A Glamis Thanksgiving 2009posted Nov 25th 2009, 6:10PM
Mood: ALIVE!
Music: Colors - Flow
Hey guys, just lettin' everyone know that I'll be out at Glamis this Thanksgiving weekend (shredding sand once again, woot!), and that I'll be taking off tonight around 7 or 8'ish.
As far as the next few months are concerned, I will not be taking a Winter Session course at Citrus. So, with the exception of work (and the potentiallity of finding another job), my schedule will probably free up a lot starting around Christmastime! At least until the second week of February anyways lolz.
Let's see, what else...oh right. If everything plays out the way I hope it does in the next few months or so, I intend to be headed to Cal Poly Pomona starting Fall 2010 (pending, hopefully, an acceptance e-mail and money permitting).
Alrighty, that should be enough description to last until Christmas. I'm probably gonna make a trip to Frank N' Sons in realm of the next couple weeks after I get back from Glamis.
The Prideful Renegade is back!....for four days anyways
Hope you guys have a great Thanksgiving! Take it easy!
Crumbling Necropolis - .95 ea (out of stock "oos")
Dakmor Salvage - .12 ea
Akoum Refuge - .49 ea
Jwar Isle Refuge - .49 ea
Raven's Crime - .17 ea
Flame Jab - .07 ea
Cruel Ultimatum - 1.75 ea (will get on ebay for less, probably $1 ea)
Spellweaver Helix - .35 ea (oos)
Lightning Bolt - 1.25 ea (i know somebody who may sell them to me for a quarter each)
Ensnaring Bridge - 2.25 ea (oos)
Fabricate - .39 ea
Firespout - 1.00 ea
Everything that's out of stock I'll try to find on ebay for about $1 per card ($4 playset)
For the last list of cards you gave me, I put the order in about a week ago and got an e-mail yesterday saying they had just shipped it (order a bunch of Zendikar stuffz too XP)
I'll see what I can do about the expensive and/or out-of-stock things; those might take awhile. But I can definately add most of it to the next order I'm starting (I'll order in about a week or two, I'm giving my bank account a little break until my paychecks come in).
And just pay me when I get the cards, I'll tell ya when I get them because Drake had me order some cards for him as well(note: Fists of Ironwood and Utopia Mycon were out of stock)
I cannot, it was for a pre-sale special that they had on the site. nNw all the prices are back up normally (anywhere between seven cents to a quarter each)
...and Journey to Nowhere is now out of stock... V__V sadness...it was the new O-Ring
$2.75 for the first portion, though they're out of Fists of Ironwood at the moment, so $2.63 without that. At franks, I'm predicting anywhere between $2.50 and $3.50, depending on what you do find of course.
The Doubling Seasons on the site are $12 each, but they're in played condition, and out of new ones. And those I doubt they will restock new.
And I'm glad you told me, since I'm going to be placing an order when Zendikar starts being sold on that site, and I need to make the order at least $15 to avoid shipping costs lol.
And I probably won't draft because I wanna keep my money to take Avery G. to my friend's band gig that night (if we're doing this saturday, which I think we are). But I still want to do the Zendikar sealed thing.
See, I was going to say that since you weren't going to be drafting of your own accord, I'd have you draft in place of Jessriel, whom I still owe a draft, wants to draft Zendikar, but can't go to the event. You would be perfect. I'd pay for your entry, you'd draft for Jessriel, give him the deck and any prizes you win.
But, I think Jessriel is just going to eventually decide that he doesn't want someone to draft for him, because we have to play the games right then and there.
got the GRE coming up soon, classes are going to have started, have to get grad school applications in, have research to do, have letters of req to ask for... etc. etc. etc.
If it happens, it'll probably not be very planned.
I have an idea for a yugioh deck I want to make, but because of a certain mechanic of the theme I'm working with, I need monsters that combine easily with other monsters. I'm not sure whether it'll be easier to use synchro monsters, fusion monsters, or union monsters.
I don't think I'll be using Fusion Monsters, because that'll just be more images I have to find. Union Monsters is what I've been using so far, but so much of the writing space on the card is taken up by the explanation of what can Union with what that there's very little room for other uses of the card.
If only I could do what Magic does and make a Keyword. I would use the keyword: "Union - Deck Name" to denote Union cards that can only union to monsters in that deck.
Anyway, I'm telling you so you can explain to me how Synchro monsters work.
alright, i see what you're trying to do here. but, as per your request, i'll explain Synchro Monsters.
the closest thing to describe a Synchro Monster is a Fusion Monster; similarly, they are both put in your Fusion Deck and can only be summoned by "combining" certain monsters, sending them to the Graveyard, to Synchro Summon the Synchro Monster (this is considered a Special Summon)
to make a Synchro Summon, you need what is called a Tuner-monster. Tuners can be Normal or Effect Monster cards - it doesn't matter. What does matter is that Tuners are identified by having the word "Tuner" next to that monster's type (for example: If Dark Magician were a Tuner, it would say Spellcaster/Tuner)
If you have a Tuner-monster face-up on the field, as well as at least one non-Tuner Monster face-up on the field, you can perform a Synchro Summon. Here's how it works. If your Tuner monster has a level of, say, three, and your non-Tuner monster has a level of, say, four, you're able to summon a level seven Synchro Monster from your Fusion Deck. (3 + 4 = 7). The level has to be exactly the combined levels of the monsters you are "tuning." You could summon the same Synchro Monster by using said level 3 Tuner, and two Level 2 non-tuner monsters (2 + 2 + 3 = 7).
Here's a quick combo to summon high-level Synchro Monsters. If you summoned a Level 5 Synchro Monster, you can use it for another Synchro Summon with, say, a Level 3 Tuner monster to make a Level 8 Synchro Monster. Synchro Monsters are considered non-Tuner monsters so you can do this.
--
Yeah, Union monsters do take a lot of card text, and the text is necessary because equipment rules for Union monsters vary.
With Synchro Monsters, you may still have to find more card images, but since you can just slap "Tuner" next to a Monster's type, you eliminate the need for cards like "Polymerization" or other cards with similar effects (i.e. "Dragon's Mirror")
If you want an example of a Tuner Monster and a Synchro Monster I've made, here are the images for the one's in my Dark Seal deck:
Do Union monsters take up a slot in the Magic and Trap card zone while equipped?
Do Union monsters take up a slot in the Monster card zone while equipped? If not, what happens when I unequip and find out I don't have room for both of the monsters?
(For example, I have Heavy Mech Support Platform attached to launcher spider, and 4 other monsters on the field. If I unequip the Mech somehow, who dies?)
When equipped to monsters, Union monsters are considered Equip Spell Cards, thus they move to the Spell & Trap Zone. When you unequip a Union monster, it changes back to a Monster Card.
Here are the rulings if either your Monster Card Zone or your Spell & Trap Zones are full: If your Monster Card Zone is full, you cannot unequip your Union Monster. If your Spell & Trap Zone is full, you cannot equip your Union monster to another monster.
In your example, you wouldnt be able to unquip Heavy Mech Support Platform at all. Until you have room in your Monster Card Zone, you cannot unequip it. And no, you can't just send one monster from your field to the Graveyard just off-handedly (if you could, Exodia decks would dominate )
What happens if your opponent plays Eternal Rest, and you have another monster (I'll call him 'B', and the Heavy Mech-equipped thing 'A') equipped with something? Can you kill B, then unequip Heavy Mech, saving both A and Heavy Mech? (You could just let Heavy Mech die, saving A, but let's say you want to keep it alive.)
I'll give you some wording I came up with that's going to create more questions. Stuff in brackets isn't actually on the card. X is the monster's level. I used "~~~" cause I haven't decided on a name. The union monster will mostly be 3 stars or less, and have 0 ATK.
"Once per turn, if you control this monster on the field, you may equip it to up to X face-up monster’s on your side of the field with “~~~” in each of their names as an Equip Card, OR unequip it from up to X equipped monsters, and Special Summon each monster unequipped in this fashion to your side of the field in face-up Attack Position. When the last monster is unequipped, Special Summon this monster to the field in face-up Defense Position. Up to X monsters can be equipped with this Union Monster at a time. All monsters equipped with this Union Monster occupy the same Monster Card space. [If monster has other effects, they are written here]"
Since I've written it so that all of the equipped monsters occupy one card space, they have to be special summoned when unequipped.
Let's say I have two of these multiple-union monsters on the field.
Would I be able to "move" one monster from one union to the other in the same turn?
Is there anything blatantly wrong about this card? (other than the fact that it allows me to place a ridiculous amount of creatures on the field)
i'm not sure i understand the effect you're stating here. it seems like you're trying to equip one monster to several monsters at a time; correct me if i'm wrong
however, there hasn't been a problem with Union monsters yet because the equip-process and the effects of Union monsters are simple: A monster can only be equipped with 1 Union Monster at a time, and should the equipped monster be destroyed, you can destroy the Union monster equipped to it instead.
there is a ruling that says you can only equip or unequip Union monsters during your Main Phase; you're not able to do so during your opponent's turn. If you could, then the Trap Card: Formation Union would be obsolete (a Trap that can equip or unquip a Union monster at any given time)
in the case of Eternal Rest (or its Trap version: Really Eternal Rest), and the Union monster in question: Heavy Mech Support Platform, the equipped monster would not be destroyed, only Heavy Mech Support Platform would go to the Graveyard because Heavy Mech's Union ability (written on the card) prevents its equipped monster from being destroyed.
And your question about switching Union monsters, there are two things you need to remember: 1 monster can have only 1 Union monster equipped to it at a time, and: a Union monster can only be equipped/unequipped once per turn (if you attatched Heavy Mech to a monster, you could not play it as a monster card again until your next turn). In truth, if you had one Union monster equipped, and one Union monster currently acting as a monster card, you could "switch," but thats not the process in doing so, one step at a time.
I'm not sure if you would want to make a Union monster that equips to multiple monsters on the field, thats just asking for problems, and official rulings would be nonexistant, considering. My suggestion is that you make a monster that turns into a Continuous Spell Card, which mostly do affect multiple monsters, and it won't be asking for trouble and card errata. Similarily like Union monsters, you can give the Continuous Spell a condition to where it protects certain monsters by destroying itself upon the near-destruction of its affected monsters, and also give it the ability to change back once per turn. That's perfectly fine.
Equip Spell Cards affect one monster: the equipped monster only. If they affected multiple monsters, its likely it wouldn't be an Equip Spell Card; those effects usually belong to Field Spells or Continuous Spells/Traps
You could make a monster that has the ability to have multiple Union monsters equipped to it; thats perfectly fine, not currently made, but perfectly fine. Each Union monster would just be a seperate Equip Spell, no foul there.
Yes. I want to make a monster/card that can be combined (somehow) with more than one monster at a time.
Continuous Spell Version:
"Choose one of the spaces in the Monster Card Zone on your side of the field. While this card is face up on the field, up to X face-up monsters on your side with "~~~" in each of their names can occupy that space in the Monster Card Zone. You can only move monsters into and out of that space in the Monster Card Zone during your Main Phase. [other effects written here].
Union Monster Version:
"Once per turn, if you control this monster on the field, you can equip it to up to X face-up monster’s on your side of the field with “~~~” in each of their names as an Equip Card, OR unequip it from up to X equipped monsters and Special Summon each monster unequipped in this fashion to the field in face-up Attack Position. When the last monster is unequipped, Special Summon this monster to the field in face-up Defense Position. Up to X monsters can be equipped with this Union Monster at a time. [Where X is this Monster’s Level]. All monsters equipped with this Union Monster occupy the same Monster Card space. [If the monster has other effects, they are written here]
(Note: To save space, could be written as: "Union - "~~~" ; Level Capacity.")
I like the continuous spell idea. It has less writing on the card than the whole union thing, and I agree that affecting multiple monsters is the realm of field and continuous spells/traps.
What I wanted to do was something in the realm of what the color gadgets do. They tribute themselves, and depending which are tributed the monster summoned gains abilities. I just wanted to be able to 'disconnect' my versions of the 'gadgets' as I felt necessary. I couldn't use tributing though, because that would place them in the graveyard, where they could be reborn, and then what happens when I wanted to disconnect?
Making a monster that has the ability to have multiple Union monster equipped to it just means I reverse the wording on all of my monster cards. Monsters that used to be union monsters that equipped themselves to multiple creatures now become regular monsters that can have several union monster's equipped to it, and the regular monsters now become regular union monsters. This may work, but there are several problems. 1, that means I have to convert all of my regular monsters into union monsters (damn the lack of infinite card space!!!). 2, it means that most of my monsters become equip cards, and are placed in the magic and trap card zone, which doesn't feel right, flavorwise, to me. When you see the theme of the deck, you'll understand my point.
i guess that will help once i do see the theme, definately
but exceeding the 5 card limit of the Monster Card Zone, thats pretty, well, insane . you had better make these cards balanced enough. the fact of having more monsters than your opponent is just crazy, especially for cards like Cannon Soldier. heck, having possibly more than 5 monsters that can defend your life points is pretty broken . honestly, i'd rather take on the 4500 beatstick that gets summoned 3+ times, unless you do decide to balance these cards out
...oh gawd, you're not making Saprolings in Yugioh are you? o_o
No, not as swarmy as Saprolings. Besides, Having lots of weak creatures doesn't help. If you have a single creature on the field that's stronger than one of the saprolings, then I can't attack.
Now, if I do that, then have some cards that boost all saprolings on the field, (say a field card, or a magic card, or etc.) that would work really well.
Meh. Not really my idea.
Speaking of broken, how about a monster that has:
"Cards equipped to this monster do not occupy a space in the Magic and Trap Card Zone. This card can only be equipped with up to X Equip Spell cards"
(I don't know what X will be, not monster level.)
Then combine that with having more than 5 of these on the field.
In other news, Erik beat Lawrence for the draft games, and Lawrence beat me. I know, it makes no sense.
My first game, my deck hated on me, and I had to mulligan to 4 cards. Even then, I got him down to about 10 life before he locked me down with blockers, and then it took him a while to draw the flyer he needed to put me away.
(His Dimir deck seems pretty much all over the place, with a few constants. He has a very decent amount of flyers, and most of his other creatures are just there to block and mill his opponent.)
My second game, we both side-boarded to make our decks faster, so we both got down to below 10 life, but Boros is just faster, so i won.
Third game, my deck hated on me again, I had to mulligan to 6, and I got mana-flooded (draw craploads of lands, little to nothing of anything else.)
Throughout the whole thing, I was laughing on the inside, because even if Lawrence beat everybody else, he would still be tied with me, and we would just have to play each other again in the tie-breaker.
and now i know how his deck is gonna run, and between you and i, i think my deck was faster, yours simply being better. if i can out-muscle him in speed, then i may be alright
but how did erik beat lawrence? lawrence is running mill and erik is playing a dredge deck o_o shouldn't erik have lost in a matter of turns?
Apparently, Lawrence milling meant that more of Erik's things were available for dredging.
All Erik had to do was build himself up for a couple of turns, wait for Lawrence to put something shiny in Erik's graveyard, and then he would dredge it.
Lawrence was basically building Erik's army for him.
Yes, eventually Lawrence would probably have milled him out, and probably faster than any of our decks, but that was never an issue.
That's the problem with draft mill decks. They are rarely good enough to reliably mill out any 60 card deck.
And I still think that I should have beaten him. And you should have beaten him. It's hard to tell, because of the rock-paper-scissors cycles that are popping up.
(Lawrence beat me, I beat Erik, Erik beat Lawrence), (Lawrence beat me, I beat Grego, Grego beat Lawrence).
"I will Pursue my Dreams
Without Bound or Limit
...I will Soar." - "I will Soar"
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Hey everyone. Welcome to my page. I go by Kaeso Ignatious Flare, or Kif for short.
Feel free to look around. I may not have much art, but I am a writer of sorts. I try to type as much as I can, but most of my work is hand-written. My main genres for writing include: Fantasy, Satire, Poetry, Prose, and your occasional Rant.
Some quick things about me:
- I love swimming. My competive stroke is Breastroke, and my main events are 100 Breastroke, 200 IM, and the 50 Breastroke in the Medley Relay. I'm also a lifeguard/swim-instructor at my city pool.
- I go quad-riding with my folks often. I have a stock, 300 Honda Fourtrax. I usually go up to El Mirage or Anderson Dry Lake. Glamis is my favorite spot, though I usually go up on holidays like Thanksgiving or New Years with family friends.
- I will be attending my second year of college this fall (2009), my major includes Physical Science & Mathematics.
- Other hobbies of mine: Chess, Poker, Reading, Yugioh TCG, Magic the Gathering TCG, Pokemon TCG, Video Games, Track & Field, Water-skiing, Snow-skiing, Hex Hex (an awesome game! look it up!!!)