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Submit Cards / [Scripted] Zerry's Power Generic Compendium #1
« on: September 25, 2023, 08:50:47 pm »
Introduction:
In the past weeks I have created a lot of generic-ish cards that work with different mechanics of the game that would probably be to the benefit of the server. In this submission, I am going to cover 15 generic cards, of which 9 are scripted (one needing a minor update though). I will provide an Imgur Link to all the cards for one view but also descriptions in this post that hopefully clear up some of my  thought processes.

The Cards:

Starting with Magnus, Royal Swordsmaster which by funny coincidence is a "Swordsmaster" card, which does not really support that Deck. This Drive Monster gains one Energy whenever a Warrior is Special Summoned and can pay 4 on 2 different occasions: To either use a ROTA in your hand/Deck to add a Level 5 or higher Warrior from your Deck to your hand (except another copy of itself) or to get 5 Warriors back into the Deck and then recycle a banished Spell.
These effects basically make him a reverse ROTA, as he can add what ROTA cannot, by banishing the ROTA from your Deck. You can retrieve it later in the combo, but at that point you are usually too late. As a Monster Effect, he gets a Tiamaton-esque removal effect on Drive Summon and while in the GY a Machina Fortress-esque effect to get himself back in your hand. While he is on the field, however, you only get to Special Summon Warriors.
A Consistency Piece in the hand and a removal piece on the board.


Next up we take a dive into the Harmony side of things, starting with Emissary of Harmony. Ever wanted to use a Link Monster for a Bigbang Summon? Now you can! Emissary of Harmony is treated as any Vibe and if you elect to Bigbang Summon using it, you get to treat it's stats as 1500/1500! This does also not follow Neutral rulings, as you can still treat it as Positive or Negative, so you get to add the full 1500/1500 to the stats. If you do then Bigbang Summon using her effect, you also get to search 1 "Bigbang" card, which is a batch of generic Bigbang-related Support, further enhanced in this post later. I made this card to be a fun puzzle piece for Bigbang Decks, as I am in the process of expanding Bigbang in different design directions.
Emissary of Harmony's Bigbang-related stats fit nicely with her sister, Keeper of Harmony! If you used a Monster that was Special Summoned from the ED to get her on the board, you can revive a monster with a different Vibe than monsters you control. With Keeper being a Level 3 Tuner, this can open up Synchro plays, of course. The Summoned monster does not get it's effects, though, so be ready to just use it as laddering material. If you end up Synchro Summoning using Keeper, you can make a Synchro Monster fully unaffected by all card effects, which can be very strong, depending on how you use it.


The harmonics do not stop there, as we get a Fusion out of the two: Sisters of Harmony. This can be made using any Bigbang and Link. If you Special Summon (not necessarily Fusion Summon) this card, you can return the individual sisters from GY or banished to your ED to pop up to 3 monsters, and if you Synchro Summon using this Level 5 Tuner, you get to Summon one of the sisters from your ED. It is a decent card if you get it out with Quick Fusion Effects while you have the sisters in the GY.


Next up I have my Time Leap related cards. They are not related to each other, but they interact with the same mechanic, so to shorten the post, I'll cover them together.
Ancient Seer of Temporal Visions is a Level 6 Synchro Tuner that gets you a Time Leap Monster from your ED on your field, provided you have a banished monster that is a Level lower than the Future you want to Summon, but it does get banished face-down during the End Phase. If the Seer leaves the field, you get to shuffle 1 of your face-down banished cards into your Deck. A funny monster to support Time Leap.
The next one is an actual Time Leap! Cerulean Sea Siren is a going second piece that is essentially a Book of Eclipse that made love to Dark Ruler No More. You can only Summon Siren while you have less total cards on hand and field than your opponent, by using a Normal Summoned Level 4 or lower monster as material and then this card has to follow Master Rule 4. Once you do Time Leap Summon it, you get to Book the entire board (including Siren) and if your opponent still has 4 more cards on board than you do, their monsters do not get to react. And to top that all off, all monsters that were dragged down by the Siren cannot get back up until the end of the next turn. Siren is a very strong piece to punish hard combo that fully focusses their interaction on monsters for the cost of the Extra Monster Zone and a Normal Summon.


Continuing the tradition of posting unrelated cards together, here's a Link and an Xyz. The latter should already be known from the recent Custom Card Contest.
Gemini Fairy is a Link 1 that uses a Gemini Monster to be Summoned and then targets any Gemini in the Grave, gets another Gemini from the Deck to the field and that one is then treated as an Effect Monster. A simple but hopefully decent support piece for Gemini as a mechanic.
On the other hand Argyndr from the Molten Core is more of a stun card. As a generic Rank 9 that can use any number of materials, it's job is shutting down Extra Deck Mechanics. Specifically those that match its' materials. If the opponent Summons from the Extra Deck, you get to detach 2, look at their ED, steal one of their ED monsters to attach it to Argryndr and then have the activation lock active for that card's mechanic, too. No OPTs, but that's accounted for by the material usage. This is basically a worse VFD, if you will.


Remember the original Space Valkyr? She was not done yet! There is yet more Space to protect.
And Space Valkyr - Astral Savior is up for the task. Sitting on a whopping 5200 original ATK, this is quite the beefer and takes at least one Positive monster and then any number of non-Neutral monsters as Material. On the field, it's ATK becomes 3300, which is of course a downgrade from it's base ATK which is mostly there to provide a higher cost of summoning. It also gets the fun part of doubling an original's Space Valkyr ATK for the Summon of this card, so it counts as a 5200/2000, only leaving 100 DEF for you to fill. If you Summon this using any Bigbang monster, you get to add a "Bigbang" card from your Deck to your hand. Additionally, if your opponent activates a card or effect, you get to banish a "Bigbang" card or a Bigbang monster from your GY to basically Crossout that card. That card simply ceases to have effects for this turn.
And then we have a card I simply... forgot to submit with my generic Bigbang Support the last time: Bigbang Rush. It has the simple effect of Summoning a monster from your hand/GY and then popping a monster you control. If you destroyed a Bigbang Monster with this effect, though, you get to send any other card from the field to the GY. It's a nice removal piece that can trigger your own on destruction effects, which makes it very on brand for Bigbang as a mechanic.


As the last monsters, we have Envoy of the Sword Graveyard, as a Bigbang that interacts with Equip Spells and Union Monsters. It can on Summon equip a Union or Equip Spell to an appropriate target and when you destroy Envoy to Summon a Bigbang Monster, you get to add a Union from your Deck to your hand. Maybe in the future, we can see a Bigbang Union Archetype using this! And then there is the other Bigbang, which is also a Pandemonium, Astrofrost Knight! I made this card for meed's birthday, which I think deserves Extra Points? Let's start with the monster effect: Needing 1 Neutral and 1 non-Neutral nets you this boy that immediately scoots off into the Pandemonium Zone face-up, and if it's destroyed by a card effect, you get to destroy and 1 Positive and Negative monster on the board to Summon a Neutral Bigbang from your Extra, which is treated as a proper Bigbang Summon! In the Pandemonium Zone, this lad can set a "Bigbang" Spell/Trap from your Deck and as a Quick Effect it can banish a "Bigbang" card or Bigbang monster from your Grave to Summon itself and then equip one of your opponent's monsters to it (non-targeting). Doesn't get any stats though, so it's still just a 1k/1k boy. You only get one of it's Pandemonium Effects though.


Next up, we have the crossover cards, which are also considered "Bigbang" cards.
Firstly Rivalry of Star Conductors, featuring Arietta, Idolescent Songstress and Space Valkyr, gets to reveal a Synchro, Fusion or Bigbang from the Extra Deck and gets a different effect based on which you revealed. If it was a Fusion or Synchro, you get to mill a monster with the same Type as the revealed monster to Summon a Tuner Token with the same Type, Attribute and Level as the sent monster, but be locked into the Type (i.e. Psychic). If you reveal a Bigbang, you get to destroy a monster with the same Vibe from your Deck, but you have a harder time actually dealing damage to your opponent for that turn. Both effects are usable in their own right depending on the Deck. Like the Synchro/Fusion Effect could be pretty useful in Ichyaltas or Golden Skies, while the Bigbang Effect could be neat in Cosmo'n.
The other card, Bond of Harmonic Sisters gets to activate one or both effects, if you have Bigbangs and/or Links on your board. If you control a Bigbang, you get to add a "Bigbang" card from your Deck to your hand, but then have to pop a card in your hand. If you control a Link, you get to Summon a monster from your hand or GY to a Zone your Link monster points to, but then have to send a monster a Link Monster points to to the GY. This can be removal, however. If you hit the grind game and this card is in the GY while you don't have any monsters and your opponent elects to Special Summon from his Extra Deck, you get to banish this card and the Fusion Materials for the aforementioned Sisters of Harmony from your Extra Deck and/or GY to Summon that Sisters of Harmony, as a last resort to survive. This panic button only works once per Duel though. Again a card that could be useful in many a Deck.


Okay, those last cards were rather complex, lets take it easy again: Stellar Fusion is a Fusion Spell that can takes one of it's Fusion Materials from the Extra Deck. This is just a card to fill the design space gap that was left with the basic Poly/Fusion cards.

3
So there was a card that won the Custom Card Contest, and I have been daunted to submit it. In the Approved Section.



▶ You can only use each effect of "Corpse King of Eternal Reincarnation" once per turn.

★ 2 Level 4 Zombie monsters
① During your Main Phase: You can detach 1 material from this card; take 1 Zombie monster from your Deck, and either add it to your hand or send it to your GY.
② If this card is destroyed by battle or card effect: You can target 2 Zombie monsters with the same Level in your GY; Special Summon them, then, immediately after this effect resolves, Xyz Summon 1 Xyz Monster, except "Corpse King of Eternal Reincarnation", using those 2 monsters only."

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Introduction:
Now that I have started to really assemble all the Omen Archetypes, I think it's time to get to submitting. Number 2 in "Idolescent" is already submitted and Number 8 in "Golden Skies" is already approved, now it is time for Number 10, "All-Consuming".

What is "All-Consuming"?
All-Consuming, or more accurately "Apostle of the All-Consuming" is a small DARK Zombie Archetype based around "Limiérre, the All-Consuming" that aim to Ritual Summon the aforementioned card and gain extra effects when destroyed by her or her Spells/Traps. But I think I can explain it better in the card by card.

The Cards:

We can't talk about the All-Consuming without the All-Consuming herself, the tenth Omen Gilnelise... eh I mean Limiérre, the All-Consuming! It is a simple Level 8 DARK Zombie Ritual Monster with 0/0 Stats that can be Ritual Summoned with the Ritual Spell Rise of the All-Consuming. It is untargetable and indestructable while you control an Apostle of the All-Consuming and has really one effect: For the small price of 1000 LP, she vores all other monsters on the board, gaining 500/500 for each one consumed. The Ritual Spell is equally straight-forward: It lets you Ritual Summon Limiérre from your hand or GY (Zombie, eh?) by... destroying monsters whose Level equal or exceed 8. The destructions through this card count as being destroyed by Limiérre herself, which helps with set-ups.


Now for the three Apostles of the All-Consuming. Let us start with the first one: Shallistera, Singing Apostle of the All-Consuming sings. She does not shine, Glitchy, she sings. I still did not have the heart to ask him to fix this, maybe he reads this, who knows. I'm sorry, Glitchy. Anyway, Shallistera, the singing Apostle, gets to mill a specifically Level 4 (Apostles) or 8 (Limiérre) Zombie Monster on Summon and resummons herself if she gets vored, but locks into Zombie if she does it.

Havra, Loving Apostle of the All-Consuming, the Apostle that... loves being vored I guess, can on summon add both a card that mentions Limiérre from your Deck to your hand, and a Rise of the All-Consuming from your Deck OR GY to your hand. This obviously is really good, as she is a +1, but she is also such a massive painful handtrap magnet, because you really need her to get off to get to the Vore Goddess, it isn't funny. On being vored herself, she gets to resummon ANY Zombie from ANY GY, which makes Zombie World a fun addition to the Deck.

Jack, Lonesome Apostle of the All-Consuming, the Apostle that... is alone? Okay, I admit I ran out of ideas for names. Quite contrary to his name, he loves company, as he can Special Summon himself from your hand or GY if you control another Apostle or Limiérre herself. Additionally, if Jack gets vored, he can pop cards on the field equal to the number of Apostles with different names in your GY. It's always equal, not up to, so if you have all 3 in your GY, you HAVE to pop 3 cards. That can backfire, obviously.


Lastly we get to Limiérres abilities. In form of our Spells/Traps. Crave! Devour! Eliminate! is the Deck's Search Spell. As you can probably tell, it gets to add an Apostle from your Deck to your hand, but then destroys a monster in your hand. This is considered a tribute to the Vore Goddess, however, so it triggers the Apostles' effects. Additionally, this card can banish itself from the GY to stop a destruction of our Limiérre, which can be really helpful, as she is basically our bread and butter.

Ever Insatiable Spheres is... weird. It gets to Special Summon a Zombie from the GY (which can be a previously properly summoned Limiérre, or an Apostle to trigger their on summons), and then within the same effect destroy an Apostle from your Deck, which is treated as being vored. During your Main Phase, you can also banish it from your GY and... checks notes... Special Summon an Apostle from your Deck? I... don't know what I smoked when I made this card, but this is what it is!

Afterword:
Haha, yeah, that's my Zombie Ritual Stuff. I can't deny that some designs are wacky af, but god is this stuff funny.

5
Due to currently unnegotiable design discrepancies, this submission is ruled as neither approved nor rejected until the issues are resolved in any way.

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Introduction:
No big intros here, just a submission of 8 generic Drive Support monsters. All but the Link are currently scripted, with the Link following suit once Glitchy is alive again.

The Cards:

https://imgur.com/a/MElzvJG

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Introduction:
More Drives are needed, and more Drives are being added. That is the name of my game. For this submisison, I have the remaining cards of the Via Automation batch, that started with Salvation and Tribulation in the first generic batch.

What is Via Automation:
The monsters Via Automation are a batch of cards of varying Type and Attribute, having one for each Attribute exactly. Salvation and Tribulation are already filling LIGHT and DARK respectively, now the other Attributes follow suit. Each of these Drives have Drive effects that interact with their own Attribute and monster effects that interact with Hyperdrive cards and manipulate Energy. Each Via Automation monster also has a corresponding Hyperdrive Spell or Trap that gets an extra effect if you have the monster on board.

The Cards:

https://imgur.com/a/JdvPHgj

Afterword:
This is only the first of... several Drive Submissions that are going to pop up in the near future, respect the grind, friends.

8
Submit Custom Mechanics / Drive Monsters, because we need more Engines
« on: September 05, 2022, 05:31:33 am »
Introduction:
It is time for me to submit my very own Custom Mechanic, Drive. Some of you may have already seen it, but I'll throw it in here anyways. Let's go ahead and look at it, shall we?


What are Drive Monsters?
Drive Monsters reside in the Main Deck and are all things considered regular monsters. Drive Monsters come with a second effect box that state their Drive Effects and have Energy, which is represented on the left side of the Drive Effects. Energy is what literally drives these monsters!

Drive Effects
To use a Drive Monsters' Drive Effects, you first have to Engage them. This is just an Action you can perform during your Main Phase in an open game state by declaring to Engage a Drive Monster in your hand and revealing it. The monster stays revealed until it is no longer Engaged. Keep in mind, however, that you can only have one Engaged Drive Monster at any given time.
Drive Effects are always preceded by an operation, like [-1] or [+3]. These operations represent the Energy changes done to activate their Drive Effects. For example our Sample Card "Salvation via Automation" has the following effect:

Quote from: Salvation via Automation
[-4], (Quick Effect): Target 1 LIGHT monster in your GY, except "Salvation via Automation"; Special Summon it, but it cannot be used as Fusion, Synchro, Xyz or Link Material for a Summon.

To be able to activate this effect, you need to first Engage "Salvation via Automation", which has a Base Energy of 13. You can then activate the effect of it which will reduce the Energy from 13 to 9 like a cost. Drive Effects can have additional costs, and as said before, can also gain Energy for their effects. One thing to definitely keep in mind, however, is, that you can only use each Drive Effect once per turn!

Drive Summoning and Overdrive
Now, if your Engaged Monsters', in this case "Salvation via Automation", Energy is equal to their Level, which in this case is 5, you can Drive Summon it. This is an Inherent Summon and can yield a multitude of additional effects, or trigger other effects, like the Self Summon Effect of "Salvation via Automation". However do not fret about overpaying if your Drive Monster has a Drive Effect which is preceded with [OD], because this is an Overdrive Effect and can only be used if your Engaged Monsters' Energy drops below it's Level, which "Salvation via Automation" can hit by herself, which leaves her at 1 Energy after 3 Activations of the effect I stated prior. Overdrive Effects are meant to be not as easily accessible but therefore rather powerful. However, if you use the Overdrive Effect of your Engaged Monster, it's Energy will always drop down to 0!

Now I said your Drive Monster stays revealed until it is no longer Engaged. There is only 2 ways to achieve that: Either by Summoning it (this includes Drive Summon) or if it's Energy drops down to 0 in which case it is sent to the GY.

Of course, over time there is going to be cards that do a lot more wack stuff with the Drive Formula, and I am very much looking forward to see that happen, but this is the base premise for Drive.

The Drive Starter Pack:


https://imgur.com/a/1NNVGHm

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Introduction:
Well, most people on the server should already be familiar with what I'm about to submit here, but it's Idol time! This is one of my more recent creations and even though I've pushed back submitting it a lot of times, I'm very happy with how it came out.

What is Idolescent?
Idolescent is a Psychic Archetype based around a singular card Arietta, Idolescent Songstress, who is basically responsible for most of your plays. I have made the Archetype with the intention of having Extra Deck Scales and Scale Floating, and I am pretty sure I have achieved my goals handsomely. It is still a patented Zerry Combo Deck, with a few non-obvious lines and a bit of resilience to boot, albeit that is mostly from being Psychic-Type.

The Cards

Let's start with the star of the show, shall we? Arietta, Idolescent Songstress is the centerpiece of this Archetype. All following cards build upon her or result from her. She herself is a Level 3 EARTH Psychic Tuner that on Summon can place an Idolescent Scale from your face-down Extra Deck face-up in your Pendulum Zone and on being used as Synchro Material or for any kind of Fusion shenanigans can add an Idolescent Spell or Trap from your Deck to your hand. Note that the Scale Setting is not once per turn, so by summoning 2 of her, you can set up full scales!


The first of the remaining 2 Main Deck monsters are Admirer of the Idolescent Songstress, who can Special Summon himself by dropping an Idolescent card or a Psychic monster from your hand. On being Special Summoned he then searches exactly Arietta, as a loyal fan should! A very simple starter piece to get to the heart of your Deck.
While Admirer takes care of getting Arietta, Devotee of the Idolescent Songstress is responsible for getting Spells and Traps as she can use her Quick Effect to drop herself and set one of them right from the Deck. If she's on the field, she could also be used to copy a Scale's name, which can be quite interesting indeed!


I've been talking a lot about Scales, now it is time to show them. There is only two in this Archetype and they are Purewhite Idolescent Refrain and Deepblack Idolescent Refrain. They have basically opposite or completing effects. Purewhite grants effect destruction protection and gains LP during each Standby Phase in scale, while Pureblack protects from battle destruction and deals damage to your opponent on each Standby Phase. As monsters, Purewhite destroys a face-down card on Summon and floats into an Idolescent monster from your GY (to your field) and a Deepblack from your face-up ED (to your Pendulum Zone, while Deepblack destroys a face-up card on Summon and floats into a set ST and a Purewhite from your ED right to your Pendulum Zone.
The core aspect really is to cycle Purewhite and Deepblack as much as possible to keep getting that juicy advantage while also making sure you're benefiting from their protections.


Upgrading from the prior scales, we get the Contact Fusions: Purewhite Idolescent Crescendo and Deepblack Idolescent Crescendo, which both need to tribute Arietta and their smaller versions. Again, these two complete themselves, but in a different way. Big Purewhite gets to search an Idolescent monster when you gain LP, while Deepblack banishes the top 3 cards from your opponents Deck face-down when they take effect damage. At the same time, Purewhite negates monster effects and Deepblack negates Spell/Trap Effects by destroying an Idolescent Card in your Pendulum Zone. They are simple but effective boss monsters to be sure.


Most cards in this Archetype work in sets of two. Two arts for Arietta, two main followers, two Fusion Scales, two big Fusions and even the 4 cards after this work in 2s, as there's 2 more Spells and Traps to go over. However, these two kinda break from that cycle, and are also the most recent additions to the Archetype.
The Idolescent Songstress in White is the answer to "why is Arietta a Tuner", by giving Idolescent a reasonably easily accessible Synchro Monster that by itself can make sure you get to get to a Crescendo, as she Summons a Refrain from your Extra Deck by banishing an Idolescent card from your GY on Summon and counts as Arietta herself. She also floats into any face-up Idolescent Pendulum Scale on hitting the GY. Truly an Extra Deck Arietta.
On the other hand is the Field Spell, Idolescent Magnum Opus and this card is very strong indeed. Firstly it protects Idolescent monters from targeting. It also pushes Idolescent monsters and weakens opponent's monsters by 100 times the cards on the board if the matching scale is in the Pendulum Zone. But the biggest thing is to be able to Deck Summon Arietta if your board is empty. You only get this effect once per duel, but it is very strong regardless.


Before Synchro Arietta was a thing, we needed another way to summon our Refrains. That was Composing the Idolescent Melody, which is still a pretty good card with Synchro Arietta around. It is a Quick Spell that turns a Refrain in the Scales into it's Counterpart on the field, counting as a Fusion Summon. That's all it does, and also all it needs to do. It can serve as hidden disruption on the opponent's turn by just ripping out a Deepblack Refrain to pop a card.
Idolescent Encore is your token revival spell, although it also summons from hand. This is also able to resummon your Crescendos or Synchro Arietta, so it's an all-around great card. Another good thing that comes from it is it's GY effect, which has you banish it and a Psychic to draw 2. Now you might not necessarily want to do this, because there is no banish recursion in Idolescent and Encore is a valuable card, but drawing 2 cards is still strong. However, you can not do it during the turn Encore hits the GY, so you gotta do it smart.


Now we get to the traps! Idolescent Chorus is simple. It's just Zefra War, and even has a handtrap condition, which is controlling a Crescendo. Simple, but also effective. Neverending Idolescent Concert, truth be told, is the card most affected by the later additions of Synchro Arietta and especially Magnum Opus, having lost lots of it's qualities. However it is still a somewhat usable card. On activation if you have no Scale, you can set a face-down Refrain, you also get to replace a Scale with another from your ED and you get to banish it from your GY if you have an empty board to Deck Summon Arietta. Well, okay, you only get one of these effects per turn, but they're still useful for Idolescent. Pre-Magnum Opus, the last effect was actually a reason to run Foolish Burial Goods, in order to get easier Arietta access, but that is now on a Field Spell so it's kinda redundant. The rest is good, but not abnormally great. Concert is probably the one miss in this Archetype.

Adressing Psychic Worries
I know that Psychic is a very much supported Type on this server, and I have already proven that Idolescent works very well with Aeonbreakers, to keep up the Psychic formula, however, as someone who has played a lot of Psychic in the past, with and without Idolescent, I have been able to ascertain that what Idolescent Aeonbreaker does and what Cosmo'n Aeonbreaker does is neither too far apart, nor too far ahead of the rest of the game. They're strong, no doubt about it. They have devilish highrolls and their expected boards are good, but their non-ultraroll-boards are not unbreakable, the Aeonbreaker Engine is quite combatable and I feel that if there was more knowledge about how this Deck functions and if the server was a little more competitive, the Idolescent Aeonbreaker deck would probably not be Tier 1.

Afterword
There we have it, another Zerry Archetype submitted. I am also planning to put Brakadian Sky and my Drive Mechanic up soon, so do look forward for that.

10
Introduction:
Remember Bigbangs? That Mechanic that meed made? Yeah, I made Generic Support for it, including the "Bigbang" Archetype, which is basically the same deal as the "Synchro", "Xyz", "Pendulum" or "Fusion" Archetypes.

The Cards:

First up, we got 2 Spells. Condensed Bigbang is basically Instant Fusion but for Bigbangs, however this Summon is not treated as a Bigbang Summon and you have to destroy a monster on the field with the same level, AND the Summoned monster gets beaned at the end of the turn. A lot of restrictions have been put in place to ensure that this card doesn't accidentally break Space-Time Wizard. Bigbang Nebula on the other hand is a card that may be a little too loose, but I'm willing to test this out. On Activation, it lets you target a Bigbang monster you control to add a monster with the same Type, Attribute and Vibe (Positive, Negative or Neutral) from your Deck to your hand. On top of that it has 3 passive effects, buffing each Vibe of Bigbang: Positives gain ATK equal to their DEF, Negatives gain DEF equal to their ATK and Neutrals get to be unaffected by opponent's card effects, as Neutral Bigbangs usually have no stats.


"But Zerry, there aren't approved Neutral Bigbangs!" Well to my knowledge, Voidictators have a Neutral Bigbang, but to make things easier, here is Gravity Gunner! Gravity Gunner is going to be a very interesting card going forward because it's not just a Neutral Bigbang, demanding a base ATK/DEF of 0/0, but it is also a Level 4 Tuner! On that basis alone it is an interesting Condensed Bigbang target, but if you Bigbang Summon it, you get rewarded with a Special Summon from hand, which might just enable a Synchro Summon. Additionally, Gravity Gunner gains 500 ATK and DEF for each Bigbang on the field and in the GY, counting herself, so she could become rather big by the later stages of the game.
On the other side of the spectrum, we have the pure-Positive Bigbang Space Valkyr. Pure-Vibed Bigbangs are pretty rare and even recent supports havn't changed that; Almost all Bigbangs demand at least 1 Positive and 1 Negative monster. Space Valkyr, however, is a pure-Positive Bigbang which, if another Bigbang hits the board while she's already on, can help clear boards without targeting. If she herself is destroyed by a card effect (which excludes being used as Material for Bigbang Summons, as that is a game mechanic), she also gets to search "Bigbang" cards, so the 2 Spells I've shown earlier and the Trap I'm going to show in a bit. Space Valkyr is a very decent card indeed, definitely worth to run in any Bigbang deck.


Lastly for the monsters, we have the pure-Negative and defensive Bigbang Grandearth Official. This woman has 3 effects: She protects Negative monsters from battle destruction, changes all monsters to Defense Position on Special Summon (including Condensed Bigbang) and if she leaves by an opponent's effect, she revives a Negative monster except herself. Very defensively inclined, this one. On the other side we have a Synchro monster? Yes! Because Sorceress of Metalurgy prefers to be Synchro Summoned by using a Bigbang as material, as then she gets to pop cards on the field equal to the Bigbang monsters in your GY. And if she is destroyed by a card effect, she Summons a Bigbang from the GY. A Synchro made to sideways climb into more BBs and Synchros, and to be summoned by Gravity Gunner.


As for the last card of this submission, we have Bigbang Wish, a Trap Card that does things. Specifically, if your Bigbang is destroyed, you get to resummon a Bigbang and then destroy a monster on the field with the same Vibe. It's a simple generic card, but maybe a usable one.

Scripting Status:
So far only Gravity Gunner and Sorceress of Metalurgy are scripted.

Afterword:
This is, hopefully, just the start of Bigbang Support and hopefully I shall not be the only one making them. Let us work to make our mechanics better, together.

11
Introduction:
Well Silent Star may not be an Archetype I created, but it is an Archetype that I own and that ties into other Archetypes I have indeed made. It is also an Archetype that aged incredibly poorly with one of the Equip Spells that was fine during the format it was approved in but got ridiculous later, especially with other cards around it.
After some time, I had requested the ban of that Equip Spell and started to work on support to make Silent Star work better but also be healthier for the game, here's the results.

To reiterate, Silent Stars are an Archetype of mostly LIGHT Warriors that revolve around the Star Regalia Equip Spells to be activated in the same column as the monsters to proc some effects with the end goal of building a few good Xyz and overwhelm the opponent.

The Cards:

First up are the two monsters, the first of which being Silent Star Roland, who continues the trend of swarming the field with Warriros to get enough Xyz Materials for plays. As his second effect, he is also able to be a one material Xyz, which is a nice thing to have in the Archetype for both fail-safe and extension. Generally speaking, a quite decent card. Even more decent is the Pendulum Monster Simon, Shard of the Star Regalia, who has a 5 Scale to compliment the other Pendulum Monster's 3 Scale with and 2 incredibly helpful start-up effects: His Pendulum Effect searches an Equip Spell and his Monster Effect Summons a monster, so he can be the missing piece in hand. If you open a monster + Simon, you get to grab an Equip and vice-versa. Incredibly helpful also as a ROTA target, because now ROTA can technically also search an Equip Spell.


As for Spells, we're looking at Safe Travels Under The Silent Star which continues the trend of making the Archetype actually able to use it's playstyle. The Field Spell is a unique tool in Silent Stars and one that is very needed for extension, so basically this card is 3 more copies of it, on top of it being a simple Extender if you already have the Field Spell. This is all-around built for resilience. On the other side, there's the "replacement" for the now-banned "Winda Equip", which we could basically call the "Babel Equip": Future of Star Regalia. I have been looking for a way to make Silent Stars get at least one in-Arche disruption without just making a negate Xyz, because there's already an Xyz that's largely unused. Funnily enough, Roland and Future help it a lot, as Roland can make it in one card and Future has the ability to turn the Ignition Effects of Silent Star Xyz monsters into Quick Effects, which boosts all but one Silent Star Xyz, as one of them doesn't have an Ignition Effect. Other than that, it's your standard Star Regalia, but I found it to be a rather valuable piece.

The Alternative Artwork:
After years upon years of making the same 4 Warrior Archetypes within a lore, it is kinda weird I didn't do this before. "Dark Angel Olivia" or in my lore's case, the Skydian Darivia has been the face of the Skydianborn Lore since the very beginning, with an effect that is basically ROTA, so...

Why not make a Darivia ROTA? Despite this, I don't plan on giving up getting a Darivia monster through BT one day, but an alt art is a good first step. Darivia is watching you, waiting for her inevitable release~

12
Introduction:
Remember me making non-Warrior monsters? Me neither! Anyway, today I'm here to introduce 2 new Ichyaltas cards, a rename of an existing Ichyaltas card, changes to two Golden Skies cards and all three Skydian Links.

News from the Golden Kingdom:

Let us start with the 2 new cards, introducing Gramnad, Holy Knight of Ichyaltas and her awakened form Violé Gramnad, Queen of Ichyaltas. Finally, we get the matriarch of the Golden Kingdom! Woo! The lower version of her is a bit weird, to be honest. She enables you to easily trigger the on Tribute Effects of other Ichyaltas monsters during both turns and functions as a very much needed Pot of Avarice for the Archetype. Though her biggest application is as material for her awakened form; Violé Gramnad, Queen of Ichyaltas is the big boss monster of Ichyaltas that requires any Warrior Tuner and non-Tuner(s). Within Ichyaltas, you can easily climb into her using Garleth, Crown Prince of Ichyaltas and a Lorithia, Squire of Ichyaltas or build her in the better way, using Gramnad, Holy Knight of Ichyaltas and Alyesa, Lazy Princess of Ichyaltas, which, since you'd be using her lesser version, grants the Queen protection against targeting effects, which combined with the newly renamed Gramnad's Holy Decree for Ichyaltas makes her very hard to kill. On top of that, she can negate monster effects by tributing any card from your hand or field. A worthwhile monster to climb into, if I do say so myself.
On top of that, Alegra, Skydian Scholar of Ichyaltas will follow suit with the other Skydian Extra Deck monsters and require at least one Skydianborn (Skydian, Ichyaltas, Golden Skies or Silent Star) monster. This same change will be made to Golden Skies Skydian - Naviam the Temporal Guide and Silent Star Dragomir, the Skydian's Radiance.

The Thieves' Griefs:

Quite honestly, I'm just a tad unhappy with how Golden Skies currently operates. When I made Golden Skies, I envisioned Golden Skies - Eiza the Treasure Smith to be the main playmaker and starter of the Archetype, which also would have been pretty fair, too. The starters would have been her + any Golden Skies monster or The Winged Castle in the Golden Skies searching a low-level Golden Skies monster (if you don't have another Golden Skies card in hand) to Normal Summon it and trigger a Treasure that way.
Unfortunately, Zerry of the past felt like that would be insufficient, therefore creating Golden Skies - Sigurd the Heavy Blade as an additional starter, and that ended up being overkill. To remedy that, Sigurd would henceforth be only able to Summon himself if only the opponent controls a monster, making him still playable, but less absolute as the best possible play.
In the same vein is the following buff to a completely unplayed card: Golden Skies Treasure of Welfare. There's no real reason to abstain from drawing via Golden Skies Treasure of Abundance or popping cards with Golden Skies Treasure of War, especially not if the Welfare Summon locks you out of Links, which is a major part in tying the Skydianborn Archetypes together. Therefore, to at least give a small reason to consider Welfare, the monster summoned by it will not be locked out of Link Summons any longer.

Spoiler: Mentioned Cards • show


Afterword:
Honestly, this should be my final Warrior Submission for now unless there's further changes to the Skydianborn cards, but with the currently still open Skydian Submission and this one, I feel it's enough and I can move on to possibly a completely new project again. Though hopefully the next one will be a tad more tame than Doomsday Artifice which is literally only broken due to Omega's existence and easier to script than Typus Alfa, which isn't even good enough to warrant wasting my time in trying to script it. But yeah, das my Warrior for now.

13
Introduction:
The time has come, after the 3 Link Monsters have long been approved, I will take a leap into the lion's den with my historically most controversial and also one of my oldest creations: Skydians. Older members of YGOCC may remember the Warrior Super Engine, that if let loose/approved, would turn the YGOCC Meta uspide down and turn everything into Warriors. And back then, they would most likely have been right. Ever since their creation back in 2016, Skydians have seen nerf after nerf, without ever getting submitted, to make them more reasonable until I felt comfortable with submitting them today.

What are Skydians?
Skydians are a Warrior "Engine", and I am inclined to put that in quotation marks now. To clarify, Skydians aren't a standalone Archetype, they are basically a bridge between the already approved Ichyaltas, Golden Skies and Silent Stars (further called "Skydianborn"). Think a Zefra, but for those 3 Archetypes only. Originally, they were completely unhinged but with the state of Warriors in the recent years, there's no way they can stay unrestricted, which is why I put "Engine" in quotation marks. Now, Skydians full lock you to Warriors if you want to use one of the Synchro, Xyz or Fusion's effect. And honestly, that is very needed.

The Playstyle can be described as simply Warrior Spam, with the Extra Deck monsters all giving you a choice. They have an effect that can activate both on correct summon or being banished and an Ignition Effect on the field, but you can only use one per turn, each turn.

The Cards:

Liana and Ratha are two sides of the same coin, in which they search Spells (Liana) or Traps (Ratha) by banishing themselves from the Graveyard. Additionally Liana can Special Summon a Level 4 or lower Warrior from your hand on being Normal Summoned and Ratha, who is also a Tuner, is a Book of Moon on being Special Summoned by a Skydian card.


Less similar are Frejia and Esmera, of which, again, the DARK one is the Tuner, this time in Esmera. If we Summon Frejia by the effect of a Skydian card, she can pop a card of the opponent and while she's in the Graveyard, she can Quick Summon any Skydian Extra Deck monster. This makes Frejia a powerhouse, especially paired with one of the Traps we're going to look at in a bit. This luckily is gated by the SHOPT, but she is still fairly strong.
Esmera on the other side has a Self Summon effect, which requires the discard lf any other Skydian card in hand, but she gets banished if this Summon was performed from the Graveyard. If Esmera hits the field by the effect of a Skydian card, except her own, courtesy of SHOPT Industries, she serves as a monster searcher for Skydians.


How here's the big 3, the Alpha, the Omega, the Beginning of the End and End of the Beginning. Okay, jokes aside, these are the 3 Core Extra Deck Monsters, the building blocks of what makes Skydian Skydian and the first 3 Skydians ever made, Darivia, the watcher of Ichyaltas, Elmina, the watcher of Silent Stars and Viridia, the watcher of Golden Skies.
Darivia and Viridia are fundamentally the same. On Summon or being banished, they add to your hand one Skydianborn monster from the Deck/GY and as their ignition effects they banish Skydians from the ED to Special Summon a Level 4 or lower Skydianborn monster from those locations.
Elmina is a little bit different. On her on Summon/Banish she bounces a card and as her Ignition Effect she can, as a Quick Effect, banish a Skydian from the ED to Summon a banished Warrior.
Additionally, all of these need at least one Skydian or related Archetype's monster to be Summoned.


For the Spells, we have these two. The Skydian's Careful Watch is basically the ROTA of this Archetype. A ROTA with Extra Steps and multiple purposes. It is a +1 by functionality, courtesy of Darivia's search and the Graveyard effects of Liana, Ratha and one of the Traps that's going to come up. It can also serve as removal going second, by banishing Elmina, for example. It's a rather versatile card if I do say so myself.
Less straight forward is Armament, which is basically just a Fusion Spell for Warriors, that can banish itself from the Graveyard to shuffle all banished Skydian cards into the Deck, though not on the turn it was sent to the GY. Rather good card to keep you in the game.


Now finally onto the Traps and these are actually interesting and playable! Partially courtesy of easy access via Ratha. Advent is basically a ROTA while in the GY, and therefore your primary drop target for Careful Watch. On the field it serves as a D.D.R. without the discard or the Equip aspect, which is doubly good because it also triggers the Main Deck Skydians' effects. At least for the three that have such effects.
Determination is a more interesting card. It is a Continuous Trap that has the ability to pop a face-up card when a Warrior Synchro, Fusion, Xyz or Link Monster hits the field, but dies afterwards if that Summoned card wasn't a Skydian. During your own Main Phase, it also serves as a Monster Reborn by banishing itself from the Graveyard.

Afterword:
Honestly, a lot of love and a lot of work has been put into these cards in the past 5 years, so I hope whoever ends up taking a look at it will give it the time it needs. By today, I see my identity more within VECTOR than within Skydians, but these are still the first thing I made on YGOCC I truly resonated with. And I value that very highly.

14
Introduction:
It's VECTOR again. Shouldn't need that big a introduction. This submission handles a new card, a name change and 3 effect changes.

The New Card:

VECTOR Frame: Eska II is a Psychic Link 1 VECTOR monster (yes, I ended up making a Link 1 VECTOR) that on Summon sends a VECTOR card from the Deck to the Graveyard and functions as a quasi-Muscplosion while in the Graveyard; when the opponent activates a card or effect during your turn, you get to banish Eska II from the Graveyard to negate that effect. Unlike Muscplosion however, this does not have the "Called by the Grave"-like clause to negate the effects of cards with that name until the end of the next turn, it only negates that one effect.
This is to make sure the Archetype doesn't die to a single interaction (or Nibiru at any given time in the turn) and some survivability going second, as VECTOR is highly fragile in it's opening plays, even more so than most other decks. This card doesn't give the Deck access to stronger ending boards than before (despite the mill), as far as I tested it.

The 3 Erratas:

VECTOR Mech: Brawler F4-SK3, VECTOR Mech: Swordbreaker Z3-R0 and VECTOR Mech: Spellbreaker ALVAREZ are to receive changes to their Float Conditions. When VECTOR Frame: Tyrfing and VECTOR Frame: Drakkhen made equipping any VECTOR monster possible, which gave these 3 cards the ability to be in the Spell/Trap Zone, they had also given them the ability to trigger when sent from the Spell/Trap Zones to the Graveyard. Granted this would not happen very often, but it was an unintended interaction, so now these 3 Mechs specify that they want to be sent from your Monster Zone to the GY in order to activate their effects.
However, this change will not be made for VECTOR Frame: Vylte as I had intended her to be able to use her float (which is just her equipping herself to a VECTOR) to be used when sent to the Grave as cost for the effects of VECTOR Legion: Core Commando or VECTOR Legion: Naval Control.

The Name Change:

The card currently known as VECTOR Mechanization: Frame Development is to have it's name changed to VECTOR Frame: Armatize. This will not affect it's searchability by VECTOR Legion: Rear Support or VECTOR Mechanic: Velis (in which case there's going to be an update in her effect text, stating this card's name as one of the searchable cards). The reason for this is essentially  me preparing for possible Frame supports in the future and the fact that this can only Summon Frame monsters makes it weird that it is indeed a Mech Spell. This change, however, does reduce the Mech Spell Count to 2, while Legions still have 3 Spells, but I am not too bothered by it at this point in time, and if I do end up getting bothered by it later, I can always make a new third Mech Spell.

Mentioned VECTOR Cards in this post:
Spoiler: show

15
Introduction:
It is time for the darkness of war to rise and march towards destruction. The end of the world, Doomsday, is nigh!

Playstyle:
Doomsday Artifice is a Synchro Engine which is made up out of DARK Psychic monsters. The lowlevel monsters, "Doomsday Artifice Zwei", "Doomsday Artifice Drei" and "Doomsday Artifice Vier" all can banish themselves from the Graveyard to Special Summon a Level 3, 4 or 2 DARK Psychic from the Main Deck, thus fueling the Synchro Chain. Those 3 also have effects when they hit the field, namely summoning a DARK Psychic from your hand, a Level 4 or lower banished Psychic and banishing a Psychic from your Deck.
Along that, we have "Doomsday Artifice Fünf", which can Special Summon herself from the hand by banishing another Psychic from your hand and summons a Level 4 or lower banished Psychic when it's used for a Synchro Summon and "Harbinger of the Final Dawn" which is a Pot of Avarice for banished monsters and can search the 2 Support Spells by banishing herself from the GY. Those Spells are either a Search or a Hand Summon.
Additionally there are 2 Synchros, which also help Synchro Climb, the Level 7 also being a disruption.

The Cards:
Cards and Effects on Imgur

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