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Krika Since: Dec, 2010
#26: Jan 7th 2013 at 8:53:50 PM

Support Unit is insane, yes. But considering the crappiness that pure Meklords are, I figured start high and work down toward a decently strong unit. But yes, limiting the first effect to Normal Summons is a good balancing point.

...and I forgot the "except for this card thing" thing at the end of the attack boosting effects. That should help a little. And I toned down Army of Mekanikle's attack boosts, added in Army of Asterisk's stats (and upgraded it's ATK boosts to apply to DEF as well, for a touch more. Nothing particularly overwhelming, I think). And is your comment on Imperial Guard saying that the effect immunity needs to be toned down, or that it is scary in that context? And it's self-destruct was more or less just a way to get the Emperors out faster.

For Wings of Skiel.....I came up with the name first, then built the card around that, because I was not going to leave a pun that good (and/or bad) unused. And Astro Force was just because the Astro monsters needed something to help them be better than automatic -2s that don't have any immunity.

Ojamavian: Let's see.....I don't really like the fact that you more or less have a continous looping that can be exploited to at least +1 on each effect activation. It's mostly the last effect that I think could be problematic. You can use Ojamatrio as the discard to additional activations, and adding the Ojama's to your hand, then adding it back to your hand, repeat until you run out of Ojama monsters (which, bar something like Pot of Avarice, is only two iterations, but still). And then, you can just loop summons to maintain field presence. For all this in one monster that's really easy to get out, I do think that it's a bit much, even if any smart player will automatically take it out as soon as it hits the field (which is not a balancing point).

edited 7th Jan '13 8:57:47 PM by Krika

tachikaze from Australia Since: Apr, 2009
#27: Jan 7th 2013 at 9:06:26 PM

@Nick: Um, sure. I'll need some time to look them over though.

@Krika: True enough. And I suppose the once per turn limitation on its effects keeps it from being broken.

For something that's so easily summoned, Meklanikle was kind of insane. The comment on Imperial Guard was more a "that's terrifying" than saying it needed to be toned down.

And those are both understandable.

Honestly, the last effect...I'm not sure why I put it there. It was originally to put one material back on, but then I realised "wait, that doesn't make any sense" and rather than delete it, since it might as well have read "discard Ojamagic", I made it broken. Also, Ojamagic, not Ojama Trio, Trio's the one burn players use. Um, without that effect (and with lower defence, which...is still probably way too high given how versatile its effects are), is it less broken? Also, what do you think of these? Kind of worried that Elder and Dog are too good.

edited 7th Jan '13 9:56:54 PM by tachikaze

Burn up, hurricane of justice!
NickTheSwing Since: Aug, 2009
#28: Jan 7th 2013 at 9:37:37 PM

Thanks. I am looking forward to it.

Krika Since: Dec, 2010
#29: Jan 8th 2013 at 6:22:10 AM

Yes, it's just that one effect that makes it broken. Without it, it's alright, to the best of my ability. Now, the other three.....Dog seems fine, assuming that it's "Once per turn" restriction restricts it's Special Summon effect as well. Purple I think should be banished after it revives with it's effect, otherwise it's a more-or-less permanent field presence that's hard to get rid of while the Ojama player has hand advantage (which thanks to Ojamagic, they will). Elder seems fine to me. It's effects aren't that powerful, and they don't provide any sort of looping ability.

I think one thing to note about these additions is that, if they are used, Ojama gameplay will speed up dramatically. The ability to reuse Ojamagic as fast as these allow will make sure that users would be able to get all their copies of the original 3 Ojamas into their hands/field really, really quickly, then use them to fuel whatever they need to do. Through in Red, and you can pull out rank 2 Xyz like nothing else. Just a note.

edited 8th Jan '13 1:02:56 PM by Krika

NickTheSwing Since: Aug, 2009
#30: Jan 19th 2013 at 9:38:15 PM

  • Necro Goblin
  • Level 4
  • Dark/Zombie
  • 1500/0
  • When this card is sent from the field to the graveyard, if you have only "Necro" monsters in your graveyard, special summon one Necro Goblin from your deck with 500 more atk points. When this card deals damage to your opponent, banish one monster from their graveyard and special summon 1 Necro Token to your side of the field. (lvl 1/Dark/Zombie/0/0.)

  • Necro Graumagia
  • Level 8
  • Dark/Zombie
  • 1900/0
  • This card cannot be special summoned When this card is tribute summoned, for each nontoken Necro monster you tributed for the tribute summon, this card gains 500 atk. When this card attacks a face up monster, Ancient Gear effect. When this card deals damage to your opponent by a direct attack, banish one monster from their graveyard and special summon 1 Necro Token to your side of the field. (lvl 1/Dark/Zombie/0/0.) Twice per turn, You may tribute a Necro Token to destroy 1 Set card on the field. When this effect is used, this card cannot attack.

  • Necro Balrogis
  • Level 6
  • Fire/Zombie
  • 2600/1500
  • You may special summon this card from your hand by tributing 1 Necro token. If this card destroys a monster in battle, you may tribute 1 Necro token. If you do, Double Attack.

  • Necro Despider
  • Level 3
  • Dark/Insect
  • 1200/1200
  • When this card is sent to the graveyard except by battle, special summon 2 Necro Despiders from your deck if you only have Necro monsters in your graveyard and field. This card gains 300 atk for each Necro Despider in your graveyard

  • Necro Shapes-Master
  • Level 5
  • Dark/Zombie
  • 1400/0
  • When this card is summoned, special summon 2 Necro Tokens to your side of the field. When this card attacks, select one monster on the field, and pay life points equal to its atk power. This card's atk becomes 100 + that monster's atk power.

  • Necro Swords-Wraith
  • Level 4
  • Dark/Zombie
  • 1800/0
  • When this card destroys a monster in battle, special summon 1 Necro token to your side of the field. You may tribute 1 Necro token to add 1 Necro monster from your graveyard to your hand.

  • Necro Shape-Sphere
  • Level 2
  • Dark/Zombie
  • 0/0
  • You may special summon this card from your hand in defense mode and banish 1 Necro monster from your graveyard. This card's def. becomes equal to that monster's atk. When this card is destroyed in battle, special summon 1 Necro token.

  • Necro Haunt-Vulture
  • Level 4
  • Dark/Winged Beast
  • 2000/0
  • At the end of the turn this card is summoned, destroy it and special summon 1 Necro token. During the second standby phase after this effect is activated, special summon this card from your graveyard.

  • The Forsaken's Ring
  • Equip Spell
  • The equipped monster gains 500 atk and can attack a player's life points directly. At the end of the turn, special summon one Necro Token to your side of the field and switch control of the equipped monster.

edited 19th Jan '13 10:05:25 PM by NickTheSwing

Krika Since: Dec, 2010
#31: Jan 19th 2013 at 9:38:47 PM

Double posting, because whatever. Never mind.

@Nick: While there's enough Darklights that I can't really do a individual review of the cards, it's a pretty obvious Dark World-analogue, and I don't think they're any better than them. There are just too many ways to change your opponents cards to summon your own cards. Which wouldn't be that bad, except that all the additional effects that they activate when they get summoned are...crazy. Healing, destruction, burn....ontop of decent attack strength that can be pretty easily boosted. Also, what's the point of being unable to skip the Battle Phase? Is it just to stop stuff like Negate Attack? Because even if you can't skip the Battle Phase, you don't have to do anything in it.

EDIT: Scarily enough, we posted at more or less the same time. I didn't know you were posting until after I posted this.

And on that note: Graumagia is insane. Minimum 3900 ATK, prevents activation of traps when it attacks, and summons stuff that lets it kill set cards. Downside? Two tributes (which given the massive token generation, isn't exactly a problem), and 0 DEF. That needs to be toned down. Most of the rest look decent....Balrogis is also worrying, though not as much.

edited 19th Jan '13 9:46:29 PM by Krika

NickTheSwing Since: Aug, 2009
#32: Jan 19th 2013 at 9:47:32 PM

Its meant to stop common Burn cards like Threatening Roar and that one card that activates in the opponent's standby phase and stops their battle phase. Yeah, the Darklights would just end up as bad as Dark World is right now, except maybe even crazier.

Time for a comparison.

Dark World has stuff like Card Destruction and Dealings, and Gates of Dark World, and an incredibly versatile boss in Grapha.

Darklight can stop Grapha with Spell of Horrors, or even destroy him and any other special summoned Dark World monsters with the Darklight trap.

EDIT: Graumagia has been toned down to, I believe, acceptable levels. Thoughts on the other ones?

edited 19th Jan '13 9:52:05 PM by NickTheSwing

Krika Since: Dec, 2010
#33: Jan 19th 2013 at 9:56:07 PM

Yah, I figured as much for Necro. Still aggressive is good, but Graumagia is still WAY over the top. Two/three of (Reduce it's attack/take out it's stopping of spell-trap activation/summons of tokens/Set hate) being take out would be a good balancing point.

And you're seriously attempting to use Dark Worlds as a balancing point for Darklights? I mean, if you really want to make an archetype that rivals them, trying to create something even more broken than them isn't exactly a good way to go about it.

Krika Since: Dec, 2010
#34: Jan 19th 2013 at 9:59:06 PM

I'd hack a 1000 ATK off Graumagia, and make Balrogis need to sacrifice a token to be able to get it's second attack, possibly with a non-direct attack clause. The rest of them don't have anything in particular that sticks out.

NickTheSwing Since: Aug, 2009
#35: Jan 19th 2013 at 10:01:55 PM

  • Necro Dark Visions
  • Spell
  • Target a monster equipped with The Forsaken's Ring. Decrease its atk by 500, and special summon 1 Necro Swords-Wraith from your deck.

  • Necro Mind-Scour
  • Trap
  • Activate only when a Necro monster is destroyed in battle and sent to the graveyard. Reduce the atk of the monster that destroyed it to 0, and apply Mind Control effect on it. (gain control of it. It cannot attack or be tributed)

  • Necro King-Lich
  • Level 7
  • Dark/Zombie
  • 2300/0
  • This card cannot be special summoned except by its own effect. When this card is destroyed by a non-light non-warrior which is not level 4 or lower in battle, special summon it from the graveyard during the end phase to your side of the field and special summon 1 Necro token. When this card battles a non-Warrior monster, decrease that monster's atk by 1000.

  • Necro Forbidden Spell-Book
  • Spell
  • Return 1 Necro monster from your graveyard to your hand. If you have no Necro monsters in your graveyard after activating this effect, you may designate 1 Necro monster on the field. It can be used as two tributes for a tribute summon this turn.

NickTheSwing Since: Aug, 2009
#36: Jan 19th 2013 at 10:11:28 PM

Decreased the atk bonus to 500 per sacrifice, and made the sacrifices have to be non-token. Graumagia is a finisher, boss sort of monster, given the real Boss of the Necro archetype will be largely Awesome, but Impractical.

I changed Balrogis to having to sacrifice a token for the double attack.

Otherwise, I'd really like to take the Necro deck for a test run against some sort of current Meta deck. I have to wonder how it'd do.

edited 19th Jan '13 10:11:42 PM by NickTheSwing

Krika Since: Dec, 2010
#37: Jan 23rd 2013 at 7:39:57 PM

Kinda wanted to finish this set. I might do the 5 fusions they didn't do later.

Firstly: Retcon Neo-Spacian Twinkle Moss to have 600/1200. The existing NEX fusions have +200 and +300 ATK/DEF (Twinkle and Marine, respectively), and I'd like to standardize them at +300 (The slight more attack power isn't anything powerful, so why not make it the stronger one?).

  • Neo-Spacian Tempest Hummingbird
  • Level 4
  • Air, Winged-Beast/Fusion/Effect
  • This card's name is also treated as "Neo-Spacian Air Hummingbird". This card cannot be Special Summoned except with "NEX". Once per turn: You can gain 500 Life Points for each card in either your hand or your opponent's hand.
  • 1100/900
  • Neo-Spacian Air Hummingbird, with much more developed wings and red/white stripes on it's suit/skin (whatever it is), riding on an air current.

  • Neo-Spacian Shadow Panther
  • Level 4
  • Dark, Beast/Fusion/Effect
  • This card's name is also treated as "Neo-Spacian Dark Panther". This card cannot be Special Summoned except with "NEX". Once per turn: You can target 1 face-up monster; until you use this effect again, while you control this face-up card, this card's name, and effect become those of that target.
  • 1300/800
  • Neo-Spacian Dark Panther, minus it's cape, it's skin blending into the shadows around it.

  • Neo-Spacian Flame Scarab
  • Level 4
  • Fire, Insect/Fusion/Effect
  • This card's name is also treated as "Neo-Spacian Flare Scarab". This card cannot be Special Summoned except with "NEX". This card gains 400 ATK for each card on your opponents field.
  • 800/800
  • Neo-Spacian Flare Scarab, with larger armor, and bright red (instead of pink) highlights.

  • Neo-Spacian Spiral Mole
  • Level 4
  • Earth, Rock/Fusion/Effect
  • This card's name is also treated as "Neo-Spacian Grand Mole". This card cannot be Special Summoned except with "NEX". At the start of the Damage Step, if this card battles an opponent's monster: You can return this monster to your hand and shuffle your opponent's monster into their deck (without damage calculation).
  • 1200/600
  • Neo-Spacian Grand Mole, except with a complete drill on it's hands and on it's head

edited 22nd Oct '13 7:38:35 AM by Krika

Krika Since: Dec, 2010
#38: Feb 16th 2013 at 8:23:35 PM

  • Leveled Stadium
  • Field Spell
  • When a LV monster is summoned by the effect of another LV monster, draw a card and place a LV Counter on this card. Whenever a LV monster would be destroyed, you can remove a number of LV Counters equal to that monster's Level from this card to prevent the monster from being destroyed. When this card is removed from the field, target a LV monster in your graveyard with a Level equal to or less than the number of LV Counters currently on this card; Special Summon that monster (ignoring any restrictions on Special Summoning it has).
  • Armed Dragon LV 3, Silent Swordsman LV 3, and Dark Mimic LV 3 in a stadium, circling each other

  • Leveled Save
  • Continuous Trap
  • Once per turn, when a LV monster is destroyed, target a LV monster in the Graveyard with the same Attribute and Type, whose level is 4 less than the monster that was destroyed. During this turn's End Phase, Special Summon that monster.
  • Dark Lucius LV 8 falling into an abyss while it throws Dark Lucius LV 4 to safety.

  • Level Power
  • Equip Spell
  • This card can only be equipped to a LV monster. The monster equipped with this card gains ATK and DEF equal to 100 times it's level. When the monster this card is equipped to is sent to the Graveyard to Special Summon a LV monster, this card is equipped to the monster that was summoned.
  • Ultimate Insect LV 1 surrounded by a glowing aura in the shape of Ultimate Insect LV 7

Not sure what inspired these, other than that LV monsters could use consistency.

edited 24th Jun '13 8:34:24 AM by Krika

NickTheSwing Since: Aug, 2009
#39: Feb 17th 2013 at 4:17:32 PM

New cards, potentially to be used by the character Bann the Wild-Boy

  • Wyld Source-Warrior
  • Level 4
  • Dark/Warrior
  • If you control a Wyld monster, if this card as a monster is sent to the graveyard, put this card into your s/t zone as a continuous spell.
While this card is a continuous spell, all Wyld monsters you control gain 500 atk.
  • 1800/1000

  • Wyld Seeker
  • Level 3
  • Dark/Warrior
  • When this card is normal summoned or flipped face up, special summon 1 Wyld monster from your s/t zone. When this card is sent to the graveyard, you may discard 1 card from your hand and put it in your s/t zone as a continuous spell. While this card is in your s/t zone, once per turn, during either player's turn, you may target one Wyld monster you control. Increase its atk or defense by 600 until end of turn.
  • 1600/900

  • Wyld Crushsword
  • Level 4
  • Dark/Warrior/Tuner
  • You may send 1 Wyld card in your s/t zone to the graveyard; special summon this card from your hand. Once per turn, you may send 1 Wyld card from your s/t zone to the gy; destroy 1 Set card. If this card is sent to the graveyard except as synchro material, put it in your s/t zone as a continuous spell.
  • 1400/1400

  • Wyld Scavenger
  • Level 2
  • Dark/Warrior
  • Once per turn, you may send 1 Wyld card from the s/t zone to the gy and increase the level of this card by 2. If this card is detached from an XYZ monster, put it in your s/t zone as a continuous spell. You may send this card from your s/t zone to the gy to add one Wyld monster to your hand from your deck. If you do, you cannot summon it this turn.
  • 0/500

  • Wyld Charger
  • Level 5
  • Dark/Warrior
  • If you control two or more Wyld cards in your s/t zone, you may special summon this card from your hand. You may reduce the level of this card by 1, special summon 1 lvl 4 Wyld monster from your hand. This turn, you can only XYZ summon "Wyld" monsters. If this card is sent from your hand to the gy, put it in your s/t zone as a continuous spell.
  • 2300/600

  • Wyld Crashgrasp
  • Level 4
  • Dark/Warrior
  • You may send one Wyld monster from your deck to the graveyard, increase this card's atk by 500 until the end of the turn. When this card attacks, negate the effect of a monster that it battles during the damage step. If this card would be sent to the graveyard as a synchro material monster, put it in your s/t zone as a continuous spell.
  • 1300/900

  • Wyld Bladesmith
  • Level 3
  • Dark/Spellcaster/Tuner
  • This card can only be used as synchro material for the synchro summon of a Wyld monster. When this card is normal summoned, special summon 1 Wyld monster from your s/t zone. If this card would be used as synchro material this turn, put it in your s/t zone instead of the gy.
  • 800/1400

  • Wyld Daemon-Guardian
  • Level 11
  • Dark/Fiend/Synchro (1 Wyld Tuner + 2 or more non-tuner Wyld monsters)
  • During your standby phase, destroy one card in play. If this card is destroyed in battle, discard 1 Wyld monster from your hand and special summon this card from your graveyard at the beginning of your next standby phase.
  • 3500/1600

  • Wyld Dragon-Slayer
  • Level 7
  • Dark/Warrior/Synchro (1 Wyld Tuner + 1 or more non-tuner monsters)
  • Once per turn, you may equip 1 Dragon monster in play or in a graveyard to this card as an equip spell. This card gains 500 atk for each monster in your s/t zone treated as a continuous spell or equip spell. If this card destroys a monster in battle, and your opponent controls another monster, this card attacks once again in a row.
  • 2200/2100

  • Wyld Shard-Sorcerer
  • Rank 4 (2 Lvl 4 Wyld monsters)
  • Dark/Spellcaster
  • Detach 1 XYZ material from this card; destroy face up cards on the field equal to the number of Wyld monsters in your s/t zone. Your opponent cannot attack Wyld monsters other than Wyld Shard-Sorcerer.
  • 2000/1200

  • Wyld Sangra Circle
  • Continuous Spell
  • Once per turn, you may put 1 Wyld monster from your hand or graveyard into your s/t zone. All Wyld monsters gain 500 atk and def as long as this card is in play.

  • Wyld Caller's Circle
  • Continuous Spell
  • You cannot play this card unless you have 2 or more Wyld monsters in your s/t zone as continuous spells. You may send one Wyld continuous spell from your field to your graveyard; add one Wyld monster from your graveyard to your hand.

edited 18th Feb '13 6:26:52 PM by NickTheSwing

Krika Since: Dec, 2010
#40: Feb 17th 2013 at 8:23:54 PM

Mmm, let's see.....(since you requested my looking at them. Not sure why, I am no expert on any sort of balance, but having somebody else look over your work is always good. In the meantime, is Leveled Stadium a bit much? I used Chaos Zone as a template to some extent, but I felt a bit freer since getting counters on it is going to be much slower than Chaos Zone)

  • Wyld Seeker needs to have "until the End Phase" attached to it's boosting ability. Or should. Infinite boosting shouldn't be a thing (Avoiding Gravity Blaster here, though I think it's negating is more of a problem anyway....).
  • Crashgrasp: Oh, here's the other half of the Gravity Blaster! I knew it was around here somewhere! In all seriousness, worded as it is, it permanently negates the monster's ability, which is...stupid good. Maybe you meant to add a "During the Damage Step" to it? That is what would make sense to me, anyway.
  • Daemon-Guardian: The first effect needs rewording to clean it up. I'd suggest "Once per turn, you can destroy one card on the field." if it's optional, and "During your Standby Phase, destroy one card on the field." if it is mandatory (the current wording is ambiguous on the fact). Then it's revive ability is quite strong. Given that this is a level 11 Synchro that is to be expected to some extent, I suppose. I'd prefer to make the destruction effect mandatory, so that there's the possibility of it turning against you, but I don't think it's overly bad...
Dragon-Slayer seems to be an odd man out here...Given the way that this archetype seems to like sending cards to the Spell/Trap zone, you shouldn't be able to get too many equips on it, so I think it's alright, though knocking it's attack down a tad might work well.

I think something you might not quite realize is that this archetype has easily available massive ATK boosts. Sangra Circle, Source-Warrior, and Seeker total to +1000 ATK, and another +600 on one. This means that their basic monsters will be able to pretty much run over most non-boss monsters, and the bosses will have ridiculous attack power. Admittedly that's 3 Spell/Trap zones filled, so a more common scenario will probably forgo one of them (probably Seeker). Other than that, you don't really seem to be doing anything with the stuff in your Spell and Trap zone...you can fill it up pretty quickly, but you don't actually have much that takes advantage of that. Not sure what's up with that.

NickTheSwing Since: Aug, 2009
#41: Feb 17th 2013 at 9:11:28 PM

Leveled Stadium would actually be a pretty nice little boost to the LVL archetype, its not really that bad at all.

I edited Wyld Seeker to have an "until end of turn" for his boost.

Edited the Crashgrasp to only negate the effect during damage step. He is supposed to, though, cancel searchers and things like Mystic Tomato, as well as cracking things like Marshmallon...

Yeah, the destruction effect of Daemon-Guardian is Mandatory, and can turn against you if you are reckless. Notice the special summon effect is also mandatory.

Dragon-Slayer's effect is basically flavor. He really is the odd man out. In more than one way.

So then, I am guessing the archetype could do with work on using the stuff in the S/T zone.

Krika Since: Dec, 2010
#42: Feb 17th 2013 at 9:26:07 PM

Yes. Off-hand, Scavenger can have it's effect trigger off of sending a Wyld monster from the Spell/Trap zone instead of discarding from the top of the deck. Or other ones. Changing one or two would give you better ways to utilize your Spell/Trap zone monsters.

Also, if the resummon effect is mandatory, then I think the first part should be rewritten "If this card is destroyed in battle", since it triggers after it was destroyed, and doesn't actually prevent it or anything. I dunno. That makes sense to me, at least.

NickTheSwing Since: Aug, 2009
#43: Feb 18th 2013 at 6:25:19 PM

Edited a few of them, mainly to work with the motif.

I just hope they work well.

Krika Since: Dec, 2010
#44: Feb 19th 2013 at 1:53:04 PM

Playtesting would be the ultimate way to test balance, but that's slightly unwieldy without a dedicated set-up, and a community that will tear apart the cards. In lieu of that nice dream, I don't see anything obvious anymore.

Cleaned up some minor grammar errors on my Djinns, and did my best to clean up Djinn Lord of Ritual's text again (the wonderfully complicated mess that it is...).

NickTheSwing Since: Aug, 2009
#45: Feb 19th 2013 at 2:17:04 PM

Just two more, a trap and another Synchro

  • Wyld Circle of Destruction
  • Trap
  • Activate only when a Wyld monster is designated as an attack target. Destroy the attacking monster. Then, if you control 3 or more Wyld continuous spell cards, special summon 1 Wyld monster treated as a continuous spell from your s/t zone.

  • Wyld Black-Blader
  • Level 6
  • Dark/Warrior/Synchro (1 Wyld Tuner + 1 or more non-tuner monsters)
  • When this card is Synchro Summoned successfully, destroy s/t cards your opponent controls equal to the number of Wyld continuous spells you control. If this card deals direct damage to your opponent, put 1 Wyld monster from your gy into your s/t zone.
  • 2300/1800

NickTheSwing Since: Aug, 2009
#46: Feb 20th 2013 at 3:14:02 PM

And I tested Wylds using proxies, against a friend.

He used Frognarchs.

2-1 in my favour. Said friend actually wanted to keep duelling, but I had class to get to.

Krika Since: Dec, 2010
#47: Mar 1st 2013 at 1:21:10 PM

  • Daigusto Griffirros
  • Level 4
  • Wind, Winged-Beast/Synchro/Tuner, 1 "Gusto" Tuner + 1 or more non-Tuner WIND monsters
  • You can Synchro Summon this monster as a level 3, 5, or 6 monster instead of a level 4. For each level less than 4 it is when it is Synchro Summoned, reduce it's ATK and DEF by 300. For each level higher than 4 it is when it is Synchro Summoned, increase it's ATK and DEF by 300. During your opponent's Main Phase: You can Synchro Summon using this face-up card you control as a Synchro Material Monster.
  • 1500/1000
  • A cross-breed between Gusto Griffin and Gusto Squirro. Not going to try and describe it, use your imagination.

Addendum: Here is an alternate effect for Griffirros: When this card is Synchro Summoned, shuffle one "Gusto" monster from your Graveyard into your Deck. If this card leaves the field for a Synchro Summon, you can you shuffle two "Gusto" monsters from your Graveyard into your Deck. During your opponent's Main Phase: You can Synchro Summon using this face-up card you control as a Synchro Material Monster.

  • Daigusto Avatar
  • Level 10
  • Wind, Psychic/Synchro/Effect, 1 Synchro Tuner Monster + 1 or more non-Tuner WIND Synchro Monsters
  • This card is also treated as a Winged-Beast-type and Thunder-type monster. Once per turn, during either player's turn, you can shuffle up to 2 "Gusto" cards from your Graveyard into your Deck; Increase the ATK and DEF of this card by 200 per card shuffled into your Deck until the End Phase, then either destroy a number of cards on the field or draw a number of cards equal to the number of cards shuffled into the deck. When you opponent targets this card with a card effect or an attack, you can send two "Gusto" cards from your hand or field to your Graveyard to negate the attack or effect.
  • 3000/2000
  • A green and red-haired figure with two sets of wings outstretched behind it, dressed similarly to Daigusto Sphreez, floats in the air, surrounded by a slightly greenish-glowing whirlwind

And, an alternate (and more thematic, see the below discussion) effect for Daigusto Avatar: This card is also treated as a Winged-Beast-type and Thunder-type monster. When this card is Synchro Summoned, select one non-Tuner Synchro monster that was used to summon it; This card gains it's effect(s). Once per turn, during either player's turn, when this card is targeted by a card effect or an attack, you can shuffle 2 "Gusto" cards from your grave into your Deck; Negate the effect or attack.

So, Accel Synchros for fun and profit. Always felt that a WIND archetype should have one. Too overpowered? Synchro Tuner borked?

edited 3rd Mar '13 5:13:38 PM by Krika

tachikaze from Australia Since: Apr, 2009
#48: Mar 1st 2013 at 1:37:00 PM

I'd be worried that the tuner's a bit too versatile, although I suppose the Gusto requirement stops Quasar plays abusing it. As for Avatar, an effect that can be used at basically any time (since it changes its attack/defense, it can even be used in the damage step @_@) to draw cards or destroy things seems a bit scary, but it's an accel, so I suppose it should have something crazy.

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#49: Mar 1st 2013 at 2:00:34 PM

Mmm. For the record, this was another version of Avatar's effect that I was considering: This card is also treated as a Winged-Beast-type and Thunder-type monster. When this card is Synchro Summoned, select one non-Tuner Synchro monster that was used to summon it; This card gains it's effect(s). Once per turn, during either player's turn, when this card is targeted by a card effect or an attack, you can shuffle 2 "Gusto" cards from your grave into your Deck; Negate the effect or attack. This way, combined with the tuner (which has a carefully chosen variety of levels), it could become an "ascended" version of any of the Gusto Synchros (or whatever you used to summon it. I'm in an anime mood at the moment, so I wasn't really thinking much outside of Gusto usage).

edited 1st Mar '13 2:01:05 PM by Krika

tachikaze from Australia Since: Apr, 2009
#50: Mar 1st 2013 at 2:39:07 PM

Ah, I see. Well, like I said, the Gusto requirement means the tuner wouldn't really get abused much anyway, ehe.

As for the synchro, that would be interesting. I'd suggest either that or giving it a limit of...maybe 2 cards to send back and only letting it destroy/draw up to the number of cards sent back.

Also, I find it a bit interesting that the appearance takes cues from the Vylon possessed/fused/whatever'd member of the archetype, ehe. Although based on the "ascended version of the Gusto synchros" comment, I guess that could be "this is what it would look like with Sphreez as a material"?

edited 1st Mar '13 2:42:18 PM by tachikaze

Burn up, hurricane of justice!

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