YGO Custom Cards
divider
We Make Our Cards Right!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - yeho

Pages: [1]
1
Archives / Archetype Submission - Grave Lords
« on: June 24, 2018, 09:45:25 pm »

https://imgur.com/a/GXO3Z

Description
Ritual monsters that destroy themselves to negate things, with a side of returning things to the bottom of your deck to activate effects.

Strengths
The grave lords have allot of searching capability, so they aren't as bricky as allot of other ritual archetypes. Them being zombies gives them allot of access to support. When a ritual destroys itself, even if you didn't negate the destruction, you can still plus the turn after by shuffling it into your deck

Weaknesses
They are rituals. it's incredibly hard to get more than two of the rituals on your field during one turn.

2
Archives / Generic Card Submission - The Kang Kai series
« on: June 04, 2018, 06:07:30 am »

https://imgur.com/a/OhGmErQ

Description
A series of powerful Link 5 bosses that do nothing but support the archetype they were summoned by.

Strengths and weaknesses
While they all sport powerful effects and a good float (save Gene Rous, bad effects, descent float), they require to be in your EMZ to be of actual use, and require a larger number of materials for good return when you destroy them (Still save Gene Rous on that last one, he's kind of the worst one.).

3
Archives / Archetype Submission - Game Masters
« on: May 26, 2018, 12:15:22 am »

https://imgur.com/a/Rm7j2

Description
a Link spam and Level manipulation combo, that uses link arrows to steal one of your opponent's monsters by trading in one of your monsters with a Level equal to or greater than the monster you're stealing.

Strengths
Game Masters, with the right build, can very easily spam out their monsters and work through interuption, and due to cost mitigation, you plus off of things like tributing monsters to steal ones from your opponents, or spending a hole bunch of them to make a link.

Weaknesses
Game masters are very dependent on their effects, things like skill drain will shut them down and make them barely functional. Just like their dependency on effects, the spells can easily be essential for a victory, which results in you getting crippled if a spell you were counting on for a play gets negated or destroyed. Game Masters are also only good for in-arch link spam through link laddering, all cost mitigation effects only go off of being tributed for the effect or summon of a game master link, so spamming out something like borreload, or skulldeat will require much more resources and work than spamming out the in-arch link 4 (Tera Major). They are completely useless against link spam, as they can only steal things with levels and ranks, and smart board placement can go a long way when fighting them. Additionally, I find that no matter the build you will rarely actually find yourself using any other summoning mechanic apart from Links. The entire archetype is also very dependent on your opponent, can't steal their monsters if they don't have any, can't use Prime's search or Mega's special summon if there are no levels/ranks on their field.

Pages: [1]