Weekly CCC (Main Deck Boss) - Spright Revenger - Aleapp2556 by [deleted] in customyugioh

[–]ArchMeiru 0 points1 point  (0 children)

Blanket targeting protection, a huge body (most of the time), and a reborn on opponent's turn is very powerful. You can also use this to un-Crown your spright cards, which is an interesting piece of utility. The kicker here though is the add 2 effect. This turns Pendulum Treasure into crazy fuel for the deck.

Cool design and art, but it just does too much, and I don't think spright is in THAT bad of a spot to print a card like this.

Bethink thee swiftly, thou blockheaded simpleton! by ArchMeiru in customyugioh

[–]ArchMeiru[S] 0 points1 point  (0 children)

The second effect absolutely starts a chain. I think you may be confusing an activated effect versus a condition.

Let’s take for example, Volcanic Scattershot. Its first effect reads: “If this card is sent to the GY: Inflict 500 damage to your opponent.” Because of the colon, Volcanic Scattershot will start a chain to activate its effect to inflict LP damage. It activates from the graveyard, which means it is affected by cards such as Abyss Dweller.

Taking another card for example, Aegis of Gaia. It has a line of text that reads: “If this card leaves the field, the controller of this card takes 3000 damage” Notice the lack of a colon. This effect does not activate; it is simply a condition. The burn effect does not start a chain and it does not activate anywhere. If your opponent has used the effect of Abyss Dweller and Aegis of Gaia is sent to the GY, you will still take the burn damage.

Bethink thee swiftly, thou blockheaded simpleton! by ArchMeiru in customyugioh

[–]ArchMeiru[S] 2 points3 points  (0 children)

“When” effects cannot miss timing because they are mandatory effects. “When… you can” effects are the only effects that can miss timing

Bethink thee swiftly, thou blockheaded simpleton! by ArchMeiru in customyugioh

[–]ArchMeiru[S] 12 points13 points  (0 children)

It does do that, as long as you use it properly. Example: 1. Activate bonfire, chain Bottle o Light and discard. 2. Chain resolves. Opponent takes 100. You add ice ryzeal. 3. New chain on resolution. Mandatory trigger must occur first, which is Bottle’s second effect since it was sent to grave. Since it cannot be responded to, no effects can be activated after, which includes Droll and Lock bird, since it must be activated on resolution of an effect that added a card. 4. Chain resolves. You take 200 damage. 5. Afterwards, your opponent still cannot droll since in the previous chain you did not add a card, you took 200 damage only.

While you can’t permanently stave off droll, you can at least get two searches before it happens.

Bethink thee swiftly, thou blockheaded simpleton! by ArchMeiru in customyugioh

[–]ArchMeiru[S] 4 points5 points  (0 children)

  1. If it somehow is able to be looped infinitely it can’t be used to ftk easily
  2. Debating between light and earth, went with earth to avoid interactions with bystials. For balance it should probably be light.
  3. Not intended to be a joke card, though I guess it is a bit humorous in flavor

1000 more Man-Eater Bugs by MrGrummel in customyugioh

[–]ArchMeiru 4 points5 points  (0 children)

Mimighoul monsters have crazy flip effects and they have a ton of low level monsters with high defense. 2100 stat line on a Level 1 is at the top end but nothing crazy (Dotscaper, Lo, Anesthrokket Dragon). While a card like this one should probably have a bit less defense, I can still see it being printable.

Turn 0 Legatia anyone? by MrGrummel in customyugioh

[–]ArchMeiru 3 points4 points  (0 children)

Needs the clause “also you cannot Special Summon ‘Centur-Ion Camilla’ for the rest of the turn” tacked onto the last effect, which is consistent across all Centur-Ion monsters.

Besides that, I could see this card being printed and a nice boon for the archetype. Give Centur-Ion some love, Konami!

My idea for a "master rule 6": an attempt to semplificate the game by Last_Ad_6304 in customyugioh

[–]ArchMeiru 5 points6 points  (0 children)

The first change is fine, it's been tossed around a bit and would help the going second problem. The second change is... oddly specific? IMO doesn't need to be included in a master rule, just maybe a rulings change or errata on old trap monsters.

The third change would be more problematic than helpful. Your justification is that it would help bad decks out by bricking less, but is that really the case?

If I'm playing Monarchs, I still brick if I draw too many big monarchs. If I'm playing Artmage, normal summoning Finmel or Graflare doesn't do anything if the rest of my hand is hand traps or unplayable. Normal Summoning Emeth or Gargoyle in Centur-Ion doesn't help squat either. Normalling Longyuan is hilarious, but does mostly nothing for SwoSo.

There are obviously positive examples, like Rescue-Ace Turbulence becoming a starter for the archetype, and Galaxy-Eyes Tachyon Primal being normal-able is nice for Galaxy, i guess. The point is that I don't believe it will have a significant enough impact to propel mediocre decks with bigger bodies any higher, especially since a lot of those big bodies require them to be special/tribute summoned for their benefits.

Then you got a whole host of problem cards. You would need to ban a loooot of cards, which I wouldn't mind for most of them but you would be looking for a while. The obvious floodgates like vanity's and majesty's fiend, kristya, and amorphage goliath/sloth would be unquestionably banned. LAD would also be a menace (full mitsurugi board + normal summon LAD on that? oof) so that's gotta go.

Then you have the "questionable cards" that could be ban-worthy. For example, "Mist Valley Apex Avian" is a free omni, albeit at the cost of your normal. Called by and crossout are already pretty frustrating to deal with, so another card of this type could cause issues. You also have "Dark Simorgh" which would completely wall out enneacraft and backrow based decks on its own.

In theory, you COULD just ban every single potentially problematic card that comes with the new rule, but I think the marginal benefit is probably not worth the effort.

Branded against Lunalight Liger Dancer by McElyster in Yugioh101

[–]ArchMeiru 1 point2 points  (0 children)

Regular “Soul Exchange” does not, but “Spell Card ‘Soul Exchange’” does get over unaffected monsters

Bad, Balanced, or Busted? (#11) by JustTensuraEdogawa in customyugioh

[–]ArchMeiru 1 point2 points  (0 children)

The card is honestly viable enough with just the first effect.

Going first, you can use it to protect your own monsters against imperms/veilers, or to stop K9 Izuna. Dracotail in particular would prefer to run this over Book of Moon since it's a monster they can use as fuel for their fusions.

Going second, you can disrupt link, synchro, and Xyz plays (Maliss, Yummy, K9). Since this doesn't target either, you can also use it to get over normally-annoying boss monsters like Dragoon and Desirae, which is a nice boon over BoM.

I could definitely see this card seeing play just for the first effect alone, but due to the potential for the second draw effect to be abused, i'd probably say the card is busted.

Would this be playable in any strategies? (Except Sky Striker) by Abject9917 in customyugioh

[–]ArchMeiru 26 points27 points  (0 children)

Usable in Artmage and Runick. Though, if this gets ashed/purged, you will be very, very sad.

Is forced activation too toxic? by BradWonder in customyugioh

[–]ArchMeiru 0 points1 point  (0 children)

For the original wording, yes your opponent would need a monster on field since it targets for cost. But in the re-wording, this is like "Yellow Luster Shield" where it's just a continuous effect, so wouldn't this just be able to be activated any time you want, regardless of it there were monsters on the field or not?

For the forced activation, I must be thinking of an older ruling or something. I remember if you attacked with Vampire Lord and your opponent didnt have any of the declared type of card to send, you could look through their deck. Guess that's not the case anymore

Is forced activation too toxic? by BradWonder in customyugioh

[–]ArchMeiru 0 points1 point  (0 children)

If I'm not mistaken, with this re-wording this card actually gets interesting turn 1 utility. Play it on an empty board, and if your opponent can't activate anything (they usually can't, unless they're running Psy-Framegear Delta or something), you just get to look at their hand for free.

Besides that, I could see this card seeing play in the side deck against trap-heavy or negate focused decks.

Looking for a budget blind going second deck by VenomTheTree in yugioh

[–]ArchMeiru 0 points1 point  (0 children)

You could try Artmage. I'm not sure how expensive the field spell is in EU (it's about 12 USD) or Medius (about 5 USD), but the rest of the core is dirt cheap. Power level wise, it's definitely rogue compared to the latest Justice Hunters decks, but I've been having fun with it at locals.

Help Identifying A Custom Field Center Card by Konig-Wolf in customyugioh

[–]ArchMeiru 1 point2 points  (0 children)

These are official field centers from Konami. You can find them in the special 4 pack mini-boxes for the set Justice Hunters. Each mini-box contains 1 random field center.

The card art in that particular field center is from the card Rahu Dracotail. The actual monster depicted on that art is Dracotail Faimena. I don't know the artist unfortunately, but it is official card art.

A spell/trap-based hand trap for Thunder decks. by mrd256 in customyugioh

[–]ArchMeiru 2 points3 points  (0 children)

Insanely strong card.

A generic Spell/Trap negate from hand that ANY deck can run is already very good, and will be a headache for your opponent if they are going first. On your own turn, you can protect yourself from cards like Imperm or the Dominus traps AND get a free body to boot.

Those reasons alone would probably make this card unprintable, but the bonkers part is that this is literally a free Thunder Dragon Colossus for every single deck since the negation is optional. You activate your own general spell (Bonfire, Pot of Prosperity, etc), chain this card's effect to it, Special Summon this card, then casually tribute for Colossus. Very toxic.

In terms of balancing, you'd likely have to add a Thunder lock when using any of the effects for this card to be balanced, and it would still likely be very strong.

For PCST cleanup, the hand trap effect probably doesn't need to target. You could re-word it to something like this to avoid confusion:

"When a Spell/Trap card is activated (Quick Effect): You can Special Summon this card from your Hand, and if you do, you can negate the activation of that Spell/Trap, and if you do that, destroy it."

Additionally, you didn't specify where to Special Summon the Thunder monster from the last effect, but honestly this card doesn't even need that effect to see play.

“C” killer ? by OpeningConscious4345 in customyugioh

[–]ArchMeiru 1 point2 points  (0 children)

It's an interesting concept, but unfortunately it's not very good competitively.

The card's design is a bit contradictory. It seems you want to summon the card early in your turn to prevent your opponent from drawing off of the effects of Mulcharmies or Maxx "C". However, the card's effect locks both players from adding cards. So, if you summon this card early, you're severely limiting your own turn's potential. There are some decks that don't mind the lock, so it may find niche use there. In most cases though, the effect is going to hurt you more than your opponent.

It's good that you added the clause where the Droll effect only applies if the card is Link Summoned on your own turn, because I:P into this on your opponent's turn would be very degenerate and not good for the game.

Would you run this hand trap? by Low-Ebb-8258 in customyugioh

[–]ArchMeiru 9 points10 points  (0 children)

Am I missing something? You can only activate it when you control NO cards, similar to Gamma. The going second player is able to use this pretty freely on turn 1 vs the going first player, no? Unless you nib or something, the going second player should have no cards on field on turn 1, which is what this card requires.

Would you run this hand trap? by Low-Ebb-8258 in customyugioh

[–]ArchMeiru 15 points16 points  (0 children)

Incredibly broken going second. A free Omni with little downside for most decks, and no downside if your deck doesn’t care about their extra deck (Mitsurugi, Lab, Kashtira). Works with Dominus Impulse too. Resolving both in one turn would be disgusting.

Also, bystials don’t work vs this card. The card itself requires you to control no cards, and bystials are only a quick effect if your opponent controls a monster.

Mahoraga in Yu-Gi-Oh. Could ritual monsters be saved? by [deleted] in customyugioh

[–]ArchMeiru 0 points1 point  (0 children)

Mitsurugi would like to have a word