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Darj

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Darj last won the day on September 19 2023

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  1. Imminent Extermination Normal Trap After this card resolves, apply the following effect during the next 5 turns that you control no monsters. - During the Standby Phase, Special Summon, from your hand, Deck or GY, Level 3 or lower DARK Aqua, Fairy, Fiend, Illusion, Machine, Psychic, Pyro, Reptile, Sea Serpent, Thunder and/or Wyrm monsters, up to the number of monsters you Special Summoned the previous time you applied this effect +1, and if you, do, those monsters gain 300 ATK/DEF for each monster Special Summoned by this effect, then, if you Special Summoned 5 monsters with this effect, banish all monsters your opponent controls. Next: Art by NegaNeura
  2. Angel★Sister Live★Twins meets Exosisters meets Darklords. Archetype of LIGHT Fairy maindeck monsters and DARK Fairy Fusion monsters, known as "Angel★Fallen", whose theme is the LIGHT Fairies presenting themselves as benevolent beings in nun or maiden attires that help their communities with goodwill, small miracles and the like, when secretly they are DARK fallen angels that subtly tempt beings once they earn their trust, while they wait and set up prophecies that once fulfilled will bring darkness to the world. They have a setting of the middle ages, so not exactly a modern atmosphere such as with Live Twins and Exosisters. Unlike Exisisters, the Angel Sisters "evolve" when a card goes to either GY, rather than a card leaving the GY. That ought to make their "evolving" conditions much easier to fulfill. The Levels of the maindeck monsters range from 1 to 4, while the Fusions are Level 5-10 and to some degree can work with Darklords, an archetype that they are also associated with, lore-wise. However, despite their high Levels, they do not exactly have potent effects that match said Level except for some Fusions of higher order that cannot be shortcut into through the Maindeck monsters as easily. Angel★Sister Antoinette LIGHT/Fairy/Effect Level 4 1000/1800 If you control no monsters, or only Fairy Monsters: You can Special Summon this card from your hand, and if you do, your opponent takes 350 damage. If a card(s) is sent to either GY (except during the Damage Step): You can banish this card, and if you do, Special Summon from your Extra Deck, 1 "Angel★Fallen" Fusion Monster. (This is treated as an Fusion Summon.) You can only use each effect of "Angel★Sister Antoinette" once per turn. Next: Exystocin
  3. Carnilink (Carnival + Link) Archetype of monsters with different Attributes and Types (including Fiend, Spellcaster and Fiend pranksters, also other Types such a pesky Dragons, Wyrms, Plant, Machines, etc.) whose main playstyle is extending to Summon Link monsters, whose gimmick is, rather than building co-links, is linking monsters in succession to gain assorted effects, as a reference to a parade, a line, etc. The longer the "line" of linked monsters, the stronger the gained effects. Think of Tri-gate Wizard that instead of co-links, requires monsters linked in succession. They are named after things one would find in a carnival, from amusement structures like a roller coaster, to snacks like popcorn and cotton candy. In order to further support their "link lines" playstyle, even the non-Link monsters come with effects that make them be treated as if they have a Link marker of your choice. That way, the archetype is not as vulnerable when building the Link lines that normally would require overextended plays. Carnilink Poppycorn FIRE/Plant/Effect/Tuner Level 2 800/1000 If you control 2 or more "Carnilink" cards, you can Special Summon this card (from your hand). If this card is Summoned: Declare 1 Link marker direction; this card is treated as having a Link marker pointing towards that direction. This effect cannot be negated. If a card(s) you control would be destroyed while this card is your field or GY and you control 3 or monsters Linked in succession, you can banish this card instead. Next: Harboreal
  4. Calorify Archetype of LIGHT Pyro monsters that are based on unlocking different effects the more ATK they have. The monsters, on top of standard support effects like on-Summon searchers, self-Summoning from hand, self-revival, etc. they all have 2-3 effects they gain depending on their ATK. The final effect allowing them to Tribute themselves to Summon an archetype member with a higher Level/Rank/Rating depending of their original Monster Card type, until there are no bigger members in their pool. As such, they also play as an pseudo-LV or Rank-Up archetype. This Level-up effect cannot be negated so there is little to no risk for using it. The Spell/Traps also provide standard support (e.g. searcher, negation Counter Trap, a reviver) in addition to providing ATK to your monsters in one way or another. For example, it can be a temporary large boost, a small permanent boost, and so on. Also some remain on the field, becoming Cont. Spell/Traps that provide ATK to your monsters. Example: Calorify Pixie LIGHT/Pyro/Level 2/Effect/Tuner 800/100 If this card is Normal or Special Summoned: You can add 1 "Calorify" monster from your Deck to your hand. This cards gains these effects depending on its current ATK. 1000+ ATK: Cannot be destroyed by battle. 1500+ ATK: The effects of your opponent's monsters on the field cannot be activated. 1800+ ATK: (Quick Effect): You can Tribute this card; Special Summon 1 Level 2 to 3 "Calorify" monster from your hand, Deck or GY. This effect cannot be negated. Your opponent cannot activate cards or effects in response to the Summon of the monster Summoned by this effect. You can only use each effect of "Calorify Pixie" once per turn. Next: Abyssquallo
  5. Transposed Archetype of WATER Psychic monsters and next generation of Gemini monsters. Unlike traditional Geminis, these monsters are treated as Normal anywhere, including the hand and Deck, as long as they are not in their Gemini form, and thus benefiting from Normal support such as Rescue Rabbit, Summoner's Art, etc. At the same time, they introduce effects that can treat them as Effect Monsters and gain their effects while in public knowledge zones such as the GY and while banished. For example a take on Alloy Beast Raptinus for the GY, or by built-in effects. Furthermore,they can become Effect Monsters through other conditions, not only with extra Normal Summons. In their Gemini form, their type changes to Cyberse, making a nod at their ability to get in and out of the virtual world/plane, and thus representing a form of transposition. Most of their effects rely on controlling other Cyberse monsters, so normally their opening plays are either fielding a Cyberse monster along them, or Geminizing them. Transposed Teleporter WATER/Psychic/Gemini/Level 2 800/1000 This card is treated as a Normal Monster while in the hand, Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster, also it is treated as a Tuner. During your Main Phase: You can target 1 "Transposed" monster in your GY, except "Transposed Teleporter"; Special Summon it, and if you do and it is a Gemini monster, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Jumper WATER/Psychic/Gemini/Level 4 1800/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can add 1 "Transposed" card from your Deck to your hand, then, if it is a Gemini monster and you control a Psychic monster, you can Special Summon it, and if you do, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Skipper WATER/Psychic/Gemini/Level 3 1000/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can Special Summon up to 3 "Transposed" monsters from your hand, except "Transposed Skipper", and if you Summon more than 1 monster by this effect, their effects, except for 1 of your choice, are negated. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). [This effect may be confusing so to give an example, if you Summon 3, you choose 1 that keeps its effect and thus becomes an Effect Monster due to you controlling this card as a Cyberse monster, and the rest remain as Normal Monsters, and thus Psychic-Type.] Next: Shellcore
  6. Sunny Witch Archetype of FIRE Spellcasters. Their appearance resembles the typical witches with poiny hats, dresses, some are riding a broom, and so on. For their playstyle they borrow ideas from the Sunny weather from Pokemon: They support their archetype Field Spell that makes a nod to harsh sunlight, and under this field not only their effects are amplified, for example destroying 2 face-up cards on the field when normally they would be able to destroy a single one, also the Field, as well as their support effects apply to Plant monsters as well in one way or another. Also they work better with FIRE Plant monster. For instance, a Sunny Witch may be able to search for either a fellow Sunny Witch or Level 4 or lower Plant from your Deck, but if their Sunny Field is active, it can search for a Plant of any Level, or Special Summon from the Deck a Sunny Witch or a FIRE Plant monster. This means they sinergize with FIRE Plants such as Lonefire, and the Princess of Sunflowers. As a second gimmick, they have quick GT effects designed not to provide +1s, except for a few key monsters, to avoid the blandness of single-effect cards, as well as potentially support or be supported by banish-happy cards. As flavor note, their effects are based on words that are associated with the sun and start with "sun-". For example sunrise, sunshine, sunset, sunflare. Sun Sunny Sunrise Field Spell (This card is always treated as a "Sunny Witch" card). Plant and FIRE Spellcaster monsters on the field gain 500 ATK and DEF. You can target 1 "Sunny Witch" monster you control, then choose 1 of its effects that activates; this effect becomes that chosen monster's effect. If you have a "Sunny Witch" monster in your field or GY: You can Special Summon 1 Plant monster from your hand whose Level is equal or lower than the total number of "Sunny Witch" monsters in your field and GY. During your Main Phase, if this card is in your GY: You can banish 2 FIRE monsters in your GY, including at least 1 "Sunny Witch" monster; add this card to your hand. You can only use each effect of "Sun Sunny Sunrise" once per turn. Sunny Witch Shine FIRE/Spellcaster/Effect/Level 3 1200/200 If this card is Normal Special Summoned: You can add 1 "Sunny Witch" card or 1 Level 4 or lower Plant monster from your Deck to your hand, except "Sunny Witch Shine". If "Sun Sunny Sunrise" is on the field, you can add 1 Plant monster from your Deck to your hand, or Special Summon 1 "Sunny Witch" or FIRE Plant monster from your Deck instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY; Special Summon 1 "Sunny Witch" or Plant monster from your hand, and if you do, it gains 500 ATK until the end of this turn. You can only use 1 "Sunny Witch Shine" effect per turn, and only once that turn. Sunny Witch Flare FIRE/Spellcaster/Effect/Level 6 2400/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters: You can Special Summon this card from your hand. You can target 1 other face-up card on the field; destroy that target and 1 FIRE or Plant monster in your field or hand. These effects are Quick Effects if "Sun Sunny Sunrise" is on the field. (Quick Effect): You can banish this card 1 FIRE monster from your GY; this turn, all FIRE and Plant monsters you control gain 500 ATK, also you can change 1 monster on the field to Attack Position. You can only use each effect of "Sunny Witch Flare" once per turn. Sunny Witch Rise FIRE/Spellcaster/Tuner/Effect/Level 2 800/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters (Quick Effect): You can send this card from your hand or field to the GY; take 1 "Sunny Witch" Spell/Trap and either activate it or add it to your hand. If "Sun Sunny Sunrise" is on the field, you can take 2 "Sunny Witch" Spell/Traps, and activate 1 of them, and add the other to your hand instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY, then target 1 "Sunny Witch" Spell Trap in your GY or among your banished cards; activate it. You can only use 1 "Sunny Witch Rise" effect per turn, and only once that turn. Next: Sauroboros
  7. Black Ops Archetype of DARK monsters of anthropomorphic types (Warrior, Beast-Warrior, Spellcaster, Fiend, Fairy, Psychic). One of their gimmicks is attacking directly, in exchange of below-average ATK for their Levels. However, a more important gimmick is their Quick Effects that can be activated during your Main Phase, or either player's Battle Phase. This effectively lets them be played during the Battle Phases, including your opponent's, as if was your Main Phase. Thus, they excel during the Battle Phase, when the opponent is unable to use most, if not all, spell speed 1 effects, and that translates to more safety during your plays. Not only that, but being able to play them during your opponent's turn as if was your Main Phase puts them on a different place to the more conventional decks. For example, some of them have self-Summon effects from the hand, other have effects that let you Xyz or Link Summon, the Tuners have Synchro Summon Quick Effects as well, the Extra Deck members have Quick Effects, and a few even turn the effects that activate of the ED monster they were used for as material into Quick Effects Decided to edit the archetype name a bit just so "Goblin Black Ops" becomes a member, going with the theme of direct attacks and a Battle Phase effect. Next: Splendipede
  8. Who is charge of custom titles and marriages nowadays?

    1. Show previous comments  5 more
    2. Simping For Hina

      Simping For Hina

      Why, want to marry me?

    3. Darj

      Darj

      I had not thought about that, but it is an intriguing suggestion.

    4. Flame Dragon

      Flame Dragon

      I'm always willing to try and help, but no idea how helpful I'll actually be. 

  9. Survivalist Archetype of monsters with different combinations of Attributes and Types. They are inspired on HERO Bubbleman in the sense that when they are the only card you have on your hand and field, you can Special Summon them and trigger an above-average advantageous effect designed to bring you back into the game. Other than that, they have standard archetype support effects like a Stratos, Wolfbark, etc. Moreover, they are designed to be played in a Highlander format. That is, for each effect, including Spell/Traps, there are 3+ archetype cards that practically do the same, with slight flavorful variations, but are intended to be played 1 copy each. Running more copies of of them is a risky option, because once there is another copy on the field, GY or banished, their effects become dead. Think of how Call of the Haunted and Oasis of Dragon Souls both are Cont. Traps that revive a monster, with some differences between them. Not to mention that this Highlander approach allows them to inherently play around hard OPT clauses they have. Due to this trait, they can run cards like Hydralander with little to no issues. Survivalist Overflower WATER/Spellcaster/Level 4/Effect 1800/1800 If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can target up to 2 Spell/Traps in your GY; set them. Those cards can be activated this turn. You must control no other cards and have no cards in your hand to activate and to resolve this effect. Yo can target 1 "Survivalist" monster in your GY; Special Summon it, and if you do, it becomes a WATER monster. . You must have no other face-up "Survivalist Overflower" in your field, GY or among your banished cards to activate and to resolve this effect. You can only use this effect of "Survivalist Overflower" once per turn. Next: Devilicious
  10. What's Yemachu's Paragon Lock?

    1. Show previous comments  1 more
    2. Dokutah

      Dokutah

      @Yemachu terribly sorry for the blunder i cause

    3. Darj

      Darj

      What's the Paragon Lock, then? I would think it's Aurora Paragon + Wanghu, but it doesn't stop Normal Summons that would lead Paragon to be popped, so what am I missing?

    4. Dokutah

      Dokutah

      warning: its really outdated

  11. Soulless Archetype of DARK monsters where the maindeck monsters have Types associated with objects or inorganic beings, such as Machine, Psychic and Rock (not Cyberses since they are more of virtual entities). They all resemble puppets, toys or mannequins of materials appropriate for their Types: Machines are metallic or made of scrap metal, Rock are made of rocks or clay, and Physics are mostly made of fabrics and stuffed doll-themed. Anyway, the maindeck monsters all Normal Monsters with convenient Levels and some with Tuner subtype to get as much support as possible from Machine, Psychic and Rock support (e.g. Black Salvo, E-Teleport, Telekinetic Power Well, Block Dragon), on top of the Normal support the inherently get (e.g. Unexpected Dai, Rescue Rabbit). Now, the spice of the archetype is in their Spell/Trap support, which focuses on turning the monsters into Effect monsters and giving them effects. Some take a Weathery approach and are Continuous Spell/Traps that give the effects to all Soulless monsters you control, others are volatile and give effects to a single monsters that linger while the monster remains face-up. There are also Equips that give them effects, as well. Furthermore, since the Spell/Traps need the monsters to do anything at all and vice-versa, and the monsters don't have any effect in the first place, said Spell/Traps also come with general archetype support such as searching, revival, or even Special Summoning directly from the Deck. Extra Deck support are Link Monsters that, similar to the Spell/Traps, grant effects to Soulless Normal monsters they point to, or that you control, or can Summon them and give them additional effects. Unlike the maindeck monsters, these have Types fitting for puppeteers, such as Cyberse, Spellcaster and Warrior. Soulless Reanimation Equip Spell Target 1 "Soulless" monster in your GY; Special Summon it and equip it with this card, also that monster gains 1 Level, 500 ATK and the following effect (even if this card leaves the field). You can only activate 1 "Soulless Reanimation" per turn. • Once per turn: You can target 1 "Soulless" Normal Monster in your GY whose Level is less than or equal to this card's; Special Summon it in Defense Position. Fake edit: Damn, I was ninja'd. Follow the previous prompt.
  12. Who was Bersback/Ember in the recent Halloween event?

    1. Blake
    2. Darj

      Darj

      Ah, mystery solved for me, thanks!

    3. mido9

      mido9

      I had a feeling they were too lucid/down to earth to be anyone else

  13. Immolatron Archetype of FIRE Fairy monsters of different Levels that combine a blinking strategy, destruction and conditional pseudo-Fusion introduced by Thunder Dragons. They have 2 core effects: 1 is a Quick Effect that destroys them on the field to do some minor damage that affects both players, like inflicting damage to both players by 200, or reducing the ATK/DEF of all monster on the field by 200~500, and so on. The other is an in-GY Quick Effect that Special Summons themselves as long as they were sent to the GY by destruction. This way, they can play like Wind-Up Rabbit by leaving the field and coming back to in on demand. Furthermore, as mentioned before, they have Fusions that can also be summoned by Tributing a monster on the field when a condition is met. In their case, as you most likely can guess by now, is the destruction of a FIRE monster, but by Tributing a Fairy. This makes the Fusions relatively easier to set up by archetype members, but remain open to other FIRE and/or Fairy monsters for experimenting and exploring builds. Similar to the Thunder Dragon Fusions, the Immolatron Fusions are packed with stun effects, and they trade the protection effects for the ability to come back once from the GY if they were destroyed ("but banish if when it leaves the field" clauses may be required to keep the archetype on check). Appearance-wise they look synthetic or mechanical, almost like Machines despite their Fairy type. Think of Majestic Mechs. Immolatron Emberus FIRE/Fairy/Level1/Effect/Tuner 500/200 (Quick Effect): You can destroy this card you control, and if you do, both players take 200 damage. If this card in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Emberus" once per turn. Immolatron Volcanus FIRE/Fairy/Fusion/Level 9/Effect 2500/2800 "1 Immolatron monster + 1 Fairy monster Must be either Fusion Summoned, or Special Summoned during the turn a FIRE monster was destroyed by a card effect, by Tributing 1 Fairy Effect non-Fusion Monster (in which case you do not use "Polymerization"). Once per opponent's turn (Quick Effect): You can choose 1 card in your hand or field and 1 card in your opponent's hand or field; destroy them. If this card in your GY because it was destroyed (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Volcanus" once per turn. Next: Leafstrike
  14. Intrusive Perforvine Archetype of DARK/Plant monsters based on dryads, nymphs and other female-looking plant creatures who sport dresses and other outfits, as if they were group performers, and with different themes (Hawaiian, carnival, ballet, etc.), hence the "Perfor" in their name. Their plastyle revisits the Tag mechanic previously mentioned in L'Chasers, except that rather than selecting the Zones, they expand them in a root-like manner, starting first with tagging an opponent's zone adjacent to an archetype monster when it is Summoned, and growing from there. This makes a homage to the "Intrusive" in their name, as they gradually take over the opponent's field. Then, similar to L'Chasers, their disruptive effects on the opponent's cards are enhanced if the effected cards happen to be on a tagged Zone. Also they gain access to stronger effects the more Zones you have successfully tagged. Intrusive Perforvine - Rafflidy DARK/Plant/Level 2/Tuner/Effect 1100/700 If this card is Normal or Special Summoned: Place 1 Vine Tag on the opponent's Zone adjacent to this card, OR if there is already a Zone on the field with a Vine Tag on it, place 1 Vine Tag on a Zone adjacent to it and without a Vine Tag on it. Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; this turn, it cannot attack, also, if it is on Zone with a Vine Tag on it, it cannot activate its effects this turn. Next: Glaresnare
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