synchro/Effect
    5 Star/Light
    0 Atk / 2200 Def

    Any Tuner Monster + One or more Non-Tuner Machine- or Spellcaster-Type Monsters

    When this card is Synchro Summoned, place three Spell Counters on it (max. 5). This card gains 800 Atk for each Spell Counter on it. When this card attacks or is attacked by a Monster your opponent controls, you can remove one Spell Counter from this card to remove that Monster from play without applying damage calculation. At the end of a turn when there are no Spell Counters on this card, this card is destroyed.

    Magitech Economizer
    Normal Spell

    Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

    Magitech Overdrive
    Equip Spell

    This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, destroy the equipped Monster and lose 500 Life Points for each Spell Counter that was on it when it was destroyed.

    Magitech Power Generator

    Field Spell

    Whenever a Spell Card is activated or a "Magitech" Monster is Summoned, place one Spell Counter on this card. Once per turn, you can distribute any number of Spell Counters from this card among other "Magitech" cards you control that can have Spell Counters on them. When this card is destroyed, the player who destroyed it loses 500 Life Points for each Spell Counter that was on this card.

    Spellfire Burst
    Normal Spell

    Remove two Spell Counters from your Field. Destroy one card on the Field.

    Core Meltdown
    Normal Trap

    This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Inflict 500 Damage to your opponent for each Spell Counter that was on that Monster.

    Core Preservation

    Continuous Trap

    This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it.

    Thaumaturgical Interference
    Normal Spell

    Remove up to 15 Spell Counters from your Field. For each Spell Counter removed this way, remove one random card from your opponent's Extra Deck from play.
     
    Last edited:
    4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    Lightning Soldier: Knight
    LIGHT/Warrior/Effect
    5 Stars/2200 ATK/1700 DEF

    This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. This monster's type is also treated as "Thunder". As long as this card is face-up on the field, all Traps and Quick-Play Spells you control are treated as Spell Speed 3. In addition, any monster this card battles with cannot be Tributed until the end of your opponent's next turn. This monster can only attack your opponent directly once per turn.

    Shadow of Leaves: Ninja
    WIND/Warrior/Effect
    5 Stars/2100 ATK/1500 DEF

    This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. Once per turn, if this card would be destroyed, it is not destroyed and your opponent takes 500 points of damage. This monster may attack twice during the same Battle Phase.

    Spirit of Flames: Dinosaurian
    FIRE/Warrior/Effect
    6 Stars/2400 ATK/1800 DEF

    This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. This monster's type is also treated as "Dinosaur". When this monster attacks, if there is a Spell or Trap card on your opponent's side of the field in the same column as the attacked monster, destroy it before Damage Calculation. If this monster attacks your opponent's Life Points directly, destroy up to three Spell or Trap cards on your opponent's side of the field after Damage Calculation. This monster's effects cannot be chained to.

    Berzerker Soul
    Normal Spell

    You may only activate this card by selecting a face-up "Lightning Soldier: Knight" on your side of the field. Reveal cards from the top of your Deck until a Spell or Trap card is revealed. Add that card to your Hand and send all other revealed cards to the Graveyard. During this turn, the selected monster may attack one additional time for every card sent to the Graveyard by this effect.

    Cursed Blade Muramasa
    Equip Spell

    This card can only be equipped to "Shadow of Leaves: Ninja". If your Life Points are lower than your opponent's, increase the equipped monster's ATK by an amount equal to half the difference. If this would increase the equipped monster's ATK by more than 2000, increase it by 2000 instead.

    Extinction Meteor
    Normal Trap

    Activate only when a "Spirit of Flames: Dinosaurian" on your side of the field is declared as an attack target. Destroy up to three cards on your opponent's side of the field.

    Wave King: Lord of Tribes
    LIGHT/Warrior/Fusion/Effect
    12 Stars/4200 ATK/3500 DEF
    "Lightning Soldier: Knight" + "Shadow of Leaves: Ninja" + "Spirit of Flames: Dinosaurian"

    This card can only be Special Summoned from the Extra Deck by sending the above-listed monsters from your side of the field to the Graveyard (You do not use "Polymerization"). This card inflicts piercing damage. While this card is face-up on the field, all damage inflicted to your opponent is doubled. In addition, this monster retains the effects of all monsters used to summon it.

    Lord Triangle Crusher
    Normal Spell

    Activate only if you control a face-up "Wave King: Lord of Tribes". Destroy all cards on your opponent's side of the field.

    Wave Controller
    WIND/Machine/Union
    4 Stars/200 ATK/100 DEF

    Once per turn, you may equip this card to a face-up "Wave Warrior" you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, increase the equipped monster's ATK and DEF by 300 and increase the number of Wave Counters that may be placed on it by 2. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) While equipped to a monster by this card's effect, this card may still be used for a Synchro Summon.

    Darkspeed Ace
    WIND/Warrior/Synchro/Effect
    8 Stars/2800 ATK/2000 DEF
    "Wave Warrior" + 1 or more non-Tuner monsters

    This card can only be Synchro Summoned if the Tuner used to summon it has at least 5 Wave Counters on it. This monster cannot be destroyed as a result of battle. When this card attacks, your opponent cannot activate any Trap cards until after Damage Calculation. This monster may attack twice during the same Battle Phase. Any monster this card attacks cannot change its battle positions or attack until your next Standby Phase. No effect can prevent this monster from attacking. When this card attacks a monster, you may change the Battle Position of that monster before Damage Calculation (card effects are not activated).

    Powerflame Joker
    FIRE/Warrior/Synchro/Effect
    8 Stars/3200 ATK/2000 DEF
    "Wave Warrior" + 1 or more non-Tuner monsters

    This card can only be Synchro Summoned if the Tuner used to summon it has at least 5 Wave Counters on it. This card inflicts piercing damage. When this card attacks, your opponent cannot activate any Spell or Trap cards until after Damage Calculation. No other card effect can prevent this card from attacking or changing its battle position. When this card destroys an opponent's monster as a result of battle, inflict damage to your opponent equal to the ATK or DEF of the destroyed monster, whichever is higher.

    Crimson Rend Destroyer
    Normal Spell

    Pay half your Life Points and select one "Darkspeed Ace" or "Powerflame Joker" you control. Select and activate one of the following effects, based on the monster selected:
    -Darkspeed Ace: Your opponent cannot Set or activate any card effects until your 3rd End Phase after this effect's activation.
    -Powerflame Joker: Destroy all Spell and Trap cards on your opponent's side of the field and in your opponent's hand.

    Quick Gauge
    Normal Spell
    Select and activate one of the following effects:
    -Pay 4000 Life Points. You may conduct your Battle Phase this turn, even if it is the first turn of the Duel.
    -Increase the turn count by 5 (conduct the current turn normally). This effect cannot be activated on your first turn.

    Bizarre Artifact
    Normal Trap

    Add up to 3 Wave Counters to a face-up "Wave Warrior" you control.

    Magitech Absorption Armor
    Machine/Union/Effect
    1 Star/Light
    500 Atk / 500 Def

    Once per turn, if you control this card on the Field, you can equip it to a Machine Type "Magitech" Monster you control as an Equip card OR unequip the Union Equipment and Special Sumoon this card in face-up Attack Position. While equipped to a Monster by this effect, place a Spell Counter on this card each time a Spell Card is activated or a Spell Counter is placed on the equipped Monster (max.3). (1 Monster can only be equipped with 1 Union Monster at a time. When this card or the equipped Monster would be destroyed, remove 1 Spell Counter from this card instead.)

    You were inspired by the discussion in the Individual Card Discussion thread, I see. So, what we have here is a self-replenishing protection effect that also keeps itself safe at the same time and is completely immune to Heavy Storm and Mystical Space Typhoon. If the equipped monster gains Spell Counters the same way, that is also two counters for a single Spell, making this virtually impervious to destruction. Still no protection for straight bouncing, however, so fair enough.

    Magitech Biospark
    Spellcaster/Tuner/Effect
    1 Star/Light
    400 Atk / 300 Def

    This card can be Special Summoned from your Hand by removing one Spell Counter from your Field. When this card is sent to the Graveyard for the Synchro Summon of a Monster that can have Spell Counters on it, place a number of Spell Counters on the Synchro Summoned Monster equal to the combined number of Spell Counters on the Monsters used to summon it.

    Arcanite Magician, perhaps? With all of the monsters able to absorb Spell Counters, this would potentially bring out a monster strong enough to clear the field instantly. That same ease of collecting Spell Counters allows this monster to be summoned at virtually any time. Not bad at all.

    Magitech Fenrir
    Machine/Effect
    4 Star/Light
    2400 Atk / 700 Def

    For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card.

    A revamped version of Armor Exe? Even just being able to summon such a monster without penalty is useful, but then again, the same could also be said of Jirai Gumo, Giant Orc, and the Goblin Attack Force monsters. I doubt the attack restriction will be nearly as difficult to handle, however, with the multiple ways to collect and refuel Spell Counters (once again, Endymion is a prime example).


    Magitech Gunner

    Machine/Effect
    3 Star/Light
    400 Atk / 1400 Def

    When this card is Normal Summoned successfully, place three Spell Counters on it (max. 3). When this card is Special Summoned successfully, place one Spell Counter on it. This card gains 400 Atk for each Spell Counter on it. By removing a Spell Counter from this card, inflict 400 Damage to your opponent.

    Tempest Magician's burn in a stricter, weaker form that no longer requires Synchro Summoning. A 1600-ATK monster is decent, but not enough to do much damage.


    Magitech Hound

    Machine/Effect
    3 Star/Light
    1200 Atk / 900 Def

    When an attack is declared, place one Spell Counter on this card before applying Damage Calculation (max. 3). This card gains 300 Atk for each Spell Counter on it. By removing 1 Spell Counter from this card, Special Summon one "Magitech Hound" from your Hand. By removing 3 Spell Counters from this card, Special Summon up to two "Magitech Hound"s from your Hand or Deck.

    Or in other words, "Special Summon two 'Magitech Fefnir' from your Hand or Deck." This could work quite well as a swarm, seeing as each Hound's attack will power up all Hounds on the field and at the same time nullify Fefnir's attack restriction in practice. This...might actually be a bit too easy to set up, to be honest.

    Magitech Salvage Crew
    Spellcaster/Tuner/Effect
    3 Star/Light
    1200 Atk / 1600 Def

    Once per turn, you can remove any number of Spell Counters from your Field to Special Summon one Machine Type "Magitech" Monster from your Graveyard with a Level equal to the number counters removed by this effect. A Monster Special Summoned this way can not have any Spell Counters placed on it.

    I believe, with Hound and other cards already producing Spell Counters at an alarming rate, that this will cover most available targets and make for an easy Synchro Summon or Tribute. ...However, considering how the only target not seriously hurt by a lack of Spell Counters is Fefnir and that is already covered by Hound, that monster will not be accomplishing much else (without Endymion to act as a surrogate Spell Counter holder, at least).

    Magitech Scholar
    Spellcaster/Tuner/Effect
    2 Star/Light
    600 Atk / 1200 Def

    Once per turn, you can remove a Spell Card in your Graveyard from play to place one Spell Counter on a "Magitech" card you control that can have Spell Counters on it.

    Well, with Magician of Faith still banlisted, those Spell Cards will not be accomplishing much else in the Graveyard, so at least they can be put to good use.

    Magitech Spell Cannon
    Machine/Effect
    5 Star/Light
    0 Atk / 2000 Def

    This card can be Special Summoned by tributing one Monster you control that has Spell Counters on it. When this card is Special Summoned this way, all Spell Counters that were on the tributed Monster are placed on this card. This card gains 1000 Atk for each Spell Counter on it. When this card attacks, remove all Spell Counters from it at the end of the Damage Step. During each End Phase, place one Spell Counter on this card for each Spell Card activated this turn.

    I believe Satellite Cannon has some decent competition, now. This will at least be somewhat of a deterrent against an opponent abusing Spell Cards (although Endymion accomplishes the same already), since each Spell means dealing with 1000 more ATK next turn. If it can survive on the field for a turn (such as with Magitech Absorption Armor), this might qualify as an OTKO.

    Magitech Angel
    Machine/Synchro/Effect
    10 Star/Light
    1800 Atk / 2600 Def

    Any Tuner Monster + two or more non-Tuner Machine- or Spellcaster-Type Monsters

    When this card is Synchro Summoned, place a Spell Counter on it for each Monster used in the summon (max. 10). This card gains 200 Atk for each Spell Counter on it. When this card destroys a Monster by Battle, place a number of Spell Counters on it equal to the Level of the destroyed Monster. Once per turn, you can remove any number of Spell Counters from this card to select one Monster from either player's Graveyard with a Level equal to the number of counters removed and Special Summon it to your Field.

    So we can essentially have any monster destroyed by this card summoned right back to the field under our control? Very nice. A minimum 2400 ATK as a base is also good enough to run over most non-Synchro monsters.

    Magitech Armor - Titania EXE
    Machine/Synchro/Effect
    5 Star/Light
    0 Atk / 2200 Def

    Any Tuner Monster + One or more Non-Tuner Machine- or Spellcaster-Type Monsters

    When this card is Synchro Summoned, place three Spell Counters on it (max. 5). This card gains 800 Atk for each Spell Counter on it. When this card attacks or is attacked by a Monster your opponent controls, you can remove one Spell Counter from this card to remove that Monster from play without applying damage calculation. At the end of a turn when there are no Spell Counters on this card, this card is destroyed.

    At least any three monsters removed from play for the cost of one Synchro? Quite the deal indeed, even if the monster is lost at the end.

    Magitech Economizer
    Normal Spell

    Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

    So Hound summons out two more copies for one Spell Counter and both Salvage Crew & Angel can summon out practically anything desired for half the price, not to mention all of the shenanigans possible with cards outside of the set? There should at least be some sort of cost to it, really.

    Magitech Overdrive
    Equip Spell

    This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, destroy the equipped Monster and lose 500 Life Points for each Spell Counter that was on it when it was destroyed.

    Angel is the first monster to come to mind with this, as it provides an infinite attack power for overrunning any monster and then taking control of them. Hound also has an ideal situation, being able to increase its ATK by 600 upon each attack and completely swarm the field. Question: both this and Absorption Armor are equipped to the same monster. The monster does not die, so does the damage still take place? If not, then this is comes with little drawback on either of the named monsters.


    Magitech Power Generator

    Field Spell

    Whenever a Spell Card is activated or a "Magitech" Monster is Summoned, place one Spell Counter on this card. Once per turn, you can distribute any number of Spell Counters from this card among other "Magitech" cards you control that can have Spell Counters on them. When this card is destroyed, the player who destroyed it loses 500 Life Points for each Spell Counter that was on this card.

    The burn backlash is a nice touch and being able to move the Spell Counters is definitely helpful, but I honestly believe that Endymion is still superior in regard to direct Spell Counter hoarding.

    Spellfire Burst
    Normal Spell

    Remove two Spell Counters from your Field. Destroy one card on the Field.

    Considering how easy it is to obtain Spell Counters now, this works out as a direct 1-for-1 destruction effect. Instantly maxed out in Spell Counter decks, I believe.


    Core Meltdown
    Normal Trap

    This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Inflict 500 Damage to your opponent for each Spell Counter that was on that Monster.

    This essentially turns Overdrive into a double-edged burn, which could very well be game-ending depending on the monster equipped. It also gives something to worry about when planning to destroy a charged Spell Cannon.


    Core Preservation

    Continuous Trap

    This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it.

    So the spread is forced? That means no focusing on a single monster, at least. Still, this card creates a dangerous loophole with Overdrive, leaving that large mass of Spell Counters on the field to still be used for card effects...and this is to say nothing of what would happen with multiples of this card on the field.

    Thaumaturgical Interference
    Normal Spell

    Remove up to 15 Spell Counters from your Field. For each Spell Counter removed this way, remove one random card from your opponent's Extra Deck from play.

    More Synchro hate from you, I see. With all of the Spell Counter cards here, that total will not be at all difficult to pull off, cheaply removing that danger altogether and leaving the opponent's Tuner use severely weakened.
     
    Last edited:

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • You were inspired by the discussion in the Individual Card Discussion thread, I see.

    I concede that that is a distinct possibility.

    Or in other words, "Special Summon two 'Magitech Fefnir' from your Hand or Deck." This could work quite well as a swarm, seeing as each Hound's attack will power up all Hounds on the field and at the same time nullify Fefnir's attack restriction in practice. This...might actually be a bit too easy to set up, to be honest.

    Well, the hound's swarming effect is the offensive backbone of the set. That being said, I'll go ahead and put a little extra price tag on Fenrir at least.

    So Hound summons out two more copies for one Spell Counter and both Salvage Crew & Angel can summon out practically anything desired for half the price, not to mention all of the shenanigans possible with cards outside of the set? There should at least be some sort of cost to it, really.

    True enough. We'll see what we can do.

    Angel is the first monster to come to mind with this, as it provides an infinite attack power for overrunning any monster and then taking control of them. Hound also has an ideal situation, being able to increase its ATK by 600 upon each attack and completely swarm the field. Question: both this and Absorption Armor are equipped to the same monster. The monster does not die, so does the damage still take place? If not, then this is comes with little drawback on either of the named monsters.

    Hur...with the current wording, it would not, because the burn is tied to a successful destruction, similar to Ring of Destruction. You shouldn't get off with such a cheap trick, though, so revamp time for that.

    The burn backlash is a nice touch and being able to move the Spell Counters is definitely helpful, but I honestly believe that Endymion is still superior in regard to direct Spell Counter hoarding.

    In a sense, I suppose, though mind you; Magitech feeds off the spell counters to bump their attack power up. Endymion can't provide that because it still keeps those counters for itself. ;D

    So the spread is forced? That means no focusing on a single monster, at least. Still, this card creates a dangerous loophole with Overdrive, leaving that large mass of Spell Counters on the field to still be used for card effects...and this is to say nothing of what would happen with multiples of this card on the field.

    Yeah, you have to distribute as many as possible each turn. As for the loophole...true, I suppose, though to be honest there's nothing to stop you from just blowing Core Preservation away, counters and all, before they can be burned away. Going to go ahead and make a little tweak here too, though.

    Lightning Soldier: Knight: So...those counters are for nomifying? Well, summon requirement is about as painless as nomi summoning gets and getting basically infinite chaining ability is interesting, but I'm not too wild about putting all my hard work into a body that is so vulnerable to random synchro smackdown. (not to mention completely incapable of stopping it) The fact that all of the compulsory anti-synchro tech works like a charm against nomi too doesn't help either. I...just see this getting spun off the field or trampled in a flash, really.

    Shadow of Leaves: Ninja: A bit better, as it can't be just casually beaten down by a single beatstick, but it's still Caius/other RFG vulnerable, stealable, and just as spin vulnerable as its companion over yonder.

    Spirit of Flames: Dinosaurian: Senetishly inclined S/T destruction and big S/T wipe for direct attacks in a decently sized body. Monarch can still trade off against it and Synchros step on it, though. Meh.

    Berzerker Soul: would be a potential game breaker if knight didn't have its effect, and getting a free S/T in replacement is still passable I suppose, but only getting one direct attack and probably dumping the nomis you intended to summon in the process doesn't sound like an all too awesome deal.

    Cursed Blade Muramasa: Half? That means by the time this hits maximum bonus, the Ninja could already be hitting for game anyway. Besides, the first hit will cut our bonus for the second hit to boot. Bleah, pass on this one. I'd much sooner take United We Stand or something.

    Extinction Meteor: Bit of a prevention method against the inevitable synchro smackdown. Too bad Thought Ruler and Stardust both still laugh at this, though.

    Wave King: Lord of Tribes: All I can say is good luck assembling all of those. Even with Prismer procing nomis, it would take one heck of a feat to make an even semi-reliable deck capable of pulling this off. If you use the procing method, it weakens this card too, though with a 4000-point piercer you should be hitting for game already.

    Lord Triangle Crusher: Pulling of Des Croaking reliably is a chore. This requirement is flat-out ridiculous. Makes for a pretty ideal target for Trap of Darkness, though.

    Wave Controller: I smell synchros. That is all.

    Darkspeed Ace: As monsters go, this...is rather ridiculous. All those effects in one, 2800-point package. On the other hand, the summoning requirement is pretty ridiculous too, so...I guess it's okay? x.O

    Powerflame Joker: Another mad powerhouse to make dark synchro look tame. But again, icky summoning requirement.

    Crimson Rend Destroyer: Sealing the utter buttrape, basically. So is this spell or trap? Not that it matters much, since this is unlikely to earn the space in what will already be a deck weighed down by all kinds of obscure support.

    Quick Gauge: I find myself wondering what that second effect is for. And the first is just really, REALLY situational. Some kind of OTKO swarmer would probably consider this, but even that seems kind of doubtful. A card that's only useful if you open the game with it and eats half your LP even then is kind of not too hot. :\

    Bizarre Artifact: Well...it eases the pain-in-the-butt counter assembly a bit, at least? Suppose you'd want this in threes if you actually tried running these crazy things. oO


    Overall problem? The amount of card commitment needed to pull any of this off is ridiculous, especially when it can easily be disrupted by a wide array of staple defensive cards (compulsory spin/bounce, Book of Moon, Bottomless Trap Hole, theft cards, not to mention the way bulky synchros will be mauling you) and finding all the bits and pieces is beyond difficult. The whole deck will be built on the back of a single monster too, so woe is you if the opponent slaps Prohibition on Wave Warrior. A single copy of Lord Triangle Crusher fits a Trap of Darkness deck, and Wave Warrior itself can be (ab)used in the place of Rose for any given build, but the theme as a whole? Yeah...wouldn't play it, really. Too much situational for me to be comfortable with. If we had some form of Wave Warrior procing or some less specific supports to smooth things out then maybe, but as it is, these little would-be Assault Moders are missing both their Assault Teleport and their Arcane Filo. :O


    Magitech Pierce-Eye
    Machine/Effect
    4 Star/Light
    1400 Atk / 1900 Def

    Whenever a Spell Card is activated, place one Spell Counter on this card. (max. 5) This card gains 100 Atk for each Spell Counter on it. Once per turn, you can check a face-down card on your opponent's Field or a card from your opponent's Hand for each Spell Counter on this card.

    Magical Cataclysm
    Normal Trap

    This card can only be activated when there are at least 6 Spell Counters on the Field. Remove all Spell Counters from the Field to destroy all cards on the Field.

    Magitech Interference Field
    Continous Trap

    When this card is activated, place one Spell Counter on it for each face-up "Magitech" Monster you control (max.5). During each End Phase, remove a Spell Counter from this card. If you can not, this card is destroyed. While you control this card, cards can not be added to your opponent's Hand or Field by card effects.


    Revamp, revamp, revamp:



    Magitech Fenrir
    Machine/Effect
    4 Star/Light
    2400 Atk / 700 Def

    For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card. At the end of your Battle Phase, if you did not declare an Attack with this card, destroy it and lose 1000 Life Points.

    Magitech Economizer
    Normal Spell

    Pay 1000 Life Points. Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

    Magitech Overdrive
    Equip Spell

    This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, send the equipped Monster to the Graveyard and lose 500 Life Points for each Spell Counter that was on that Monster.

    Core Preservation

    Continuous Trap

    This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it. On your second End Phase after this card's activation, destroy this card.
     
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    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Lord Triangle Crusher: Pulling of Des Croaking reliably is a chore. This requirement is flat-out ridiculous. Makes for a pretty ideal target for Trap of Darkness, though.

    lol, look, it's my new favorite card. HUGE REVOLUTION, hooo!
    http://yugioh.wikia.com/wiki/Huge_Revolution

    Gamebreaking Card
    Normal Trap
    You can only activate this card when you have 0 life points. You win the duel.

    Just kidding.

    The Great Nether
    Field Spell
    No other Field Spell cards can be activated. This card cannot be targeted by the effects of Trap or Effect Monster cards.
     
    Last edited:
    111
    Posts
    15
    Years
    • Seen Feb 25, 2014
    Name of Card: Torch, The Black Dragon Knight
    Card Type: Ritual Monster
    Level/Type/Attribute: 8/Warrior/Fire
    Effects: This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of ''Black Dragon Ritual.''
    ATK/DEF: 2700/1750
    Rarity: common
     
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