-
Posts
1,954 -
Joined
-
Last visited
-
Days Won
52
Black D'Sceptyr last won the day on October 30 2022
Black D'Sceptyr had the most liked content!
About Black D'Sceptyr
- Birthday May 11
Contact Methods
-
Website URL
http://bdsceptyr.deviantart.com/
-
Xbox Gamertag
RR3DSceptyr
-
DB Name
BD'Sceptyr
-
Discord
https://discord.gg/DzHf9s3
Profile Information
-
Gender
Not Telling
-
Location
NJ
-
Interests
Cardmaking, Writing, Drawing, all that jazz.
Recent Profile Visitors
Black D'Sceptyr's Achievements
-
Make a Link Monster Game
Black D'Sceptyr replied to Flash Flyer - Sakura's topic in Card Game Workshop
Meklord Army of Triskelion/DARK/Machine-Type Link Effect Monster/Link-3/1000 ATK Link Arrows: Bottom/Right/Top Lore: 2+ Machine monsters You can also use a "Meklord" Spell/Trap Card(s) and/or a Synchro Monster(s) in your Spell & Trap Zones as material to Link Summon this card. You can send 1 Level 1 or 10 "Meklord" monster from your Deck to the GY, then target 1 monster on the field that was not targeted with this effect while this card was face-up on the field; its ATK becomes that monster's ATK, and replace its effects with that sent monster's effects, or if you targeted this card with this effect, it gains that monster's effects instead. (You can only gain this effect of "Meklord Army of Triskelion" once per turn. Monsters that "Meklord" monsters you control would target with their effects can also be chosen from among linked monsters on the field. ____________ Next Up: Well, lets see if we can get ahead of the curve this time. How about a Link that an effect that isn't applied to monsters it's linked to? Bonus points if it has 2 or more upward-pointing arrows. -
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!
-
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
-
Make a Pendulum (Or Pendulum-Adjacent Card) Game
Black D'Sceptyr replied to Libracor's topic in Card Game Workshop
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. -
Make a Pendulum (Or Pendulum-Adjacent Card) Game
Black D'Sceptyr replied to Libracor's topic in Card Game Workshop
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". -
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
-
Make A Synchro (and maybe a Tuner) Game
Black D'Sceptyr replied to Premier Alexander Romanov's topic in Card Game Workshop
WIND/Plant-Type Synchro Effect Monster/Level 4/100 ATK/1900 DEF Lore: 1 Tuner + 1+ non-Tuner Plant monsters If this card is Synchro Summoned: You can send 1 Level 7 or higher monster from your Deck or Extra Deck to the GY, and if you do, your opponent can send 1 Level 6 or lower monster from their Deck or Extra Deck to the GY. You can only use this effect of "Smoothie Operator" once per Duel. If this card is destroyed: You can Special Summon this card, then send 1 monster from your hand to the GY, also switch the ATK/DEF of all monsters on the field. You can only use this effect of "Smoothie Operator" once per turn. ______________________ Next: A Synchro Monster that is the evolved version of a non-Effect Fusion or Ritual Monster that already exists in the TCG/OCG (3 more Levels, more ATK/DEF, the works). Bonus points if it's not a Dragon or a Warrior. -
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?
-
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
-
Make A Synchro (and maybe a Tuner) Game
Black D'Sceptyr replied to Premier Alexander Romanov's topic in Card Game Workshop
Desert Kingpin/EARTH/Warrior-Type Synchro Tuner Effect Monster/Level 6/900 ATK/1600 DEF Lore: 1 Tuner + 1+ non-Tuner monsters Gains ATK equal to the highest ATK or DEF among the monsters sent from the hand to the GY this turn or last turn. You can only use each of the following effects of "Desert Kingpin" once per turn. If this card is Synchro Summoned: Switch the ATK/DEF of all other monsters on the field. Once while face-up on the field (Quick Effect): You can target Spells/Traps on the field, up to the number of EARTH monsters you control; return them to the hand, then those cards' controllers must discard 1 monster from their hand (if any). ______________________ Next: A Synchro with an effect that either A) Makes Traps faster/less costly to activate and Spells slower/more costly to activate, or B) makes Tuners easier to utilize while making Fusions, Xyzes, and/or Links harder to utilize. -
Make a Pendulum (Or Pendulum-Adjacent Card) Game
Black D'Sceptyr replied to Libracor's topic in Card Game Workshop
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. -
Make A Synchro (and maybe a Tuner) Game
Black D'Sceptyr replied to Premier Alexander Romanov's topic in Card Game Workshop
Galaxy-Eyes Tachyon Dragon/LIGHT/Dragon-Type Synchro Effect Monster/Level 8/3000 ATK/2500 DEF Lore: 1 Tuner + 1+ non-Tuner monsters To Synchro Summon this card, you can treat 1 Dragon monster you control as a Tuner. Once per Battle Phase, at the start of your Battle Phase: You can discard 1 card; negate the effects of all other face-up monsters currently on the field, also their ATK/DEF become their original ATK/DEF. During the Battle Phase, if you activated this effect this turn, each time an opponent's card effect resolves, this card gains 1000 ATK until the end of the Battle Phase, also, it can make a second attack during each Battle Phase this turn. ____________ Next: Time to bring back an oldie: A Synchro Tuner Monster for a Duel Terminal Archetype that has a Tuner, but no Synchro Monsters. So basically Infernoids, Shaddolls, Crusadias, Orcusts, or Guardragons.