KH911 Posted April 8, 2023 Report Share Posted April 8, 2023 So i released some Mayakashi support a while back, but it consisted of 14 cards and I wasn't very satisfied with it. Seeing how Mayakashi is my favourite archetype, I wanted to remake the support, with a more realistic number of cards: My favourite Mayakashi card is Yuki-musume because of her ability to special summon from hand or GY and dump a zombie. So I decided to make a tuner that works the same way, but instead of dumping a zombie he searches a Mayakashi spell or trap. I can explain how in the replies if someone wants me to, but this means that having any 2 of Hajun, Yuki-musume, Orochi, or Dakki in your hand leads to full combo. Quote Orochi, The Ultimate Mayakashi Light / Level 2 Zombie / Tuner / Effect If you control a "Mayakashi" card other than "Orochi, The Ultimate Mayakashi" while this card is in your hand or GY: You can special summon this card from your hand or GY then add 1 "Mayakashi" spell or trap from your deck to your hand. You can only use this effect of "Orochi, The Ultimate Mayakashi" once per turn. You cannot special summon monsters from the extra deck the turn you use this effect, except "Mayakashi" monsters. ATK / 1900 DEF / 0 I've always believed that Mayakashi needed a field spell. So I made on that compensates for a lot of Mayakashi's weaknesses. By protecting them from negates, it prevents your starters from getting ashed, makes your synchro's effects a bit more reliable, and makes the boss monster I'm adding nearly unstoppable. The battle negation is because I personally struggled alot with things like IP Avramax and this is a more unique way of dealing with it, and again it makes the new boss monster infinitely stronger. The zombie world-esque effect is just to make bringing out the new boss monster a little easier. Finally, and most importantly, it lets you revive your synchros on any form of removal, and if it happens to be destruction, you can still use their GY effect so you get 2 monsters instead of 1. Quote Mayakashi Realm Field Spell1 - Zombie monsters you control gain 100 ATK for each "Mayakashi" monster in your GY. 2 - If a "Mayakashi" monster you control battles an opponent's monster: negate that monster's effect until the end of the damage step. 3 - Once per turn, when a "Mayakashi" monster you control destroys a monster by battle, special summon 1 "Mayakashi" monster from your GY. Another one of my favourite Mayakashi cards is Mayhem. This one is based off of that, but with different requirements and effects. Instead of triggering on reviving a synchro, it triggers on synchro summoning. Instead of drawing a card, it banishes 1 from the opponent's hand, so on and so forth. It also gives a lot of extra power to your initial Mayakashi combo, but also for every synchro summon you do on later turns (immortal dragon, red eyes zombie dragon lord, shiranui synchros, etc.) Quote Mayakashi Grace Continuous Spell If a Zombie Synchro Monster(s) is Special Summoned from the Extra Deck, even during the Damage Step: You can apply 1 of the following effects. You cannot apply that same effect of "Mayakashi Grace" for the rest of this turn: 1 - Discard a random card from your opponent's hand 2 - Send a "Mayakashi" card from your deck to GY 3 - Negate the effect of 1 face up card your opponent controls 4 - Increase your LP by 1600 You can only activate "Mayakashi Grace" once per chain. Not much to say here. It revives a Mayakashi and dumps another, just a solid effect. It's GY effect lets you recycle Winter, the new trap that I hate, and link 3 Yuki-onna, while setting itself. Note that this is not a replacement for Metamorphosis since Metamorphosis is a quick effect, can summon banished monsters, and gives them protection. Quote Mayakashi Revival Normal Spell Send 1 Zombie monster from your deck to the GY then special summon 1 "Mayakashi" monster from your GY. If this card is in your GY: you can return a banished "Mayakashi" card to your GY; set this card, but banish it when it leaves the field. You can only use each effect of "Mayakashi Revival" once per turn. Finally, the big boss monster. This guy is the finisher. Everything he does here is inspired by what he does in mythology. He's an 8-headed snake, therefore link 8. The number of "heads" he has depends on how many monsters your tribute, and each head represents 800 ATK and 1 attack each battle phase. If he would die (aka leaves the field) he loses a head. He can eat things in front of him (opponent's monsters he points to) and is a herald of the apocalypse (brings out other Zombies to help end the game). I know he's vulnerable to Kaiju-like tributing, but I left that in there intentionally because I believe in counter-play. Quote Yamato No Orochi, The Ultimate Mayakashi Light / Link 8 All Arrows Zombie / Link / Effect 4+ Zombie monster, including at least 1 "Mayakashi" monsterYou can also use up to 2 monsters your opponent controls as material for this card's link summon. You can only control 1 "Yamato no Orochi, The Ultimate Mayakashi". When this card is link summoned: place Yokai counters on this card equal to the number of link materials used for this card's summon. This card's attack is equal to the number of Yokai counters on it x 800. This card can attack a number of times each battle phase equal to the number Yokai counters on it. If this card would leave the field by an opponent's card, remove 1 Yokai counter from it instead. (Quick Effect) You can remove 1 Yokai counter from this card; activate one of these effects: 1 - Banish a monster this card points to. 2 - Special summon a "Mayakashi" monster that is in your GY or banished to a zone this card points to. ATK / ? Link to comment Share on other sites More sharing options...
Messoras Posted April 10, 2023 Report Share Posted April 10, 2023 Hey there, First of all, I want to share my initial thoughts with you and try to imagine a way of deckbuilding with these cards. I think the powerlevel of Orochi, The Ultimate Mayakashi and Yamato No Orochi, The Ultimate Mayakashi are way to high. Also you field spell Mayakashi Realm seems like it might produce some very unfun gameplay. I don't usually do sopport cards for existing decks, but in my head it's about helping the deck standing its ground with its own plays. So when I look at the Mayakashi deck I see a rediculous zombie type board swarm deck, which utilizes the GY and the Extra Deck. Since I don't play it by myself, I would like to compare it to Infernity, which seems to play similar. The powerlevel of these decks comes from generating advantege through Special Summoning a bunch of monsters, and looking through the Infernity card pool, there are 2 limited cards. First of them: Infernity Archfield. A monster that can search spells and traps from your deck when being Special Summoned, without a hard once per turn clause. Konami still thinks that this card is so good, that it can only be played once in a deck. Coming back to Mayakashi, I would say that Orochi, The Ultimate Mayakash plays the same role. It searches cards from deck and doesn't have a HOPT clause. That alone is a very dangerous combination, but might be about fine with the Extra Deck lock. But since the card also recycles itself for free from the GY, I call it simply broken. All you need is any Mayakashi card on the field and this card in your hand or GY for a literal FTK. You Summon any Mayakashi monster, then use this from your hand and get a +1 searching a spell/trap. then link both off for a Ice and use it again from your GY for a +2 searching a spell/trap and reviving. Then link those two off for a Icicle and use it again from your GY for a +2 searching a spell/trap and reviving... As you see this card alone gives you a free Link 8 + all Mayakashi spell/traps in your deck. It really needs a HOPT clause and even with that it's still a +2 every turn, which is crazy good. Now to Mayakashi Realm and why I think it might be kind of a unhealthy card. First of all I like that it doesn't search on activation. Lately it seems like Konami gives every single field spell this effect and I don't think that it fits the theme of a Field Spell as such. Anyhow I don't understand why it makes your oponent's monsters zombies. I don't think there's any synergy with the Mayakashi archetype, so it literally does nothing but being a slightly annoying floodgate for your opponent. Secondly the protection is huge. Have you ever played against Altergeist and lost your shit about Altergeist Protocoll making all your negates useless? Imagine trying to out a bunch of dodgy zombies that keep returning from the GY and cannot be negated. So you finally manage to put up 1 or 2 pops in game 2 instead of your usual monster negates and when you destroy one of the problem cards, that field spell just brings them back. So you think about what the heck you can do against that deck and you have an idea: Make a big towers and generate advantage, that also helps against Altergeist usually, but wait the field spell negates your I:P Avramax when it's being attacked and you can't do anything once again. In my opinion there are to many words on this field spell. It should allow counterplay other than burning omni negates or S/T removal on it and probably only either protect from negation or enable your monsters to float. Furthermore I think that simply bringing the Extra Deck monsters back upon being destroyed might be a little boring (and also to strong, since it triggers all your cards). It should probably rather allow you to add cards back to your hand or let you draw a card or something like that. I always hated playing against decks like Altergeist, that just don't let you play while literarally ignoring anything you do (Have you read Misc?) and this card pretty much reads "All annoying Altergeist cards and a floodgate combined into 1". Mayakashi Grace is about the exact apposite of Mayhem and I think it really could be a nice addition to the deck, but banishing cards from your opponent's hand is a dangerous effect, as it gives you info about what they play and generates advantage in a completely different way than drawing cards. If both players have 5 cards and you draw 1 card, that means you have now 6 and your opponent 5 cards, which makes a card advantage of +1 and 20% for you, but if you banish a card from their hand you not only significantly worsen their chances to open a playable combo, but they now have 4 cards while you have 5. which makes a card advantage of +1 but 25% in this case. I'd recommend to replace the hand rip effect or atleast make it a discard instead, so that it doesn't destroy your opponent that much. Also keep in mind that this is a continuous spell which might trigger multiple times. Mayakashi Revival very much looks like a good support card. It reminds me of the newest Evil Eye support, which can set up your GY in addition to progressing your gamestate. If you want to make it a little stronger, you could also make the effect Quote Send 1 "Mayakashi" monster from your Deck to the GY, then you can Special Summon 1 Zombie monster from your GY. This would allow you to activate it before you have any monsters in your GY and send a card to revive initially. I only changed the zombie and Mayakashi part here to make it less versatile in a random zombie deck. Yamato No Orochi, The Ultimate Mayakashi is absolutely broken and should never exist in this game. Clearing up to 6 of your opponent's cards without targeting and destroying just through activating Zombie World or Mayakashi Realm and Linking their whole field off is not balanced. Underworld Goddess Of The Closed World can use 1 monster your opponent controls and is still absolutely worth playing. Making a Link monster above Link 4 is always a little weird as Konami usually avoids that and it just feels a little bit to custom-card-ish. Anyhow I do like the concept of a hydra gaining additional damage with every head and losing heads instead of dying. Maybe this concept could be simplified by using counters, so the players don't have to devide their ATK by 800 to define the amount of valid attacks. The last effect obviously is a strong going 2nd OTK move and might even be slightly to strong since it neither destroys nor targets the affected cards, but due to the Summoning condition it feels pretty useless, after you already used all your opponent's monsters as material. Anyhow as I says earlier I absolutely dig the theme of this card and this is the kind of protection I like on boss monsters, even tho it dodges every form of removal, because it could still be negated or tributed as you said. But combined with the Field spell it's broken beyond anything. Some overall PSCT tipps for you: There are certain phrases that are capitalized according to the current PSCT rules. These include "Summon", "Deck", "Synchro Monster" or "Link Monster", "Tribute", "Quick Effect", aswell as typings like "Zombie" All effects are constructed by the same sheme:Condition / Activation Window : Cost / Targeting ; effect . So in the last effect of your Link Monster, it currently would be: Quote Once per turn (Quick Effect) : You can banish any number of your opponent's cards that this card points to and Special Summon any number of "Mayakashi" monsters that are in your GY or banished to your zones this card points to ; this card loses 800 ATK for each monster banished or summoned by this effect. That would mean that you already banish your opponent's cards and Special Summon your monsters as cost at the point of activating the effect, so your opponent could not even respond to it. How it should be: Quote Once per turn (Quick Effect) : You can banish any number of your opponent's cards that this card points to, also Special Summon any number of "Mayakashi" monsters that are in your GY or banished to your zones this card points to . This card loses 800 ATK for each monster banished or summoned by this effect. I would probably split the 2 effects up and do it like this: Quote While this card has 800 or more ATK (Quick Effect) : You can make this card lose exactly 800 ATK, then activate 1 of these effects ; ● banish 1 card this card points to. ● Special Summon 1 of your "Mayakashi" monsters that is banished or in your GY to a zone this card points to. I know... Text wall, but I hopoe it helps. Greets, Messoras Link to comment Share on other sites More sharing options...
KH911 Posted April 10, 2023 Author Report Share Posted April 10, 2023 3 hours ago, Messoras said: Hey there, First of all, I want to share my initial thoughts with you and try to imagine a way of deckbuilding with these cards. I think the powerlevel of Orochi, The Ultimate Mayakashi and Yamato No Orochi, The Ultimate Mayakashi are way to high. Also you field spell Mayakashi Realm seems like it might produce some very unfun gameplay. I don't usually do sopport cards for existing decks, but in my head it's about helping the deck standing its ground with its own plays. So when I look at the Mayakashi deck I see a rediculous zombie type board swarm deck, which utilizes the GY and the Extra Deck. Since I don't play it by myself, I would like to compare it to Infernity, which seems to play similar. The powerlevel of these decks comes from generating advantege through Special Summoning a bunch of monsters, and looking through the Infernity card pool, there are 2 limited cards. First of them: Infernity Archfield. A monster that can search spells and traps from your deck when being Special Summoned, without a hard once per turn clause. Konami still thinks that this card is so good, that it can only be played once in a deck. Coming back to Mayakashi, I would say that Orochi, The Ultimate Mayakash plays the same role. It searches cards from deck and doesn't have a HOPT clause. That alone is a very dangerous combination, but might be about fine with the Extra Deck lock. But since the card also recycles itself for free from the GY, I call it simply broken. All you need is any Mayakashi card on the field and this card in your hand or GY for a literal FTK. You Summon any Mayakashi monster, then use this from your hand and get a +1 searching a spell/trap. then link both off for a Ice and use it again from your GY for a +2 searching a spell/trap and reviving. Then link those two off for a Icicle and use it again from your GY for a +2 searching a spell/trap and reviving... As you see this card alone gives you a free Link 8 + all Mayakashi spell/traps in your deck. It really needs a HOPT clause and even with that it's still a +2 every turn, which is crazy good. Now to Mayakashi Realm and why I think it might be kind of a unhealthy card. First of all I like that it doesn't search on activation. Lately it seems like Konami gives every single field spell this effect and I don't think that it fits the theme of a Field Spell as such. Anyhow I don't understand why it makes your oponent's monsters zombies. I don't think there's any synergy with the Mayakashi archetype, so it literally does nothing but being a slightly annoying floodgate for your opponent. Secondly the protection is huge. Have you ever played against Altergeist and lost your shit about Altergeist Protocoll making all your negates useless? Imagine trying to out a bunch of dodgy zombies that keep returning from the GY and cannot be negated. So you finally manage to put up 1 or 2 pops in game 2 instead of your usual monster negates and when you destroy one of the problem cards, that field spell just brings them back. So you think about what the heck you can do against that deck and you have an idea: Make a big towers and generate advantage, that also helps against Altergeist usually, but wait the field spell negates your I:P Avramax when it's being attacked and you can't do anything once again. In my opinion there are to many words on this field spell. It should allow counterplay other than burning omni negates or S/T removal on it and probably only either protect from negation or enable your monsters to float. Furthermore I think that simply bringing the Extra Deck monsters back upon being destroyed might be a little boring (and also to strong, since it triggers all your cards). It should probably rather allow you to add cards back to your hand or let you draw a card or something like that. I always hated playing against decks like Altergeist, that just don't let you play while literarally ignoring anything you do (Have you read Misc?) and this card pretty much reads "All annoying Altergeist cards and a floodgate combined into 1". Mayakashi Grace is about the exact apposite of Mayhem and I think it really could be a nice addition to the deck, but banishing cards from your opponent's hand is a dangerous effect, as it gives you info about what they play and generates advantage in a completely different way than drawing cards. If both players have 5 cards and you draw 1 card, that means you have now 6 and your opponent 5 cards, which makes a card advantage of +1 and 20% for you, but if you banish a card from their hand you not only significantly worsen their chances to open a playable combo, but they now have 4 cards while you have 5. which makes a card advantage of +1 but 25% in this case. I'd recommend to replace the hand rip effect or atleast make it a discard instead, so that it doesn't destroy your opponent that much. Also keep in mind that this is a continuous spell which might trigger multiple times. Mayakashi Revival very much looks like a good support card. It reminds me of the newest Evil Eye support, which can set up your GY in addition to progressing your gamestate. If you want to make it a little stronger, you could also make the effect This would allow you to activate it before you have any monsters in your GY and send a card to revive initially. I only changed the zombie and Mayakashi part here to make it less versatile in a random zombie deck. Yamato No Orochi, The Ultimate Mayakashi is absolutely broken and should never exist in this game. Clearing up to 6 of your opponent's cards without targeting and destroying just through activating Zombie World or Mayakashi Realm and Linking their whole field off is not balanced. Underworld Goddess Of The Closed World can use 1 monster your opponent controls and is still absolutely worth playing. Making a Link monster above Link 4 is always a little weird as Konami usually avoids that and it just feels a little bit to custom-card-ish. Anyhow I do like the concept of a hydra gaining additional damage with every head and losing heads instead of dying. Maybe this concept could be simplified by using counters, so the players don't have to devide their ATK by 800 to define the amount of valid attacks. The last effect obviously is a strong going 2nd OTK move and might even be slightly to strong since it neither destroys nor targets the affected cards, but due to the Summoning condition it feels pretty useless, after you already used all your opponent's monsters as material. Anyhow as I says earlier I absolutely dig the theme of this card and this is the kind of protection I like on boss monsters, even tho it dodges every form of removal, because it could still be negated or tributed as you said. But combined with the Field spell it's broken beyond anything. Some overall PSCT tipps for you: There are certain phrases that are capitalized according to the current PSCT rules. These include "Summon", "Deck", "Synchro Monster" or "Link Monster", "Tribute", "Quick Effect", aswell as typings like "Zombie" All effects are constructed by the same sheme:Condition / Activation Window : Cost / Targeting ; effect . So in the last effect of your Link Monster, it currently would be: That would mean that you already banish your opponent's cards and Special Summon your monsters as cost at the point of activating the effect, so your opponent could not even respond to it. How it should be: I would probably split the 2 effects up and do it like this: I know... Text wall, but I hopoe it helps. Greets, Messoras Let me start off by saying how much I appreciate this feeedback. Most people don't even look at these posts, let alone take this much time to respond. So let me address these things one by one: Orochi, The Ultimate Mayakashi - So I actually completely forgot to put a hard once per turn (HOPT) clause. Yuki-musume has a HOPT and I was copying her effect and changing some words, but I guess I didn't copy her HOPT. Hopefully that makes the card feel balanced (I think it should). Mayakashi Realm - The only reason for the zombie world-esque effect was to make summoning Yamato no Orochi easier, but I'm gonna be changing him a little so I can get rid of that part. Second, I actually never played against anything that prevents effect negation so I have no idea how toxic it can be. I thought it was just a nice way to give Mayakashi a bit of extra power, but if it really is that big of an issue I can remove it or figure out something else. I still think battle negation really isn't that strong, from what you said, it's only an issue when combined with all the other effects, so if I remove some of the other stuff, it should be fine. Next, Mayakashi doesn't benefit from adding cards from GY to hand or drawing. Their initial combo sets up the GY, and all their plays afterwards are centered around summoning from the GY. The synchros can revive themselves, but it specifically requires a synchro monster, that is exactly 2 levels higher, getting destroyed. This meant that non-destruction removal completely stopped the synchros from reviving themselves (this was a big set back, even if you can still use other cards like Call of the Haunted or Monster Reborn to revive them). This part of the field spell makes up for that weakness by letting you revive the synchros off of any form removal rather than just destruction. Now I could change it so the field spell only triggers on non-destruction removal, so you can only ever bring back 1 synchro. The other option I considered was that it lets you summon banished Mayakashis as if they're in the GY, so you can revive them and get their effects even if they get banished. Mayakashi Grace - Just to make it clear, each effect has a HOPT so you can't banish more than 1 card from your opponent's hand in the same turn. That said, I agree that it might be too strong, so I can change it to a discard instead. Mayakashi Revival - I think we both agree this one is fine as it is. Yamato no Orochi, The Ultimate Mayakashi - Now that you mention it, linking off all your opponent's monsters would be way too strong. I really like Underworld Goddess and wanted something similar, but I might have to give up on that part. I'll give it counters so it's a little easier than having to calculate multiples of 800, but based on what you said, if I remove or limit the ability to use the opponent's monsters as material, it should be fine. I'll make the necessary changes when I have more time and let you know so you can make sure it's good. Link to comment Share on other sites More sharing options...
KH911 Posted April 11, 2023 Author Report Share Posted April 11, 2023 @Messoras I made some changes to the cards, you'll find the changes highlighted in green text if you're interested. Link to comment Share on other sites More sharing options...
Messoras Posted April 11, 2023 Report Share Posted April 11, 2023 That's more like it. I'm still not in love with the field spell, because it doesn't really allow you to play around your opponent's interruptions but rather allows you to play with the head through the wall. To show you what I mean, here are some interesting "Play around interruption" cards of existing archetypes: Dodging effects ( Spell Speed 2 activations ) - Unauthorized Reactivation ( equipping A, B or C ) - Heavenly Dragon Circle Hard protection - Guardragon Shield - Zodiac Sign - Toon Kingdom Proper floating - Branch! - My Friend Purrely - World Legacy's Corruption I still believe that Orochi somehow needs a "banish it when it leaves the field" clause, as it would still be a free +2 every turn currently, but am overall pretty happy with the cards now. Keep it up! Greets, Messoras Link to comment Share on other sites More sharing options...
KH911 Posted April 12, 2023 Author Report Share Posted April 12, 2023 18 hours ago, Messoras said: That's more like it. I'm still not in love with the field spell, because it doesn't really allow you to play around your opponent's interruptions but rather allows you to play with the head through the wall. To show you what I mean, here are some interesting "Play around interruption" cards of existing archetypes: Dodging effects ( Spell Speed 2 activations ) - Unauthorized Reactivation ( equipping A, B or C ) - Heavenly Dragon Circle Hard protection - Guardragon Shield - Zodiac Sign - Toon Kingdom Proper floating - Branch! - My Friend Purrely - World Legacy's Corruption I still believe that Orochi somehow needs a "banish it when it leaves the field" clause, as it would still be a free +2 every turn currently, but am overall pretty happy with the cards now. Keep it up! Greets, Messoras So Yuki-musume is around the same power level as Orochi, since she can send Mezuki, Shiranui Spiritmaster (Mayakashi synchroz banish as cost to revive themselves), Doomking Balerdroch, etc. And she doesn't have a "banish when it leaves the field", a HOPT and archetype lock is enough. As for the field spell, I decided to just remake it to be more of battle focused support, but i only changed the text description since I don't want to change the card itself until it's finalized. Link to comment Share on other sites More sharing options...
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