Deck Spotlight: Dinofroz

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UberTrainerMinusInfinity
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Deck Spotlight: Dinofroz

Post #1 by UberTrainerMinusInfinity » Wed Oct 26, 2022 8:26 am

DINOFROZ
https://www.duelingbook.com/deck?id=10618940
Year of Origin: 2012
Is it real?: Yes
Ace Monster: Neceron, Lord Of The Dragons And Rival To The Dinofroz
The Main Races: Dinosaur
The Main Attributes: WATER
Extra Monsters: Fusion, Xyz
Attack: 5/5
Defence: 3/5
Strategy: 2/5
Intellect: 4/5
Luck: 5/5
THE STORY:
During a research expedition, the father of Tom Carter mysteriously disappears. When searching his lab for clues behind his disappearance, Tom finds a mysterious board game, and when he tries playing it with his three friends, they get warped to the prehistoric times! However, the dinosaurs there are under fire by the dragons of Neceron! Luckily, the board game's magical powers allow them to transform into the Dinofroz, half dinosaur, half ice....and all awesome!
STRATEGY:
Baffle your opponents by Fusion Summoning....using Spell/Trap cards as material! After a Dinofroz Spell/Trap card resolves, you can give up 1000 LP to fuse it with a Dinofroz Spell/Trap card in your hand or field to bring out a Dinofroz Fusion monsters!
The Dinofroz themselves excel at stopping monster effects with their own powerful effects, such as negating the effects of all cards your opponent controls, and destroying the monster that used that effect!
At 4000 or less LP, their primal instincts awaken, granting them new powers: More notably, Dinofroz Hero - Eric restricts your opponent to 3 Special Summons per turn while you have 4000 or less LP!
When the time has come to finish things off, Overlay FOUR Dinofroz Fusion monsters to form Neceron, Lord Of The Dragons And Rival To The Dinofroz! Not only can he only be slain by battle, he can also protect your other Dinosaurs and Dragons, and detach a material to banish all enemy cards who have used an effect this turn, during either turn, wherever they are! He also nukes the field upon being destroyed.
KILLER COMBOS:
Use Dinofroz - Arrival to search out Dinofroz - Evolution, and pay 1000 LP to fuse a Dinofroz using Dinofroz - Arrival and any other Dinofroz Spell/Trap card in your hand/field. Then, use Dinofroz - Evolution to get back the two Spell/Trap cards you used as fusion material, and pay 1000 LP to fuse another Dinofroz using Dinofroz - Evolution and any Dinofroz Spell/Trap card in your hand. Dinofroz - Evolution resets the once per turn effects of any Dinofroz Spell/Trap cards it brings back, so use Dinofroz - Arrival again to search out a Dinofroz card, and pay 1000 LP to fuse Dinofroz - Arrival with the card you added, resulting in 3 Dinofroz monsters being brought out in one turn with the low cost of 3000 LP!
Dinofroz - The Predestined can basically bring out a Dinofroz from the extra deck by itself at the cost of 1000 LP. Then you can pay 1000 LP to fuse Dinofroz - The Predestined with a Dinofroz Spell/Trap card in your hand!
Dinofroz - Rockfroz can make it so you only have to pay 500 LP to Fusion Summon a Dinofroz monster. If you control Spell Absorption, or can activate 2 of them in one turn, you basically don't have to pay any LP at all, which is a deadly combination with Dinofroz - Arrival!
And if all else fails, there's always Ultimate Conductor Tyranno......

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Post #2 by KTeknis » Wed Oct 26, 2022 8:55 am

Did you have all these archetypes created long before you decided to post them here, or did you really made all of these cards in such a short time?
I have interest in badly designed custom cards.
You saw these cards as terrible, I saw them as ideas.

UberTrainerMinusInfinity
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Post #3 by UberTrainerMinusInfinity » Wed Oct 26, 2022 8:23 pm

Yes, I did make these all long ago, these spotlights are here to see if these decks need improving from the professionals, especially that Christen57 guy! I wonder when he'll see this deck....

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Post #4 by DarwisBellium92 » Thu Oct 27, 2022 10:02 am

As a pioneer of the ygo custom card, I wouldn't call this custom, I'd call it baby stuff. -_-
First of all, Dinofroz is very famous in Italy than in other countries. Moreover, I add, I find it unsuitable for such an archetype, I see it not at all serious.
Im cardmaker pioneer with 15 years experience, KONAMI member illustrator and 360 degrees artist
Albaz/Branded and Gem-Knight/Tearlaments/Shaddoll player

"Not crediting an artist for your crappy custom cards is a world crime."
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Christen57
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Post #5 by Christen57 » Thu Oct 27, 2022 5:35 pm

Dinofroz - Arrival's current effect is confusing, as it has 2 different activated effects in its card activation. Its text should be simplified from:
Add 1 ''Dinofroz'' card from your deck to your hand, except ''Dinofroz - Arrival''. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material. Can only be activated once per turn.
to:
When you activate this card, you can also pay 1000 LP; add 1 ''Dinofroz'' card from your Deck to your hand, except ''Dinofroz - Arrival'', then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field. You can only activate 1 "Dinofroz - Arrival" per turn.

When making an effect that fusion summons, you don't need to say "Fusion" twice when referring to the summon and the monster, so you can just say "Fusion Summon 1 monster" instead of "Fusion Summon 1 Fusion Monster". Also, Extra Deck is always capitalized, and there's no need to include "as Fusion Material" anymore for fusion summoning effects. Also, the correct way to word a hard once per turn restriction for a spell card activation is "You can only activate 1" followed by the spell's name, followed by "per turn."

Dinofroz - Board Game's effect can be shortened from:
Excavate the top 3 cards of your deck, and add 1 ''Dinofroz'' card you find there to your hand, but discard it at the end of this turn. Banish the other two cards face-down. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
When you activate this card, you can also pay 1000 LP; draw 3 cards and show them, then banish face-down any non-"Dinofroz" cards among them, also if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

The part of the effect that discards the added "Dinofroz" card(s) at the end of the turn wouldn't function properly since the opponent has no way of knowing at the end of that turn if that copy remains in your hand or if only a different copy remains.

Dinofroz - Dino Bay's effect needs to be simplified from:
Draw 1 card. Then, for each ''Dinofroz'' monster you control, target 1 card on the field: negate it's effects until the end of this turn. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
When you activate this card, you can also pay 1000 LP; negate the effects of face-up cards your opponent currently controls (until the end of this turn) up to the number of "Dinofroz" monsters you control, and if you do, draw 1 card, then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

It's current text has multiple different costs and effects mixed in with each other, making everything look messy. This change will make things more tidy.

Dinofroz - Evolution's effect needs to be simplified from:
Draw 1 card. Then, you can target up to 3 ''Dinofroz'' cards in your GY, except this card: return them to your hand, then reset their once-per-turn effects. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material. Can only be activated once per turn.
to:
When you activate this card, you can also pay 1000 LP; draw 1 card, then return up to 3 ''Dinofroz'' cards (except "Dinofroz - Evolution") from your field and/or GY to the hand, then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field. You can only activate 1 "Dinofroz - Evolution" per turn.

You can't make an effect say "reset their once per turn effects" as that wouldn't function properly.

Dinofroz - Rockfroz's effect can be simplified from:
For the rest of this turn, whenever you pay LP to activate a ''Dinofroz'' card, gain 500 LP first. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
Activate 1 or both of these effects (simultaneously).
● This turn, each time a ''Dinofroz'' card or effect is activated, gain 500 LP immediately after it resolves.
● Pay 1000 LP; Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.


Dinofroz - The Predestined's current effect wouldn't function properly, or at least as intended. It needs to be shortened from:
You may pay 1000 LP: Send 1 ''Dinofroz'' monster from your extra deck to the GY, but if you summon it this turn, it cannot attack this turn. Then, you may target 1 ''Dinofroz'' monster in your GY: Special Summon it, ignoring the summoning conditions, also for the rest of this turn, it cannot be destroyed, except by battle. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material. Can only be activated once per turn.
to:
Pay 1000 LP; apply these effects in sequence.
● Special Summon 1 ''Dinofroz'' monster from your Extra Deck, ignoring its Summoning conditions, but for the rest of this turn, it cannot attack or be destroyed.
● You can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.
You can only activate 1 "Dinofroz - The Predestined" per turn.


When special summoning a monster from a public knowledge location (such as the graveyard), effects cannot ignore its summoning conditions unless it was first "properly" summoned, so your current effect wouldn't be able to dump a fusion/xyz monster from the extra deck to the graveyard then immediately summon that monster out from the graveyard, even if the effect says to "ignore summoning conditions".

Dinofroz - Armorize! can have its effect simplified from:
For the rest of this turn, the effects of your ''Dinofroz'' cards cannot be negated. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
Activate 1 or both of these effects (simultaneously).
● Until the end of the next turn, the activation and effects of "Dinofroz" cards activated on your field or GY cannot be negated.
● Pay 1000 LP; Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.


Dinofroz - Dino Watch's effect can be shortened from:
Tribute 1 ''Dinofroz'' monster: Special Summon 1 ''Dinofroz'' monster from your extra deck, except the monster you tributed, also that monster gains 700 ATK and DEF for each monster on the field that has it's effects negated until the end of this turn. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
Tribute 1 ''Dinofroz'' monster, also you can pay 1000 LP; Special Summon 1 ''Dinofroz'' monster with a different name from your Extra Deck, and if you do, it gains 1000 ATK/DEF (until the end of this turn), then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

It's much simpler calculating a 1000 ATK/DEF, or 2000 ATK/DEF, increase than a 700 ATK/DEF one.

Dinofroz - Jurrasic Truck's effect can be shortened from:
Target 1 ''Dinofroz'' Spell/Trap card in your GY, except ''Dinofroz - Jurassic Truck''; set it to your side of the field. Shuffle all Spell/Trap cards in your GY that were used as Fusion Material this turn into your deck. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
Target 1 ''Dinofroz'' Spell/Trap in your GY, except ''Dinofroz - Jurassic Truck'', also you can pay 1000 LP; Set it, and if you do, you can shuffle any number of cards from your GY that were sent there this turn into the Deck, then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

Dinofroz - The Last Eclipse's effect can be shortened from:
When a ''Dinofroz'' monster is attacked: destroy all Defence-Position monsters your opponent controls; that ''Dinofroz'' monster gains ATK equal to the ATK of the monster that attacked it until the end of this turn, but only that monster can inflict battle damage to your opponent this turn. Then, you may pay 1000 LP: Fusion Summon 1 ''Dinofroz'' Fusion monster from your extra deck, using Spell/Trap cards from your hand or field as Fusion Material.
to:
If a monster declares an attack and you control a ''Dinofroz'' monster: Pay 1000 LP; negate the attack, then you can destroy all your opponent's Defense Position monsters, also double the ATK of all "Dinofroz" monsters you currently control (until the end of this turn), then you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

The fusion monsters' first common effect/materials can be shortened from:
1 ''Dinofroz'' Spell/Trap card + 1 ''Dinofroz'' Spell/Trap card
Once per turn, this cannot be destroyed.

to:
2 ''Dinofroz'' Spells/Traps
Once per turn, this card cannot be destroyed.


Also, to make things more readable and easier on the eyes, the fusion monsters' should have their "4000 or less LP" continuous effects listed first, and their effects that trigger upon the monster effect activation(s) listed last, like so:

Dinofroz Hero - Bob
2 ''Dinofroz'' Spells/Traps
Once per turn, this card cannot be destroyed. While your LP are 4000 or less, your opponent's monsters must attack this card if able. Once per turn, if an opponent's monster activates its effect: Destroy it.

Dinofroz Hero - Eric
2 ''Dinofroz'' Spells/Traps
Once per turn, this card cannot be destroyed. Your opponent can only Special Summon monsters(s) up to thrice per turn while you control this face-up card and your LP are 4000 or less. Once per turn, if an opponent's monster activates its effect: Negate the effects of all face-up cards your opponent currently controls until the end of this turn.

Dinofroz Hero - John
2 ''Dinofroz'' Spells/Traps
Once per turn, this card cannot be destroyed. If your monster attacks and your LP are 4000 or less, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if an opponent's monster activates its effect: Target 1 Spell/Trap they control; return it to the hand.

Dinofroz Hero - Tom Carter
2 ''Dinofroz'' Spells/Traps
Once per turn, this card cannot be destroyed. While your LP are 4000 or less, this card can attack all your opponent's monsters once each. Once per turn, if an opponent's monster activates its effect: All face-up monsters they currently control lose 2000 ATK/DEF.

Neceron, Lord Of The Dragons And Rival To The Dinofroz's effect is messy and can be tidied up better by simplifying its text from:
4 Level 8 Fusion monsters
Must first be Xyz Summoned with the above Xyz materials. While this card is on the field, it is also treated as a WATER Dinosaur monster. Cannot be destroyed, negated, tributed, or banished, except by battle. Whenever you Fusion Summon a monster: gain 1000 LP, then if that monster was a ''Dinofroz'' or ''Neceron'' monster, you may target 1 monster your opponent controls: your opponent must activate one of it's effects if able as if it was a Quick Effect. Your other Dragon and Dinosaur monsters cannot be destroyed. Once per turn; (Quick Effect) You can detach 1 material from this card: banish all cards your opponent controls from their hand, field, and GY that have activated their effects this turn. When this is destroyed by battle: destroy all cards on the field, except WATER Dinosaur and FIRE Dragon monsters.

to:
4 Level 8 monsters
Must first be Xyz Summoned with the above materials. The activation and effect of this card's effects cannot be negated. While face-up on the field, this card is also Dinosaur-Type. Dragon and Dinosaur monsters you control cannot be destroyed by, Tributed by, or banished by, effects. Each time a monster(s) is Fusion Summoned, gain 1000 LP. If a monster(s) is Special Summoned from the Extra Deck: Target 1 face-up card your opponent controls; negate its effects if neither player activated a monster effect in response to this effect's activation, and if you do, gain 1000 LP. Once per turn (Quick Effect): You can detach 1 material from this card; banish cards from your opponent's hand (at random), field, GY, and/or face-up Extra Deck up to the number of monster effects they activated this turn. If this card is destroyed by battle: Destroy all cards on the field that are neither WATER Dinosaur monsters nor FIRE Dragon monsters.


There's no need to say "the above Xyz materials" or "the above Fusion materials" for such monsters. You can just say "the above materials".

You also need to say either "if this card is destroyed" or "if this monster is destroyed" instead of just "if this is destroyed". You need to include either "card" or "monster" there.

I also don't think its xyz materials need to specifically be fusion. Just 4 level 8 monsters seems more than enough of price to pay to xyz summon this boss monster.
Last edited by Christen57 on Thu Oct 27, 2022 8:31 pm, edited 1 time in total.

james123
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Post #6 by james123 » Thu Oct 27, 2022 7:29 pm

DarwisBellium92 wrote:As a pioneer of the ygo custom card, I wouldn't call this custom, I'd call it baby stuff. -_-
First of all, Dinofroz is very famous in Italy than in other countries. Moreover, I add, I find it unsuitable for such an archetype, I see it not at all serious.

What are you? A motherf**cking wizard who owns a Casino and a Food Company who has a Delivery Truck built for combat due to him being a Monster Truck Driver?

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Post #7 by DarwisBellium92 » Thu Oct 27, 2022 7:57 pm

james123 wrote:
DarwisBellium92 wrote:As a pioneer of the ygo custom card, I wouldn't call this custom, I'd call it baby stuff. -_-
First of all, Dinofroz is very famous in Italy than in other countries. Moreover, I add, I find it unsuitable for such an archetype, I see it not at all serious.

What are you? A motherf**cking wizard who owns a Casino and a Food Company who has a Delivery Truck built for combat due to him being a Monster Truck Driver?

Sorry, do we know each other?

To me, it seems not. XD
Im cardmaker pioneer with 15 years experience, KONAMI member illustrator and 360 degrees artist
Albaz/Branded and Gem-Knight/Tearlaments/Shaddoll player

"Not crediting an artist for your crappy custom cards is a world crime."
Cit.

UberTrainerMinusInfinity
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Post #8 by UberTrainerMinusInfinity » Thu Oct 27, 2022 8:52 pm

Christen57's card changes are now live on Dueling Book! The most noteworthy of these changes is Neceron himself, trading his ability to force monster effects to activate for a negation effect that heals for 1000 LP, and his ability to destroy all enemy monsters that activated their effects this turn for a more devastating removal ability! Thanks for the changes, and don't forget to check out the other spotlights!

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Post #9 by Christen57 » Thu Oct 27, 2022 10:41 pm

UberTrainerMinusInfinity wrote:Christen57's card changes are now live on Dueling Book! The most noteworthy of these changes is Neceron himself, trading his ability to force monster effects to activate for a negation effect that heals for 1000 LP, and his ability to destroy all enemy monsters that activated their effects this turn for a more devastating removal ability! Thanks for the changes, and don't forget to check out the other spotlights!


Alright. I've tested the archetype a bit and it's capable of bringing out its xyz monster on turn 1 with the right opening hand. It can also bring out 3 Erics on the first turn and bring my LP down to 4000 quickly to so the fusion monster(s) limit the opponent to 3 special summons per turn, heavily limiting their options. Plus, their once per turn destruction-protection effects help them stick around. https://www.duelingbook.com/replay?id=58994-43968671
https://www.duelingbook.com/replay?id=58994-43969125

We just need to shorten Eric's effect from:
Once per turn, this card cannot be destroyed. Your opponent can only Special Summon monsters(s) up to thrice per turn while you control this face-up card and your LP are 4000 or less. Once per turn, if an opponent's monster activates its effect: Negate the effects of all face-up cards your opponent currently controls until the end of this turn.
to:
Once per turn, this card cannot be destroyed. Your opponent can only Special Summon monster(s) up to thrice per turn while you control this face-up card and your LP are 4000 or less. Once per turn, if an opponent's monster activates its effect: Negate the effects of all face-up cards they currently control until the end of this turn.

and shorten Dinofroz - Jurassic Truck's effect from:
Target 1 ''Dinofroz'' Spell/Trap in your GY, except ''Dinofroz - Jurassic Truck'', also you can pay 1000 LP; Set it, and if you do, you can shuffle any number of cards from your GY that were sent there this turn into the Deck, then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.
to:
Target 1 ''Dinofroz'' Spell/Trap in your GY, except ''Dinofroz - Jurassic Truck'', also you can pay 1000 LP; Set it, and if you do, you can shuffle any number of cards from your GY into the Deck, then if you paid that 1000 LP, you can Fusion Summon 1 ''Dinofroz'' monster from your Extra Deck, using Spells/Traps from your hand or field.

Also, Dinofroz - The Predestined's first bulleted effect should be shortened from:
Special Summon 1 ''Dinofroz'' monster from your Extra Deck, ignoring its Summoning conditions, but for the rest of this turn, it cannot attack or be destroyed.
to:
Special Summon 1 ''Dinofroz'' monster from your Extra Deck, ignoring its Summoning conditions, but it cannot attack this turn.

since those extra deck monsters already offer themselves basic protection, so this spell giving them even more protection on top of that feels excessive.

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Post #10 by UberTrainerMinusInfinity » Fri Oct 28, 2022 7:49 am

These three changes are now live! I wouldn't believe someone else would test out my own decks, but I thank them for that. I would like to see the different deck he used, I saw a Danger-Bigfoot! and a Alpha, the Master of Beasts in those replays!

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Post #11 by Christen57 » Fri Oct 28, 2022 1:17 pm

UberTrainerMinusInfinity wrote:These three changes are now live! I wouldn't believe someone else would test out my own decks, but I thank them for that. I would like to see the different deck he used, I saw a Danger-Bigfoot! and a Alpha, the Master of Beasts in those replays!


I also realized Dinofroz Hero - Bob's last effect wouldn't work right on some monsters, specifically monsters that move themselves to a different location for their effects, such as Lonefire Blossom, so that effect needs to be changed from:
Once per turn, if an opponent's monster activates its effect: Destroy it.
to:
Once per turn, if an opponent's monster activates its effect: Destroy up to 1 monster each on their field and face-up Extra Deck.

Also, Dinofroz Hero - Tom Carter's last effect would be simpler if it reduced all the monsters it affected to the same ATK/DEF instead of different ATK/DEF for players to keep track of, so that effect should be shortened from:
Once per turn, if an opponent's monster activates its effect: All face-up monsters they currently control lose 2000 ATK/DEF
to:
Once per turn, if an opponent's monster activates its effect: The ATK/DEF of all monsters they control become 0.

Also, here's the decklist (the extra deck consists of the archetype's cards plus 2 copies of Number 38: Hope Harbinger Dragon Titanic Galaxy), but I intend to replace the "Alpha, the Master of Beasts" with either Gagaga Magician, Dogmatika Fleurdelis, the Knighted, or Guardian Eatos, each of which are much easier to summon and will get me to the rank 8s faster. The level 8 Danger! monsters are also there just to help me get to the rank 8s faster.

Image

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Post #12 by UberTrainerMinusInfinity » Fri Oct 28, 2022 3:25 pm

These two changes are now live, alongside the deck itself!

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Post #13 by Christen57 » Thu Nov 24, 2022 11:25 pm

UberTrainerMinusInfinity wrote:These two changes are now live, alongside the deck itself!


The effect "If this card is destroyed by battle: Destroy all cards on the field that are neither WATER Dinosaur monsters nor FIRE Dragon monsters" should be removed from the xyz monster, as it already has/provides tons of protection from various stuff, so having it also punish the opponent for beating it over in battle on top of all that is too much.

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Post #14 by UberTrainerMinusInfinity » Fri Nov 25, 2022 3:19 pm

This change to Neceron, Lord Of The Dragons and Rival To The Dinofroz is now live, and thus instead of going out with a bang, he goes out like...um....a Beaver Warrior?


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