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Found 3 results

  1. D/D/D - - Deck Discussion

    Table of Contents: I. Monster(s) II: Dark Contracts III: Extra Deck IV: Combo(s) I. Monster(s): D/D Savant Kepler The searcher for your Contracts one of which gets your D/Ds so it's your searcher for everything. It's pretty much self-explainatory. D/D Savant Copernicus It sends Lamia or one of the Slimes to the graveyard which is a great way to setup your plays with targets. Being a Level 4 means you get a Librarian with Lamia which allows for free draws through further Synchro combos. D/D Lamia The Tuner of the deck. Aside from being a Level 1 that can be summoned over and over again it, it's ability to revive itself for a D/D or Contract is very useful to go up the ladder. Just keep in mind that you cannot send a Pendulum card on the field because they don't end up in the graveyard which doesn't fulfill Lamia's condition. Cards in the hand are fine. D/D Swirl Slime This is probably the most important combo card in this deck. You get Genghis and a free SS from your hand which includes the Level 8s. This will cause all of the important effects to trigger and snowball into your standard fields. Swirl Slime starts everything and is absolutely mandatory to run. D/D Necro Slime This is the guy you want to send with Swirl Slime. Gives you a free Fusion which will trigger a Swirl Slime-fused Genghis or Ragnarok's scale effect. It is also used to get some draws with Formula Synchron through Lamia. D/D/D Oblivion King Abyss Ragnarok D/D Savant Thomas Being able to get Ragnarok plus any Rank 8 makes Thomas stupidly powerful though somewhat costly because it requires a Scale. It's Pendulum effect is quite solid because this deck lacks the option to access its Pendulums from the Extra Deck. D/D Savant Newton D/D Orthros II. Dark Contracts: Dark Contract with the Gate Dark Contract with the Swamp King Dark Contract with the Witch III. Extra Deck: D/D/D Flame King Genghis D/D/D Oracle King D'Arc D/D/D Dragonbane King Beowulf D/D/D Gust King Alexander D/D/D Hexblood King Siegfried D/D/D Wave King Caesar D/D/D Duo-Dawn King Kali Yuga IV. Combo(s): (work in progress)
  2. Boyfriend

    https://www.youtube.com/watch?v=Uqphb_WM1rM     -i'm writing this on 3 hours of sleep so i'm probably missing a lot -This is a work in progress that i can't test because my internet is down and showdown isn't working on the optimum wifi app thing i'm using for the meantime. -CS excadrill is a lot of fun. -i'm thinking of putting defog on latios as a back up since excadrill is scarfed but i like roost for better longevity. i originally had earthquake but i realized thunderbolt provides a lot more coverage to hit things like char y, togekiss and azumarill, i hit bisharp really hard with it, tyranitar fucks me either way - heatran is a problem since i only really have azumariil which hates burn. aegislash is a huge threat because i realized nothing can take a shadow ball that well. i feel like i'll also have problems with clefable, sylveon and azumarill. -'m willing to break up the fwg core i just thought   mega char/azumarill/ferro was a cool core - status is really annoying. i can play around a lot of status with type immunities but things like random scald burns are going to hurt, idk where to find room for a cleric/status asorber though.     -> @ Charizardite X Ability: Blaze EVs: 144 HP / 240 Atk / 4 SDef / 120 Spd - Dragon Dance - Fire Punch - Dragon Claw - Roost  @ Rocky Helmet/leftovers(i want to test both) Ability: Iron Barbs EVs: 216Def / 252 HP / 40Spdef Impish Nature - Power Whip - Protect - Leech Seed - Stealth Rock  @ Choice Band Ability: Huge Power EVs: 252 HP / 252 Atk / 4 SDef Adamant Nature - Aqua Jet - Play Rough - Waterfall - Knock Off @ Life Orb Ability: Prankster EVs: 252 Spd / 252 SAtk / 4 Def Timid Nature IVs: 0 Atk / 30 Def - Thunder Wave - Thunderbolt - Hidden Power [Ice] - Focus Blast @ Life Orb Ability: Levitate EVs: 252 Spd / 252 SAtk / 4 Atk Timid IVs: 0 Atk - Draco Meteor - Thunderbolt - Psyshock - Roost  @ Choice Scarf Ability: Mold Breaker EVs: 252 Spd / 252 Atk / 4 HP Adamant Nature - Rock Slide - Iron Head - Earthquake - Rapid Spin     importable version [spoiler]Charizard @ Charizardite X Ability: Blaze EVs: 144 HP / 240 Atk / 4 SDef / 120 Spd - Dragon Dance - Fire Punch - Dragon Claw - Roost Ferrothorn @ Rocky Helmet Ability: Iron Barbs EVs: 216 Def / 252 HP / 40 SDef Impish Nature - Power Whip - Protect - Leech Seed - Stealth Rock Azumarill @ Choice Band Ability: Huge Power EVs: 252 HP / 252 Atk / 4 SDef Adamant Nature - Aqua Jet - Play Rough - Waterfall - Knock Off Thundurus (M) @ Life Orb Ability: Prankster EVs: 252 Spd / 252 SAtk / 4 HP Timid Nature IVs: 0 Atk / 30 Def - Thunder Wave - Thunderbolt - Hidden Power [Ice] - Focus Blast Latios (M) @ Life Orb Ability: Levitate EVs: 252 Spd / 252 SAtk / 4 HP Timid Nature IVs: 0 Atk - Draco Meteor - Thunderbolt - Psyshock - Roost Excadrill @ Choice Scarf Ability: Mold Breaker EVs: 252 Spd / 252 Atk / 4 HP Adamant Nature - Rock Slide - Iron Head - Earthquake - Rapid Spin [/spoiler]
  3. Transmutation

    I mentioned this game in my "Aspiring Designers" thread. Below is just an early draft of the rules, although I'd imagine the game wouldn't come out to be too different in the final product. Regardless, this is just some eye-candy information on it now. Criticism is always welcome.     Transmutation   In Transmutation, players take on the role of Alchemists creating abominable creatures known as “Homunculus (plural Homunculi)” and compete over resources and funding to further their other unspeakably detestable projects.   Pre-Game Setup   Each Player starts the game with a Material Deck of X0 Material Cards and a Transmutation Deck of X0 Homunculus, Attachments or Catalyst cards. At the start of the game players draw five cards from their Material deck and choose one Homunculus from their Transmutation deck and play it face down. Both Players simutaneously flip their selected Homunculus face-up and then pay their cost.   Win Condition   When a Player's Homunculus is destroyed and sent to the discard pile, the owner of that Homunculus takes one Material from the top of their deck and places it on the field. That Material is now “Corrupted”. Players may not use Corrupted Material for any costs. When your Opponent has three or more corrupted Material, you win the game.   Order of Play   Transmutation is played in turns, each turn is made up of the following three phases   Main (You may play Homunculus or Attachment cards during this phase) Battle (You may attack your Opponent's Homunculus during this phase) Draw (Draw two cards during this phase, draw one additional card for each corrupted Material card on your side of the field)   After your draw phase, it is your Opponent's turn who will then also proceed through the previously listed phases.   Card Types   There are four types of cards in Transmutation; Material, Homunculus, Attachments and Catalyst.   Material   Materials comprise the Material Deck. Materials are used to pay for the cost of cards in the Transmutation Deck that share their Main or Sub-Types. There are four distinct Material Types (each with their own three Sub-Types) however you may only deck one distinct Material Type. The main types are Fire, Water, Earth, Air. Their Sub-types are a combination of their Main Type with the other Material Types. [E.g. Fire Material sub-types are Steam (Fire + Water), Sand (Fire + Earth) and Blaze (Fire + Wind)]   In addition to the three individual sub-types, there is one sub-type known as “Aether” which is common to all Materials. Any card with an “Aether” cost, may be payed for with any Material.   Homunculus   Homunculus are played from the Transmutation Deck to be pitted against each other in one on one combat. They have the following attributes   Name (The name of the Homunculus. Other cards may need to check this information to be played)   Cost (To play a Homunculus, you first overlay a number of Materials from your hand equal to it's cost onto the field face-up and then place it from your Transmutation Deck ontop of them)   Type (Type of the Homunculus. Other cards may need to check this information to be played)   Health (When a Homunculus is played, a number of it's Materials equal to it's Health are flipped face-down, each time a successful hit is landed against a Homunculus, one face-down material is removed, when a successful hit is landed against a Homunculus with no face-down material, it is destroyed and sent to the discard pile)   Power (When Homuncului battle, compare their power values. If the power of the attacking Homunculus is larger than the power of the defending Homunculus, the defending Homunculus is defeated and loses one Health Point. If the power of the attacking Homunculus is equal to or less than the power of the defending Homunculus, then the attack isn't successful and the battle ends)   Ability (The effect(s) that the card has are printed here)   Attachment   Attachments are extensions you can Attachments to your Homunculus to power them up in various ways be it either to help strengthen your offense or defense or have them gain some additional abilities.   Name (The name of the Attachment. Other cards may need to check this information to be played)   Cost (To play an Attachments you first overlay a number of Materials from your hand equal to it's cost onto the field face-up and then place it from your Transmutation Deck ontop of them)   Type (Attachments can only be attached to Homunculus that share at least one of the Attachement's type)   Endurance (When an Attacment is played, a number of it's Materials equal to it's Endurance are flipped face-down, each time a successful hit is landed against an Attachment, one face-down material is removed, when a successful hit is landed against an Attachment with no face-down material, it is destroyed and sent to the discard pile. )   Ability (The effect(s) that card has are printed here)   Catalyst   Catalyst are cards that activate once and instanenously, after they have been activated and resolved they are sent to the discard pile. Catalyst cards may be activated at any time unless otherwise stated.   Name (The name of the Attachment. Other cards may need to check this information to be played)   Cost (To play a Catalyst you first discard a number of Material from your hand equal to it's cost and then play it from your Transmutation Deck.)   Ability (The effect(s) that the card has are printed here)   Battle Step   See: “Power” under Homunculus
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