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-Griffin's Endless TCG-Link Contest


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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.

Well, I never played Fortune Heroes (or whatever they're called) either, but from my knowledge, it only revolves around Darky and Watery as draw engine in a hero based build. And there it's not the worst target for Absolute Zero.

 

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.

Just a minor inconvinience. Still, since Ice is the element for this kind of interruption effect, I'd have to work some more on the aesthetical point of view.

 

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.

Will include that, thank you.

 

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.

Yey :lol:

 

Thanks for that detailed evaluation, if I get that always, it's definitely worth the wait ;)

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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, I 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.

 

 

Gotta say, I don't think it'd see much play at all. It feels really inconsistent. The only Deck that it seems could really take any advantage is Glads... and they'd probably rather not run the risk of the dead-draw - they surely have better things to target. I only see it as abusing things via archtype support for possible, but probably bad, OTKs, and in some Glad Decks that couldn't find better tech. Nothing from this really feels that notable, playable, or interesting =/ Sorry, just don't see this getting any play.

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Worm Mitanchis

LIGHT

Reptile/Effect

3/0/2000

If a Defense Position Reptile-type "Worm" monster would be destroyed by battle, you can remove from play a Reptile-type "Worm" monster in your Graveyard instead. You can only activate this effect during a turn as many times as you control Defense Position Reptile-type "Worm" monsters.

 

An attempt at giving Flip Effect Worms a chance at becoming an odd stall build type thing. The effect at absolute worst can activate 5 times per turn, and that's if effect destruction has NOT been factored in. It doesn't help Aggro Worms much, as the monster has no beatstick potential and only benefits cards similar. Its other primary uses are in PAWMAN (to a limited degree, as I have no idea how many other worms aside from Linx are run) and Zero-Dragon OTK (and even then, you're going to RFP its targets for Annanta), but Flip Worms can make the most out of this. It also helps make Zero runnable in Flip Worms by encouraging the use of FuFu in the deck (and Zero helps flip Worms anyway).

 

[spoiler=More Worm stuff you don't have to review but I'm putting in anyway so I don't forget.]

Xenocycle Assault

Normal Spell

Activate while you control no monsters. Remove from play, OR return your removed from play monsters that are listed as Fusion Material Monsters of a "Worm" Fusion Monster to the Deck and Special Summon that monster from your Extra Deck. (This is treated as a Fusion Summon). You cannot Special Summon other monsters this turn.

 

Worms have one hell of a time getting out Zero without help. Especially considering their only decent way of summoning him with decent stats (aside from Poly and stall), Future Fusion, is woefully inconsistent and difficult to use safely, it's only fair that they get both sides of the Fusion coin. The no monster clause and the no Special Summon clause make sure that you can't go into 2 Zeroes at once, stop the Dragon OTK from becoming a slippery-slope play, and in general helps the decks that need it most (Aggro and Flip) by refueling the deck the second time around.

 

 

Might I also recommend a third judge?Last I checked, I frequent TCG and am not an idiot. ;)

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@Bringer of Cake - That depends largely upon who you're suggesting for the third judge role.

 

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!

 

This is going to suffer the same thing as Spoon's flip-Worm thing, I think. Too little support for something too weak. Vanillas are... quite frankly fairly horrible as a Deck-type. I've tried, and despite some of their great support, it simply doesn't make up for having no effects on the majority of your monsters. I'll give it to you that it's a little plus to some versions of Vanilla Decks, but if you really want to support them, could I recommend an effect that triggers from the Deck/Extra Deck? Giving them more access to effects throughout the duel seems like more of what they need.

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Tom "Saw" Yer

Level 5 | DARK

[Warrior/Effect]

During your opponent's Main Phase, when your opponent Normal or Special Summons a monster, you can Special Summon this card from your hand or Graveyard by removing from play 2 monsters in your opponent's Graveyard. If you do, this card is removed from play when it is removed from the field. When this card destroys an opponent's monster by battle or is destroyed by battle, negate the effects of all Effect Monsters that activate in the Graveyard(s) or target cards in the Graveyard(s) until the next player's End Phase.

ATK/2200 DEF/0

 

Temporary Anti-Graveyard play, Debris/Black Salvo hater and a little bit of beatsticking in one card. Of course it's an Anti-Meta card, but it can also be used as Side Deck material, especially against Plants and Debris stuff. It's strong enough to fend of a Cyber Dragon, but that's about it. Since the Special Summon happens during your opponent's turn, it's not exactly easy to keep him, but that's not his purpose anyway. Still, you could also go for a Normal Summon (with Treeborn Frog for example) to use his effect more than once, thus leaving your opponent less options when it comes to Graveyard play. DARK makes it a target for Armageddon Knight and Dark Grepher, the rest is chosen at random.

 

Also I don't want this thread to die just yet :P

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|Flip The Trigger|

|Continuous Spell Card|

|During the End Phase of the turn this card this was activated, discard 1 card from your hand. When a card is flipped face-up, you can activate 1 of the following effects:

• Remove it from play to draw 1 card. You cannot activate its effect this turn.

• Inflict 600 damage to your opponent.

 

Basically designed for PACMAN decks (or PAWMAN). Works great with both Stealth Bird, Worm Linx and Des Lacooda.

 

First, the discard effect. Just a cost since it becomes pretty powerful if you run it at 3 (It stacks too). Great extra draw power, especially if you haven't drawn any stall cards (Nightmare Steelcage and Swords of Revealing Light) but its main use is to speed up Stealth Bird's damage, and therefore the duel. I added the "You cannot activate its effect this turn" clause just to balance it out a bit (but PACMAN can abuse this as it runs tons of Trap Cards, which you can't activate in the turn you Set it anyway).

 

Could also just randomly speed up any Worm deck.

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