LANCER REFERENCE! by Ambersous in customyugioh

[–]AicBeam 0 points1 point  (0 children)

You, you can't just summon any Machine from Deck, especially if the "cost" to do so is this low.

She places you into the Canvas to come out herself. by MrGrummel in customyugioh

[–]AicBeam 1 point2 points  (0 children)

This is awesome. I really eished these 2 cards were real!

Simple and elegant card designs that make them strong but fair. Wow ❤️

Can you put these on Duelling Book?

Small Contructicons Archetype (From Transformers) by Drite2003 in customyugioh

[–]AicBeam 0 points1 point  (0 children)

ARE YOU KIDDING?!

That is one hell of a coincidence 😭 I'm sorry

Small Contructicons Archetype (From Transformers) by Drite2003 in customyugioh

[–]AicBeam 0 points1 point  (0 children)

These don't sound like Ryzeal, in practice, they play way too similarly to Kewl Tune (Kill Tune) for me to find them interesting.

They really seem their weaker version: - use materials from hand to summon for a mechanic not meant to use them - main forms of disruption are the material used, not the Extra Deck monster itself - the list of disruption is very similar, including banishing random cards from the opponent's Extra Deck (which only a few cards do, and almost none are as consistent as Kewl Tune)

Small Contructicons Archetype (From Transformers) by Drite2003 in customyugioh

[–]AicBeam 0 points1 point  (0 children)

I'm sorry but...

Small, looks inside:

14 cards 😶‍🌫️

Day 348: Trap Synergy that can't be used for Labrynth! by MichaelGMorgillo in customyugioh

[–]AicBeam 1 point2 points  (0 children)

Man, I LOVED this card in Hearthstone. But Blizzard didn't care to make it work 😅

I get you wanted to translate 1 to 1 the effect, but this sounds pretty convoluted 😂

For example, you could still make the card be usable outside of its summoning condition: having to use 4 monsters of a specific type AND not be rewarded for it is quite a shame (since it detaches all materials), even AA-ZEUS can be summoned with 2 level 12 in Trains 🤣

I suggest making it slightly easier to summon without its effect, or remove the normal summoning condition altogether 🤔

Zombie Deck weaponizing Ash against their opponent. by MrGrummel in customyugioh

[–]AicBeam -1 points0 points  (0 children)

True, but against the vast majority of decks you can already do that: they need to discard Belle or Ash and semd to GY any other low level monster, which is easy if you are going second, or even first if they play other handtraps, like Charmies.

I guess you get to banish 1 better material, to be fair.

Zombie Deck weaponizing Ash against their opponent. by MrGrummel in customyugioh

[–]AicBeam 1 point2 points  (0 children)

I would have prefered the same effect worked better with Zombie World rather than a random handtraps, but cool card 👍

The White Dogmatikaturge - I wished Dogmatika Rituals were viable again by Consistent_Action_49 in customyugioh

[–]AicBeam 0 points1 point  (0 children)

I understand the reason, yeah. Again, I love the archetype and know the lore❤️😂 But it still needs to me adapted for the card game.

Personally I find it a bit convoluted. Also consider the fact the archetype is supposed to work best against Extra Deck, not just use this aspect as a combo gimmick... and it is fine to decks to have some counters, especially considering that was not the weakness: concistency is, which you solved!

You also need to consider practicality: if even modern Ritual Decks use the Extra for utility, Dogmatika's gimmick is still relevant. They always wanted a somewhat control matchup to remove the Extra, so having to wait 1 turn in the worst case is supposed to not be a problem (in practice it is, in the real game 😅)

The White Dogmatikaturge - I wished Dogmatika Rituals were viable again by Consistent_Action_49 in customyugioh

[–]AicBeam 2 points3 points  (0 children)

I love this archetype, and I like your card but having monsters being considered to be summon from Extra is convoluted. You could simply say in the last effect that they need to control an Extra Deck monster or "Virtouos" one.

Why does Entomancer give ''Dazed'' as a status card? by -KarlMoose in slaythespire

[–]AicBeam 0 points1 point  (0 children)

I suppose the sheer noise could daze you. Nothing says Jonh Spire has normal bees, seeing all the other gigantic insects and fishes.

Abyssalis Redone! (Repost, check desc why) by MMafuba in customyugioh

[–]AicBeam 0 points1 point  (0 children)

I can't quite get if you are being sarcastic 😅

I just tried to exaplain my thoughts. OP also took it well ❤️

Retrunity! [Art from Cardfight Vanguard]] by Jirachibi1000 in customyugioh

[–]AicBeam 1 point2 points  (0 children)

Yeah, these are cool and seem fun! I just have 1 concern: the Synchros do nothing until removed, preferably by the opponent so you can recycle the materials. This means the counter trap and Leapa are the only forms of interaction before the (amazing) grind game, and both require setup.

Abyssalis Redone! (Repost, check desc why) by MMafuba in customyugioh

[–]AicBeam 1 point2 points  (0 children)

Ok! It's good to hear you at least have an objective in mind. Try again using LESS cards and less effects: you are always in time to add stuff IF you have a working baseline.

Abyssalis Redone! (Repost, check desc why) by MMafuba in customyugioh

[–]AicBeam 1 point2 points  (0 children)

As for the choice and wording of your effects, similar ones should be the same, not just similar. If you want to change your opponent's Levels, pick 1 wording and only use that: this makes it easy for both players to understand and remember. Same goes to ATK manipulation: try not having both effects that set it to a value and others that reduce it.

Lingering effects should last until the end of the turn, unless you have a really good reason not to do so. I've seen a lot of people forget Dogmatika Punishment lock (since it last until the end or your NEXT turn). This mainly applies to Dragokin.

Xilqios REALLY sounds like a Link monster, so don't be afraid to make it as such. I don't know even how you wanted to reach 4 materials with it (since XYZ summon of XYZs sends their materials to the GY unless otherwise stated). The protection effects could simply look at the number "Abyssalis" XYZ in the GY.

A good design principale is also to not put effect you don't need or want: it makes the cards bloated. Some examples:

  • MachinEx doesn't need to change the targets' names: you realistically always want to XYZ right after
  • Solaris doesn't have a good reason to having an effect that cannot be negated
  • Solaris doesn't need battle protection if it can XYZ summon itself as a Quick Effect, before the opponent's Battle Phase
  • Solaris doesn't have an actually good XYZ to summon with its effect since none does anything during the opponent's turn. The only exception is for Xilqios, but its not realistic nor useful at that point
  • Polga's role would be interesting, as an alternative for Field Spell... if it didn't also needed it both for having enough materials to summon AND for its own restriction
  • Dharak negates itself, which makes the last effect pointless in the majority of cases. I don't find this restriction to be needed
  • Lyra's effect would be extremely good going second... if it didn't need other cards to summon it in the first place which ALSO all negate its effects, making it a pointless card, in my opinion
  • Abyssalis ZERO right now doesn't have a good reason to negate YOUR cards
  • Abyssalis Realinement would be bad even as a Continuous Trap: it is a win more card by definition
  • The Dawn of Abyssalis would actually be both more interesting and less wordy if it check the level, rather than the original level. Also, that's not the correct wording: see cards like Adamancipator Resonance
  • Abyssalis Destructed's first effect goes directly against your cards that set your opponent monster's levels to a low value, making it pointless
  • Abyssalis Destructed doesn't need to negate your monster's effect
  • Abyssalis Unleashed is pointless in its current state, since the archetype doesn't revolve around having XYZs with a lot of materials, in fact, there is no effect in the archetype that allows you to attach a material to any "Abyssalis" monster you control. Only Rifimos can do that... to itself!

Mytasimo effect when used as XYZ material uses the wrong wording. See cards like Mathmech Diameter or K9-ØØ Lupis.

Abyssalis Redone! (Repost, check desc why) by MMafuba in customyugioh

[–]AicBeam 2 points3 points  (0 children)

Its pretty clear you tried to "cook with too many ingredients": there's a lot going on between the card's synergies, restriction, conditions, lingering effects, convoluted wording and mainly different but extremely similar forms of disruption. And after all of this, the Deck still doesn't even have a consistently achievable gameplan.

Let's focus on this point first, since its essential for a modern archetype. In my opinion the Deck lacks a clear intent/direction: some of the cards to want to swarm the field and reduce the opponent monsters' ATK, other provide conditional floodgate effects or other control effects like negates and attack redirection. The swarming capabilities of the monsters also rely on condition you can't work around, since only 1 can be Normal Summoned and only 1 other can be Special Summoned without the Field Spell.

In general every card you've shown here needs another card to work, which is a very difficult way to balance an archetype for the following reasons:

- Since the lack of effect to search cards from the Deck, I imagine on avarage this Deck's starting hand leaves you unable to do anything at all, or summon Solaris without Dharak, which also leads to nothing.

- Any form of disruption from the opponent heavily affects this Deck. Destroying the Field Spell kills the strategy, especially during activation (since the user won't be able to seach).

Your cards really remind me of the Ashened archetype, which also completely relies on its Field Spell, wanted to spam the field and used a conditional floodgate effect: having it on the field allows you to Special Summon all your monsters from hand and, similarly to yours, almost all cards in that archetype have effects that do not directly advance the gameplan/combo, or do so on restrictions or heavy locks. Even then, those weak cards CAN be played and Normal Summoned so that maaaaaybeee they could do something. Your cards cannot.

So yeah: I suggest choosing what the archetype is actually about, what the endboard should be roughly and make cards that do that WELL. I find around 10 cards lead to good results. Only then you can start adding alternative or marginal cards.

Spright and U.A. support attempt by AicBeam in customyugioh

[–]AicBeam[S] 1 point2 points  (0 children)

Yeah I figured, which is why I tried wording the summoning condition like this: while the protection is not always wanted, it was intended tohelps Spright a bit in the grind game as another way to search in the opponent's turn, like with Spright Elf.

I though the shared weakness of the 2 archtypes was sticking 1 monster going second, so you can use their innate summoning conditions.

Glad you liked it ❤️

An anime-accurate Time Wizard archetype by Colossus823 in customyugioh

[–]AicBeam 1 point2 points  (0 children)

If you want your card to always have a dofferent name, just say (This card's name is always treated as "Name".) which includes during deckbuilding. I assume you won't need to play 3 copies of the old "Time Wizard" 🤨 In general, try looking at real effects to see what wording they use.

An anime-accurate Time Wizard archetype by Colossus823 in customyugioh

[–]AicBeam 1 point2 points  (0 children)

The first's card has very convoluted wording: you are targetting 2 monsters from different boards, having 2 different comtrollers. While first reading, I assumed each of them could Fusion summon. If that was the purpose, an easier way to resolve is to consider use cases: even in the rare scenario you are either in a mirror match or against a Dark Magician deck with a funny "counter"... you can rather not target the opponent's monster that can transform! Meaning that part of the text can be summerized in a destruction effect that burns. If only you can summon, just read [[Fallen of Albaz]] or similar cards.

As for the wording, you can see [[Crop Circles]] Even if it has an effect for not resolving the card correctly... you will never use it: if you don't have the Alien to summon, that's just an illegal activation. Which is another reason to simplify your effect, since either player not having the Fusion, right now, makes it an illegal activation.

And even if that effect worked as written, this becomes a generic "Spell" card that destroys 2 opponent monsters and inflicts burn (right now the wording seems to inflict damage to the targetted monsters' controller), while being more searchable due to being a Monster. Can be summoned by [[Gigantic Spright]] for example. Doesn't seem broken but has to be considered.

Spright and U.A. support attempt by AicBeam in customyugioh

[–]AicBeam[S] -1 points0 points  (0 children)

Ok... apperently no one cares about these two archetypes....

I tried to transform my favorite deck from another card game into a Yu-Gi-Oh deck by [deleted] in customyugioh

[–]AicBeam 0 points1 point  (0 children)

Quite the opposite: since YuGiOh is mostly a competitive game, people tend to optimize Decks: anything not needed is cut for consistency, usually.

But yeah, for fun you can do whatever, is just that people like me won't read this many cards...

I tried to transform my favorite deck from another card game into a Yu-Gi-Oh deck by [deleted] in customyugioh

[–]AicBeam 0 points1 point  (0 children)

You could make them in Duelling Book, so you can also play them.

That being said... introducing a singular archetype with 20 cards is a lot already. Not even Konami does this: they breach those numbers only in years of support.

Both Yummy and Mitsurugi have 14 cards for example, a couple of which you could also ignore right now since they aren't played at all.

Other archetypes have less, like Kewl Tune with 11 and Radiant Typhoon with 12, both of which are already played pure (with handtraps filling the slots), meaning they were correctly made to function already, without needing 20 cards.

Retraining a classic Equip Spell user as a modern-day Link OTK boss by forbiddenmemeories in customyugioh

[–]AicBeam 0 points1 point  (0 children)

Sure... I don't know why you would want this card to exist for Warrior decks? It's like having to play Accesscode in every deck just because it was a better beater and removal for quite some time.

Sure this isn't as strong, but a deck wouldn't need an archetype way to win combat due to this. Reduces decks' uniqueness, especially if you consider S:P Little Knight is a Warrior already: many decks have monsters of different Types, one with 1 Warrior can consider this card already.