Deck Spotlight: Talking Tom & Friends

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UberTrainerMinusInfinity
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Deck Spotlight: Talking Tom & Friends

Post #1 by UberTrainerMinusInfinity » Tue Nov 08, 2022 10:02 pm

TALKING TOM
https://www.duelingbook.com/deck?id=11118406
Year of Origin: 2010, but this deck uses their designs from Talking Tom Heroes, released in 2019. Talking Ben originated in 2011, while Angela dawned from 2012.
Is it real?: Yes....even their TV show. And Talking Hank!
Ace Monster: Talking Crystal Mentor, The Grand Plan
The Main Races: Cyberse
The Main Attributes: EARTH
Extra Monsters: Ritual
Attack: 4/5
Defence: 4/5
Strategy: 3/5
Intellect: 5/5
Luck: 4/5
THE STORY:
Talking Tom has been entertaining mobile phone users for years with his ability to mimic anything said to him. But one day, he and his three friends are struck by four crystals that give them incredible power! And with the help of their mysterious Crystal Mentor, our friends become.....HEROES!!!!!
STRATEGY:
Now, Talking Tom must use his original power again to confuse your opponents to oblivion! Each Talking monster, except their ace, has the ability to mimic any Spell card your opponent uses as Chain Link 2 only! The new spell is a Token Spell that is an identical copy of that spell, except any words surrounded by "" will become "Talking". For example, a copied Searing Fire Wall would read "Banish any number of "Talking" monsters from your Graveyard; Special Summon an equal number of "Talking" (Pyro-Type/FIRE/Level 1/ATK 0/DEF 0) in Defense Position." This allows you to turn your opponent's spells right back at them, especially cards like Raigeki or Harpie's Feather Duster!
However, copying spells isn't the only thing the Talking monsters can do. They also synergize with Token Spell cards, like Talking Tom himself powering up whenever a Token Spell card is activated, and can easily get spells into your hand to tempt your opponent through Talking Mission, which stays on the field after being activated to protect your Token Spell cards from negation!
For the big guns, use Talking Crystal Unison to Ritual Summon the powerful level 12 Talking Crystal Mentor, The Grand Plan! Talking Crystal Unison itself can tribute face-up Spell cards from either field for it's summon, while Talking Crystal Mentor, The Grand Plan itself powers up for each Talk monster you control, and can stop Spell cards entirely at will, just as long as you're running only EARTH Cyberse monsters.
KILLER COMBOS:
The Talking friends have a lot of versitility with their face-up Spell/Trap cards. Their field spell, Talking Hideout, powers up Talking monsters whenever a Token Spell card is activated, and can save a Talking monster from destruction once, while Talking Together protects your Talking monsters from enemy Spells!
The Talking monsters have great abilities as well: Talking Tom can search out a Talking monster, and Special Summon it if a Token Spell was activated this turn, Talking Ben steals your opponent's LP whenever you activate a Token Spell card, Talking Hank draws on Token Spells, while Talking Angela has the unique ability to secretly add a Trap card from your deck to your hand, just as long as she summons Talking Tom through her Special Summon effect. To top it off, she can even attack directly!
As EARTH Cyberse monsters, the Talking monsters have plenty of support cards outside their archetype, such as the Code Talkers. However, the Talking monsters do not have any unique Link monsters.

Christen57
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Post #2 by Christen57 » Sat Dec 24, 2022 8:31 pm

Talking Angela's effect should be shortened from:
When this is summoned: You can Special Summon 1 ''Talking'' monster from your hand/GY, then if you summoned ''Talking Tom'' this way, you can banish 1 Trap card from your deck face-down, place it on the top of your deck, then draw 1 card. When your opponent activates a Spell card, you can activate this effect as Chain Link 2 only: (Quick Effect) Activate a Token that is a copy of that Spell card, except any words on it that are surrounded by quotation marks ("") becomes "Talking'', and it is removed from the game if it were to ever leave the field. Can attack directly. When a ''Talk'' monster attacks, cards cannot be activated until the end of the damage step.
to:
When this card is Summoned: You can Special Summon 1 "Talking" monster from your hand/GY, then if that monster is "Talking Tom", you can add 1 Counter Trap from your Deck/GY to your hand. You can only use this effect of "Talking Angela" once per turn. When a Spell Card or effect is activated (Quick Effect): You can target 1 Normal or Quick-Play Spell on the field; this effect becomes that target's effect when that card is activated, also your "Talking" monsters can attack directly this turn. You cannot Special Summon from the Deck or Extra Deck the turn you activate either of this card's effects, except Cyberse Link Monsters.

This archetype's monsters' current wordings are a mess. "Activating a Token" is not a real term in yugioh and has no official meaning. Tokens also, by default, don't activate or have effects. I like the idea of copying activated spells, but when monsters such as Predaplant Verte Anaconda copy spell effects, they always copy no more than normal and quick-play spell effects, so the same thing should apply to this archetype.

Also, I think it's better for the direct attacking effect to be part of the copying effect to really reward players for using that effect, and for the damage step effect to be removed or given to a different monster in the archetype.

More importantly, because Talking Angela's first effect requires that you bring out the trap after it special summons the Talking monster from the hand/GY instead of doing both those things simultaneously, it'll cause the "When this card is Summoned" effect of that newly brought out monster to miss its activation timing. If you don't want this to happen, change the "then" in Talking Angela's text to an "and". Otherwise it's perfectly fine the way it is.

I recommend the following changes to the rest of your archetype's monsters so their wording matches Angela's new wording I suggested.

Talking Ben
If a non-"Talking" Spell Card or effect was activated this turn: You can Special Summon this card from your hand, and if you do, you can shuffle any number of your cards that are on your field, GY, or banished into the Deck. You can only use this effect of "Talking Ben" once per turn. When a Spell Card or effect is activated (Quick Effect): You can target 1 Normal or Quick-Play Spell on the field; this effect becomes that target's effect when that card is activated, also you take no damage until the end of the next turn. You cannot Special Summon from the Deck or Extra Deck the turn you activate either of this card's effects, except Cyberse Link Monsters.

Talking Hank
When this card is Summoned: You can add 1 Cyberse Ritual Monster or 1 "Cynet Ritual" from your Deck to your hand, or you can add both if a Special Summoned monster is on the field. You can only use this effect of "Talking Hank" once per turn. When a Spell Card or effect is activated (Quick Effect): You can target 1 Normal or Quick-Play Spell on the field; this effect becomes that target's effect when that card is activated, also your opponent cannot add cards from the Deck to the hand for the rest of this turn. You cannot Special Summon from the Deck or Extra Deck the turn you activate either of this card's effects, except Cyberse Link Monsters.

Talking Tom
When this card is Summoned: You can add 1 "Talking" card from your Deck to your hand, or up to 2 if a non-"Talking" Spell Card or effect was activated this turn. You can only use this effect of "Talking Tom" once per turn. When a Spell Card or effect is activated (Quick Effect): You can target 1 Normal or Quick-Play Spell on the field; this effect becomes that target's effect when that card is activated, also your opponent cannot add cards from the Deck to the hand for the rest of this turn except during the Draw Phase. You cannot Special Summon from the Deck or Extra Deck the turn you activate either of this card's effects, except Cyberse Link Monsters.

As for Talking Hank, part of me thinks you should delete the archetype's ritual spell and just have the more generic Cynet Ritual be the main way this archetype ritual summons, but if not, just replace Cynet Ritual in Talking Hank's effect with the archetype's ritual spell's name and keep it.

If you choose to keep the archetype's ritual spell, the ritual monster's effect should be changed to:
You can Ritual Summon this card with "Talking Crystal Unision". You can only use each of the following effects of "Talking Crystal Mentor, The Grand Plan" once per turn and can only activate them while an EARTH Cyberse Effect Monster is in your GY.
● (Quick Effect): You can target 1 Effect non-Ritual Monster or 1 Continuous Spell that is on the field, GY, or banished; until the End Phase, this card's name becomes that target's original name and replace this effect with that target's original effects.
● You can target 1 face-up card; negate its effects until the end of this turn, then you can destroy it.

if not, that monster's effect should be changed to:
You can Ritual Summon this card with "Cynet Ritual". You can only use each of the following effects of "Talking Crystal Mentor, The Grand Plan" once per turn and can only activate them while an EARTH Cyberse Effect Monster is in your GY.
● (Quick Effect): You can target 1 Effect non-Ritual Monster or 1 Continuous Spell that is on the field, GY, or banished; until the End Phase, this card's name becomes that target's original name and replace this effect with that target's original effects.
● You can target 1 face-up card; negate its effects until the end of this turn, then you can destroy it.


Either way, there's no need for this ritual monster to list both Talking Crystal Unision and Cynet Ritual, since Pre-Preparation of Rites requires the ritual spell it searches to list the ritual monster's name, not the other way around.

Also, it's spelled Unison not Unision, unless the game/anime/show/comic your archetype is based off of decided to spell it that way for some reason.

Also, I thought it made more sense to nerf this monster by removing its ATK-boosting and protection effects, but modifying its negate so it target and negates any face-up card.

If you choose to keep the ritual spell instead of deleting it, fix its problem-solving card text by shortening its effect from:
This is used to Ritual Summon ''Talking Crystal Mentor, The Grand Plan'', by tributing monsters from your hand or field those total levels equal 12 or more. You can also tribute face-up Spell cards from either field: when tributing a Spell card this way, treat it's level as 4, or you can treat it as 8 if it was controlled by your opponent. If you only control cards that are either face-down or are ''Talk'' cards, this is also a Quick-Play Spell card.
to:
This is used to Ritual Summon "Talking Crystal Mentor, The Grand Plan". You must also Tribute monsters from your hand or field whose total Levels equal 12 or more. If 2 or more non-Ritual Spell Cards were activated this turn, you can also use 1 Cyberse Effect Monster in your Deck. You cannot Special Summon from the Deck or Extra Deck the turn you activate this card, except Cyberse Link Monsters.

Talking Gate's effect should be nerfed from:
Add 1 ''Talking'' card from your deck to your hand, except this card. Then, if you added a Ritual Monster or a Ritual Spell card this way, you may activate 1 ''Talking Hideout'' from your deck to either field. Can only be activated once per turn. When you activate a Token Spell card, reset this once per turn effect.
to:
Add 1 "Talking" card from your Deck/GY to your hand, except "Talking Gate", and if you do, you can shuffle any number of your cards that are on your field, GY, and/or banished into the Deck. You cannot Special Summon from the Deck or Extra Deck the turn you activate this card, except Cyberse Link Monsters.

This being a simple searcher should be fine for now.

Talking Hideout's effect can be shortened from:
Token Spell cards cannot be negated. Whenever a Token Spell card is activated: All ''Talking'' monsters gain 500 ATK/DEF. If a ''Talking'' monster would be destroyed, you can activate this effect: instead target up to 2 spell cards, or Set Spell/Trap cards on the field: banish them if they're a Spell. (If the target is Set, reveal it.) You can only activate this effect once while this card is on the field.
to:
The activation and effects of your "Talking" monster effects cannot be negated. If a Cyberse Effect Monster(s) you control would be destroyed, you can banish 2 Spells/Traps from the field instead that were neither activated this turn nor Set this turn.

Talking Mission's effect should be buffed from:
When this is activated: For each ''Talking'' monster you control, excavate the top 2 cards of your opponent's deck, and add any Spells you find there to your hand, but if you chain a ''Talking'' effect to them to them this turn, immediately banish that Spell. Place the rest of the cards on the top of the deck in any order. Token Spell cards cannot be destroyed.
to:
Your Set Spells/Traps are unaffected by your opponent's effects while an EARTH Cyberse Effect Monster is on your field or GY. You can excavate cards from the top of your Deck equal to the number of Cyberse Effect Monsters you control, and if you do, add any excavated Spells to your hand, also shuffle the rest into the Deck, and if you do, you can banish cards from the top of your opponent's Deck equal to the number added. You can only use this effect of "Talking Mission" once per turn. You cannot Special Summon from the Deck or Extra Deck the turn you activate this card, except Cyberse Link Monsters.

A card cannot be both a token and a spell at the same time. It needs to be one or the other.

Talking Crystals's effect can be shortened from:
When a Spell card is activated, shuffle 1 ''Talking'' monster from your GY into your deck: Negate that card, then activate a Token Spell card that is a copy of that Spell, except any words within quotation marks ("") become "Talking", and it is removed from the game if it is to ever leave the field. Then, if you control 5 ''Talking'' monsters with different names, and you activated a Token Spell this way: destroy all cards your opponent controls.
to:
When a Spell/Trap Card or effect is activated: Shuffle 1 "Talking" monster from your field or GY into the Deck or return 1 Cyberse Link Monster that is banished or in the GY to the Extra Deck; negate the activation, then if you control 5 or more Cyberse Effect Monsters, you can destroy all cards your opponent controls.

Talking Together should be deleted. All 3 of its effects either won't work properly due to how they're worded or are roughly the same as those of other cards in this archetype. Plus, the archetype already has at least 9 different main deck cards, so the rest of the space in the deck should be for cyberse-related support cards and staples.

UberTrainerMinusInfinity
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Post #3 by UberTrainerMinusInfinity » Sat Dec 24, 2022 10:30 pm

On one foggy Christmas Eve, Christen57's changes were made live on Duelingbook. With so many changes made, especially with the removal of Token Spell cards, making them a myth once more, it looks, sounds, and plays like a completely different archetype, with all their old effects replaced with new ones. As such, I need an explanation on how this new Talking deck actually works!
Still......
Let's hope Token Spell cards really become a thing.
Let's make it happen.
Merry Christmas!

Christen57
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Post #4 by Christen57 » Sun Dec 25, 2022 6:41 pm

UberTrainerMinusInfinity wrote:On one foggy Christmas Eve, Christen57's changes were made live on Duelingbook. With so many changes made, especially with the removal of Token Spell cards, making them a myth once more, it looks, sounds, and plays like a completely different archetype, with all their old effects replaced with new ones. As such, I need an explanation on how this new Talking deck actually works!
Still......
Let's hope Token Spell cards really become a thing.
Let's make it happen.
Merry Christmas!


I made a mistake with my suggestion to Talking Mission. Where it says:
the turn you activate this card
it should actually be:
the turn you activate this effect

Also, I think Talking Hideout's first effect can be buffed from:
The activation and effects of your "Talking" monster effects cannot be negated.
to:
The activation and effects of your monsters that are "Talking" monsters or used a "Talking" monster as Link Material cannot be negated.

Also, Talking Tom doesn't need that part of its effect that says ", also this gains 1000 ATK/DEF" After testing this archetype, I found that it can consistently make Accesscode Talker or Mekk-Knight Crusadia Avramax on turn 1 due to 1-card and 2-card combos, and these link monsters already give themselves large ATK boosts in order to beat over other high ATK monsters.

So the main deck monsters of this archetype should simply serve to special summon, search, copy spells, and grant other small bonuses, while the ATK-increasing and beating down should be those extra deck monsters' role.

UberTrainerMinusInfinity
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Post #5 by UberTrainerMinusInfinity » Sun Dec 25, 2022 10:26 pm

These three changes are now live, and thus the Talking deck falls to what all Cyberse decks fear....HAVING YOUR ACTUAL ACE MONSTER BE ACCESSCODE TALKER! It's a grueling fate for a Cyberse deck that didn't originally revolve around Link Summoning that much....well, there's always the next Cyberse deck! (And Rush Duel, too)
Merry Christmas!


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