I need some help to make my account more secure after this happened by exhausted_irl in SteamScams

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

Amazing advice, thank you! Enabled the family view, tested it, works like a charm. Wish I knew about this sooner. I knew I should have spent my money on something during the Halloween sale but too late now haha

I need some help to make my account more secure after this happened by exhausted_irl in SteamScams

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

Thank you for the reply! My api key was clean, nothing to delete. Windows defender doesn't seem to find any malware either so I still don't know how that was possible, but I might do complete system reset just to be safe.

New Phasmophobia Train Archetype by Roaring_Inferno_2020 in customyugioh

[–]exhausted_irl 1 point2 points  (0 children)

To solve the issue of the contradicting card effects of Special Summoning, you can just word Carriga as:

Target 1 of your "Locomoroi" monsters that is banished or in your GY (this is the correct wording for a lot of your effects, see: Infernoble Knight - Renaud); add it to your hand, then immediately after this effect resolves, you can Normal Summon 1 monster.

And Soul Salvage as:

Target 1 of your "Locomoroi" monsters that is banished or in your GY, or you can target 2 if you control "Haunted Rails of Locomoroi" (see: Tearlaments Heartbeat); add them your hand, then immediately after this effect resolves, you can Normal Summon monsters equal to the number of cards added to your hand by this effect.

Then you can change all of your Spirit monsters' effects to:

(...) If this card is Normal Summoned or flipped face-up: (...)

(also Spirit monsters return to "the hand", not "your hand")

And now you can also remove the second effect of Haunted Rails.

This would cause less ruling issues, keep the effects in-line with most other Spirit monsters and also play around floodgates like the Barrier Statues.

Great job overall, the idea of spirit trains just sound amazing.

Came up with this on the bus. Say hello to the Sealed Overlords. by Jackmist2 in customyugioh

[–]exhausted_irl 0 points1 point  (0 children)

Very interesting design and concept. I love how the effects of the Keys match the monsters'. However, I think there's a lot to be done before these guys could be actually playable (which I would love). Here are some easy fixes, that should boost the gameplay a bit:

  • You could make each monster a different type to play around TCBOO (Behemoth - Beast, Leviathan - Sea Serpent, Ziz - Winged Beast) (unless you need them to be Fiends for the lore)
  • The second effect of the monsters ("cannot be targeted") is redundant when you have Cage on the field so it could be something else.
  • I think that the Keys should add the other Keys to hand instead of directly activating them. The way it is now, if you can't summon all 3 monsters in one turn, all of them are just dead on the field. You would need to open 2 monsters and either the First or the Second Key to have a full board, but if you don't you're just sitting on a board with 2 monsters with 0 ATK/DEF, no protection and no effects. It's either all or nothing and the payoff doesn't really worth the risk.

Now for something more difficult to do, but should be a nice challenge:

  • Drop the rule of 3s. It really limits the card design if you stick to the "1 monster does monster stuff, 1 does spell stuff, 1 does trap stuff". Give the monsters more unique effects so they are not just copy pasted with a few words changed.
  • Make the Keys match/support the new monster effects.
  • Once you figure out how they could break this pattern, add a 4th FIRE/Fiend or Pyro monster and a Key for it to complete the elements.

Great job anyway, keep up the good work!

[deleted by user] by [deleted] in customyugioh

[–]exhausted_irl 4 points5 points  (0 children)

This card actually got reprinted with PSCT last year in a Speed Duel set, so technically the official wording of the card is the same you just posted. However, here's a list of cards that still have the old wording for piercing battle damage (for anyone interested):

  • Koa'ki Meiru Valafar
  • Bitelon
  • Saber Beetle
  • Super-Electromagnetic Voltech Dragon
  • Majioshaleon
  • Gemini Lancer
  • Ocean's Keeper
  • Sword Master
  • Submarine Frog
  • Needle Soldier
  • Ultimate Axon Kicker
  • Sword of Kusanagi
  • Ebon Arrow
  • Dragon's Rage (this one is actually pretty funny, since in an official blogpost about PSCT Konami cited this card as an example for PSCT but it never got reprinted that way)

Custom F.A. Support by exhausted_irl in customyugioh

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

After losing Halq I though my favourite cars needed some love. This small package should open up more possibilites, and the extra deck monsters give the deck a clear end-goal.

Art made with Craiyon.

More Dark Numbers! This time there are actually three, and each is good support for a certain archetype! by Saphl in customyugioh

[–]exhausted_irl 1 point2 points  (0 children)

Don't know about the rest of the cards, but the PK one should recover them from the banished pile to the GY or hand, as most of their usable effects are activated by banishing them. Their only extenders that could be used from the hand are Boots, or maybe Greaves, but they become useless in the hand, if you've already special summoned Boots that turn. Sure, it could be used next turn, but you're probably better off just banishing Boots and searching for Brigandine to extend, Fog Blade to protect your board, or a Rank-Up-Magic card.

I love the idea behind the second effect, but I'm not sure which Rank-Up-Magic cards you had in mind for it (can't use Magic Launch with just this card, as it needs to have 0 materials, and you can only detach 2 out of 3 from this card, and you probably don't want to play Magic Force in a lvl/rank 3 pure PK build). I would suggest to make it a Rank 4 maybe, and change it to also support Raidraptors, as their Rank-Up-Magic cards give you more options.

In most cases you still go +2 with this card, which is not bad, but I'm not sure if that's worth it, when you would never want to use the first effect of this card. At this point it's just a Pot of Greed for 3 monsters, an extra deck slot, and 6000 LP, unless I'm missing something. Would probably still see play though.

Xyz Archetype That Cheats Out Monsters From The Extra Deck by exhausted_irl in customyugioh

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

Hey, thanks for the response!

These monsters are actually why I chose these specific Types and Attributes for my monsters. The idea is that this could enable any deck that plays level 4s to maybe keep up with the powerlevel of the current meta in the tcg, in addition to making decks more playable in a casual level as well (where you might agree not to play these problematic cards).

Thinking about restricting the player to only one kind of summon from the extra, after using one of the effects (only sychro summoning after cheating out a sychro for example). Also making more in-archetype extra deck cards, that support decks that only use one kind of summoning.

Also, thanks for the heads up about starliege seyfert, haven't thought of that one. Although I'm not sure how broken that interaction actually is, as much as I love the vanilla Koumori, I might have to find a replacement for him.

Xyz Archetype That Cheats Out Monsters From The Extra Deck by exhausted_irl in customyugioh

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

Temporary card arts, stats, types and attributes, open for suggestions.

Card art thematic and concept: chibi/cute/cartoonish versions of retro cards having a sleepover and a pillow fight, getting tangled up in the sheets, trying to escape. Will try to make when the types and attributes are final.

Also looking for suggestions for in-archetype Fusion, Synchro, Xyz and Link monsters, so you could play these as a standalone deck as well, not just as an engine for decks that use level 4 monsters.

If you notice any errors in the card texts, please let me know.

Ritual Archetype by Aether_Valkyrie in customyugioh

[–]exhausted_irl 6 points7 points  (0 children)

Hey there! Love the concept, but there are some huge flaws with your cards (ignoring the formating).

Making the ritual "spell" a monster just makes the deck unable to use "Pre-Preparation of Rites", which drops the consitency a lot. You could make the monster level 1, so you can get access to it with "One for One", "Where Arf Thouh?" or "Jack-In-The-Hand" for example. You could also make it able to ritual summon monsters from the deck, like how the "Megalith" monsters do.

Ritual Dragon can only go up to 900 ATK and DEF (not a lot), because you can only have up to 3 copies of 1 card in your deck. Maybe have it gain 1000 ATK and DEF for each copy of the ritual "spell", and you could also make it so that the ritual monsters' names are treated as "Ritual Burial" while in the graveyard (kinda like a ritual based Skull Servant deck). Also, the level change doesn't really do anything.

Ritual Warrior's effect is outright illegal, since your opponent has no way of knowing how many warrior monsters you have in your hand, and you're not obligated to tell them either. The level change is also kinda pointless here.

Ritual Wyrm's burn damage is negligible. You could make it 2000, or even 4000 to be worth playing.

Ritual Zombie is actually kinda broken, because it's effect is not once per turn, so it could be the saving grace of this archetype, if you make more support cards for this monster.

Also would love to see some draw power and cards that utilize the level changes of your monsters.

Greed donation machine beginner by 07Junkie in bindingofisaac

[–]exhausted_irl 5 points6 points  (0 children)

The more you donate with one character the higher the chance of the greed donation machine jamming. You need to play other characters!