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Messages - StWilliam

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1
Archives / Archetype Submission - Cascadmiral
« on: January 31, 2018, 08:17:42 am »
Greetings! My name is Sir William and I'm here to introduce Cascadmirals. :)

Cascadmirals are an archetype of Level 2 WATER Aqua monsters that utilize Xyz Monsters, but more specifically, Rank-Up-Magic. This deck wins through 2 main conditions: Aggro/beat over a short period of time, or decking out your opponent over a longer period of time. The former is done with the archetype's Xyz Monsters, which accel at winning battles and/or destroying your opponent's cards; then, as you rank-up higher the monsters begin to slowly "drown" your opponent via banishing cards from the top of your opponent's deck, which begins to limit their options/resources and from the pressure this creates you will have an easier time bullying them (by continuously wrecking their field advantage).

The main deck swarms well, albeit you will have an easier time doing so once you have the GY setup.
Anyway, here is the album:
https://imgur.com/a/H0gn1

STRENGTHS:
• Excellent recovery from the GY
• Able to effectively search Rank-Up-Magic when needed
• Benefits greatly from existing WATER/Aqua support
• Powerful removal

WEAKNESSES:
• Lacks deep draw power
• GY setup/access is necessary to extend plays
• Regardless of how easily accessible the Rank-Up-Magic is, you still have to rely on them to summon more powerful monsters

2
Approved + Scripted Archetypes / Single Card Submission - Tailwind
« on: December 15, 2017, 04:16:56 am »
Generic draw card for WIND Attributes.


Tailwind
[Spell]
Draw 2 cards, then shuffle 1 WIND monster from your hand into the Deck. Otherwise, shuffle your entire hand into your Deck.

3
Custom Cards Discussion / Re: YGOCC Mechanics & Design Club
« on: December 03, 2017, 08:23:22 am »
Very insightful post by Kinny. I wanted to shift the direction of the conversation towards the different applications of a large hand, or perhaps effects that play off of gaining advantage, etc.; I planned on presenting a Poker themed archetype, but couldn’t find enough art for it to be as big as I wanted. Perhaps I will cut it down for the sake of sharing.

4
Custom Cards Discussion / Re: YGOCC Mechanics & Design Club
« on: November 29, 2017, 06:19:49 am »
So, to get the conversation going, I wanted to talk about how we can view generating hand advantage (and the hand in general) from a different perspective.

Before we can delve into interesting ways to generate hand advantage, I'd like to first point out the two primary ways in which cards are added to the hand, by drawing or by searching. Consider this the oxygen of generating advantage; most strategies will be comprised of this, just like most things on earth are comprised of oxygen, yet we can end up with quite a variety of play-styles, themes and gimmicks by combining other elements that we find.

So, what are some examples of these other elements that we could combine with drawing/searching to create a mechanic that can perhaps serve as the basis of an archetype? Off the top of my head I'd say banishing, discarding, excavation and milling. If we're including drawing/searching, I like to classify these six elements as "Priority I" effects. Meaning, that for any new archetype, theme or set of cards, the creator will traditionally begin with these effects, as they will incorporate the engine (most likely). A few examples of this are cards such as Sylvan Hermitree, Pot of Duality and Minerva, the Exalted Lightsworn.

I'll stop here, before I ramble and wind up with 750+ words...

Anyone else care to add to the discussion? Also feel free to post cards here that fit the theme of the week (hand advantage).

5
Custom Cards Discussion / Re: YGOCC Mechanics & Design Club
« on: November 23, 2017, 04:13:25 pm »
EDIT: ...Alas, ninja'd. >o<'
Hehehe XD

6
Custom Cards Discussion / Re: YGOCC Mechanics & Design Club
« on: November 23, 2017, 03:06:33 pm »
Generally speaking, yeah you kinda need hand advantage in order to have access to swarming and/or removal (most of the time). However, in an isolated incident (or even speaking in terms of generic cards) this isn't necessarily true.

7
Custom Cards Discussion / YGOCC Mechanics & Design Club
« on: November 22, 2017, 08:22:39 am »
Hello there, and welcome to the YGOCC Mechanics & Design Club; where our goal is to discuss, share and learn more about the applications of general game mechanics and card design.

To put it simply, think of this thread as a book club for custom card making. Each week we will have a different mechanic or aspect of design as the focus; during that week, members will be encouraged to present single cards, sets or even archetypes, that utilize this design element or mechanic. Remember, that the goal of it all is to explore the more intricate depths and applications of seemingly basic components of the game. For example: During Week 1, we might be covering 'field removal' and then for week 2 we could shift over to searching or tribute summoning or even something obscure, like excavating. Keep in mind that these mechanics can be used in tandem with each other, meaning that excavation can be used as a tool to remove cards on the field or search, and vice versa.

Every two weeks, a poll will be posted with 3 different possible design elements we can discuss. The winner of this poll will be the focus for the upcoming week, and the runner-up shall be the focus of the following week; the remaining topic will be including on the next poll.

It is my hope that the community will get involved, not only because it will make for a more fun experience, but so that we can improve our understanding and grow in our ability to create custom cards. Please be kind and courteous to those who choose to express their ideas in this thread and/or post their cards here. Thank you all.

8
Archives / Archetype Submission - Magenum
« on: November 19, 2017, 04:41:03 pm »
Opening Remarks:
Greetings! Before anything, I'd like to thank those who took the time to check out my newest archetype, Magenum. Whether you're an esteemed custom card connoisseur or just so happened to click on the link by mistake, I greatly appreciate it.

Creation Process:
I began brainstorming the concepts for this archetype around the time I was finishing up Psychether, and I knew that I wanted my next archetype to focus on Synchro Summoning. Originally, I had planned to make an archetype of Synchro/Spirits, but over time that concept became an unnecessary hinderance to other aspects that I wanted to incorporate.
It was at this time that I decided to put the archetype down, so that I may work on other things, and within this time period I joined BT, etc.
As part of BT, I was looking at an archetype comprised only of tuners, and I wanted to play around with this idea a little bit, but in a way that was subtle. In this same regard, I found myself greatly inspired by the Fate/Stay series and so my concept became this: Spellcasters that used books to summon the companions of a fabled figure, with whom they would synergize with as partners. At this point, I had already came to the conclusion of making them Geminis; with Gemini effects that would make them Tuners.
** Side note, Geminis seem to have a stigma that is associated with having a handicap of sorts. However, I believe that when done right, not only does the Gemini mechanic provide flavor/flair to an archetype, but more importantly, it adds a layer of versatility and complexity that I enjoy.
With that being said, they needed a way to function without relying purely on Normal Summons (or terrible Gemini supporting cards, like Supervise). Naturally, I figured since the monsters were making use of spell books (thematically speaking), why not let them function like spells, but at a level beyond what Crystal Beasts and Artifacts do. The rest is history tbh. 

Playstyle:
Magenum, is a Synchro deck that gears itself towards board control through an aggro-style play. The archetype is combo oriented, and comprised of Level 4 Spellcasters in the Main Deck (all but 1 being Gemini monsters) and Level 8 Warrior Synchro Monsters. The Gemini monsters place themselves in the S/T zone (HOPT) as Continuous Spells, and while they are Continuous Spells, they gain unique effects which will help you to navigate through combos. While they are Normal Monsters on the field, they can be Normal Summoned again as Tuners. Each Gemini, or book, has a corresponding Synchro Monster; the point being, that when used to summon their respective Synchro Monster, they will be placed back in the S/T zone as Continuous Spells, but with an additional effect granted by the Synchro Monster (think Weather Painters in reverse). Collecting these 'powered up' versions of the books is key to winning with the archetype, as they are integral to how you will retain your board presence and/or deal damage to your opponent. This archetype has lots of subtleties that you will discover as you investigate the cards below, or perhaps once you're playing them in-game.

Lore:
His name is infamous among aspiring mages, along with the tale of his adventures which spoke of the young man's overwhelming charisma and magical ability. The Fantastical Wizard, Magenum, and his 5 companions who pledged to preserve his secrets, long after their bodies faded from this world. These secrets which were recorded into words, wrapped in bindings and passed through the ages; containing power that exceeded the imagination of modern day magicians. And so, as this power falls into the hands of a new generation of mages, who have been given the blessing of the great wizard through his retainers, what can be learned from the records of such a grand tale?

Spoiler: Monsters (Main Deck) • show



Sofia, Keeper of Magenum’s Books
[Spellcaster/EARTH/Effect/ATK 1000/DEF 1000] Level 4
When this card is used as Synchro Material, you can treat all other Synchro Materials as non-tuner monsters. You can only use this card name's (1)st and (2)nd effects once each turn.
(1) You can discard this card and 1 other card; reveal 3 “Magenum’s Book” monsters in your Deck with different names, your opponent chooses 2 for you to add to your hand, also place the remaining card on top of your Deck.
(2) If this card is Summoned: You can Special Summon 1 “Magenum’s Book” monster from your Spell & Trap Zone, and if you do, this turn, your opponent cannot activate cards or effects in response to the effects of your “Magenum” Synchro Monsters.


Magenum’s Book of Ashes - Tefra
[Spellcaster/FIRE/Gemini/Effect/ATK 1500/DEF 1100] Level 4
You can only use this card name’s (1)st and (3)rd effects once each turn.
(1) You can activate this card from your hand to your Spell & Trap Zone as a Continuous Spell.
(2) Once per turn, while this card is a Continuous Spell: You can send 1 “Magenum” card from your Deck to the GY, except “Magenum’s Book of Ashes - Tefra", and if you do, you can add 1 non-FIRE “Magenum’s Book” monster from your GY to your hand.
(3) If this card is placed in your Spell & Trap Zone by another card’s effect: You can target 1 monster on the field; destroy it.
(4) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
• This card is treated as a Tuner.


Magenum’s Book of Tempest - Hyella
[Spellcaster/WIND/Gemini/Effect/ATK 1400/DEF 1200] Level 4
You can only use this card name’s (1)st effect once per turn.
(1) You can activate this card from your hand to your Spell & Trap Zone as a Continuous Spell.
(2) Once per turn, while this card is a Continuous Spell: You can place 1 “Magenum’s Book” monster from your Deck or GY face-up in your Spell & Trap Zone as a Continuous Spell, except “Magenum’s Book of Tempest - Hyella".
(3) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
• This card is treated as a Tuner.
A Synchro Monster that used this card as Material cannot be targeted for attacks.


Magenum’s Book of Discharge - Astra
[Spellcaster/LIGHT/Gemini/Effect/ATK 1300/DEF 1300] Level 4
You can only use this card name’s (1)st and (2)nd effects once each turn. 
(1) You can activate this card from your hand to your Spell & Trap Zone as a Continuous Spell.
(2) Once per turn, while this card is a Continuous Spell: You can add 1 “Magenum’s Book” monster from your Deck to your hand, except "Magenum’s Book of Discharge - Astra".
(3) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
• This card is treated as a Tuner.
A Synchro Monster that used this card as Synchro Material can make a second attack during each Battle Phase.


Magenum’s Book of Cascades - Nero
[Spellcaster/WATER/Gemini/Effect/ATK 1200/DEF 1400] Level 4
You can only use this card name’s (1)st effect once per turn.
(1) You can activate this card from your hand to your Spell & Trap Zone as a Continuous Spell.
(2) Once per turn, while this card is a Continuous Spell: You can Special Summon 1 “Magenum’s Book” monster from your hand, except "Magenum’s Book of Cascades - Nero". A Gemini monster Special Summoned by this effect is treated as an Effect Monster, and gains its effect.
(3) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
• This card is treated as a Tuner.
Each turn, the first time a Synchro Monster that used this card as Synchro Material would be destroyed by a card effect, it is not destroyed.


Magenum’s Book of Umbra - Mydros
[Spellcaster/DARK/Gemini/Effect/ATK 1100/DEF 1500] Level 4
You can only use this card name’s (1)st, (2)nd and (3)rd effects once each turn.
(1) You can activate this card from your hand to your Spell & Trap Zone as a Continuous Spell.
(2) Once per turn, while this card is a Continuous Spell: You can add 1 “Magenum’” Spell/Trap from your Deck to your hand.
(3) If this card is placed in your Spell & Trap Zone by another card’s effect: You can target 1 Spell/Trap on the field; destroy it.
(4) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
• This card is treated as a Tuner.




Spoiler: Spells • show



Magenum Opus - Boundless Power
[Spell]
After this card resolves, each time you Normal Summon a “Magenum’s Book" monster this turn, pay 1000 LP. You can Normal Summon or Set “Magenum’s Book" monsters up to 3 times this turn. If this card is in your GY: You can shuffle it into the Deck, then return 1 of your face-up Continuous Spell/Traps on the field to your hand. You can only use each effect of “Magenum Opus - Boundless Power” once per turn.


Magenum Opus - Converging Spirits
[Spell]
Target up to 2 “Magenum’s Book” cards in your Spell & Trap Zones (min. 1); Special Summon them, also monsters you control cannot attack for the rest of this turn, except “Magenum” monsters. If this card is in your GY: You can banish this card from your GY, then target 1 “Magenum” monster in your GY; banish it, and if you do, draw 1 card, then you can shuffle into the Deck, 1 “Magenum Opus - Grand Fantasy” in your GY, and if you do, draw 1 card. You can only activate 1 effect of “Magenum Opus - Converging Spirits” per turn, and only once that turn.




Spoiler: Traps • show



Magenum Opus - Grand Fantasy
[Trap/Counter]
If you control “Magenum” cards, including at least 2 with different card types (Monster, Spell and/or Trap), whose names include 1 of the following; Activate the appropriate effect;
• “Nero”: Each player with a hand shuffles their entire hand into the Deck, then draws the same number of cards.
• “Tefra”: Inflict 2000 damage to your opponent.
• “Hyella”: Your opponent cannot declare an attack this turn.
• “Astra”: Negate the effects of all face-up monsters your opponent currently controls.
• “Mydros”: Send all Spell/Traps your opponent controls to the GY.
After resolving the preceding effect, you cannot activate this card’s name, until your 2nd Standby Phase after its resolution. If you control 3 or more Continuous Spells, you can activate this card from your hand.




Spoiler: Extra Deck • show



Spirit of Tefra - Magenum’s Saber
[Warrior/FIRE/Synchro/Effect/ATK 3000/DEF 2600] Level 8
1 “Magenum” Tuner + 1 or more non-Tuner monsters
If this card is used for a Synchro Summon of a “Magenum” monster, you can treat it as a Level 4 monster. If this card was Synchro Summoned using a FIRE “Magenum’s Book” monster as Material, you can place 1 “Magenum’s Book of Ashes - Tefra" from your GY face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, it gains the following effect (even if this card leaves the field). You can only use the preceding effect of “Spirit of Tefra - Magenum’s Saber” once per turn.
• Unaffected by your opponent’s cards’ effects while you control “Spirit of Tefra - Magenum’s Saber”. All “Magenum” monsters you control gain 500 ATK. Each time a “Magenum” monster inflicts battle damage to your opponent, inflict 500 damage to your opponent.


Spirit of Nero - Magenum’s Archer
[Warrior/WATER/Synchro/Effect/ATK 2900/DEF 2700] Level 8
1 “Magenum” Tuner + 1 or more non-Tuner monsters
If this card is used for a Synchro Summon of a “Magenum” monster, you can treat it as a Level 4 monster. If this card was Synchro Summoned using a WATER “Magenum’s Book” monster as Material, you can place 1 “Magenum’s Book of Cascades - Nero" from your GY face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, it gains the following effect (even if this card leaves the field). You can only use each of the preceding effects of “Spirit of Nero - Magenum’s Archer” once per turn.
• Unaffected by your opponent’s cards’ effects while you control “Spirit of Nero - Magenum’s Archer”. Once per turn: You can Special Summon 1 monster from your GY.


Spirit of Astra - Magenum’s Rider
[Warrior/LIGHT/Synchro/Effect/ATK 2800/DEF 2800] Level 8
1 “Magenum” Tuner + 1 or more non-Tuner monsters
If this card is used for a Synchro Summon of a “Magenum” monster, you can treat it as a Level 4 monster. If this card was Synchro Summoned using a LIGHT “Magenum’s Book” monster as Material, you can place 1 “Magenum’s Book of Discharge - Astra” from your GY face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, it gains the following effect (even if this card leaves the field). You can only use each of the preceding effects of “Spirit of Astra - Magenum’s Rider” once per turn.
• Unaffected by your opponent’s cards’ effects while you control “Spirit of Astra - Magenum’s Rider”. Your opponent cannot activate cards or effects during the Battle Phase. Your “Magenum” monsters can attack directly, and if they do, any battle damage inflicted becomes halved.


Spirit of Mydros - Magenum's Caster
[Warrior/DARK/Synchro/Effect/ATK 2700/DEF 2900] Level 8
1 “Magenum” Tuner + 1 or more non-Tuner monsters
If this card is used for a Synchro Summon of a “Magenum” monster, you can treat it as a Level 4 monster. If this card was Synchro Summoned using a DARK “Magenum’s Book” monster as Material, you can place 1 “Magenum’s Book of Umbra - Mydros” from your GY face-up i your Spell & Trap Zone as a Continuous Spell, and if you do, it gains the following effect (even if this card leaves the field). You can only use each of the preceding effects of “Spirit of Mydros - Magenum's Caster” once per turn.
• Unaffected by your opponent’s cards’ effects while you control “Spirit of Mydros - Magenum's Caster”. Once per turn, when a Spell/Trap Card or effect is activated on the field (Quick Effect): You can negate the activation, and if you do, destroy it.


Spirit of Hyella - Magenum’s Lancer
[Warrior/WIND/Synchro/Effect/ATK 2600/DEF 3000] Level 8
1 “Magenum” Tuner + 1 or more non-Tuner monsters
If this card is used for a Synchro Summon of a “Magenum” monster, you can treat it as a Level 4 monster. If this card was Synchro Summoned using a WIND “Magenum’s Book” monster as Material, you can place 1 “Magenum’s Book of Tempest - Hyella” from your GY face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, it gains the following effect (even if this card leaves the field). You can only use the preceding effect of “Spirit of Hyella - Magenum’s Lancer” once per turn.
• Unaffected by your opponent’s cards’ effects while you control “Spirit of Hyella - Magenum’s Lancer”. Once per turn (Quick Effect): You can target 1 card on the field; Shuffle it into the Deck.


Mary, Curate of Magenum’s Books
[Spellcaster/EARTH/Link/Effect/ATK 2000/LINK - 3]
2+ Effect Monsters
You can only use this card name’s (1)st effect once per turn.
(1) If this card is Link Summoned: You can place 2 “Magenum’s Book” monsters from your GY face-up in your Spell & Trap Zones as Continuous Spells. Cards and effects cannot be activated in response to this effect.
(2) You can target 1 “Magenum’s Book” card in your Spell & Trap Zone; discard 1 card, then Special Summon it to a zone this card points to.
(3) If this card is sent to the GY, gain 1000 LP.



9
Archives / Archetype Submission - Psychether Expansion #1: Night Terrors
« on: November 14, 2017, 04:15:56 pm »
The journey of Iman through the realm of Psychether continues after his repressed memories are brought to light. Will he succumb to his feelings of sorrow and regret, or will acceptance lead him to discover an even greater power?

Night Terrors introduces 6 new Psychether cards, including:
• 2 Quick-Play Spells
• 1 Trap Card
• 3 Extra Deck monsters (1 Fusion, 1 Xyz and 1 Link monster)

Spoiler: Spells • show


Psychether Enchantress, Viola
[Spell/Quick-Play]
Activate 1 of these effects;
• Target 1 “Psychether” Spell in your GY; banish that target, then apply its effect as this card’s effect. (You cannot Special Summon monsters at this time.)
• Banish 1 “Psychether” Spell from your GY; Special Summon this card in Attack Position as an Effect Monster (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500). (This card is NOT treated as a Spell.) If Summoned this way, the first time it would be destroyed by battle each turn, it is not destroyed, but it cannot change its battle position, also banish it if it leaves the field. While this card is an Effect Monster and you have more cards in your hand than your opponent, each time your opponent activates a card effect, gain 300 LP.
If this card is sent to the GY, while you have another “Psychether” Spell in your GY, except “Psychether Enchantress, Viola”, you can reveal 1 card in your opponent’s hand, until the end of the turn. You can only activate 1 “Psychether Enchantress, Viola” per turn.



Psychether Knightmare, Rayth
[Spell/Quick-Play]
Activate 1 of these effects;
• Target 1 card you control and 1 card your opponent controls; return both targets to the hand.
• Banish 1 “Psychether” Spell from your GY; Special Summon this card in Attack Position as an Effect Monster (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500). (This card is NOT treated as a Spell.) If Summoned this way, the first time it would be destroyed by battle each turn, it is not destroyed, but it cannot change its battle position, also banish it if it leaves the field. While this card is an Effect Monster and you have more cards in your hand than your opponent, your opponent’s monsters lose ATK and DEF equal to the difference x200.
If this card is sent to the GY, while you have another “Psychether” Spell in your GY, except “Psychether Nightmare, Rayth”, you can reveal 1 card in your opponent’s hand, until the end of the turn. You can only activate 1 “Psychether Nightmare, Rayth” per turn.



Spoiler: Traps • show


Reminiscent Psychether
[Trap]
If you have a “Psychether” Spell in your GY; you take no damage this turn. If this card is in your GY: You can target 1 face-up Xyz Monster you control; attach this card from your GY to it as Xyz Material. An Xyz Monster whose original Type is Fairy and has this card as Xyz Material gains this effect.
Once per turn: You can target 1 “Psychether” card that is banished or in your GY; attach it to this card as Xyz Material. During your Standby Phase: Special Summon 1 “Psychether” Spell that was attached to this card by this effect as an effect monster (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500), if able. (It is NOT treated as a Spell.) If Summoned this way, it is treated as is if Summoned by its own effect.



Spoiler: Extra Deck • show


Psychether Knight Terror, Lancella
[Fairy/LIGHT/Fusion/Effect/ATK 2000/DEF 2000] Level 10
Must first be Special Summoned (from your Extra Deck) by banishing all “Psychether” Spells in your GY (min. 7). (You do not use Polymerization.) Cannot be destroyed by battle. Gains 100 ATK and DEF for each of your banished “Psychether” Spells. While this card is face-up on the field, any “Psychether” Spell sent to the GY is banished instead. Each time a “Psychether” Spell(s) is banished: Target 1 other card on the field; destroy it. While your opponent has no cards in hand, they cannot activate cards or effects.



Psychether Dream Rider, Iman
[Fairy/LIGHT/Xyz/Effect/ATK ?/DEF ?] Rank 5
3 Level 5 Fairy monsters
You can also Xyz Summon this card by using 1 of your “Psychether” Xyz Monsters as the Xyz Material, other than “Psychether Dream Rider, Iman”. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be destroyed by battle, also, each turn, the first time this card would be destroyed by a card effect, it is not destroyed. Gains 400 ATK and DEF for each “Psychether” Spell in your GY. If a “Psychether” Spell is sent to the GY: You can Special Summon 1 “Psychether” Spell from your hand, Deck or GY as a Normal Monster (Fairy/LIGHT/Level 4/ATK 3000/DEF 3000), but banish it during the End Phase of this turn. If this card has a Spell as Xyz Material, it gains this effect.
• (Quick Effect): You can detach 1 Xyz Material from this card; shuffle into your Deck all “Psychether” cards in your GY and all of your face-up banished “Psychether” cards, then you can send 2 “Psychether” Spells from your Deck to the GY, and if you do, draw 1 card. You can only use each effect of “Psychether Dream Rider, Iman” once per turn.



Psychether Dream Seeker, Lydia
[Fairy/LIGHT/Link/Effect/ATK 1700/LINK - 2]
2 LIGHT monsters
This linked card cannot be destroyed by battle. You can only use this card name’s (2)nd effect once per turn.
(1) If this card is Link Summoned: You can target banished cards, up to the number of “Psychether” cards used as Link Materials for the Link Summon of this card +1; return them to the GY.
(2) You can banish 1 Spell in your GY, then target 1 of your banished “Psychether” Spells; Special Summon it as a Normal Monster (Fairy/LIGHT/Level 4/ATK 1000/DEF 1000).


10
Archives / Apex Mechanic
« on: October 31, 2017, 08:42:33 am »
Contents:
I. Terms
II. Introduction
III. Pushing the Limit
IV. Understanding Limits
V. Achieving the Apex Summon
VI. The Overlimit
VII. Samples of Apex Monsters

I. Terms:
Apex Summon - the act of Summoning an Apex Monster through the use of the Apex mechanic.
Apex Monster - a new monster-type that features Limits, and Limit Effects.
Limit - a number seen on every Apex Monster. It is a resource pool for Limit Effects and an indicator for an Apex Monster’s progression towards being Apex Summoned.
Limit Effect - unique to Apex Monsters, they are utilized from the hand, and subtract from the Limit of an Apex Monster when used.
Push/Pushing/Pushed - the state of an Apex Monster being revealed in your hand, after the use of its Limit Effect.

II. Introduction:
Apex Summoning is a custom mechanic that is Main Deck driven, and introduces Apex Monsters. These monsters possess Limits, and through the act of ‘pushing', they can utilize their unique Limit Effects from the hand. An Apex Monster represents the ascended form of a Normal/Effect Monster, as they grant continual benefits, for essentially free, from the safety of your hand, while fulfilling their own Summoning conditions.

III. Pushing the Limit:
While an Apex Monster is present in your hand, you can openly declare to use its Limit Effect, and thus push that monster, at which point, it remains revealed in your hand until it is Summoned or sent to the GY. An Apex Monster is only able to use its Limit Effect, when it is in the state of being pushed. Inherently, each Apex Monster card's name can only be pushed once per turn. Meaning, that if you have two copies of the same Apex Monster in your hand, you can push one, but not the other, during the same turn. However, there is no limit to how many Apex Monsters, with different names, that can be pushed in one turn. Whenever you decide to push a new Apex Monster, whichever Apex Monster you are currently pushing is sent to the GY.

IV. Understanding Limits
Limits are present on every Apex Monster, and can be seen as a resource pool from which they are able to use their Limit Effects. Each time a monster’s Limit Effect is used, whichever value is stated on that monster’s Limit Effect is subtracted from that monster’s current Limit, starting from that monster’s original limit. Once an Apex Monster’s Limit reaches 0, they are sent from the hand to the GY. Any time an Apex Monster leaves the hand, the value of their Limit is reset.

V. Achieving the Apex Summon
Once the Limit of an Apex Monster is equal to that monster's Level, you are able to Summon that monster from your hand; this is called an Apex Summon, which is classified as a Special Summon. Although an Apex Monster can be Normal Summoned in the same ways as a Normal/Effect Monster, it will not gain any of the benefits typically seen in Apex Monsters that are Apex Summoned.

VI. The Overlimit
Apex Monsters, with a Level higher than 1, can utilize what is known as an 'Overlimit Effect'. This effect can only be used once their Limit drops below their Level, and thus, is usually very potent and/or useful in regaining advantage. Typically, the cost of this effect will deplete any remaining Limit that the monster may have, resulting in it being sent to the GY.

VII. Samples of Apex Monsters
Blue-Eyes Wyvern
[Dragon/LIGHT/Apex/Effect/ATK 2000/DEF 1500] Level 6
Limit 10 | Once per turn: You can activate 1 of these effects;
[-1] Shuffle 2 other cards from your hand into the Deck, add 1 Dragon monster from your Deck to your hand.
[-2] Discard 1 other Dragon monster; draw until you have 3 cards in your hand.
[-4 Overlimit] Send 3 Dragon monsters from your Deck to the GY.
If this card is Apex Summoned: You can add 1 “Blue-Eyes” monster from your GY to your hand. This card’s ATK becomes 3000 while you control a “Blue-Eyes White Dragon”.

Master Spellbook Magician of Prophecy
[Spellcaster/WATER/Apex/Effect/ATK 1600/DEF 1300] Level 5
Limit 7 | Once per turn: You can activate 1 of these effects;
[-1] Shuffle 1 “Spellbook” Spell from your GY into the Deck.
[-2] Shuffle 1 of your banished “Spellbook” Spells into the Deck
[-4 Overlimit] Add 3 “Spellbook” Spells with different names from your Deck to your hand, then place 1 “Spellbook” Spell from your hand on the bottom of your Deck.
If this card is Apex Summoned: You can banish up to 2 Spellbook cards from your GY; destroy that many cards on the field.

Spiritual Beast Tamer Caam
[Psychic/WIND/Apex/Effect/ATK 1900/DEF 1700] Level 4
Limit 6 | Once per turn: You can activate 1 of these effects;
[-1] Banish 1 “Ritual Beast” monster from your Deck or GY, face-up.
[-3 Overlimit] Shuffle into the Deck, 5 of your “Ritual Beast” cards that are banished and/or in your GY, except “Spiritual Beast Tamer Caam”, then banish this card from your hand, and if you do, add 1 “Ritual Beast” monster from your Deck to your hand. 
You can only use this card’s name’s (2)nd effect once each turn.
(1) If this card is Apex Summoned: You can Special Summon 1 Level 4 or lower “Ritual Beast” monster that is banished and/or in your GY, ignoring its Summoning conditions.
(2) When this card is used as Fusion Material for a “Ritual Beast” Fusion Monster; draw 1 card.

Shinobird Sparrow
[Winged-Beast/WIND/Effect/Apex/Spirit/ATK 1200/DEF 1600] Level 4
Limit 5 | Once per turn: You can activate 1 of these effects;
[-1] Banish 1 Spirit monster from your hand or GY; add 1 Ritual Spell from your GY to your hand. You can only use this effect of “Shinobird Sparrow” once per turn.
[-2 Overlimit] Reveal 1 WIND Ritual Monster in your hand; add 1 Ritual Monster from your Deck to your hand.
Cannot be Special Summoned, except by Apex Summon. You can only use this card’s (2)nd effect once per turn.
(1) If this card is Apex Summoned: This turn, if you Ritual Summon exactly 1 WIND Ritual Monster with a card effect that requires monsters, this card can be used as the entire requirement.
(2) If this card is Tributed by a card effect: You can add 1 “Shinobird” Spell/Trap from your Deck to your hand.
Once per turn, during the End Phase, if this card was Summoned or flipped face-up this turn: Return it to the hand.

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