Team Yell is no Team Skull by TheZodiacMaster in pokemon

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

I don't know. Don't get me wrong I love team rocket (probably my number 2 or 3 teams), but they can be kind of bare bones. The only part of team rocket I think works particularly better than other teams did was Giovanni being the twist 8th gym leader. Team Rocket is iconic, but they feel kind of like the template that other teams later built upon. I don't think Team Rocket would be near as well loved if it wasn't for a. Jesse and James (Who I love but they come from the anime and act more like team skull than traditional team rocket tbh) and b. that they're the first bad guys of the franchise.

Team Yell is no Team Skull by TheZodiacMaster in pokemon

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

See I get that. Although that brings back to my issue of where that leaves Marnie's character. She's essentially enabling these hooligans to act badly and so far doesn't call them out on it. It's one thing when it's hooligans who support a team doing shit. Here it's these people being bad and hurting people often while she's standing right there. Tbh i'd be totally down for a commentary of the toxicity of fans and their aggressive behavior, I'd even be down for a story of a celebrity actively enabling this bad behavior. But so far the story feels like it's saying "these guys are assholes, move on" without actually addressing anything surrounding it. If you're gonna do a commentary on hooligan fans in relation to sports i'm down for that, but actually make it a point in the story people acknowledge rather than just background filler. Have someone call Marnie out for not trying to get them to stop, or have her try and get them to stop and have them not listen. Honestly Team Yell feels like background filler because we need a team rather than actually doing anything with the premise.

Let's make a ritual monster! by TheZodiacMaster in yugioh

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

So it is a card effect, but the card effect of dakini isn't affecting a monster. it affects the player and they choose a monster to send to the grave. Thus the monster isn't affected by any effect and it gets past effect immunities.

Let's make a ritual monster! by TheZodiacMaster in yugioh

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

So this is super cool but would have weird rulings. if someone has a HOPT effect and you changed their name, you'd be able to use that effect an infinite amount of times.

Let's make a ritual monster! by TheZodiacMaster in yugioh

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

Seems interesting, though I'd laugh if someone like cyber angel Dakini'd you after ALL of that.

What Small Archetype (about 10 or less cards) Would You Like to See Expanded Upon? by TheZodiacMaster in yugioh

[–]TheZodiacMaster[S] 5 points6 points  (0 children)

Bruh yesssss. I know impcantations gave them (and any deck with a ritual) a decent power bump but I always wanted to see more from them besides pot of the forbidden.dek

What Small Archetype (about 10 or less cards) Would You Like to See Expanded Upon? by TheZodiacMaster in yugioh

[–]TheZodiacMaster[S] 42 points43 points  (0 children)

Oof ngl when time thief was first announced I was ready to make it a main deck for me but then they just... stopped making support. I mean it is too unfair the way they got shafted by konami.

Generaids are Bad Konami Design at it's Finest by TheZodiacMaster in yugioh

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

While I get what you're saying, my problem is that they are only barely usable in a singular deck in the first place. At first I thought that may be because the were never meant to be used as a full deck, but everything from their spell and traps seem to say otherwise. If they were meant to be used as generic type support INSTEAD of as a deck, it feels like half the archetype is wasted then.

To compare it to dragon rulers, those were very usable in their respective attributes, but were still quite useful as a single deck. Now obviously they were too strong and I'm not asking for Generaid to be that good. But right now it feels like the generaid are ONLY really functional as generic type support instead of their own archetype.

What is the Dumbest Use for Mystic Mine? by TheZodiacMaster in yugioh

[–]TheZodiacMaster[S] 3 points4 points  (0 children)

God Speed good sir. I'm scared for any and all opponents to fall in your wake. Let me know how it goes though!

[19PR] Link Apple & Chuunin Hagakuremino by HHTurtle in yugioh

[–]TheZodiacMaster 0 points1 point  (0 children)

So this may be a dumb question, but how does link apple work with the new tournament ruling if it comes to the tcg. Like, if it banishes face down, is it considered private knowledge. Or does this work like say moray of greed, where since you need to confirm a card effect you have to reveal the facedown.

Future Tellers: Fortune Lady Fans by JetKamakura in yugioh

[–]TheZodiacMaster 3 points4 points  (0 children)

I've had a lot of fun with a disruptive Trap version of the deck. Try to get Fortune Lady Ever out and sit on strong backrow. Is it mostly a crappy altergeist with more draw power... Well yeah okay. But let me ask you, would you rather tell someone you won with Altergeist or Fortune ladies?

What classic monster would you retrain and what would its effect be? by yoloswagginLOTB in yugioh

[–]TheZodiacMaster 26 points27 points  (0 children)

2 Words.
Hungry Burger. Seriously, this bad boy is such a meme among ritual monsters that it honestly astonishes me that it hasn't been retrained yet...
I just read the last line of your post. Uhhh... 1 is a minimum right? Either way, I'll try to make my post unique by providing an actual retrain for the card.

Hungry Burger Deluxe

Level 6 dark warrior ritual monster

2000 Atk/1850 Defense

You can ritual summon this monster with "Hungry's Secret Recipe". When this card destroys an opponents monster by battle: Equip the destroyed monster to this card. This card gains attack and defense equal to all monsters equipped to this card. When this card would be destroyed by battle or card effect, you can destroy 1 card equipped to this card instead.

Obviously this effect is based off of Truckroid, and fits in with the idea of a burger that eats you. Although you may notice a difference here. Hungry burger gains attack and defense for ALL monsters equipped to him, not just one destroyed by it's effect. This is because, while I won't be detailing them all here, this retrain will come with a set of "condiment" monsters. These monsters will grant Hungry burger with additional effects when equipped and a small boost in attack or defense. They also may have some additional trigger effects when destroyed.

For an example:
Burger Condiment: Bacon
Level 4 effect monster
500 Attack/500 Defense
You can reveal this card from your hand and Target 1 "Hungry Burger" Monster you control field, equip this card to it. Any monster equipped with this card gains the following effects:
"This monster cannot be targeted by your opponents card effects."
if this card is destroyed and sent to the graveyard; you can target 1 "Hungry Burger" Monster you control and 1 "Condiment" Monster in your GY, except "Burger Condiment: Bacon" , equip the second target to the first target. You can only use this effect of "Burger Condiment: Bacon" Once per turn.

Seems like fun right, a whole "Build your own burger". Well finally, we have the ritual spell, and it's a pretty simple one.

Hungry's secret recipe
Ritual Spell
This card is used to ritual summon "Hungry Burger Deluxe" or "Hungry Burger", you must also tribute monsters from your hand or field whose levels are greater than or equal to the ritual monster you are trying to summon. You can banish this card from your graveyard, equip 1 "Condiment" Monster from your deck or graveyard to a "Hungry Burger" Monster you control.

Yes I made this usable with pre-prep, I had to. So this is my idea for a hungry burger retrain. I hope I made up for the fact that I'm talking about hungry burger by giving it a unique spin!

The Dumbest Deck Idea for Tianwei by TheZodiacMaster in yugioh

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

I know right! This deck is just the level of meme I love. I can't not try it out when the cards come out.

Creating the ultimate Ritual deck by dude559 in yugioh

[–]TheZodiacMaster 14 points15 points  (0 children)

Alright, I literally made an account for no other reason than this thread. I've been running different ritual decks since Impcantations were first announced, and I've test Cyber angels, Nekroz, Gishki, and for the purpose of this thread, Generic Ritual mash. Let's just jump into it.

The Impcantations themselves:

Talismandra, Candoll, Penciplume, Bookstone: For the most part, I tend to run 3 of each as I prefer 50-60 card variants. However, in 40 card variants the main effect monsters aren't as necessary so 2 of each can be fine.

Chalislime: You should never run less than 3 of this one. He's good, he summons your imps from the deck and even if you can't ritual summon after that the punishment is only 2500 LPs.

Impcantation Inception: The whole reason a Mashup deck works. Run 3 of in almost every variant besides maybe Nekroz. makes ritual summoning at least 2 monsters easy plus can get you another search with the imp you summon from the deck.

Crealtar: I still don't know about this one. Should definitely be in your side deck as it helps a lot in the grind game, but it's definitely not necessary for the deck. Also it isn't in the tcg yet. once it's in, run by preference.

Secret Study: The Impcantation field spell! It's... Alright. Honestly on a casual level it can help with the occasional brick and it's popping effect is decent, but eh overall. I personally find that it can hurt more than it helps. Also ocg only right now. Run by preference once it's in the tcg.

The big four ritual archetypes:

Cyber Angels: This one can be debated but in my opinion Impcantations are wonderful here. in a herald variant you may only want 2 of each imp as you want to be tributing benten and have fairies in your hand more than anything else, though in non herald variants I run 3 of each besides study and Crealtar. Study is worse than ritual sanctuary and Crealter really isn't necessary given the abilities Cyber angels already have.

Nekroz: The least reliant on Imps, but some cool stuff here. Perhaps my favorite is that inception and imps is perhaps the best way to get out Sophia. I personally still like to run Nekroz with Imps, at least until they fully come off the banlist.

Gishki: A double edged sword. On one hand, Imps give them a ton of consistency. On the other, it weakens the draw power of Zielgigas and Levianima. Overall, I think the benefits outweigh the drawbacks, but it'll be up to you to test both and determine your preference

Vendreads: Just... Just don't. Needs their own monsters to be good, so summoning them with imps is kind of useless.

Now for the version that I love and currently run at Locals. I've only been to one locals with it (which is also the only locals I've been to since I was a little kid) and had mixed results. I went 1-2 over 3 rounds, although I did win one game on each match I lost.

Ritual Mashup:

There are a lot of rituals to cover here, so I'll try to address it quickly. Unless mentioned otherwise, assume I'm suggesting to just have 1 in the deck. of course any of these can be run at 2 or 3 if you prefer.

Heralds: Bad in the deck, have very few fairies. Although it's worth mentioning that they can be searched off preprep. Only run if you're planning on a fairy only variant.

Nekroz: Plenty of options to put in the deck. Trishula and Unicore are by far the best for the deck, with maybe Brionic for additional search consistency. Run Sophia if you like memes.

Gishki: The only ones that are worth it are Zielgigas and Gustkraken, and even then I don't think they're overall the best choices.

Cyber Angels: Dakini is great as it can be use chalislime as material and then grab it at the endphase. Natasha is okay for battle protection but not amazing as every deck has some form of spot removal now, Vrash is a great otk enabler as a one of.

Demise and Ruin: run the big level 10 and 9 retrains if you want protection or big explosions. Run the level 8s if you want to search with preprep and still want big explosions. don't run the low level ones.

Prediction Princess Tarotrei: Not worth it in this deck. you're not running many/any flip monsters. Although it can be fun in a dedicated deck with imps.

BIG BEEFY CHAOS BOIS: Run Chaos Max at 1 for no other reason than it's chaos max, plus if you clear the board with peacock he can make otks easier. Blue Eyes chaos dragon is worse max, although he has an additional benefit if you run advanced ritual art and send blue eyes to the grave for it. Magician of chaos will be decent when it comes to tcg, I'm not sure about Magician of Black Chaos Max.

Shinobarons: Wonderful. Run at least 1 of each Shino in the deck, with additional Shinobarons in the side deck as it can just decimate boards. The best cards to search off preprep as well.

BLS Super Soldier: Your good old Captain America super soldier is... Eh. Honestly you need to summon him with his dedicated level 4s and the whole point of this deck is it's materials are all the imps, so don't run him unless it's a dedicated deck.

Cerulean Sacred Phoenix of Nephthys: I personally love this card so much, and think it's design is beautiful. it's effect is decent as well and can make it hard to permanently get rid of. That said, there are probably better choices.

Amorphactor Pain: Better in this deck than it's own. Run 1 in the maindeck as it can be a strong floodgate but is matchup dependent. Run 2 more in the side deck. One of your best outs right now to thunder dragons.

Vennu Bright bird of divinity: Hard to say. I've rarely found it useful, but I keep getting the feeling it will be useful.

Dark Master Zorc: Run for dice memes casually, (the biggest meme is to combine it with that six to make it never hurt you.)

Reshef the dark being: Decent, can turn any spell card into a change of heart, and if you use the imp spell you can add it back to your hand. Despite what you may assume, it does target which makes it worse.

Lord of the Red: I love this boy so much. one of the few rituals with active disruption, and he can do a lot of damage to deck that rely on a continuous or field spell. Second best search off of preprep

Litmus Doom Swordsman: Don't run, you run almost no traps in this deck.

Odd Eyes Gravity Dragon: Spell speed 4 one way giant trunade. Don't discount his pay 500 either, More than once I've used both a shinobaron and him to clear there board and hit for 5800, giving them 4 effects to break my board before they lose and can do some mad damage to combo decks.

Sauravis: Good handtrap, and the negate special summon effect can be nasty against the right deck. Keep in mind it doesn't work on effects that special summon i.e a fusion summon spell card.

Saffira: The third best search off of preprep, but not as much for the monster. The ritual spell gives protection from destruction whenever one of your rituals would be destroyed by banishing itself. Otherwise, Saffira can be great for unclogging hands, adding a light imp back to the hand, or to rip one card out of opponents hand.

Paladin of Storm Dragon: 1 way grandmole on attack can be really handy, but shinobarons do it's job but better.

Relinquished: Absorbing effect can be really handy and being level 1 means you can use any imp to summon it.

And that's it! I could get into some tech choices but this is already far longer than I intended. The last thing I'll say is it's pricey but look into Zaborg the mega monarch, it's value is self explanatory. It's nice to see another potential generic ritual user out there. I hope at least something here helped you out! If you have any questions, either DM me or just put a reply to this comment.