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Messages - gh8stree

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1
Archives / Single Card Accepted! A Cloud's Rain Bow
« on: December 09, 2018, 07:28:11 am »
A Cloud's Rain Bow should act as a nice attribute changing spell card for decks. The name is nice, but a draw every turn is very nice unless they banish it or they remove the monster you placed the counter or your own level 4 monster, of which they it is likely wont the first turn. The Fog Counter is an allusion for Cloudians but only acts as a balancing factor because it gives a fog counter and will help cloudians but will push counters on other decks that use it. It will work with another generic card too in the future.

Strengths: Potential OPT draw and offers advantage first turn if your opponent has a monster that can be targeted.
Weaknesses: flimsy, forces a counter for the attribute change, after the first turn, it will most likely not be used unless in a counter focused deck. in a cloudian deck, the user will need to choose between drawing (placing counter on opponents monster) or using another card to place counters on an opponents monster(which almost always requires work or at least 1 turn of setup)
PS: Already Scripted and inside the server.
A Cloud's Rain Bow
Normal Spell
Place 1 Fog Counter on 1 face-up monster on the field, then declare 1 attribute. All monsters with that attribute become WATER until the end phase.  While this card is in your GY and you control a Level 4 WATER monster, you can pay 700 LP; draw 1 card. You can only activate this effect if your opponent controls a monster with a counter. You can only activate this effect of "A Cloud's Rain Bow" once per turn.

2
Archives / Legacy Support - Naturia
« on: December 02, 2018, 03:12:26 am »
These Naturia support cards should help to support their tiny hearts and give me(and others if they so desire...of which people just dont care) a chance at using them for negation and delayed draw engine.


Weakness: Depends on your opponent's turn, dependent on the deck, of which really can't spam very good on your opponent's turn still(best card is sacred tree for this). All of these depend on 1 or more other cards to even be utilized, which makes it dependent on running more Naturia monsters.
Spoiler: show
Malissa - just remove that first, then feel free to run over the weaklings...(it will never be that easy, but still point stands)
Waterfall - most is delayed. The tribute effect does give use for stuff like downbeat, but it doesn't make anything special.
Guardian's Heart - just use solemn...oh right, it is limited and doesn't require a tribute but Life points. It is very good, but literally is still very hard to use given how facedowns have been blown out of existance except for decks that can utilize them when they need to *Cough* Battle traps are never played *cough*


Strengths: Overall they actually do help to support their tributing theme and response oriented playstyle, they didn't have good ways of Special Summoning very well, but now will be rewarded for doing what they do!
 
Spoiler: show
Potential draw 3 on opponent's turn and decent protection for your insects who are vulnerable...although you can just target or remove melissa first(based off of plant ofc, my fav plant)
Delayed SS is still a nice SS, you basically recur almost all resources every time from a tribute of naturia monster...there isn't many things to tribute for though, but it is very nice because it is a 3 card weaker vanity's(This Horneedle and another Naturia), it also features a nice GY recursion effect because the other effects are not the best.
The SS negate requires a tribute, which you might as well run a horn of heaven for. The GY effect protects naturia monsters, which is why it will be run mostly.



https://imgur.com/a/nVSv3D4

3
Archives / Generic Cards Submission: Supporting what you need!
« on: December 01, 2018, 07:20:34 am »
These generics all are very different, but most should be easy to script (just come back to the harder ones). All of them are balanced based on what is already inside of the game and I can give you in depth analysis of each card if you have questions.

Some give unique playstyles, some give help to underused decks and some just give generic support!

Spoiler: show
Bad Goblin Mess
It's initial effect is good, but the secondary effect is what nets advantage which makes it very strong but still delayed

Consecrated Chaos
A play off of its counterpart, it boosts its effect slightly and still doesn't run over anything...if only it could be SSed easily

Covering Water
Nice wordplay yet again, it offers advantage if you use a garnet, but also offers protection similar to anifriends!! but WEAKER

One More Fluff Monster
Generic support for cute monsters, it allows an add with a NS which has weaknesses. the stacking is very good and can turn into a plus if you build around it.

Pot of Fake Greed
Gives a purpose for the Pot of Greed counterparts along with a heavy downside for running it. The LP cost isn't much, but it only draws 1 card..which is bad. the GY effect should give it playability as a more situational upstart

Fiend of Curse
drawing cards for changing position decks, they need it!

Final Gobling Pie
Final Countdown deck will be viable with this and not be just sitting back and forth with stalling. It doesn't work with custom time changers either!!

Futuristic Telescope
This was more viable against deck-seers but still should work with decks that want to give opponent cards.

Mystical Wind Cyclone
This card should be a buffed version of its counterpart with non-targeting making the chain link worth it. it can't really be run in all decks like the two staple destroyers can.

Tall Thunder
Playing on its short counterpart it buffs it slightly and offers removal for thunder decks, geared towards thunder stun. It still will not be very good also because the burn isnt very good and removal doesn't help anything. although it is nice tool just in case extra link comes into meta again and they are forced to go second.

The Beautiful Aqua Chorus
It is a good effect that is geared towards stuff like Des Frog. The effect will allow delayed recursion and buff.

You've Flipping One!
The name is nice but the effect is nicer for flips which are just underused. This forces a lower extra deck to use it in extra deck heavy decks(avoiding use in shaddolls)





https://imgur.com/a/BcmAdOy

4
Archives / Attribute Changing Support: Gringdijel Ritual (2 cards)
« on: December 01, 2018, 06:08:11 am »
The Familiar is very nice to add for familiars and will be a staple for any new Level 3 Spellcaster Ritual Deck.


Weaknesses: Situational, Gringdijel will not be used still given its awkwardness.
Strengths: Generate advantage while also changing attributes so very nice. I think that its Main Deck ATK buff wont be used very much, but it will be used for its discard effect much more. I think the Ritual Spell needs a buff but it might not need it given it will generate advantage.

Gringdijel Familiar
Level 6 Ritual Dragon LIGHT
ATK 1700 DEF 1200
You can Ritual Summon this card with "Gringdijel Mating Form".You can discard this card; add 1 Level 3 Spellcaster Ritual Monster from your Deck to your hand. This card's Attribute is also treated as DARK.
 You can only use each of the following effects of "Gringdijel Familiar" once per turn:
If there are 6 or more Attributes among the monsters you control: You can draw 2 cards.
If this card is sent from the field to the GY for the Summon of a monster from your Main Deck: declare an attribute; the monster gains 300 ATK and is also treated as that attribute.


Gringdijel Mating Form
Ritual Spell
This card is used to Summon "Gringdijel Familiar". You must also tribute monsters from your hand or field whose total levels equal exactly 6 Or 1  Level 3 Spellcaster Ritual Monster from your hand. If you control exactly 1 monster: you can banish this card from your GY;  Special Summon 1 "Gringdijel Familiar" from your GY, and if you do, you can also add 1 Level 6 non-Spellcaster monster with 1700 ATK or Level 3 Spellcaster with 1500 DEF from your deck to your hand.


Attached are the pictures

5
Archives / Single Card Submission: Patroid Reinforcements
« on: December 01, 2018, 04:53:15 am »
This card has been something I have been dreaming of for a long time since Patroid couldn't ever be used in even a casual roid deck. It nice artwork by a friend and it could even be used generically if you would run some garnets.(most likely it wont tho)
Strengths: It helps mill roids and actually allows you to kill the card patroid saw. It also helps spam 1 monster on the field that brings its own good effects, serving as a pseudo-floodgate. It can send Patroid to the GY.
Weaknesses: It requires you to basically run a garnet decreasing consistency, If your opponent has a spell, the last effect does nothing but send a card to the GY(still good tho). it isn't as strong as some other cards for the deck, but does help facilitate a lot easier fusion plays first turn if this is drawn and can stay on field to act as a floodgate(because it does shut down certain decks ; )


patroid Reinforcements, Equip Spell:
Activate this card by targeting 1 "Patroid" in your GY or 1 "Roid" monster you control; Special Summon it from the GY or Special Summon 1 "Patroid" from your deck, then equip "Patroid" with this card. While this card is equipped with "Patroid": effects that activate when sent to your opponent's GY are negated. When "Patroid" activate its effect, you can send 1 Non-WIND "Roid" monster from your deck to the GY, then force the target's activation. If it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, send it to the GY and draw 1 card.(If it is not a Trap Card, return it face-down.) You cannot Special Summon monsters from the Extra Deck, except Fusion monsters, the turn you activate either of this card's effects(even if this card leaves the field).


6
Archives / My Official 1st archetype! Hallotreats!
« on: November 30, 2018, 07:23:20 am »
Hallotreats are an archetype that uses madolche and ghostricks with each other, they are an archetype on their own also. They focus using the 3 archetype names to their advantage along with flipping, XYZ summoning, banishing and returning from GY to deck. Their core is generally a combo deck that scales good, using their link monsters to flip summon monsters and more. They utilize the fact that both of their archetypes dont use flip effects but still active when flipped. If you have any questions, please just ask me!

Below is the link to the imgur with the core plus a little. Alternative styles will be released eventually.


https://imgur.com/a/DFdZ6He


Weaknesses: not being able change position, most floodgates(they need more removal), they don't produce a spectacular turn 1 board, clunky
Strengths: can go toe to toe with sky striker since they banish fd from deck and more, they can disrupt decently, usually those delayed effects generate a great advantage the next turn, can go into different avenues of play (and just look at their names and their artwork to go along with their names, they look so fun!)

Channelolater's effect is supposed to say all 3 (1 2 and 3, I dont want them as numbers, but as roman numerals)

7
Archives / New Cloudian Support- Burn and more
« on: November 30, 2018, 02:40:10 am »
Cloudians are still underused and not played inside the meta. The already approved cards shouldn't really be changed because they are already balanced and any buff would probably make them overpowered(unless someone wants to change them). To continue showing my love to the clouds of my youth, I have given two of their alternative playstyles cards to enhance.
Since the others are already in, I wanted to upload these and get them approved. Two new cards and 1 change of Cirrosylph (only 2 fog counters needed for search now).


Global Weather Changes
Continuous Spell
While you control a "Cloudian" monster, All monsters your opponent controls must attack, if able. Each time your opponent takes damage from a card effect you control, you can remove a fog counter from the field; Special Summon a "Cloudian Tokens"(Fairy/WATER/Level 1/ATK 0/DEF 0) to either player's side of the field in Defense Position. These Tokens cannot be tributed for a Tribute Summon, unless it is for a "Cloudian" monster. Up to Twice per turn, When a Non-Fairy "Cloudian" monster(s) is destroyed (by battle or by card effect), you can add that card to your hand, then Immediately Normal Summon 1 "Cloudian" monster. While your opponent controls "Weather Control", you cannot activate this card's effects, also negate all "Cloudian" monster's effects on the field.
This card should allow burn to have an interesting playstyle with cloudians, generating tokens, forcing attacks and most importantly allowing recursion of the non-fairies that hold the key to burn cloudian's plays. 
The first is an alright effect that allows forced attacks, of which only a few other cards hold, but don't flaunt. It gives more burn with poison and should make the battle phase a scary thing. The second effect is intended to be clunky so that you can't overuse it given it is non-opt...fog counter removal, then placing a token for some potential piercing damage ;P. It acts as a balancing effect because it isn't the best for you at all times. The third effect is its pride, allowing destruction to turn into a NS, the wispy guy can actually participate and it doesn't contribute towards special summons so that you can still run anti-special summon measures.

Cloudian's Mist, Yu
Continuous Spell
Monsters your opponent controls in an adjacent column to a "Cloudian" monster cannot activate their effects, also your opponent cannot Special Summon from the Deck or Extra Deck to those Main Monster zones. If you control 3 or more "Cloudian" monsters, your opponent cannot Special Summon from the Extra Deck. If a monster is Summoned to an adjacent Column to a "Cloudian" monster you control, place a Fog Counter on that card. While you control "Cloudian Superiority", "Cloudian" monsters you control cannot be destroyed by your opponent's card effects. You cannot Special Summon monsters from the Extra Deck.

This effect is extremely nice for the Cloud Control brothers.dek because the weakness previously was how slow it was to shut out options. This should allow it to be trickier to play into this archetype's non Extra Deck oriented versions, while also enhancing the field presence. The first effect is a mix between a weak Monarch field spell and zone destroyer, both are decent, but, when watered down and combined make for a decent effect to perfectly help this deck. In the chance that you assemble the 3 clouds(not very often given Ties isnt searchable) it grants a bonus effect that mimics domain. Another weakness that shouldn't have been one was that fog counters were nearly impossible to get on monsters at a decent rate...this brings those counters on everything!slight exaggeration. The Superiority bonus offers a nice crowning effect for achieving both cards at the same time, giving even more reason to become a cloud field.

Cloudian - Cirrosylph
Wind Aqua Level 1 ATK 800 DEF 0
Cannot be destroyed by battle. If this card is in Defense Position, destroy it. If this card is Normal Summoned while you control a "Cloudian" monster: Place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 2 Fog Counters from this card; add 1 Spell/Trap that lists "Cloudian"  in its text from your deck to your hand. You can discard this card; add 1 Spell/Trap that lists a "Cloudian" card in its text from your deck to your hand.
All I did was reduce the fog counter removal by 1, so there will be an easier time to use this card. Now you will be able to search 2 Cloud cards in 1 turn with a decent set up by reviving this card.(1 by discard, 1 by another's on summon effect from revival).

Last Comments: Only Cirrosylph is scripted(a minor number tweak), but the other cards need a professional because they are complicated to do them, I can do the basics though like your opponent must attack. Thankies for reading...Pics are attached

8
Archives / Duo Generic Submission: Equip Spell Chain
« on: October 01, 2018, 06:37:18 am »
I felt like the two tribute monsters could definitely be used if they had the right support, because Iris' effect is very good, and lightning's effect is alright and can act as disruption. more likely than not, they will at least be used in their chain link decks, given that they do hold power on their own.
Weaknesses: cannot be used if you can't create chain links, you opponent can disrupt chain links with counter traps and if they use multiple copies(usu. rare, but does come up if you are running strong generics in your deck also like twitwi or another). Lightning's effect can't be used first turn effectively, but has a slightly better pay out than the other one. Does not tribute summon for their counterparts, prohibiting tribute summon synergy mostly.
Strengths: Can be used for multiple turns if you can create chain links reliably, ramping advantage from the card as time goes by. Has a slightly better effect if you SS its counterpart from the hand(lightning only). Both of these are for different decks if they can create chains and need either draws or destruction, thus very generic.

Pics are attached!

Iris of the Earth Mother, Equip Spell:
You can tribute the equipped monster to Special Summon 1 "Iris, The Earth Mother" from your hand, and if you do, equip this card to "Iris, The Earth Mother" and draw 1 card. Once per duel, during either player's turn, you can pay 500 LP; Look at the top card of your deck and return it to its original position. After a Chain with 3 or more Links resolves, you can draw 1 card. You can only activate this effect of "Iris of the Earth Mother" once per turn. This effect cannot activate if multiple cards/effects with the same name were activated in that chain.

The Lightning of Lightning Punisher, Equip Spell:
You can tribute the equipped monster to Special Summon 1 "Lightning Punisher" from your hand, and if you do, equip this card to "Lightning Punisher" and destroy 1 card your opponent controls or in your opponent's hand. Once per duel, during either player's turn, you can pay 500 LP, then target 1 monster your opponent controls; negate its effect(s) until the end phase, then your opponent can draw 1 card. After a Chain with 3 or more Links resolves, you can target 1 monster your opponent controls; destroy it, and if you do, look at the top card of your deck and return the card to the top or bottom of your deck. You can only activate this effect of "Lightning of Lightning Punisher" once per turn. This effect cannot activate if multiple cards/effects with the same name were activated in that chain.


9
Archives / Single Card Submission: Consecrated Chaos
« on: October 01, 2018, 05:20:19 am »
It is simple, but effective!

Weaknesses: This card is not really good in most decks given that it needs to be Normal Summoned and does prohibit your own attributes also. Unlike its light counterpart, it requires another monster to be on the field.
Strengths: Despite that it still does shut down some chaos decks if you manage to draw it and NS it. The end phase effect deters Chaos even more, while also rewarding you if you play it inside of its own chaos deck. It could be great counterplay for future chaos decks! Like Mekbuster and my upcoming Sol Banish deck
Thanks for reading, I'd definitely love the feedback, thank you!


Dark Level 1 Fairy Effect, 0 ATK, 0 DEF, Consecrated Light:
Neither player can Normal or Special Summon DARK monsters if they control a LIGHT monster. Neither player can Normal or Special Summon LIGHT monsters if they control a DARK monster. This card cannot be destroyed by battle while in Attack Position. During each end phase, if either player controls a DARK and LIGHT monster, you can target 1 card on the field; destroy it. You can only activate this effect of "Consecrated Chaos" once per turn.

10
Archives / Single Card Submission: Patroid Reinforcements
« on: October 01, 2018, 04:45:16 am »
This card has been something I have been dreaming of for a long time since Patroid couldn't ever be used in even a casual roid deck. It nice artwork by a friend and it could even be used generically if you would run some garnets.(most likely it wont tho)
Strengths: It helps mill roids and actually allows you to kill the card patroid saw. It also helps spam 1 monster on the field that brings its own good effects, serving as a pseudo-floodgate. It can send Patroid to the GY.
Weaknesses: It requires you to basically run a garnet decreasing consistancy, If your opponent has a spell, the last effect does nothing but send a card to the GY(still good tho). it isn't as strong as some other cards for the deck, but does help facilitate a lot easier fusion plays first turn if this is drawn and can stay on field to act as a floodgate(becuase it does shut down certain decks ; )


patroid Reinforcements, Equip Spell:
Activate this card by targeting 1 "Patroid" in your GY or 1 "Roid" monster you control; Special Summon it from the GY or Special Summon 1 "Patroid" from your deck, then equip "Patroid" with this card. While this card is equipped with "Patroid": effects that activate when sent to your opponent's GY are negated. When "Patroid" activate its effect, you can send 1 Non-WIND "Roid" monster from your deck to the GY, then force the target's activation. If it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, send it to the GY and draw 1 card.(If it is not a Trap Card, return it face-down.) You cannot Special Summon monsters from the Extra Deck, except Fusion monsters, the turn you activate either of this card's effects(even if this card leaves the field).


11
Archives / Re: Support Submission : Nordic
« on: September 30, 2018, 01:21:03 pm »
Yeah, you should definitely think about toning the effects down a lot. I'm not going to give an in depth look at your support because Im not QC (Not even gonna say anything about that right now) Balder is way OP given that it will literally easily be summoned by any monsters and a tuner and will almost always summon 5 monster and will also summon 4000 beatsticks along with the material needed for the easy synchro summon on your opponent's turn. It also shouldnt SS itself back, but that is only the icing on the cake.
Here are some tips for that particular card, you should be able to tone down the rest(like the archetypal Soul Charge with no LP loss and "end of duel" effect that will always be fullfilled. Plz do something to their bad field spell too if you don't mind, I'd be willing to help since i'm ruler of legacy supp). So, it actually has a nice idea, and you should expand upon what it brings to the table. It allows that card to be played using another engine, but in order to continue you must still use many nordics. To capitalize on this, maybe you could prohibit Extra Deck summons from the turn instead or keep it like it but put another restriction on it (up to you). The second effect needs to reworked entirely because ya know #+4 . I'll let you think of a better way, should be easy(not making it so strong). Maybe you could restrict it to synchro summon using monsters this card points to instead depending on how you rework the other effects. just remove the last effect becuase it gives a link 3 back to the field. if you want recursion, make/use other cards. cards shouldn't have too many effects built on that card even if alllll of them are balanced the card won't be balanced it it has too many effects

Ex:
(balanced individually, but too many effects make it unbalanced): Pay 1000 LP and discard 1 card; activate 1 of the following effects:
* Draw 1 card and banish 1 card from your GY, face-down.
* Flip 1 monster on the field, face-down, and if you do, gain 2000 LP.
* Gain 2000 LP, and if you do, draw 1 card and banish 1 card from your GY, face-down.
During the end, if you summoned less than 3 monsters this turn, draw 1 card. While this card is in your GY, all monsters you control gain 100 ATK and DEF. You can banish this card from the GY, then target 1 card you control; banish that target, face-down and activate 1 of the following effects:
* Draw 1 card and gain 200 LP
* Flip 1 monster on the field face-down, then gain 200 LP, and if you do, banish 1 card from your GY, face-down.
You cannot activate this effects the same turn blah. 1 each effect per turn.

12
Archives / Single Card Submission: Pot of Fake Greed +
« on: September 29, 2018, 12:48:32 pm »
Pot of Fake Greed
Normal Spell
(This card is always treated as "Pot of Greed")
Pay half of your Life Points and banish the top 2 cards of your deck, face-down; Draw 1 card, and if you do, All Level 1 and Level 3 monsters you control gain 200 ATK. You can banish this card from the GY, then target 1 Level 1 monster with 1300 DEF or 1 Level 3 monster you control with 1300 DEF; send it to the GY and draw 1 card. You cannot activate this effect the same turn it was sent to the GY. You can only activate each effect of "Pot of Fake Greed" once per turn.
I wanted to make it so that it supported its own support cards, while also giving cost that alluded to the previous draw 2. The 200 ATK is a cute hang on that will help a few decks (namely one of my future decks) and it also has a neat bonus effect after a turn.


Pic is attached:

Pot of Fake Greed, Normal Spell:
Pay half your Life Points and banish the top 2 cards of your deck face-down; Draw 1 card, then increase the ATK of all Level 1 and Level 3 monsters you control by 200. You can banish this card from the GY, then target 1 Level 1 monster with 100 DEF or 1 Level 3 monster with 1300 DEF; Send it to the GY, then draw 1 card. You cannot activate this effect the same turn it was sent to the GY. You can only activate 1 "Pot of Fake Greed" per turn.

13
Approved + Scripted Archetypes / Re: Archetype Submission - V-Idols!
« on: September 27, 2018, 05:11:05 pm »
I'm not going to give an in-depth analysis, because I'm not part of the team for that and Idc what they say, but take or leave muh thoughts, I give them only to help <3
Theme: I personally love Vocaloids, but I do not think they should be "When flipped face-up" deck, because they are meant to shine! Think of Trickstars, but do something unique.
Art: Where did you find them??? But besides how good the art is, the words on the card are a little off. What do you use, maybe you should ask a person in the discord for help.
Balance: Try to avoid Special Summons from deck with an easy plus effect chain(Like activate any V- Card, NS meiko, SS Luka, Luka Eff to SS Miku, Miku turns your opponent's monsters FD and inflicts damage, then you use Meiko's Effect to flip Luka and add 1 to hand) From 2 cards, you've gained 3 cards(1 to hand others to field) all from your Main Deck without Extra Deck help.
The V- Field Spell does not do much, you have some effects that do not do much, despite it doing good, a field spell that only doesn't give value to the archeteype is something that isn't good. Don't get me wrong, it is an alright effect, but you should reach for some uniqueness besides the gain ATK and give protection effect.
Also, Discarding to add is alright since it is OPT and can be recycled with your other cards, but you should rethink these cards all together.
All of these are opinions: Disclaimer
Have fun in your card making, make sure to ask for help!

14
Archives / Single Generic Card Submission: Nephological Ghost King - Tree
« on: September 27, 2018, 04:35:15 pm »
This card is is a cool generic that could be used for some decks. Have fun with it, why don'tcha! This is NOT Cloudian.
Weakness: Doesn't fit in all decks, it is weaker than the other rank 4 that was unbanned recently in most situations. Might not be used because of this. Recycles as it destroys non-OPT.
Strengths: Makes more use out of a rank 4 water like Bahamut, better for a grindier game where it can blow up the opponent's monsters, then slowly draw cards afterwards.

Pic is attached:

Rank 8 WIND, ATK 1400 DEF 0, Pendulum=1,1
2 Level 8 WIND monsters
You can also Xyz Summon this card by using 1 Rank 4 WATER monster you control as the Xyz Material.(Xyz Materials attached to that monster also become Xyz materials attached to this card.) This card cannot be destroyed by battle. If this card is in face-up defense position, destroy it. When this card is Xyz Summoned: place 1 Fog Counter on every face-up monster your opponent controls. You can detach 1 Xyz Material, then target 1 monster your opponent controls with a fog counter on it and 1 card in your GY; destroy the first target, and if you do, return the second target to your deck. If this card leaves the field, while in the Main Monster Zone, except by its own effect, place this card in the pendulum zone.

15
Archives / Single Card Submission: Fiend of Curse
« on: September 27, 2018, 05:42:40 am »
Fiend of Curse is the counterpart of Curse of Fiend. this is to boost decks that can switch battle position and rewards a player for using Curse of Fiend. Most likely, the last effect will only be used in decks that can mill the garnet, but the first effect should help some underused decks seem a little more viable since they get a pot of greed that needs another card to switch it. A very great generic!
Weaknesses: Hurts consistancy of deck similar to pot of desires, but only really usable inside of decks that can switch battle position. It hurts even more if you try to use the Curse of Fiend.
Strengths: A draw 2 is very good, self-explanatory, it should help increase the power cap of those that can use it. It can SS itself after you draw it which helps it a great deal!

Pic also here:


Level 1 DARK Fiend, ATK 0, DEF 0:
Fiend of Curse
At the start of your Standby Phase, you can Special Summon this card from your hand. When this card's battle position is changed: banish the top card of your deck face-down, then draw 2 cards. You can only activate this effect of "Fiend of Curse" once per turn. During each end phase, you can target 1 "Curse of Fiend" in your GY; return it to your hand, then draw 1 card.

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