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Ten-thousand Teeth Troll - Turning It Up To Ten!


Atypical-Abbie

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So made a Ritual archetype that's Level 10, and those use Impcantation monsters since they make Level 10s very easily. Problem, I want them to Xyz Summon sometimes, their boss monster is an Xyz Monster, so locking down the Extra Deck is a problem, so here's a card that makes you negate effects and turn a monster into a Level 10 monster at the same time. It can even be used offensively should you want to do that.

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Quote

If this card is in your hand: You can reveal another monster in your hand, then target 1 face-up monster on the field with a Level; that target's effects are negated, Special Summon this card, then this card and that target's Level become 10. If you revealed a Ritual or Pendulum Monster, this is a Quick Effect. You can only use this effect of "Ten-thousand Teeth Troll" once per turn.

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8 minutes ago, MasterofGays said:

The last two lines.

Well if it was just Effect Veiler that negates and Special Summons it would be a better Effect Veiler, so that's to balance it a bit. Besides, the main use is described in the OP, where the Quick Effect nature doesn't matter as much.

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This card is a perfect fit for train decks because the level 10 trains usually want their effects to be negated, and since this monster is level 10, it makes going into the rank 10 monsters even more consistent.

On 8/3/2022 at 9:19 PM, MasterofGays said:

The wording on this is confusing. Also this sounds like a really bad version of effect veiler.

Also the purpose is to negate your own monster's harmful effect and special summon this card for a rank 10 play, so effect veiler is a terrible comparison.

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2 minutes ago, KH911 said:

This card is a perfect fit for train decks because the level 10 trains usually want their effects to be negated, and since this monster is level 10, it makes going into the rank 10 monsters even more consistent.

Also the purpose is to negate your own monster's harmful effect and special summon this card for a rank 10 play, so effect veiler is a terrible comparison. Honestly the more of your comments that I see, the more I realize you don't understand the game.

Ok no need for that last comment I feel, though yeah Trains could use it I suppose.

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On 8/5/2022 at 9:53 AM, KH911 said:

You're right, I'm just fed up with him going on every post, calling it a bad card, and leaving without making any insightful comments.

But this card is bad though. Trains have much better options than a sort of crippled version of skill drain/forbidden chalice. Hell, you can even play test these so called cards you make on edopro or any of its variation and see how it bricks the deck most of the time. Hell, if you wanted it to be for trains (which is a machine deck), why even make this card a zombie?

 

FYI being a coder for Edopro, I play test some of the cards you guys make and see if they would actual work and a lot of times they are underpowered and cause the deck they were design for to brick.

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1 hour ago, MasterofGays said:

But this card is bad though. Trains have much better options than a sort of crippled version of skill drain/forbidden chalice. Hell, you can even play test these so called cards you make on edopro or any of its variation and see how it bricks the deck most of the time. Hell, if you wanted it to be for trains (which is a machine deck), why even make this card a zombie?

 

FYI being a coder for Edopro, I play test some of the cards you guys make and see if they would actual work and a lot of times they are underpowered and cause the deck they were design for to brick.

KH911 didnt design this card, I did. And I didn't make it for Trains, I made it for my archetype, where it fits nicely a niche support card.

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1 hour ago, MasterofGays said:

But this card is bad though. Trains have much better options than a sort of crippled version of skill drain/forbidden chalice. Hell, you can even play test these so called cards you make on edopro or any of its variation and see how it bricks the deck most of the time. Hell, if you wanted it to be for trains (which is a machine deck), why even make this card a zombie?

I only stated that it could have a place in trains, but it wasn't designed for trains. Also the cards I make stick to the intended archetype playstyle without breaking the game.

There are many reasons why you don't find success using my cards, one of which is most likely that you don't know how to use them effectively. Not everybody can use every deck, so you alone are not a good measure of how playable a card is. I regularly play thkse archetypes and the cards I design are usually things that I find myself looking for. "I wish dark world had a bigger pay off for discarding", "I wish morphtronics had a reliable way to change battle positions", "I wish fortune ladies had a fusion". I don't care what your credentials are, someone that actively plays these archetypes is definitely more knowledgeable than someone who doesn't. 

1 hour ago, MasterofGays said:
But this card is bad though. Trains have much better options than a sort of crippled version of skill drain/forbidden chalice. Hell, you can even play test these so called cards you make on edopro or any of its variation and see how it bricks the deck most of the time. Hell, if you wanted it to be for trains (which is a machine deck), why even make this card a zombie?

FYI being a coder for Edopro, I play test some of the cards you guys make and see if they would actual work and a lot of times they are underpowered and cause the deck they were design for to brick.

Click and drag to move
 

FYI being a coder for Edopro, I play test some of the cards you guys make and see if they would actual work and a lot of times they are underpowered and cause the deck they were design for to brick.

I only stated that it could have a place in trains, but it wasn't designed for trains. Also the cards I make stick to the intended archetype playstyle without breaking the game. I still try to include negation and disruption because I realize how important those are, but they also need to have associated costs and conditions. You seem to believe that cards having costs/conditions is a bad thing for some reason, not realizing that cards are banned precisely for not having appropriate costs/conditions on their effects.

 

There are many reasons why you don't find success using my cards, one of which is most likely that you don't know how to use them effectively. Not everybody can use every deck, so you alone are not a good measure of how playable a card is. I regularly play thkse archetypes and the cards I design are usually things that I find myself looking for. "I wish dark world had a bigger pay off for discarding", "I wish morphtronics had a reliable way to change battle positions", "I wish fortune ladies had a fusion". I don't care what your credentials are, someone that actively plays these archetypes is definitely more knowledgeable than someone who doesn't. 

 

The other reason is the fact that most people use the overpowered ban worthy cards, which will in turn make my cards seem weak. In that case the problem isn't my cards, it's the state of the game.

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