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Black D'Sceptyr

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Black D'Sceptyr last won the day on October 30 2022

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About Black D'Sceptyr

  • Birthday May 11

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    RR3DSceptyr
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    BD'Sceptyr
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    NJ
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    Cardmaking, Writing, Drawing, all that jazz.

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  1. Immortal Ruler/DARK/Zombie-Type Effect Monster/Level 4/1800 ATK/200 DEF Lore: Cannot be Special Summoned. You can reveal this card in your hand, then discard 1 Zombie monster; Special Summon 1 monster from your hand or Deck that mentions "Plaguespreader Zombie" or "Zombie World", then, you can increase its Level by 1. You can only use this effect of "Immortal Ruler" once per turn. You can Tribute this card, then target 1 "Zombie World" in your GY; add it to your hand. Changelog: Made its Attribute DARK to better fit with its previous life; as the Dark Ruler Ha Des. Now it can discard to get you Zombie World/Plaguespreader Zombie mentioning monsters. Because who doesn't like that? Ash. Ash doesn't that's who. Which is why it's balanced. ____________ Next Up: How bout we fix a Zombie in dire need of a glow-up, and I don't mean the Bloom: the titanic Daidara-Bocchi!
  2. Where darkness has purchase, where silence has lease, the Illuminate are there to blind them and bind them! Illuminate, the encompassing term of the sub-archetypes "Illuminatemplar" and "Illuminatender", are a collection of Level 4 LIGHT monsters of different Types that center around maintaining hand size. Each of them has an effect that activates when they leave the hand, except to be Special Summoned, that allow them to Special Summon a different "Illuminate" monster from your GY. However, their true talent shines in what happens when their effects resolve, and the number of cards in your hand is the same as when they left it. They can end the Phase being conducted immediately, perform quick Xyz Summons, even place taxes on your opponent's monster abilities that require them to discard cards to activate them! And speaking of Xyzes, they've got their own triplet to spare. They work amazingly well with the handdrop-to-draw Number 10 Illuminight, to be sure. But, they own star-bordered bosses have some deadly tricks of their own to shed light on. Illuminatemplar Patriarch, for example, is a fierce Psychic whose detach effect dumps your entire hand (so long as its two cards or less) to restock it with cards from your opponent's GY. And of course, it modifies the Level and Attribute of monsters you control to Level 4 LIGHT, to make sure they're prime card for conversion to the Illuminate cause. Then there's Illuminatender Prodigal, an equally capable Zombie that can banish any card on the field for three turns; provided you can discard a card and add 1 with the same name from your field or Deck or its own material stash to your hand. And then there comes the Rank 8 Illuminate Incarnation Providence, a Fairy any two Rank 4 Illuminate Xyzes can make, and whose effect gives you an automatic victory in three turns so long as you lock three of your zones at the start of each of those turns. (And, of course, discard to fetch "Illuminate" cards of different types from your GY.) With the sky as the limit - and, well, the activation of only LIGHT monsters' effects during the turn any of them activate their hand-departing abilities - you won't go wrong hitching your wagon to the bright future of the Illuminate! __________ Next Up: PAINTag
  3. Alrighty, I guess it falls to me. ------------- Penduloom Pradamselfly/WIND/Insect-Type Xyz Pendulum Effect Monster/Rank 4/2400 ATK/700 DEF Scales: 1/1 Pendulum Lore: If your opponent activates the effect of a monster Special Summoned from the Deck or Extra Deck, and you have a "Penduloom" card in your other Pendulum Zone: You can Special Summon this card, and if you do, attach 1 "Penduloom" card from your hand or Pendulum Zone to this card as material. You can only use this effect of "Penduloom Pradamselfly" once per turn. Lore: 2+ Level 4 Pendulum Monsters If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Pendulum Summoned: You can target 1 card on the field; banish it, and if you do, either Set it to your field or attach it to this card as material. Once per turn (Quick Effect): You can detach 1 material from this card; until the End Phase, shuffle all monsters into the Deck when they leave the field, except Pendulum Monsters. If this card is destroyed while in the Monster Zone: You can place this card in your Pendulum Zone. Penduloom Gorilleather/DARK/Beast-Type Xyz Pendulum Effect Monster/Rank 4/2000 ATK/2800 DEF Scales: 5/5 Pendulum Lore: "Penduloom" monsters you control cannot be targeted by card effects. If you Normal Summon a monster to your field: You can activate that monster's effect that activates when it is Pendulum Summoned (if any). You can only use this effect of "Penduloom Gorilleather" once per turn. Lore: 2 Level 4 "Penduloom" Monsters If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Pendulum Summoned: You can target 1 Pendulum Monster you control; switch the ATK/DEF of that target and all monsters your opponent controls. Once per turn, while you have no Set cards (Quick Effect): You can detach 1 material from this card or discard 1 "Penduloom" monster; then target 1 card on the field or in either GY; shuffle it into the Deck. If this card is destroyed while in the Monster Zone: You can place this card in your Pendulum Zone. ___________ Next Up: I propose something a bit radical: a Pendulum Union monster that can also equip itself from the Pendulum Zone. Bonus points if its not a Machine monster.
  4. Happy Thanksgiving to all, folks!

  5. its spoopy tiem again

  6. Banner Performancers/EARTH/Spellcaster-Type Pendulum Effect Monster/Level 9/Scales: 10:10/? ATK/? DEF Pendulum Lore: You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. Before resolving the effect of a monster Special Summoned from the Extra Deck that targets this face-up card: You can destroy that monster, also Special Summon this card from your Pendulum Zone. Lore: You can discard this card, then declare a number between 100 to 3000; during the End Phase, if there is a monster(s) on the field whose original ATK is that declared number, destroy them, and if you do, Special Summon this card or 1 of those destroyed monsters from the GY to your field. This is a Quick Effect, if you control no cards. You can only use this effect of "Banner Performancers" once per turn. Gains 100 ATK/DEF for each card in its controller's Extra Deck. ____________ Next Up: Mine featured a pair of stunt-pullers, lets see if we can keep that trend going. Make a Pendulum Monster with an effect that represents growing momentum/speed. Bonus points if its a FIRE Machine, like our new speedy boi "Doom-Tune - GT19".
  7. Endymion the Master Magician/DARK/Spellcaster-Type Effect Monster/Level 7/2700 ATK/1700 DEF Lore: You can Special Summon this card (from your hand or GY) by removing 6 Spell Counters from your field. If Summoned this way: Target 1 Spell in your GY; add that target to your hand, but unless you removed 6 or more Spell Counters from "Magical Citadel of Endymion" this turn, each player can only activate 1 card that was originally a Spell Card for the rest of the turn. Once per turn: You can discard 1 Spell, then target 1 card on the field; destroy that target. This is a Quick Effect, if you control "Magicial Citadel of Endymion" in your Field Zone. _________ Welp, Endymion's easier to summon, has a Gigantic Splight-level Spell lock it can initiate, and can even challenge the board at a faster clip. Hope it's worth running alongside that War-and-Peace-length wordnaught its Mighty Master evolution is at current. My pick for this next prompt is considered the worst card of its odd-but-easy-to-abuse-archetype, lets see if we can fix that now that it has a new chapter of its tale dropping in Darkwing Blast. Next Up: Soul-Devouring Bamboo Sword
  8. man I am just killing it with archetype making today

  9. Supreme Arcanite Magician/LIGHT/Spellcaster-Type Fusion Effect Monster/Level 10/1400 ATK/2800 DEF Lore: 1 Spellcaster Synchro Monster + 1 Spellcaster monster Must be Fusion Summoned. When this card is Special Summoned, or when another card(s) you control with a Spell Counter is destroyed, place 2 Spell Counters on this card. Gains 1000 ATK for each Spell Counter on it. Cannot be destroyed by battle during your turn, also cannot be destroyed by card effects during your opponent's turn. Once per turn (Quick Effect): You can remove 1 Spell Counter from your field, then activate 1 of these effects: ● Destroy 1 card on the field. ● Draw 1 card. _________ Next: Alright folks, lets see if we can tackle the rehabilitation of a visual wonder in Dimension Force that... didn't quite get there in terms of effect. How about Entombing Casket Sarcophagus?
  10. Genie of Egypt: The Seven Millennium Items were not the first artifacts to be bred from greed and tragedy being wrought upon an innocent populace. But this story, unlike the one that led to the Thief King, does have a happier ending. With the lamps that used to keep their small town afloat financially now keeping their spiritual forms floating literally, these spirit vow to vowed to protect Egypt and the new Pharaoh Atem, as he and his friends had honored their memory by defeating their slayer, Aknadin. Enter the Genies of Egypt, a collection of DARK Fiend monsters with either 1000 ATK or DEF. Despite not having their archetype name as their text, their power comes from two resources few monsters are prepared for. First off, the main Deck Genies - which are all Level 4 - can bring out "Lamp of Egypt" Spell Cards, based on the various Lamp monsters in the game. These are wonderfully powerful Spells that linger on the field and allow the Genies of Egypt to not only hamper the efforts of the opponent's monsters during the Main Phase 1 while you control a Fiend with 1000 original ATK or DEF - from choosing the targets of card effects to burning your opponent. They each also allow you to, once while each is on the field, bring out a Lamp Link Monster from your Extra Deck with a Rank equal to the number of Lamp of Egypt Spell Cards you control, while forgoing Special Summoning Links of their Link Rating or higher for the next two turns. Their second resource comes from the Extra Deck, whether its those three Lamps of Egypt Links and their ability to boost your Fiend monsters by 1000 for each monster they point to while negating their effects, or their Fusion trinity that comes out through their range of ferocious Fusion Traps. The Fusions are the biggest threats though, super-powered spirits either force attacks from your opponent on their over-powered, damage-tripling bulk or ruin your opponent's backrow, with the big boss Silver Jinn the Azure-Eyed Genie of Egypt being able to do both. Either way, whether its the lamps you cheat out through your spells, the Fusions you bring from your Traps, or the pain you bring from the sheer aggro strategy, the Genies of Egypt are sure to leave your opponent wishing they were facing anything but them. _______________ Next: Polterheist
  11. Shovel Rampage/EARTH/Machine-Type Pendulum Effect Monster/Level 3/900 ATK/1200 DEF Pendulum Lore: If this card is in your Leftmost Pendulum Zone, its Pendulum Scale becomes 7, also during your Main Phase, you can Normal Summon 1 EARTH Machine monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is in your Rightmost Pendulum Zone, its Pendulum Scale become 1, also the Levels of all EARTH Machine monsters in your hand are decreased by 1. Lore: During your Main Phase (Quick Effect) You can target 1 EARTH Machine monster in your Leftmost or Rightmost Monster Zone, except "Shovel Rampage": Special Summon this card from your hand or GY to your unused Leftmost or Rightmost Monster Zone (but banish it when it leaves the field), and if you do, that targeted monster's attacks and effects cannot be negated this turn. You can only use this effect of "Shovel Rampage" once per turn. ____________________ Next: Let's try a Scale-13 Pendulum Monster that's either a Level 0 Synchro (whose Level is treated as 12 in the Effect) or a Rank 0 Xyz (whose Rank would be treated as 1 in the effect). Bonus points if it ISN'T an Archetype monster.
  12. Alien Stealthbuster P-Virus/EARTH/Reptile-Type Synchro Pendulum Effect Monster/Level 4/1700 ATK/1500 DEF Scales: 8/8 Pendulum Lore: n/a Lore: 1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat Reptile monsters you control as Level 2. Once per turn (Quick Effect): You can banish 2 Reptile monsters from your GY; place 1 monster from your Deck or either GY face-up in your Spell & Trap Zone as a Continuous Spell, then, place 1 A-Counter on it, and if you do, negate the effects of cards with with that name this turn. If this card in the Monster Zone leaves the field: Place it in your Pendulum Zone, then you can destroy 1 card on the field with an A-Counter or 1 "Alien" monster in your Deck. ___________ Next: Let's have a Pendulum Monster with a non-Pendulum Effect that can put it in the opponent's Pendulum Scales... and a Pendulum Effect that'll make the opponent regret having it. Bonus points if the regret doesn't come from Summoning OR effect activation restrictions.
  13. Man and I'm spoiling a cover card for one of my boosters with this too. Ah well, its a card contest, probably won't blow back on me too much when Ominous Osciallation debuts. Odd-Eyes Revival Zero Dragon/DARK/Dragon-Type Fusion Pendulum Effect Monster/Level 10/0 ATK/0 DEF Scales: 13/13 Pendulum Lore: You cannot Pendulum Summon a monster(s) whose total Levels/Ranks are 13 or higher. This effect cannot be negated. If a monster you control battles an opponent's monster, before damage calculation: You can destroy that monster, also destroy this card. You can only use this effect of "Odd-Eyes Revival Zero Dragon" once per turn. Lore: 2+ "Fusion Dragon", "Synchro Dragon", "Xyz Dragon", and/or "Pendulum Dragon" monsters Must be Pendulum Summoned (from your face-up Extra Deck), or be Fusion Summoned. Cannot be destroyed by battle or card effects. Up to twice per turn: You can place 1 Dragon Pendulum Monster from your hand or Deck in your Pendulum Zone, then this card gains 2500 ATK/DEF. Once per turn (Quick Effect): You can place this card in your Pendulum Zone, then banish cards on the field, up to the number of Fusion Materials used for this card's Fusion Summon +1, and if you do, inflict 600 damage to your opponent for each banished card. _______________________ Next: Cavalry or Draconia Pendulum support time, boys. Bonus points if its a Fusion, Synchro, or Xyz Monster.
  14. For you and this game I love, I'll do one for BOTH. Hypnosnakes: Apparently, the Hypnosister lives in a far more dangerous world than any would think! Chasing her throughout the dimensions are translucent threats of all shapes, sizes, and scales, ready to paralyze and prey upon any who would dare ruin her fun in the space between stars! Basically, the Hypnosnakes a group of DARK Psychic monsters, shocking considering their namesake. They are also Pendulums, running the gamut from Levels 1 to 4 , and Pendulum Scales of either 0 and 5. They don't have Pendulum Effects - or any Spells/Traps besides their Field Spell Undiscovered Country, which allows you to conduct one additional Pendulum Summon of 1 Psychic Pendulum Monster each turn upon a monster being Summoned from the ED - but they gain effects in the Monster Zone and face-up in the Extra Deck, much like Hypnosister herself, based on the number of Spells/Traps in the Leftmost and Rightmost columns of the field. What effects do they gain, you ask? Well, they are utterly devastating to all that are not Level 4 or lower monsters; they shuffle themselves into the Deck to negate effects, fly into the Pendulum Zones to drain ATK, and even draw you cards if a monster's ATK hits 0 by their effects. And to cap it all off, the Hypnosnakes can ladder into Link-2 and 3 DARK Reptile Links, including their Link-3 3000 ATK boss Gogia the Star-King Hypnosnake, a devastating creature whose all-diagonal arrows pave the way for more Pendulum Summoning. Well, that and the Quick ability to wreck 1 card in the same column as each Monster Zone it points to, while gaining 400 ATK for each destroyed card to further its fanged fury! ____________ Desert Threat: Pray the thirst gets you before this band of brutal raiders do! Having been shipwrecked in the hazardous Basin of Bones thanks to a freak storm, these longshoremen (and women!)-turned-larcenists seek to decorate the husks of their homes with the valuables of anyone they come across! So yeah, imagine a gang full of people like Gaara, with far less honorable intents and somehow less mental stability, and you have the Desert Threat. They're a group of EARTH Beast-Warrior monsters, with either 1300 ATK or DEF, and they are either Levels 1, 3 or 5. All of them have the same effect: paying 1300 LP on your opponent's turn to hustle into the Spell & Trap Zones as Traps, then Special Summon a Desert Threat of a different Level from their Deck. They then then come back during the Draw Phase of the next turn after they're destroyed while Set in the Spell & Trap Zone. Downside? Well, you can't Special Summon monsters from the Extra Deck, of any monsters of the same Level from your Main Deck, during the turn they come out from the Deck. And considering there are only three unique Levels among them, you'll have to be careful what Threats you turbo. Thankfully, their head honcho and all-Trap lineup help them out too. The powerful pull of the Level 5 Desert Threat: Baron Dustbuster will make sure your threats turn online, by refusing to let each player control more than 1 face-up non-EARTH monster while you control 3 or more cards in back-row. And speaking of the Basin of Bones, it's a Continuous Trap, able to Set out Desert Traps - that even retrieve spent Desert monsters from the GY when destroyed!- and destroy face-down cards you control to wreck face-up cards your opponent has, as well as vice-versa. Basically, its down-and-dirty control, and one that even benefits from your opponent's Dusters and storms. Beware the Desert Threats, my son. _______________ Next: Light-Pilots
  15. Man am I glad you said anime, Madam President. Number C21: Absolution the Justiciar/WATER/Aqua-Type Xyz Effect Monster/Rank 7/1500 ATK/1500 DEF Lore: 3 Level 7 monsters You can also Xyz Summon this card by detaching 2 materials from an Aqua Xyz Monster you control, then using it as material. (Transfer its materials to this card). Cannot be used as material for an Xyz Summon. Gains 1000 ATK for each material attached to it. While this card has material, halve all damage either player takes. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 monster on the field Special Summoned from the Extra Deck, that is in the same battle position as this card; send it to the GY. _____________________ Next: An Xyz Monster that has an effect from a banned monster... and an Alternate Lose Condition.
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