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Well, the reactions could've been worse :lol:

 

The thing is... Worms wouldn't use this. They don't actually use their Flip effects a lot, they rather play aggresively. Same goes for Empty Jar, as it's an OTK deck, and you'll want to use up your Normal Summon for Morphing Jar, unless you revive it with The Shallow Grave or something. But I guess as you said, it can be pretty nice with Victory. It can still become a nice beatstick and survive some time. Any counterarguments?

No counterarguments. I never played Worms, only checked some decklists and the Wiki (doh). So, it doesn't give Flip Worms the boost they need, it's too slow for Empty Jar and everything else just says no. Figured that much. Still, I'm glad for that evaluation, I'll think of it if I should ever make a Worm card again :)

 

This is going to make me remember all the uses of Worms, (or at least I'll do it anyway)

From best to worst:

PAWMAN

XY City

Zero-Dragon OTK

Beatdown Worms

Flip Worms

Except for the last 2: Mind explaining what those exactly are? I figure Zero-Dragon OTK has something to do with Future Fusion, FGD and Worm Zero, but that's really all.

 

This card seems to be supporting the bottom of that list. Flip Worms are really uncompetitive, to the extent that they're only a 'for fun' Deck, so combos in the Deck aren't always consistent and that makes it almost impossible to define how the Deck should look. I guess it could be used in that Deck as an alright beatstick, but I don't feel it'd do much of mention to the Deck. Empty Jar's kinda the opposite. It's a very playable Deck, but it's too fast to need it. Empty Jar doesn't have a Spell to flip all their monsters face-up, so this would have to lay on the field until you use Sunlight or flip it next turn, which isn't what it'd really want.

Same here, no counterarguments.

 

I guess that leaves its most practical use in Zombies. Zombies also run BoM (lots of stuff does, it's a very playable card) - so it might work there, although possibly not in the top Zombie Decks. Perhaps better if it had a more appropriate typing.

With "Typing" you mean another Type? Well, Worms already have a Machine-Type, why not grant them a Zombie... though that would also mean it's not searchable with Cartaros and gets in the way of Viper's Rebirth. Which isn't bad in a Zombie deck, but hinders it's potential use in Flip Worms.

 

It seems very here nor there. That's the curse of supporting a very weak Decktype - if you don't do something really large to it, then it's hard to say much on the subject.

But supporting an already strong archetype is just... silly. Konami does that everytime, and I don't really get the point of it. Shouldn't they want the player to change decks once in a while, so they need to buy more cards?

 

Anyway, that basically means I can make the next one, right? Not today obviously, but if you should run out of cards to review, I'll post one tomorrow :)

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It's pro because it searches Snatch Steal and Premature I've been playing too much WC06.

 

It's pro because it mills 3 Incessant Blades I've been thinking about too much NGD.

 

Eh, I don't like it all that much. Supporting Ben OTKei is obviously bad.

 

Equip Morphs aren't that good (It's barely even a Deck, IMO =/).

 

I haven't seen much in the way of recent Vairons, but from what I can tell, Vairons have started to give up on Equip Spells and move onto Equiping their tuners (since Equip Vairons were pretty bad...). Still, I guess it's not at all bad here since it's giving SOME help to the less-played Vairon Deck.

 

 

Gigavise seems like the best bet. They run Supervise & Mark of Rose, sometimes DDR, right? While playable there, I don't see it being a massive consistency booster. Same as with Vairons. Fun idea, gets bonus points, but if I was working for Konami it wouldn't have me jumping up and down saying "Yes, /THAT/ can be the next card in the pack!"

 

I've got absolutely no clue how Life Steam Decks work, so I can't really rate it on that, sorry. What Equips are they supposed to use?

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Thought I'd have a go.

 

|Oni Fish|

|Level 4|WATER|Fish|

|1400 ATK|1600 DEF|

|When this card is Special Summoned, you can discard 1 card in your hand to destroy 1 card on the field. During the turn this card was Special Summoned, any monsters Special Summoned in this turn (except "Oni Fish) gain 500 ATK until the End Phase.|

 

-Designed to help Fish Synchro OTK decks.

-Level 4, searchable by Superancient Deepsea King Coelacanth and also Mother Grizzly

-Second effect to put a twist on the typical Fish Synchro OTK deck, allowing cards from Coelacanth's effect to become effective beatsticks and is much more effective than Deepsea Macrotrema.

 

Fish Synchro OTK has always lacked effective destruction, other than the generic cards: Solemn Judgement/Warning, Bottomless, Mirror Force etc. It also opens up new possibilities for Fish decks. It's second effect allows for what could be called Fish Beatdown OTK, by using Coelacanth's effect as normal but instead of Synchroing, using the natural power of this card and the respectable ATKs of Fish-Types for an OTK. Fish types have several effective beatsticks, and an extra 500 ATK can really overwhelm the field:

 

7 Colored Fish: 1800+500=2300 ATK

Golden Flying Fish: 1700+500=2200 ATK

Metabo-Shark: 1800+500=2300 ATK

Oyster Meister: 1600+500 ATK=2100 ATK

Royal Swamp Eel: 1700 ATK+500 ATK=2200 ATK

 

Another potential combo (but probably useless) is to use its first effect to destroy a Deepsea Macrotrema also summoned from Coelacanth's effect so all Fish-types gain 1000 ATK instead.

 

Otherwise, it pretty much helps Synchros gain more ATK in generic Fish Synchro OTK.

 

Wow, giant wall of text.

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Except for the last 2: Mind explaining what those exactly are? I figure Zero-Dragon OTK has something to do with Future Fusion, FGD and Worm Zero, but that's really all.

 

PAWMAN is a Deck I invented based on the classic PACMAN Deck. PACMAN was "Perfect Advantage Camels Munch All Noobs." and PAWMAN is just updating Camels to worms. It works because of Worm Lynx. It gives you a draw during both players End Phase, which is basically a +2 each turn. Combined with a massive truckload of negation and stall, and Des Lacooda and Swarm of Scarabs/Locusts, it's probably the game's best stall Deck. Really pro, but kinda boring to play against since it has an out to every move you play.

 

XY-City uses Worm Xex and Yagan in a normal Little City Deck (Anti-meta beatdown. Usually with Honest, Oppression, sometimes Skill Drain, negation cards, 1-4-1 removal, ect. Usual jank) Since they just kinda fit there.

 

Zero-Dragon OTK uses Fufu to send a whole Deck of worms to the Graveyard, then remove them all for Evil Dragon Ananta to OTK. Basically a Worm-Chimeratech OTK.

 

With "Typing" you mean another Type? Well, Worms already have a Machine-Type, why not grant them a Zombie... though that would also mean it's not searchable with Cartaros and gets in the way of Viper's Rebirth. Which isn't bad in a Zombie deck, but hinders it's potential use in Flip Worms.

 

Making it a Zombie would really move its use solidly to Zombie Decks, yeah, but it's just an idea to get it a more snug home

 

But supporting an already strong archetype is just... silly. Konami does that everytime, and I don't really get the point of it. Shouldn't they want the player to change decks once in a while, so they need to buy more cards?

 

There's a difference between supporting a very weak archtype like flip-worms and a weak to moderate Deck. Like I said, it's not impossible to support very weak archtypes, it just has to do something fantastic to them (and usually takes 2-3 cards).

 

Anyway, that basically means I can make the next one, right? Not today obviously, but if you should run out of cards to review, I'll post one tomorrow :)

 

For now, people can post as soon as their last is reviewed

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Well, the thing is, Synchroing is much better than regular beatdown. What's better, ~7k beatstick immune to card effects or few minor beaters that can be screwed with Mirror Force? However, first effect is pretty nice. You can get rid of cards that can screw you up, like, well, Mirror Force. It can also discard dead Fishborgs in your hand.

 

Wait, I just noticed that last effect, for heaven's sake, STACKS. So if you summon 3 copies, Coelacanth becomes 4200 beater. Well, the stacking make it better. Also, it can become a bridge between your idea, Fish Beatdown, and existing Fish Synchro. I mean, summon 3 this and 1 Fishborg, spam 3 3900 Hyper Librarians and 4k Stardust. Scratch my first comment then, card is pro. But I have a weird feeling that it's out of balance.

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I didn't mean Life Stream Dragon.dek, only Decks that use Equips and have access to LSD, like Gigavise

 

Fair enough. Guess it's kinda good in Gigavise then. Still feel that it's not quite up-to-par like your first card was.

 

Thought I'd have a go.

 

|Oni Fish|

|Level 4|WATER|Fish|

|1400 ATK|1600 DEF|

|When this card is Special Summoned, you can discard 1 card in your hand to destroy 1 card on the field. During the turn this card was Special Summoned, any monsters Special Summoned in this turn (except "Oni Fish) gain 500 ATK until the End Phase.|

 

-Designed to help Fish Synchro OTK decks.

-Level 4, searchable by Superancient Deepsea King Coelacanth and also Mother Grizzly

-Second effect to put a twist on the typical Fish Synchro OTK deck, allowing cards from Coelacanth's effect to become effective beatsticks and is much more effective than Deepsea Macrotrema.

 

Fish Synchro OTK has always lacked effective destruction, other than the generic cards: Solemn Judgement/Warning, Bottomless, Mirror Force etc. It also opens up new possibilities for Fish decks. It's second effect allows for what could be called Fish Beatdown OTK, by using Coelacanth's effect as normal but instead of Synchroing, using the natural power of this card and the respectable ATKs of Fish-Types for an OTK. Fish types have several effective beatsticks, and an extra 500 ATK can really overwhelm the field:

 

7 Colored Fish: 1800+500=2300 ATK

Golden Flying Fish: 1700+500=2200 ATK

Metabo-Shark: 1800+500=2300 ATK

Oyster Meister: 1600+500 ATK=2100 ATK

Royal Swamp Eel: 1700 ATK+500 ATK=2200 ATK

 

Another potential combo (but probably useless) is to use its first effect to destroy a Deepsea Macrotrema also summoned from Coelacanth's effect so all Fish-types gain 1000 ATK instead.

 

Otherwise, it pretty much helps Synchros gain more ATK in generic Fish Synchro OTK.

 

Wow, giant wall of text.

 

How are both of you and Chill made of blind?

SuperancientDeepseaKingCoelacanthPTDN-EN-UR-1E.png

Once per turn, you can discard 1 card to Special Summon as many Level 4 or lower Fish-Type monsters as possible from your Deck. A monster Special Summoned by this effect cannot declare an attack and its effect(s) is negated while on the field. If this card is targeted by a Spell, Trap, or Effect Monster's effect, you can Tribute 1 other Fish-Type monster to negate the effect and destroy that card.

 

Anyway. You won't be winning any Reps (look at the third point in the win-criteria. Supporting an OTK goes against good game design mechanics, so you've lost a bucketload of points from step 1). I see Mother G as one of the few viable ways to get this card's effect. Reborn too, possibly, if you've got no better targets, but you usually would have. It's interaction with Mother G is good and I support that, but since most of your analysis falls flat upon actually reading Coel, and I don't see much else ('side that it can dump your Fishborg when Mother G gets it) I think I'll have to end this here. Did I miss some other way to Summon this? =s Seems to suffer from Sacred Crane Syndrome of 'would be good if there were enough viable ways to trigger this - there isn't.'

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Okay then, let's continue to suck :lol:

 

Netherworld Sorcerer

Level 3 | DARK

[spellcaster/Effect]

This card's Attribute is also treated as LIGHT while face-up on the field or in your Graveyard. Each time a Spell Card is activated, place 1 Spell Counter on this card. Once per turn, during either player's Main Phase, you can remove 1 Spell Counter from this card to select 1 monster in either player's Graveyard and 1 Attribute OR 1 Type. That monster's Attribute/Type becomes the selected Attribute/Type as long as it remains in the Graveyard. Once per turn, if this card would be destroyed by battle, you can remove 1 monster in your Graveyard with the same Attribute as this card from play instead.

ATK/1100 DEF/1000

 

Along the lines of: "It only does everything", this card can do... stuff. Yes, I actually don't know the full potential of it. The main use, though, is pretty obvious: Chaos. Since it also counts as both in the Graveyard, you can use it whenever there's a shortage. It can change a monster's Attribute to make Summoning Chaos easier, but not only Chaos, obviously. Decent WIND targets for Dark Simorgh are rare, you'd rather run a lot of DARKs that are easily dumpable, and this one could help there. Any other card that needs to remove a certain Type or Attribute would like to have this (especially if it's way harder to get than the targets for Chaos Sorcerer). But why can the effect be used during either player's turn? Well, that's simple: To screw up your opponent. Hello Gigaplant! Want to revive a Lonefire? Too bad, that's not a Plant anymore. Want to Summon a Chaos yourself? Too bad, your Armageddon Knight is now FIRE. And while we're at FIRE... why not use it with Rekindling? Could be funny :lol:

On a sidenote, it's also a target for Mystic Tomato. I added the "anti destroyed by battle effect" because it's really fragile. A little cost was mandatory, but that also works with it's own effect, even during your opponent's turn. As an alternative, I could make it a Spell/Trap Card.

 

So... what are your thoughts?

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I think Chaos is usually fine for targets, and wouldn't run this because it just doesn't have the space. Still, I can see some slight attraction in Dark Simorgh. On a quick skim, these are the best 'reasonably splashable' WIND monsters I could find, although I possibly missed some:

Armored Bee

Debris Dragon

Eccentric Boy

Fortune Lady Wind

Guardian Eatos

Mist Valley Falcon

Mist Valley Solider

Quickdraw Synchron

Raiza the Storm Monarch

Slate Warrior

Spore

Stardust Dragon

The Tricky

 

It feels like I had to go out on a limb in some places - Bee, Debris, and Quickdraw are probably going to be by far the main targets. Still, I feel that Quickdraw gets enough search with Tuning that it's still not entirely needed. Personally, I don't feel this getting a main-Deck slot anywhere (unless there's some abusive combo/OTK, but let's try and not go into that) but it might just get a side-Deck slot in Simorgh/Chaos/Spell Counters/Some Other Deck.

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I think Chaos is usually fine for targets, and wouldn't run this because it just doesn't have the space. Still, I can see some slight attraction in Dark Simorgh. On a quick skim, these are the best 'reasonably splashable' WIND monsters I could find, although I possibly missed some:

Armored Bee

Debris Dragon

Eccentric Boy

Fortune Lady Wind

Guardian Eatos

Mist Valley Falcon

Mist Valley Solider

Quickdraw Synchron

Raiza the Storm Monarch

Slate Warrior

Spore

Stardust Dragon

The Tricky

 

It feels like I had to go out on a limb in some places - Bee, Debris, and Quickdraw are probably going to be by far the main targets. Still, I feel that Quickdraw gets enough search with Tuning that it's still not entirely needed. Personally, I don't feel this getting a main-Deck slot anywhere (unless there's some abusive combo/OTK, but let's try and not go into that) but it might just get a side-Deck slot in Simorgh/Chaos/Spell Counters/Some Other Deck.

 

Well... that's at least an improvement, isn't it? Next up has to be a card that deserves a Main Deck spot in some obscure deck that no one plays... and then, in one week, we're at a Tier 3 deck already :lol: I'll keep trying, thanks for the evaluation :) Maybe I should try something simpler for once, like supporting Fortune Ladies, at least there I know how they're played...

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Since nobody else seems to want a review... well, I'm certainly glad to have this opportunity.

 

Fortune Lady Ice

Level 6 | Water

[spellcaster/Effect]

This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When a face-up "Fortune Lady" monster you control is destroyed and sent to the Graveyard, you can Special Summon this card from your hand. When this card is Special Summoned by the effect of a "Fortune Lady" monster, your opponent cannot activate Spell or Trap Cards until the next player's End Phase. There can only be 1 face-up "Fortune Lady Ice" on the field.

ATK/? DEF/?

 

We all know that FL Earth sucks monkey balls. This one's out to change that. Of course, it ruins a little the perfect balance of the attributes in the Archetype, but who cares, it doesn't matter anyway. It has a build-in one-sided Cold Wave to provide Fortune Ladies with the protection they need, it can Special Summon itself to get around any and all restrictions of Future Visions and can also easily be Summoned by FL Light or FL Dark, thus having enough speed to get out in any situation, and on top of that, it's ATK is pretty formidable too. Wind is just to slow to do the job of Spell/Trap destruction, so I thought this could be a good idea (in fact, I made a lot of support for the archetype, but this one is probably the most usable). It doesn't make Fortune Ladies Tier 1 or anything, it just gives a little support where needed.

 

So... what do the judges say? I might actually be able to discuss anything this time :blink:

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I saw that coming sooner or later :P Anyways, first of all, Attribute makes it epic. It fits Absolute Zero.dek with Fortune Lady draw engine. Getting it to Grave and reviving with Dark is ridiculously easy, Foolish Burial, Sarcophagus + Fortune's Future etc. Obvious Light abuse is obvious. Though one-sided Cold Wave can be broken. But I think it follows the old rule "broken support for bad deck is balanced". Plus it's a pretty nice beater. You said that it doesn't make them Tier 1, which is right, but I'm sure it makes them a lot better

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Scrub Booster

EARTH/Rock-Effect/Level 4

ATK/1900 DEF/0

Once per turn, you can discard 1 Normal Monster and select 1 Effect Monster in either player's Graveyard. Remove the selected monster from play. This card gains the effect of the selected monster, until the End Phase.

 

Meh, I don't feel like posting a wall of text. It's main use is supposed to be in, obviously, decks running lots of Vanillas. You can use it to play around Stardust, like lure opponent into negating some destruction effect, then removing Stardust by this. Discarded monsters can fill Grave for Cry, Havoc!

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Does 'next player's end phase' count the current turn, or is it equivalent to 'next turn's end phase'

 

The second one. I think I shot a bit over the top with it, probably "your next End Phase" would be a more... "fair" solution. This would still give the rest of your opponent's turn (if it's summoned there), but doesn't extend into their turn when used during yours, to give them a chance to counter properly. While... as Chillacino said, why not make it a bit broken, it seems every Meta-Archetype has some broken support :lol: Still, I didn't think about the abusiveness of the Attribute, which sure ups the card a lot...

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Well... I'm not a judge, so I can't evaluate your card (not that I could even when I was a judge... I could only say that I'd love it, it gives Normals an immense boost, and while being a little situational (you won't have that much Effect Monsters in your Graveyard, thus relying on your opponent's), it still looks like a funny card that would enhance the feeling of a Normal Deck.), and since I'm still waiting on Griffins take on my Fortune Lady, I won't post any new...

 

But PEOPLE, you're always crying that if you post cards in Realistic or Written Cards, you always get lousy criticism or just none, here are sitting 2 experts that know their stuff and can really help you! I really don't get why this isn't the most popular thread in all of YCM right now *overexeggerating RAGE*

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|Decoy Identity|

|Normal Spell Card|

|Add 2 cards from your Graveyard to your Deck. Look through your Deck and select 2 cards from it. For the remainder of the Duel, those cards' names become the name of the other selected card. Then, shuffle your Deck. Also, while this card is in your Graveyard, if a card with the same name as either of the selected cards is drawn, you can reveal it to return it to your Deck and draw 1 card.|

 

This came on a whim as a way to help out Gladiator Beasts, in particular, Test Tiger players. The basis of it is simply to allow Test Tiger to be searched via another Gladiator Beast's effect. The first effect is to balance it out a bit but it really doesn't affect Gladiator Beasts. In a generic Test Tiger/Gladiator Beast Deck, I'd run Tiger at 3 or 2 with this at 3 or 2 as well. The last effect, I have no idea. Gladiator Beasts can't use it well but if you know certain cards become useless like a Field Spell or Terraforming if you've already got one on the field or have no use for it, it can prevent dead draws.

 

Also, it means you can use a Gladiator Beast effect twice in a row.

 

I'm trying to find another good use for it but I can't.

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Trap Terrorizer

DARK

Fiend / Tuner

*

------

When this card is removed from the field, your opponent cannot activate Trap Cards until their next Standby Phase. You can remove this card in your hand from play to negate the activation of a Trap Card your opponent controls and destroy it. Then, you can remove from play all "Trap Terrorizer"'s in your Deck, hand or Graveyard from play to remove from play all Traps in their Deck or hand with the same name as the destroyed card.

------

ATK: 0 / DEF: 0

 

 

Okay, so when making this card I had Royal Decree in mind, due to it's popularity. Use this, help deck-thin a little, and remove all other Decree's while you're at it. 1st effect is sorta Trap Stun-like and unlikely to see much play, but there's an ulterior motive - Synch into Formula Sunchron and you'll have protection from Traps for the turn, basically allowing you to synch into Shooting Star Dragon / Red Nova Dragon unhindered. Can be SS'd with One for One (not that you'd pick this over Glow-Up Bulb / Spore) and is DARK, so you can use Allure of Darkness should it be unneeded. Finally, has basic protection of activating from hand, basically allowing you to preserve it for those Decree's / Solemn's.

 

I think it's broken, but I want a review from people that know the game for a change.

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First of all, sorry this took so long. Usually I can get on once or twice on weekdays, but this week was exceptional in that regard. I'll be going through cards in order of posting now, and PM'ing people I've responded to in case they've stopped checking the section/thread. If you don't want any PMs about the contest in future, feel free to say.

 

Fortune Lady Ice

Level 6 | Water

[spellcaster/Effect]

This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When a face-up "Fortune Lady" monster you control is destroyed and sent to the Graveyard, you can Special Summon this card from your hand. When this card is Special Summoned by the effect of a "Fortune Lady" monster (including itself), your opponent cannot activate Spell or Trap Cards until the next player's End Phase.

ATK/? DEF/?

 

We all know that FL Earth sucks monkey balls. This one's out to change that. Of course, it ruins a little the perfect balance of the attributes in the Archetype, but who cares, it doesn't matter anyway. It has a build-in one-sided Cold Wave to provide Fortune Ladies with the protection they need, it can Special Summon itself to get around any and all restrictions of Future Visions and can also easily be Summoned by FL Light or FL Dark, thus having enough speed to get out in any situation, and on top of that, it's ATK is pretty formidable too. Wind is just to slow to do the job of Spell/Trap destruction, so I thought this could be a good idea (in fact, I made a lot of support for the archetype, but this one is probably the most usable). It doesn't make Fortune Ladies Tier 1 or anything, it just gives a little support where needed.

 

First of all, about Earth:

AGREED! I liked FL when they first came out, and their 'boss' being so terrible was a right pain. Still, I must say that my knowledge of how they play nowadays is limited, since previously I was playing under the erroneous ruling that Cyber Valley worked with FL Light, and when 141 was @3, leading to a very different playstyle.

 

Despite Chill's comment, I don't see the attribute being much of a big deal. It's possible, but unlikely, that they find a way to fit Moray in, but it seems quite far-fetched that they could chuck in a Hero Engine and still be just as consistent. Still, I wouldn't mind being proved wrong on the subject.

 

From an aesthetic standpoint, the (including itself) seems a bit un-needed and having it being EARTH so all Attribute had a FL that was at least semi-playable might be preferable, but that's just me rambling.

 

It generally seems pretty good to give you a nice turn to get some setup and make decent plays. While FLs can Summon good things with Lighty and aren't exactly 'slow', I don't think they really swarm enough to OTK with this, but I'd add a "you can only control 1 "Fortune Lady Icy" clause" to stop annoying games where Icy is dropped (via Lighty) two Standby Phases in a row, or something, which really feels quite overbearing.

 

I've thought, and I can't really see any 'broken' plays with this - even the ones that are inconsistent, this isn't exactly the key card, just something to stop negation jank. In the same vein, having a 2800 ATK backup to drop seems to help FL avoid losing tempo, so I like it.

 

 

Other cards will be covered soon. Probably today.

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