@@Neotrinity7 you guys you uuuuuu you uuuuuu you uuuuuu you uuuuuu uuuuuu you uuuuuu uuuuuu uuuuuu you uuuuuu uuuuuu uuuuuu you up to your charm your day up uuuuuu uuuuuu uuuuuu uuuuuu you up yet you took the you guys up until you uuuuuu uuuuuu
@@blazepommaster We will see more older archetypes get support I'm sure of it especially now since TCG isn't following the anime anymore and Rush Duels is doing that. And probably older mechanics revisited like how Armed Dragons got retrained.
Dragon Rulers are kind of like Trishula in that no matter how much power creep happens, they still end up being absurdly overpowered anyways when either unbanned or temporarily unbanned for testing.
@@MrZahsome Honestly, they aren't really OP unless combined, and if they were to come back they lack set up because they would be singular (inconsistent) plus not have Dark Matter to set up a play. 2013 Rank 7 effects are outdated as hell. So expect Tidal and Blaster, and now that Block Dragon is banned, also Redox at some point.
I don't think anyone really gonna fear the Dragon Rulers in this era. 1 of my pals once tried the Dragon Ruler deck and it was clunky and too slow for the current Meta.
You should do this again with some other cards. Maybe not just limited to gimmicky boss monsters but other types of cards. Maybe some classic meta cards which are iconic, like Injection Fairy Lily, Man-Eater Bug or Gorz the Nightmare of Darkness. These really iconic monsters which were never apart of an archetype but found success for being really powerful.
I made these like 2 years ago: Labyrinth Duel Field Spell When this card is activated, you can Special Summon 1 "Labyrinth Wall" from your hand, deck, or GY, then add 1 "Labyrinth" card from your deck to your hand. Each time a monster(s) is summoned (including in the Extra Monster Zone), place them in the next available Monster Zone(s) closest to their user's Field Spell Zone; also, once per turn, the turn player can move any number of their monsters on their side of the field to the closest (horizontal) available Monster Card Zones. Monsters cannot target other monsters for attacks, unless they are in the same columns. Once per turn, if your opponent activates a card or effect, you can add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck or GY to your hand. Once per turn, if this card is targeted by a card effect, you can discard 1 level 5 or higher monster; negate that effect. The Labyrinth's Power Continuous Spell Level 5 or higher Normal Monsters do not require tributes to normal summon/set. You can only activate one of the effects of "The Labyrith's Power", based on the number of other "Labyrinth" cards you control with different names, once per turn: 1+: You can target any number of monsters on your field, GY, or banished, except effect monsters (minimum 1); shuffle them into the deck, then add 1 "Labyrinth" card from your deck or GY to your hand. 2+: Special Summon 1 "Labyrinth Tank" from your Extra Deck or GY, then you can target 1 Spell/Trap card on the field; banish it. 3+: Special Summon 1 "Monster Tamer" from your hand, deck, or GY and if you do, take control of one of your opponent's monsters they control, but you cannot Special Summon for the rest of this turn. 4+: Add 1 "Riryoku" from your deck or GY to your hand, then flip all face-down monsters and/or change all effect monsters on the field to ATK position, and if you do, draw 1 card. 5+: You can apply all of the previous effects, in any order. A Trap in the Labyrinth!? Trap Activate one of these effects: Send 1 "Jirai Gumo" from your field, hand or deck to the GY, or banish it from the GY; destroy 1 monster in this card's column and inflict damage to your opponent equal to half the original ATK of that monster. Banish 1 "Dungeon Worm" from your field, hand or deck; banish all other cards in this card's column. If your opponent moves a monster(s) to adjacent monster zone(s) while you control a "Labyrinth" card, you can send 1 other "Labyrinth" card you control to the GY; shuffle 1 "Jirai Gumo" from your GY into you deck, then, set this card from your GY, also, this card can be activated this turn. You can only use each effect of "A Trap in the Labyrinth!?" once per turn. The Labyrinth's Guardian Continuous Trap You can only control 1 "Gate Guardian", also, "Gate Guardian" can attack 3 monsters during each Battle Phase. Once per turn, you can reveal 1 "Kazejin", "Suijin", and "Sanga of the Thunder" from your hand, field, or GY; Special Summon 1 "Gate Guardian" from your hand, deck, GY, or is Banished ignoring summoning conditions. When an opponent targets a card you control with a monster effect or for an attack, you can banish from your hand or GY, 1 "Kazejin", "Suijin", or "Sanga of the Thunder"; negate that attack or effect. If this card, or "Gate Guardian" leaves the field because of an opponent's card (by battle or effect), return all other monsters on the field to their controller's hands except "Gate Guardian", also, you can Special Summon 1 "Kazejin", "Suijin", and/or "Sanga of the Thunder" from your Banished zone, and if you do, you cannot summon from the extra deck until your opponent's next turn. If you control "Labyrinth Wall", this card can be activated the turn it was set. The Shadow Inside the Labyrinth Quick-Play Spell Equip 1 "Magical Labyrinth" from you hand, deck, or GY to 1 monster you control, and/or, and move any of your opponent's face-up monsters to their other Main Monster Mones, then if you do either of these, Special Summon "Wall Shadow" from your hand, deck, GY, or is Banished, ignoring it's summoning conditions, and equip this card to it with this effect: Once per turn (Quick Effect), you can move "Wall Shadow" to any available Main Monster Zone. If "Wall Shadow" attacks an opponent's monster, during the Damage Step, that monster's ATK becomes half of it's original attack, also, negate it's effects (if any), and if it is destroyed by battle, banish it, and if you do, add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck and/or any "Labyrinth" card from your GY to your hand. You can only activate each effect of "The Shadow Inside the Labyrinth" once per turn. So, Labyrinth's Guardian is powerful, but has outs/downsides. First of all, Gate Guardian get's slowed down too, since it can only attack monsters in the same column under the field spell. Second, if you use non-targeting monster removal, you can get rid of it, without having the pieces respawn since they wouldn't be banished yet, your monsters will get bounced, but from there you'd only have to worry about a vanilla 3750. Third, a simple S/T removal will bypass it entirely, though it's not entirely over for the user if they flip up another copy, which all don't have HOPT effects, but are regulated since the user can only control 1 Gate Guardian. Fourth, you could remove the trap, allow the user to summon the pieces, then banish them, and then get rid of Gate Guardian; the pieces would be banished and unable to be used to resummon Gate Guardian, unless you end up removing another Labyrinth's Guardian or Gate Guardian while another copy is active. Fifth, it's only negation, not destruction and sixth, it's only 3 pieces so you can just target stuff 3x and then steal Gate Guardian with Borreload, etc instead of removing it. All the other cards are decent and boost consistency and provide plays, but require many recyclable bricks and also aren't really spamable in other decks (unless you think bringing out a lv 5 vanilla for free breaks the game). It is worth noting that obtaining Labyrinth Duel, Shadow Inside the Labyrinth, and Labyrinth's Guardian will allow you 5 other Labyrinth cards, aside from Layrinth's Power, because Duel will SS Wall (2), and Shadow equips Wall with Magical Labyrinth (3), and keeps itself equiped to Wall Shadow (4), and then if you control Wall, you can set and immediately flip Guardian (5), then activate the Power you searched from Duel (or if you opened Power, you search Shadow or Guardian), then apply all it's effects: you can add Riyoku and draw, SS Tank and banish a S/T, SS Tamer and steal a monster, reshuffle Tamer and add Trap to your hand, and if your opponent activates something you get a piece, if you destroy a monster with Shadow you get another, so if you opened 1 piece already (a 4 card combo) you SS Gate Guardian, so that is a pretty crazy set-up! Interesting cards that interact are Ground Collapse (adding a sort of attack block with "Labyrinth Duel"), Wattkinetic Puppeteer might be used as a sort of interruption during the BP, or allow Gate Guardian to fully attack 3x monsters under Labyrinth Duel (when paired with "Shadow"), Senet Switch might speed things up, Indigo Eclipse would probably benefit too. And of course BEWD would be a pretty strong Normal Summon, though this time I guess it would be allowed to move as long as it didn't use flight, lol. "Guardian" can have players finally experience the indivual pieces power, but all at once. The field spell slows the game down, but should it be removed, Gate Guardian can show off it's true power...
I also made some for PANIK. Levitation Ring of Dark Illusions Field Spell When this card is activated, you can banish 1 "Swords of Revealing Light" from your hand, deck, or GY; Special Summon 1 "Castle of Dark Illusions" from your hand, deck, or GY, then add 1 "Dark Illusions" card from your deck to your hand. Other "Dark Illusions" cards cannot be destroyed by battle or card effects. Once per turn (Quick effect), if you control "Castle of Dark Illusions", You can flip all Attack Position monsters you control into face-down Attack Position, then, rearrange all face-down monsters you control. (Battle positions are not changed. Face-down attack position monsters can attack, but are flipped at the start of the damage step.) At the end of your 3rd End Phase after this card was activated, your opponent can add 1 card from your Banished Zone to their hand. While "Swords of Revealing Light" is face-up, all "Dark Illusion" card effects on the field are negated. The Dark Illusions Continuous Spell If a monster you control that was previously face-down this turn battles, during damage calculation, increase it's ATK/DEF by 1000, until the End Phase. Once per turn, you can apply these effects based on the number of other "Dark Illusions" cards you control with different names: 1+: Special Summon 1 "Barox" from your Extra Deck, then you can add 1 "Dark Illusions" card from your deck to your hand. 2+: Special Summon 1 "Dark Chimera" from your hand, deck, or GY, then send 1 "Darkness Approaches" from your hand or deck to the GY and apply its effect, or add it to your hand. 3+: Special Summon 1 "King of Yamakai" from your hand, deck or GY, then flip any number of monsters on the field face-down ATK position and send face-up cards on the field to the GY equal to the number of cards flipped by this effect (Face-down attack position monsters can attack, but are flipped at the start of the damage step.) The Reaper of Dark Illusions Counter Trap If you control "Castle of Dark Illusions": Special Summon 1 "Reaper of the Cards" from your hand or deck face-down, then send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to its original ATK. You can banish this card from the GY; Special Summon 1 "Reaper of the Cards" from your GY face-down, then target 1 Spell your opponent controls; send it to the GY. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.) You can only use each effect of "Reaper of Dark Illusions " once per turn. Guardian of Dark Illusions Continuous Spell If you control "Castle of Dark Illusions", you can special Summon 1 "Metal Guardian" from your hand, deck, or GY, then you can activate 1 "Yellow Luster Shield" from your deck. While you control both "Metal Guardian" and "Yellow Luster Shield", your opponent cannot target "Dark Illusions" cards, or Face-down cards you control with effects. If a "Dark Illusions" card on the field would be targeted by a card effect, you can banish this card from your GY; negate that effect. You can only use each effect of "Guardian of Dark Illusions " once per turn.
The First Guardian has an unwritten effect that says after this card is summoned your opponent forfeits the match. Just because of that SSS tier artwork.
It wouldn't shock me in a couple of years to have some goofy archetype centered around the Gate Guardian - maybe like a labyrinth field spell, with retrains of his individual parts with various lockdown effects and a stratos fiend wall thing,lol.
I made some a while back Labyrinth Duel Field Spell When this card is activated, you can Special Summon 1 "Labyrinth Wall" from your hand, deck, or GY, then add 1 "Labyrinth" card from your deck to your hand. Each time a monster(s) is summoned (including in the Extra Monster Zone), place them in the next available Monster Zone(s) closest to their user's Field Spell Zone; also, once per turn, the turn player can move any number of their monsters on their side of the field to the closest (horizontal) available Monster Card Zones. Monsters cannot target other monsters for attacks, unless they are in the same columns. Once per turn, if your opponent activates a card or effect, you can add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck or GY to your hand. Once per turn, if this card is targeted by a card effect, you can discard 1 level 5 or higher monster; negate that effect. The Labyrinth's Power Continuous Spell Level 5 or higher Normal Monsters do not require tributes to normal summon/set. You can only activate one of the effects of "The Labyrith's Power", based on the number of other "Labyrinth" cards you control with different names, once per turn: 1+: You can target any number of monsters on your field, GY, or banished, except effect monsters (minimum 1); shuffle them into the deck, then add 1 "Labyrinth" card from your deck or GY to your hand. 2+: Special Summon 1 "Labyrinth Tank" from your Extra Deck or GY, then you can target 1 Spell/Trap card on the field; banish it. 3+: Special Summon 1 "Monster Tamer" from your hand, deck, or GY and if you do, take control of one of your opponent's monsters they control, but you cannot Special Summon for the rest of this turn. 4+: Add 1 "Riryoku" from your deck or GY to your hand, then flip all face-down monsters and/or change all effect monsters on the field to ATK position, and if you do, draw 1 card. 5+: You can apply all of the previous effects, in any order. A Trap in the Labyrinth!? Trap Activate one of these effects: Send 1 "Jirai Gumo" from your field, hand or deck to the GY, or banish it from the GY; destroy 1 monster in this card's column and inflict damage to your opponent equal to half the original ATK of that monster. Banish 1 "Dungeon Worm" from your field, hand or deck; banish all other cards in this card's column. If your opponent moves a monster(s) to adjacent monster zone(s) while you control a "Labyrinth" card, you can send 1 other "Labyrinth" card you control to the GY; shuffle 1 "Jirai Gumo" from your GY into you deck, then, set this card from your GY, also, this card can be activated this turn. You can only use each effect of "A Trap in the Labyrinth!?" once per turn. The Labyrinth's Guardian Continuous Trap You can only control 1 "Gate Guardian", also, "Gate Guardian" can attack 3 monsters during each Battle Phase. Once per turn, you can reveal 1 "Kazejin", "Suijin", and "Sanga of the Thunder" from your hand, field, or GY; Special Summon 1 "Gate Guardian" from your hand, deck, GY, or is Banished ignoring summoning conditions. When an opponent targets a card you control with a monster effect or for an attack, you can banish from your hand or GY, 1 "Kazejin", "Suijin", or "Sanga of the Thunder"; negate that attack or effect. If this card, or "Gate Guardian" leaves the field because of an opponent's card (by battle or effect), return all other monsters on the field to their controller's hands except "Gate Guardian", also, you can Special Summon 1 "Kazejin", "Suijin", and/or "Sanga of the Thunder" from your Banished zone, and if you do, you cannot summon from the extra deck until your opponent's next turn. If you control "Labyrinth Wall", this card can be activated the turn it was set. The Shadow Inside the Labyrinth Quick-Play Spell Equip 1 "Magical Labyrinth" from you hand, deck, or GY to 1 monster you control, and/or, and move any of your opponent's face-up monsters to their other Main Monster Mones, then if you do either of these, Special Summon "Wall Shadow" from your hand, deck, GY, or is Banished, ignoring it's summoning conditions, and equip this card to it with this effect: Once per turn (Quick Effect), you can move "Wall Shadow" to any available Main Monster Zone. If "Wall Shadow" attacks an opponent's monster, during the Damage Step, that monster's ATK becomes half of it's original attack, also, negate it's effects (if any), and if it is destroyed by battle, banish it, and if you do, add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck and/or any "Labyrinth" card from your GY to your hand. You can only activate each effect of "The Shadow Inside the Labyrinth" once per turn. So, Labyrinth's Guardian is powerful, but has outs/downsides. First of all, Gate Guardian get's slowed down too, since it can only attack monsters in the same column under the field spell. Second, if you use non-targeting monster removal, you can get rid of it, without having the pieces respawn since they wouldn't be banished yet, your monsters will get bounced, but from there you'd only have to worry about a vanilla 3750. Third, a simple S/T removal will bypass it entirely, though it's not entirely over for the user if they flip up another copy, which all don't have HOPT effects, but are regulated since the user can only control 1 Gate Guardian. Fourth, you could remove the trap, allow the user to summon the pieces, then banish them, and then get rid of Gate Guardian; the pieces would be banished and unable to be used to resummon Gate Guardian, unless you end up removing another Labyrinth's Guardian or Gate Guardian while another copy is active. Fifth, it's only negation, not destruction and sixth, it's only 3 pieces so you can just target stuff 3x and then steal Gate Guardian with Borreload, etc instead of removing it. All the other cards are decent and boost consistency and provide plays, but require many recyclable bricks and also aren't really spamable in other decks (unless you think bringing out a lv 5 vanilla for free breaks the game). It is worth noting that obtaining Labyrinth Duel, Shadow Inside the Labyrinth, and Labyrinth's Guardian will allow you 5 other Labyrinth cards, aside from Layrinth's Power, because Duel will SS Wall (2), and Shadow equips Wall with Magical Labyrinth (3), and keeps itself equiped to Wall Shadow (4), and then if you control Wall, you can set and immediately flip Guardian (5), then activate the Power you searched from Duel (or if you opened Power, you search Shadow or Guardian), then apply all it's effects: you can add Riyoku and draw, SS Tank and banish a S/T, SS Tamer and steal a monster, reshuffle Tamer and add Trap to your hand, and if your opponent activates something you get a piece, if you destroy a monster with Shadow you get another, so if you opened 1 piece already (a 4 card combo) you SS Gate Guardian, so that is a pretty crazy set-up! Interesting cards that interact are Ground Collapse (adding a sort of attack block with "Labyrinth Duel"), Wattkinetic Puppeteer might be used as a sort of interruption during the BP, or allow Gate Guardian to fully attack 3x monsters under Labyrinth Duel (when paired with "Shadow"), Senet Switch might speed things up, Indigo Eclipse would probably benefit too. And of course BEWD would be a pretty strong Normal Summon, though this time I guess it would be allowed to move as long as it didn't use flight, lol. "Guardian" can have players finally experience the indivual pieces power, but all at once. The field spell slows the game down, but should it be removed, Gate Guardian can show off it's true power!
I also made some for PANIK. Levitation Ring of Dark Illusions Field Spell When this card is activated, you can banish 1 "Swords of Revealing Light" from your hand, deck, or GY; Special Summon 1 "Castle of Dark Illusions" from your hand, deck, or GY, then add 1 "Dark Illusions" card from your deck to your hand. Other "Dark Illusions" cards cannot be destroyed by battle or card effects. Once per turn (Quick effect), if you control "Castle of Dark Illusions", You can flip all Attack Position monsters you control into face-down Attack Position, then, rearrange all face-down monsters you control. (Battle positions are not changed. Face-down attack position monsters can attack, but are flipped at the start of the damage step.) At the end of your 3rd End Phase after this card was activated, your opponent can add 1 card from your Banished Zone to their hand. While "Swords of Revealing Light" is face-up, all "Dark Illusion" card effects on the field are negated. The Dark Illusions Continuous Spell If a monster you control that was previously face-down this turn battles, during damage calculation, increase it's ATK/DEF by 1000, until the End Phase. Once per turn, you can apply these effects based on the number of other "Dark Illusions" cards you control with different names: 1+: Special Summon 1 "Barox" from your Extra Deck, then you can add 1 "Dark Illusions" card from your deck to your hand. 2+: Special Summon 1 "Dark Chimera" from your hand, deck, or GY, then send 1 "Darkness Approaches" from your hand or deck to the GY and apply its effect, or add it to your hand. 3+: Special Summon 1 "King of Yamakai" from your hand, deck or GY, then flip any number of monsters on the field face-down ATK position and send face-up cards on the field to the GY equal to the number of cards flipped by this effect (Face-down attack position monsters can attack, but are flipped at the start of the damage step.) The Reaper of Dark Illusions Counter Trap If you control "Castle of Dark Illusions": Special Summon 1 "Reaper of the Cards" from your hand or deck face-down, then send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to its original ATK. You can banish this card from the GY; Special Summon 1 "Reaper of the Cards" from your GY face-down, then target 1 Spell your opponent controls; send it to the GY. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.) You can only use each effect of "Reaper of Dark Illusions " once per turn. Guardian of Dark Illusions Continuous Spell If you control "Castle of Dark Illusions", you can special Summon 1 "Metal Guardian" from your hand, deck, or GY, then you can activate 1 "Yellow Luster Shield" from your deck. While you control both "Metal Guardian" and "Yellow Luster Shield", your opponent cannot target "Dark Illusions" cards, or Face-down cards you control with effects. If a "Dark Illusions" card on the field would be targeted by a card effect, you can banish this card from your GY; negate that effect. You can only use each effect of "Guardian of Dark Illusions " once per turn.
Or Bonz Call From the Haunted Continuous Spell You can only control 1 "Call From the Haunted". Once per turn, if a Normal Zombie-type monster you control would be sent to the GY while you control "Pumpking the King of Ghosts", you can place 1 "Haunted" counter on this card instead. (All Zombie-type monsters you control gain 800 ATK for each "Haunted" counter on this card.) Once per turn, you can have your opponent draw up to 2 cards, also, draw and discard that same amount, and you can resolve effect(s) up to the cards discarded: 1: Special summon up to 1 each of "Clown Zombie", "Dragon Zombie," and "Armored Zombie" from your hand, deck or GY, and decrease your LP by 800 for each monster summoned, also, you cannot attack directly this turn. 2: Return 2 banished cards to the GY's, then, special summon 1 "Pumpking the King of Ghosts" from your hand or GY in DEF position, also, while you control a Normal monster, your opponent must attack with each monster they control, but can only target Normal Monsters for attacks or with card effects until the end of your opponent's turn. So, it has targeting protection for Pumking, but also for itself if is an omni-target (like Raigeki Break). It boosts all zombies, not just Normal. It gives your opponent 1-2 cards, and sort of helps fix your hand/set up GY a bit (Often, zombies like Mezuki love being in the GY more than hand.) It also returns banished CARDS (so Desires is great in this deck), and Zombies tend to banish themselves frequently anyways (Wightprince, Mezuki/Gozuki/Plaguespreader).
i really like your work.. if i could suggest something i’d give Panik a few more cards like for ex Grim Reaper of Cards Attribute DARK LV: 5 ATK 1380 DEF 1930 [Fiend/Effect] (This card is treated as reaper of cards) • This card cannot be destroyed by battle. • When this card is Normal or Special Summoned. You can Target a Spell or Trap Card an banish it. • If This card is Tribute Summoned using a DARK monster it gains 200 Atk/Def for each card in either players GY. • Once per turn: on either players turn when a effect in the GY is Activated you can negate it Chaos Shield Continuous Spell Card During your Standby Phase All monsters you control gain 600 Def. If Field Spell Yami, or Mystic Plasma Zone is on the field or GY this effect remains (even if this card leaves the field.) Once per turn Dark Monsters on your side of the field cannot be destroyed by battle. You also take no battle damage from card attacks.
Happy to see my card made it into the video (Master of the Elements)! I was pretty happy with the idea but I did forget that bit of wording with the summoning requirement. Great video with a lot of cool submissions though!
Rank 7 to bring out off the Labyrinth Wall link: Odd Eyes Absolute Dragon. Making it would be extremely easy in Endymion and its basically a free Vortex when you link it away with Masquerena for either Selene or Unicorn. The only problem is zone availability.
That was my submission, along with an archetype of new cards, but TDL very clearly isn't interested in reviewing archetypes unless his Patreons pay for it.
if you summon gate guardian; take out a 2nd yugioh board that is 10by 10 squares. draw a labyrinth on those squares and now you play yu gi oh like the episode where gate guardian was summoned. field spell
@@calvinmcneil9824 in the same pack that the card i just described is released in all cards will have a 2nd labyrith version of the card that is used on the new board. all cards will need to be reprinted but that's fine
This is better. You can only activate this card if you control a monster whose original name is "Gate Guardian". Draw cards until you have 6 cards in your hand. You can only activate 1 per turn.
Gate Guardian Initiator Quick Spell Add 1 Gate Guardian, Sanga of The Thunder, Kazejin or Suijin or card that specifically list those from your deck or GY to your hand or if you control Gate Guardian, Sanga of The Thunder, Kazejin or Suijin, you can special summon it instead. If this card is in your GY, you can activate one of this effect: - Banish this card from your GY; draw cards equal to number of Gate Guardian, Sanga of The Thunder, Kazejin or Suijin in your hand, field or GY. (Reveal those cards if they are in your hand before drawing.) -Discard 1 Gate Guardian, Sanga of The Thunder, Kazejin or Suijin or banish it from GY; add this card to your hand. You can only use each effect once per turn
I couldn't design a card, so I wanna post what mine is before the video starts. I essentially want a Neos Krugler for Gate Guardian. A Fusion Gate Guardian, call it Great Gate Guardian, same atk and def, cannot be targeted by card effects. When it destroys an opponent's monster by battle, deal damage to your opponents lifepoints equal to the atk of the destroyed monster. When it leaves the field, special summon 1 Gate Guardian from your deck or hand, ignoring its summoning conditions, and, if summoned in this way, the Gate Guardian cannot be destroyed by battle. I thought a Flame Wingman effect would go well with it, though I could definitely reach more into the original anime release for some more fitting effects. But I liked the dynamic of one being immune to targeted card effects and then summoning one that is immune to battle destruction. Feels fitting since it's supposed to be a "guardian" to have some immunities in there
Sadly gate guardian is very tough to summon, the 3 monsters require tribute summoning just to summon him, they don't even have support like monsters that are level 4 or lower that help turbo out the required materials
Thanks so much for including my card (Depths of the Labyrinth Walls) in the video! While I'm not 100% sure about the card being that crazy with Dragon Rulers, especially compared to all the existing Dragon support, hearing you say that it almost seemed like something that could be printed genuinely made my day.
@@kvnhernandez8 Yeah, this is one of those Boss Monsters that seriously need some major support especially to play into a new play style with some setup and consistency.
I think a "ditch a piece; and draw 2" coupled with a "banish the pieces from hand/field/grave to summon from anywhere treating it as being properly summoned, then make it unaffected by card effects" and a "instead of your normal draw" continuous spell that lets you search a piece or return a banished one to the grave fixes most of the problems. Maybe a second discard effect could help like "discard 1 piece to destroy 2 cards on the field or 3 pieces to destroy all cards on the opponents side and if you discard 1 of each name then the opponent can't respond". Cause with these you're actually incentivized to fill up on gate guardian related cards rather than turning them into a side engine.
I love the fusion super poly target. I would change the effect to be able to attack 3 monsters per battle phase and up to thrice per turn when your opponent declares an attack to change that monster attack to 0. Love that if you use the 3 og monsters as material then it becomes unaffected by all other card effects. It is useful on it's own and if you take the effort to summon it properly you get a beast of a boss monster.
The Gate Sentry was probably the single best designed card on the list. Great Artwork, Great Concept, and it makes Gate Guardian a Splashable engine for Thunder Dragon, Frogs, and Witchcrafters
Quick effects on field spell, the only one I know of is Ancient City Rainbow Ruins, with the 2+ and 3+ effects. Funnily enough, due to rulings, this is also the only card in the whole game that can negate activations, but can't be used on the Damage Step (the negate is also able to hit your own cards and is not once per turn or chain, just like that custom field spell's spin effect).
Aquajin (4* aqua, this card is treated as Suijin) , Sanga the lightning 3* thunder, this card is treated as sanga the thunder), Cazajin 5* wind, this card is treated as Kazejin, reduce its cost by 1 if any of the other gate guardian materials are on the field. and you can special summon it.
because i kinda just Do this sorta thing, here's a quick psct breakdown for each of these The Guardian Rises! Normal Spell Card Banish 1 "Sanga of the Thunder", "Kazejin", and "Suijin" from your hand, Deck, or field; Special Summon from your Deck, 1 "Gate Guardian" or 1 monster that specifically lists "Gate Guardian" in its text, then apply these effects based on where you banished monsters from to activate this card. ● Hand: The Special Summoned monster is unaffected by your opponent's card effects. ● Deck: The Special Summoned mosnter gain 1000 ATK/DEF. ● Field: Send as many cards your opponent controls to the GY, but not more than 3. ( lotta interpretation here, both in the wording of "where you banished monsters from" and also in terms of the effect itself. specifically, i figured the second part was not meant to be an addition effect that activates after the first, and that the banish-from-field effect was supposed to go off if your opponent controls less than 3 cards ... because the old version did not ) Gate Defender ... this one is actually mostly correct aside from some minor capitalization issues, but there's _one_ major issue ( well, besides what's probably meant to be the 3 effect lacking the 3? ) and that's like the 1 effect just never happens. there's no condition or cost to it. it's just a statement lost forever in the vacuum. is it on-summon? a battle effect akin to the components? an ignition effect? i have literally nothing to go off of, because all of those would be valid interpretations Depths of the Labyrinth Walls i get the feeling the intent was "from your field _and/or_ GY" so that you didn't have to banish all three from the same place. other than that, all that's missing is an oxford comma Labyrinth Shadow Wall mostly just capitalization errors, and a missing oxford comma, closing quotation mark, and "your". but also the second effect has you tribute the thing as a _condition?_ proooobably meant to be a semi-colon after that. also you don't really need the whole "monster(s)" thing if it's always gonna be plural anyway ( the plurality refers to the number of monsters on gate guardian, after all, not the ones you're choosing to summon ) Gate Guardian Ascended "Attributes", not "attributes" ... that's literally it. i guess "when the monster was" should be "when the monster(s) were", too but i feel like that's a case where konami would fudge the wording for the nicer spacing anyway Neo Gate Guardian Level 11 DARK Warrior Fusion Monster ATK 4000 DEF 4000 3 monsters with different Attributes This card can make a second and third attack during each Battle Phase, but when uses this effect, it loses 1000 ATK until the end of the Battle Phase. Your opponent's monsters cannot target other monsters you control with less ATK than this card's original ATK for attacks. If this card was Fusion Summoned using only Level 7 or higher monsters as material, other monsters you control are unaffected by the effects of monsters with lower original ATK than this card. If this card was Fusion Summoned using "Sanga of the Thunder", "Kazejin", and "Suijin" as material, it is unaffected by your opponent's card effects. ( an immediate problem with this card that i'm not sure how to interpret the intent is the fact that it makes your other monsters immune to their own effects unless they're naturally bigger than this thing. which is pretty silly, needless to say. maybe it's just supposed to be your opponent's monsters? also i kinda hate how much text this thing has when it's just a big-ass wall ) Gate Sentry missing oxford common and _slightly_ more importantly, it can't actually summon gate guardian because it's nomi, so it needs to ignore Summoning conditions Master of the Elements "You can send / You can discard _1_ 'Sange of the Thunder' etc.". a Deck isn't capitalized. the shuffle effect targets as an _effect_ instead of a cost for some reason, and there's no reason for "and if you do that" if there's no preceeding "and if you do". also it's missing oxford commas again. i'm kinda surprised that's _the_ reoccuring issue with otherwise well-written cards. like i know it's an optional thing and all but konami is _pretty_ consistent about using 'em. oh and again, can't actually summon gate guardian, but that was touched on in the vid itself on another note, there are actually zero non-quick-play spells with quick effects. like, genuinely, all non-quick-play spell effects that activate during your opponent's turn that theduellogs is thinking of are trigger effects, not quick ones. the closest thing to an exception is the incredible _curse of fiend,_ but even then it's still not actually quick and can't be chained. 'course, i don't think there's an actual hard rule preventing spells from having quick effects, but if you wanted to be accurate then the quick effect would instead be a continuous one that _gives_ gate guardian the quick effect The First Guardian there's something _really_ funny about slapping two hard opt clauses right next to each other. that special summon effect should really just be with the bulleted ones. speaking of the special summon effect, it's another effect without a condition, and should probably just have "During your Main Phase:" to mark it as an ignition effect. also it has an uncapitalized Deck. i guess i can't be too hard on the lack of condition, though, considering the kazejin seems to have stolen it so that it could harness the power of a *_double condition_* ... yeah that should probably be "When your opponent activates a card or effect while you control 'Kazejin' (Quick Effect):" even if it breaks the symmetry. also i'm not sure if the draw or negate effects are meant to be mandatory, especially since like ... would that mean you could activate the draw effect at any time, but you can't end the end phase if you control suijin until you activate it? yeah that probably should just be optional
Love that the two most monotone yugitubers still manage to make some of the best content all the time. I think this is the first time I heard TheDuelLogs laugh. Great stuff guys! Keep it comin!
I'd probly retrain GG to be an xyz unit that requires the 3 req. cards to be on the field, hand or gy to be summoned. Multi-Dimensional Gate Guardian Piercing, 3500 atk unit, can remove from play the attached kaze sanga or Sui to negate a tribute or card effects that would remove it from your field, basically can prevent itself from being kaiju'd. Multi-Dimensional Gate (Field Spell) Once per turn, you can discard a card to activate one of the effects based on the card type: (Trap card) you can attach a kaze sanga or Sui from the deck to Multidimensional GG. (Spell card) Discard Kaze Sanga or Sui from your Hand, Draw 1 card for every card discarded (Monster card) Send a Kaze Sanga or Sui from your deck to the GY
So the master of elements not being limited to opponents effects has another layer to its effect that wasn't mentioned... it doesn't even exclude it's own effect so as long as you have the discards you can just keep discarding...
Oh this is fun. here my take. "Ultimate Gate Guardian" lvl 10 Fusion type monster: 3750 Atk 3400 Def. Must be special summoned fusing 3 monsters which include water, thunder and wind attribute or by discarding one "Gate Guardian" from your hand to the GY. For every one of these monsters in your GY "Ultimate Gate Guardian" gets the following effects: - Sanga of the thunder: This monster is uneffected by your opponents monster card effects. - Kazejin: This monster is uneffected by your opponents trap card effects. - Suijin: This monster is uneffected by your opponents spell card effects. Once per turn during your opponents damage calculation: Banish 1 Sanga of the thunder, Kazejin or Suijin from your GY. (Quick effect) If an opponents monster declares an attack it has its Atk reduced to 0 during the damage step only. If this card gets removed from the field: Special summon one "Gate Guardian" from your GY to the field ignoring its summon condition.
i had a spell card in my head that never tryed to make. title was a bit funny to figure out.........gate guardian's key. simple effect: banish 1 suijin, kazejin, and sanga of thunder from your hand, deck, or graveyard to special summon one gate guardian from your hand or deck (ignoring its summoning conditions) secondary effect to card (if allowed): at the end of the turn you can banish your gate guardian (face down) to special summon 1 suijin, kazejin, and sanga of thunder from your banished deck (but negate there effects tell your next opponents turn)
With all the retrains we see these days, I'm confident there will one day be retrains, or maybe an entire archtype of Labyrinth/Gate Guardian cards. Perhaps to avoid accidental support of other archtypes, the level 7s could have special titles. 'Sanga, Thunder Guardian of the Gate' for instance, or 'Elemental Gate Guardian Sanga/Suijin/Kazejin'. Throw in three more monsters for dark, fire, and earth, and you could then have a strange spinoff of the Monarchs.
I just thought of a card called "The Gate" (or something fancier, like "Mystical Gate") that would be untargetable by card effects while Gate Guardian was in play. And since its a gate, perhaps it would have an effect to summon high level monsters as if they were coming out of the gate
I always thought it'd have been awesome if the Gate Guardian pieces had been more like the Charmer monsters, cute little spellcasters that could maybe either summon their higher level pieces or combine to special summon the Gate Guardian itself.
Cyberdarks could use a continuous spell “cyberdark fury”. One effect per turn each. that lets you special summon from the deck. whenever a cyberdark is sent to the graveyard. by discarding a card from hand (but treat it as a normal summon). You can send this card grave to special summon a “cyber” fusion monster from grave by banishing materials from the field. When a cyberdark machine monster is removed from the field you can return one cyberdark card (including monster like claw or horn )to your hand from graveyard. Can be triggered by effect of cyberdark inferno that lets you return a cyberdark to hand to summon a cyberdark from hand. . The reason for this is that cyber dark can’t make boards. And they need cyberdarkness dragon and have multiple cyberdarks equipped with cyberdark dragons. But as a draw back the spell card will lock you out from special summoning from the main deck except for “cyber” monsters for that turn. Having a quick play “cyber dark fusion”spell card that lets you dump multiple cyber darks in grave gives you an option to overload fusion to summon the cyberdarkness dragon. If this fusion card is used to summon the og “cyberdark dragon”, it gains additional effect: unequip an equip card on the field to negate a spell or trap card on the field. Again, this locks you out of the extra deck except for cyber monsters. This fusion card forces you to decide which cyberdark fusion to summon, you want spell trap negates? Or monster effect negates? They also need a hand trap cyberdark monster “Cyberdark arsenal” (preferably a lvl 3 dragon) monster, card for cyberdarks that provides protection for cyberdark spell and trap cards on the field for that turn when discarded (quickie). If this card is sent to the grave by an effect of a cyberdark monster, destroy one spell or trap card on the field (this could also destroy cyberdark inferno which lets you search any fusion card) . When this equipped card was sent to the grave while equipped to a monster add one cyberdark spell/trap card to the hand from the he graveyard. A hand trap trap card let’s you equip any dragon or machine monster from your extra deck to cyberdark monster (including to a fusion) but send it to the graveyard at the end of the turn (acts like a mini limiter removal for the archetype but gives the atk and def to a cyberdark that is equipped). I believe this would help make boards for the archetype, fix issues with vanilla cyberdark machine like keel, horn and edge clogging Up your hand.
I didn't submit any cards for this design contest but my idea for gate guardian support would be retrains of the 3 pieces of gate guardian where the the three pieces search each other out, search out gate guardian, have some way to get on the field and then give effects to gate guardian when they're used to summon him.
I'm going to put something out there because I think some people might not realize this: Gate Guardian is a special-summon-only monster, meaning it cannot simply be sent to the GY and then "Monster Reborn". The card would need to say "ignoring the summoning conditions". However, that line only excuses Gate Guardian from "cannot be Special Summoned by any other ways", not from "Must first be Special Summoned by..." You would still have to actually summon GG by the original intended way to resummon it from the GY or Banish. (This rule does not apply if Summoning from hand or deck.)
This is my take on. "Gate Guardian- The Three Element--> Level 11. Effect type. 3750 attack. 3400 def. Here is something a little new? This card doesn't have a attribute. It has a black circle with ??? in it. "This card can only be special summon by tributing Sanga of the Thunder, Kazjin and Suijin on your side of the field. This card gains all of the following effects as long as it is face up on the field". 1: Once per turn you can switch the attribute of this card to Light, Wind or Water. 2: Once per turn you can banish/remove one light monster from your GY. You can look one of your opponent face down card on their side of the field and return it back down. 3: Once per turn you can banish/remove one wind monster from your GY. You can destroy one of your opponent card on their side of the field. 4: Once per turn you can banish/remove one water monster from your GY. You can select one unoccupied card zone on your opponent side of the field and your opponent cannot use that zone as long as this card remain on the field. You can only select one zone at a time.
Gate Sentry - I'd run in Thunder Dragons with a chaos core. So end board would be Gate Guardian and Thunder Dragonduo, with two ThunDra on-banish effects being triggered.
I’d say best thing to do would be for it to be unable to attack directly if it’s already attacked an opponents monster. Or at least limit it to only one direct attack per turn.
God Guardian (Fusion) 3750 / 3400 Can only be Fusion Summoned by banishing “Sanga of the Thunder”, “Kazejin” and “Suijin” from your hand, field and/or GY (you do not use “Polymerization”). Cannot be Tributed. Unaffected by card effects. This monster can attack three times during each Battle Phase. If this monster is destroyed by battle and sent to the GY: draw 3 cards, then discard 2 cards.
I had thought of ideas that could have included retrains to or references of Para and Dox's other monsters every time a new duelist pack is announced. The brothers could even be cards as a pair of pendulum monsters that could help summon the pieces.
Ultimately, the best fix is to make him a fusion monster, which requires the polymerization of "Sanga of the Thunder", "Kazejin", and "Suijin". More specifically, it needs to be a fusion effect monster, with the same effect that "Sanga of the Thunder", "Kazejin", and "Suijin" have. I may be even be so bold to suggest it can use it up to 3 times for its 3 pieces, but I fear that would overpower it. Perhaps instead of Gate Guardian inheriting the same effect that "Sanga of the Thunder", "Kazejin", and "Suijin" has, and to also reflect how in the anime Gate Guardian could "lose" it parts, maybe the player could send 1 of "Sanga of the Thunder", "Kazejin", and "Suijin" from the graveyard to the banish pile and Gate Guardian is not destroyed, although damage calculation would still apply. Another fix I have played around with kind of reflects what the Paradox brothers did to summon Gate Guardian. "Sanga of the Thunder", "Kazejin", and "Suijin" can be summoned to the spell/trap card zone without tributing, but they cannot attack and cannot defend, meaning that even if these monsters were on the field and there were no monsters in the monster zone, your opponent could attack your life points directly. Furthermore, "Sanga of the Thunder", "Kazejin", and "Suijin" in the spell/trap zone are susceptible to cards that destroy monsters (rageiki, dark hole, etc.) and cards that destroy cards in the spell/trap zone (MST, Twin Twister, etc.)
The Gate Guardian Ascended card is insane warrior support. You just add it with Isolde, pitch it for the cost of anything (DDR maybe?) and then you have an extra interruption by banishing something like Isolde, Aqua Dolphin and an Infernoble when your opponent tries to break your board. I don't think it's broken but it seems like a pretty free 1-of in Isolde decks.
These are freaking great idea for gate guardian support. Even NeonGate Guardian is a good card I wouldn’t lower it’s OPness because every old slow archetype needs cards like this
Gate guardians would be the perfect monster to do xyz stuff with when gate guardian is destroyed it turns into a duo between kaze sui or sanga as rank 7 xyz monsters.
Surprised there wasnt a card that let you set then face down, gave them protection while face down, then when all 3 are up you can quick summon gate guardian.
Please bring this back as a continuing series. May I suggest a few more cards to fix or improve: Horus the Black Flame Dragon Infernities Sun Dragon Inti and Moon Dragon Quilla The Wicked Monsters The Sky Scourges Volcanics
Great, now I wanna think of some cards Gate keys: banish 3 of these monsters from your graveyard to special summon sanga of the thunder, suijin, or Fuijin from your deck or hand. This effect cannot be negated Guardians Toll continuous spell card: banish one card from your hand to negate any opponent card effects targeting a card affecting Gate guardian, if negated destroy that card. This card is destroyed if gate guardian is destroyed for any reason
What I like about the crazy stuff given to gate guardian is it is technically balamced cause gate guardian is basically a normal monster at the end of the day.
Just take would be an errata. Like you can special summon this card by tributing/banishing sanga of the thunder, kazegin, and suigin from your hand, field, or graveyard
While Dzeeff suggested only being able to attack monsters, the Fusion Materials under Super Poly seems a bit much. Maybe if it was Level 7's with different Attributes it would be fine.
You know, your most likely to use this with superpolyTM, and then it can be destroyed by so many ways, and even if you somehow brought it out with 3 different monsters with specific names, its not like you can just negate its summon, or kaijuTM it, or negate superpoly, and its probably gonna be used for superpoly, so that has its own problems, like SS2 destruction(drident), or even majespecters
What if they had a way to summon each other like king/queen/jacks knight and each card also had individual effects to make them worth playing on their own. That’s about the only way I could imagine them fixing the gate guardian
"You can send 1 "Kazejin", 1 "Suijin", and 1 "Sanga of Thunder" from your deck to the GY, then, you can add 1 "Gate Guardian" to your hand. During your Main Phase, except the turn this card was sent to the GY, you can banish this card from your GY, special summon 1 "Sanga of Thunder", 1 "Suijin", and 1 "Kazejin" from your GY; if summoned this way, when you special summon "Gate Guardian" this turn, it gains the following effects: -Unaffected by your opponent's card effects -This card inflicts double piercing battle damage -Once per turn (Quick Effect): You can change all monsters your opponent controls to face-down defense position, and return all Link monsters your opponent controls to their Extra Deck"
Woot woot, great to collab with one of the top 4 custom card reviewers!
MORE MAN PLEASE MAKE THIS A SERIES
You guys should make this a series and go in order by the shows and fix the terrible cards/decks from each series.
First a collab with the second custom card reviewers and now a collab with the third one
Climbing those ranks I see
Uhm,but im not a fan of dzeef.
I HAVE LISTENED TO YOU SO GODDAMN MUCH TO HELP ME SLEEP, NOW YOU COLLAB WITH DZEEFF
LOGS BASED
Gate guardians with thunder dragons, sounds like a good pairing with these effects especially with gate sentry dumping thunders to grave.
Dark Magician and Frog/Graydle support as well, which is nice :-)
PLEASE DZEEFF PLEASE MORE “ can we fix “ DUO SERIES WITH DUELLOGS
I love their back-and-forth, WE NEED MORE
VI VON ZULUL
Pepega :mega: DZEEEEEFF Pepega :mega: DUELLOOOOOOGS
forsen1 I C BAJS
@@Neotrinity7 you guys you uuuuuu you uuuuuu you uuuuuu you uuuuuu uuuuuu you uuuuuu uuuuuu uuuuuu you uuuuuu uuuuuu uuuuuu you up to your charm your day up uuuuuu uuuuuu uuuuuu uuuuuu you up yet you took the you guys up until you uuuuuu uuuuuu
Now I want this and we won't get this, so I'm double sad.
Facts og decks need more support still happy though that armed dragons got support :3
@@blazepommaster We will see more older archetypes get support I'm sure of it especially now since TCG isn't following the anime anymore and Rush Duels is doing that. And probably older mechanics revisited like how Armed Dragons got retrained.
#fuckKonami
I'm still waiting for Alligator Sword and Beaver Warrior Support.
Imagine Crocodile Sword and Chinchilla* Warrior lmao
I love how dragon rulers just seem to be this waiting threat, that everyone fears and everyone somehow knows might return :D
Dragon Rulers are kind of like Trishula in that no matter how much power creep happens, they still end up being absurdly overpowered anyways when either unbanned or temporarily unbanned for testing.
"We've returned from the depths of Hell, but don't worry, we'll be sending you back to take our place"
Its going to be a weird day when Dragon Rulers won't be seen as OP and gets taken off the ban list.
@@MrZahsome Honestly, they aren't really OP unless combined, and if they were to come back they lack set up because they would be singular (inconsistent) plus not have Dark Matter to set up a play. 2013 Rank 7 effects are outdated as hell.
So expect Tidal and Blaster, and now that Block Dragon is banned, also Redox at some point.
I don't think anyone really gonna fear the Dragon Rulers in this era. 1 of my pals once tried the Dragon Ruler deck and it was clunky and too slow for the current Meta.
He's just having a conversation with himself
Duel logs is the logs pharaoh😤
This video literally showed up on my feed once again. Actual Gate Guardian support announced.
Kinda wish there were some Xyz monsters, with the gate guardian detaching pieces of itself to activate effects
You should do this again with some other cards. Maybe not just limited to gimmicky boss monsters but other types of cards. Maybe some classic meta cards which are iconic, like Injection Fairy Lily, Man-Eater Bug or Gorz the Nightmare of Darkness. These really iconic monsters which were never apart of an archetype but found success for being really powerful.
I made these like 2 years ago:
Labyrinth Duel
Field Spell
When this card is activated, you can Special Summon 1 "Labyrinth Wall" from your hand, deck, or GY, then add 1 "Labyrinth" card from your deck to your hand. Each time a monster(s) is summoned (including in the Extra Monster Zone), place them in the next available Monster Zone(s) closest to their user's Field Spell Zone; also, once per turn, the turn player can move any number of their monsters on their side of the field to the closest (horizontal) available Monster Card Zones. Monsters cannot target other monsters for attacks, unless they are in the same columns. Once per turn, if your opponent activates a card or effect, you can add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck or GY to your hand. Once per turn, if this card is targeted by a card effect, you can discard 1 level 5 or higher monster; negate that effect.
The Labyrinth's Power
Continuous Spell
Level 5 or higher Normal Monsters do not require tributes to normal summon/set. You can only activate one of the effects of "The Labyrith's Power", based on the number of other "Labyrinth" cards you control with different names, once per turn:
1+: You can target any number of monsters on your field, GY, or banished, except effect monsters (minimum 1); shuffle them into the deck, then add 1 "Labyrinth" card from your deck or GY to your hand.
2+: Special Summon 1 "Labyrinth Tank" from your Extra Deck or GY, then you can target 1 Spell/Trap card on the field; banish it.
3+: Special Summon 1 "Monster Tamer" from your hand, deck, or GY and if you do, take control of one of your opponent's monsters they control, but you cannot Special Summon for the rest of this turn.
4+: Add 1 "Riryoku" from your deck or GY to your hand, then flip all face-down monsters and/or change all effect monsters on the field to ATK position, and if you do, draw 1 card.
5+: You can apply all of the previous effects, in any order.
A Trap in the Labyrinth!?
Trap
Activate one of these effects:
Send 1 "Jirai Gumo" from your field, hand or deck to the GY, or banish it from the GY; destroy 1 monster in this card's column and inflict damage to your opponent equal to half the original ATK of that monster.
Banish 1 "Dungeon Worm" from your field, hand or deck; banish all other cards in this card's column.
If your opponent moves a monster(s) to adjacent monster zone(s) while you control a "Labyrinth" card, you can send 1 other "Labyrinth" card you control to the GY; shuffle 1 "Jirai Gumo" from your GY into you deck, then, set this card from your GY, also, this card can be activated this turn. You can only use each effect of "A Trap in the Labyrinth!?" once per turn.
The Labyrinth's Guardian
Continuous Trap
You can only control 1 "Gate Guardian", also, "Gate Guardian" can attack 3 monsters during each Battle Phase. Once per turn, you can reveal 1 "Kazejin", "Suijin", and "Sanga of the Thunder" from your hand, field, or GY; Special Summon 1 "Gate Guardian" from your hand, deck, GY, or is Banished ignoring summoning conditions. When an opponent targets a card you control with a monster effect or for an attack, you can banish from your hand or GY, 1 "Kazejin", "Suijin", or "Sanga of the Thunder"; negate that attack or effect. If this card, or "Gate Guardian" leaves the field because of an opponent's card (by battle or effect), return all other monsters on the field to their controller's hands except "Gate Guardian", also, you can Special Summon 1 "Kazejin", "Suijin", and/or "Sanga of the Thunder" from your Banished zone, and if you do, you cannot summon from the extra deck until your opponent's next turn. If you control "Labyrinth Wall", this card can be activated the turn it was set.
The Shadow Inside the Labyrinth
Quick-Play Spell
Equip 1 "Magical Labyrinth" from you hand, deck, or GY to 1 monster you control, and/or, and move any of your opponent's face-up monsters to their other Main Monster Mones, then if you do either of these, Special Summon "Wall Shadow" from your hand, deck, GY, or is Banished, ignoring it's summoning conditions, and equip this card to it with this effect: Once per turn (Quick Effect), you can move "Wall Shadow" to any available Main Monster Zone. If "Wall Shadow" attacks an opponent's monster, during the Damage Step, that monster's ATK becomes half of it's original attack, also, negate it's effects (if any), and if it is destroyed by battle, banish it, and if you do, add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck and/or any "Labyrinth" card from your GY to your hand. You can only activate each effect of "The Shadow Inside the Labyrinth" once per turn.
So, Labyrinth's Guardian is powerful, but has outs/downsides. First of all, Gate Guardian get's slowed down too, since it can only attack monsters in the same column under the field spell. Second, if you use non-targeting monster removal, you can get rid of it, without having the pieces respawn since they wouldn't be banished yet, your monsters will get bounced, but from there you'd only have to worry about a vanilla 3750. Third, a simple S/T removal will bypass it entirely, though it's not entirely over for the user if they flip up another copy, which all don't have HOPT effects, but are regulated since the user can only control 1 Gate Guardian. Fourth, you could remove the trap, allow the user to summon the pieces, then banish them, and then get rid of Gate Guardian; the pieces would be banished and unable to be used to resummon Gate Guardian, unless you end up removing another Labyrinth's Guardian or Gate Guardian while another copy is active. Fifth, it's only negation, not destruction and sixth, it's only 3 pieces so you can just target stuff 3x and then steal Gate Guardian with Borreload, etc instead of removing it.
All the other cards are decent and boost consistency and provide plays, but require many recyclable bricks and also aren't really spamable in other decks (unless you think bringing out a lv 5 vanilla for free breaks the game). It is worth noting that obtaining Labyrinth Duel, Shadow Inside the Labyrinth, and Labyrinth's Guardian will allow you 5 other Labyrinth cards, aside from Layrinth's Power, because Duel will SS Wall (2), and Shadow equips Wall with Magical Labyrinth (3), and keeps itself equiped to Wall Shadow (4), and then if you control Wall, you can set and immediately flip Guardian (5), then activate the Power you searched from Duel (or if you opened Power, you search Shadow or Guardian), then apply all it's effects: you can add Riyoku and draw, SS Tank and banish a S/T, SS Tamer and steal a monster, reshuffle Tamer and add Trap to your hand, and if your opponent activates something you get a piece, if you destroy a monster with Shadow you get another, so if you opened 1 piece already (a 4 card combo) you SS Gate Guardian, so that is a pretty crazy set-up!
Interesting cards that interact are Ground Collapse (adding a sort of attack block with "Labyrinth Duel"), Wattkinetic Puppeteer might be used as a sort of interruption during the BP, or allow Gate Guardian to fully attack 3x monsters under Labyrinth Duel (when paired with "Shadow"), Senet Switch might speed things up, Indigo Eclipse would probably benefit too. And of course BEWD would be a pretty strong Normal Summon, though this time I guess it would be allowed to move as long as it didn't use flight, lol. "Guardian" can have players finally experience the indivual pieces power, but all at once. The field spell slows the game down, but should it be removed, Gate Guardian can show off it's true power...
I also made some for PANIK.
Levitation Ring of Dark Illusions
Field Spell
When this card is activated, you can banish 1 "Swords of Revealing Light" from your hand, deck, or GY; Special Summon 1 "Castle of Dark Illusions" from your hand, deck, or GY, then add 1 "Dark Illusions" card from your deck to your hand. Other "Dark Illusions" cards cannot be destroyed by battle or card effects. Once per turn (Quick effect), if you control "Castle of Dark Illusions", You can flip all Attack Position monsters you control into face-down Attack Position, then, rearrange all face-down monsters you control. (Battle positions are not changed. Face-down attack position monsters can attack, but are flipped at the start of the damage step.) At the end of your 3rd End Phase after this card was activated, your opponent can add 1 card from your Banished Zone to their hand. While "Swords of Revealing Light" is face-up, all "Dark Illusion" card effects on the field are negated.
The Dark Illusions
Continuous Spell
If a monster you control that was previously face-down this turn battles, during damage calculation, increase it's ATK/DEF by 1000, until the End Phase. Once per turn, you can apply these effects based on the number of other "Dark Illusions" cards you control with different names:
1+: Special Summon 1 "Barox" from your Extra Deck, then you can add 1 "Dark Illusions" card from your deck to your hand.
2+: Special Summon 1 "Dark Chimera" from your hand, deck, or GY, then send 1 "Darkness Approaches" from your hand or deck to the GY and apply its effect, or add it to your hand.
3+: Special Summon 1 "King of Yamakai" from your hand, deck or GY, then flip any number of monsters on the field face-down ATK position and send face-up cards on the field to the GY equal to the number of cards flipped by this effect (Face-down attack position monsters can attack, but are flipped at the start of the damage step.)
The Reaper of Dark Illusions
Counter Trap
If you control "Castle of Dark Illusions": Special Summon 1 "Reaper of the Cards" from your hand or deck face-down, then send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to its original ATK. You can banish this card from the GY; Special Summon 1 "Reaper of the Cards" from your GY face-down, then target 1 Spell your opponent controls; send it to the GY. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.) You can only use each effect of "Reaper of Dark Illusions
" once per turn.
Guardian of Dark Illusions
Continuous Spell
If you control "Castle of Dark Illusions", you can special Summon 1 "Metal Guardian" from your hand, deck, or GY, then you can activate 1 "Yellow Luster Shield" from your deck. While you control both "Metal Guardian" and "Yellow Luster Shield", your opponent cannot target "Dark Illusions" cards, or Face-down cards you control with effects. If a "Dark Illusions" card on the field would be targeted by a card effect, you can banish this card from your GY; negate that effect. You can only use each effect of "Guardian of Dark Illusions
" once per turn.
Not going to lie, for the longest time I thought you two were the same person just doing different type of content... Great video and a great idea!
Plot Twist: This "collab" is just one person talking to himself
Deadpan self-deprecating duellogs + deadpan regular doug is the ultimate yugituber combo
The First Guardian has an unwritten effect that says after this card is summoned your opponent forfeits the match. Just because of that SSS tier artwork.
My mood is Suijin from that cards art
@@Saixjacket mine is kazajin
I kinda unironically want to see an archetype in a MS Paint style,
Tbh if someone managed to summon it, I would scoop cause of how impressive it is
It wouldn't shock me in a couple of years to have some goofy archetype centered around the Gate Guardian - maybe like a labyrinth field spell, with retrains of his individual parts with various lockdown effects and a stratos fiend wall thing,lol.
Like they did with Magnet Warrior?
@@dragonmaster613
Yeah, that’s about right. Maybe even adding the Puzzle box card art as it’s own fusion card.
Probably retrains of the original parts as well as the brothers' iconic cards like Monster Tamer, Dungeon Worm, Jirai Gumo, and Labyrinth Tank.
retrain surely better than nearly vanilla effect monster
THIS is what custom card creation is for.
I made some a while back
Labyrinth Duel
Field Spell
When this card is activated, you can Special Summon 1 "Labyrinth Wall" from your hand, deck, or GY, then add 1 "Labyrinth" card from your deck to your hand. Each time a monster(s) is summoned (including in the Extra Monster Zone), place them in the next available Monster Zone(s) closest to their user's Field Spell Zone; also, once per turn, the turn player can move any number of their monsters on their side of the field to the closest (horizontal) available Monster Card Zones. Monsters cannot target other monsters for attacks, unless they are in the same columns. Once per turn, if your opponent activates a card or effect, you can add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck or GY to your hand. Once per turn, if this card is targeted by a card effect, you can discard 1 level 5 or higher monster; negate that effect.
The Labyrinth's Power
Continuous Spell
Level 5 or higher Normal Monsters do not require tributes to normal summon/set. You can only activate one of the effects of "The Labyrith's Power", based on the number of other "Labyrinth" cards you control with different names, once per turn:
1+: You can target any number of monsters on your field, GY, or banished, except effect monsters (minimum 1); shuffle them into the deck, then add 1 "Labyrinth" card from your deck or GY to your hand.
2+: Special Summon 1 "Labyrinth Tank" from your Extra Deck or GY, then you can target 1 Spell/Trap card on the field; banish it.
3+: Special Summon 1 "Monster Tamer" from your hand, deck, or GY and if you do, take control of one of your opponent's monsters they control, but you cannot Special Summon for the rest of this turn.
4+: Add 1 "Riryoku" from your deck or GY to your hand, then flip all face-down monsters and/or change all effect monsters on the field to ATK position, and if you do, draw 1 card.
5+: You can apply all of the previous effects, in any order.
A Trap in the Labyrinth!?
Trap
Activate one of these effects:
Send 1 "Jirai Gumo" from your field, hand or deck to the GY, or banish it from the GY; destroy 1 monster in this card's column and inflict damage to your opponent equal to half the original ATK of that monster.
Banish 1 "Dungeon Worm" from your field, hand or deck; banish all other cards in this card's column.
If your opponent moves a monster(s) to adjacent monster zone(s) while you control a "Labyrinth" card, you can send 1 other "Labyrinth" card you control to the GY; shuffle 1 "Jirai Gumo" from your GY into you deck, then, set this card from your GY, also, this card can be activated this turn. You can only use each effect of "A Trap in the Labyrinth!?" once per turn.
The Labyrinth's Guardian
Continuous Trap
You can only control 1 "Gate Guardian", also, "Gate Guardian" can attack 3 monsters during each Battle Phase. Once per turn, you can reveal 1 "Kazejin", "Suijin", and "Sanga of the Thunder" from your hand, field, or GY; Special Summon 1 "Gate Guardian" from your hand, deck, GY, or is Banished ignoring summoning conditions. When an opponent targets a card you control with a monster effect or for an attack, you can banish from your hand or GY, 1 "Kazejin", "Suijin", or "Sanga of the Thunder"; negate that attack or effect. If this card, or "Gate Guardian" leaves the field because of an opponent's card (by battle or effect), return all other monsters on the field to their controller's hands except "Gate Guardian", also, you can Special Summon 1 "Kazejin", "Suijin", and/or "Sanga of the Thunder" from your Banished zone, and if you do, you cannot summon from the extra deck until your opponent's next turn. If you control "Labyrinth Wall", this card can be activated the turn it was set.
The Shadow Inside the Labyrinth
Quick-Play Spell
Equip 1 "Magical Labyrinth" from you hand, deck, or GY to 1 monster you control, and/or, and move any of your opponent's face-up monsters to their other Main Monster Mones, then if you do either of these, Special Summon "Wall Shadow" from your hand, deck, GY, or is Banished, ignoring it's summoning conditions, and equip this card to it with this effect: Once per turn (Quick Effect), you can move "Wall Shadow" to any available Main Monster Zone. If "Wall Shadow" attacks an opponent's monster, during the Damage Step, that monster's ATK becomes half of it's original attack, also, negate it's effects (if any), and if it is destroyed by battle, banish it, and if you do, add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck and/or any "Labyrinth" card from your GY to your hand. You can only activate each effect of "The Shadow Inside the Labyrinth" once per turn.
So, Labyrinth's Guardian is powerful, but has outs/downsides. First of all, Gate Guardian get's slowed down too, since it can only attack monsters in the same column under the field spell. Second, if you use non-targeting monster removal, you can get rid of it, without having the pieces respawn since they wouldn't be banished yet, your monsters will get bounced, but from there you'd only have to worry about a vanilla 3750. Third, a simple S/T removal will bypass it entirely, though it's not entirely over for the user if they flip up another copy, which all don't have HOPT effects, but are regulated since the user can only control 1 Gate Guardian. Fourth, you could remove the trap, allow the user to summon the pieces, then banish them, and then get rid of Gate Guardian; the pieces would be banished and unable to be used to resummon Gate Guardian, unless you end up removing another Labyrinth's Guardian or Gate Guardian while another copy is active. Fifth, it's only negation, not destruction and sixth, it's only 3 pieces so you can just target stuff 3x and then steal Gate Guardian with Borreload, etc instead of removing it.
All the other cards are decent and boost consistency and provide plays, but require many recyclable bricks and also aren't really spamable in other decks (unless you think bringing out a lv 5 vanilla for free breaks the game). It is worth noting that obtaining Labyrinth Duel, Shadow Inside the Labyrinth, and Labyrinth's Guardian will allow you 5 other Labyrinth cards, aside from Layrinth's Power, because Duel will SS Wall (2), and Shadow equips Wall with Magical Labyrinth (3), and keeps itself equiped to Wall Shadow (4), and then if you control Wall, you can set and immediately flip Guardian (5), then activate the Power you searched from Duel (or if you opened Power, you search Shadow or Guardian), then apply all it's effects: you can add Riyoku and draw, SS Tank and banish a S/T, SS Tamer and steal a monster, reshuffle Tamer and add Trap to your hand, and if your opponent activates something you get a piece, if you destroy a monster with Shadow you get another, so if you opened 1 piece already (a 4 card combo) you SS Gate Guardian, so that is a pretty crazy set-up!
Interesting cards that interact are Ground Collapse (adding a sort of attack block with "Labyrinth Duel"), Wattkinetic Puppeteer might be used as a sort of interruption during the BP, or allow Gate Guardian to fully attack 3x monsters under Labyrinth Duel (when paired with "Shadow"), Senet Switch might speed things up, Indigo Eclipse would probably benefit too. And of course BEWD would be a pretty strong Normal Summon, though this time I guess it would be allowed to move as long as it didn't use flight, lol. "Guardian" can have players finally experience the indivual pieces power, but all at once. The field spell slows the game down, but should it be removed, Gate Guardian can show off it's true power!
I also made some for PANIK.
Levitation Ring of Dark Illusions
Field Spell
When this card is activated, you can banish 1 "Swords of Revealing Light" from your hand, deck, or GY; Special Summon 1 "Castle of Dark Illusions" from your hand, deck, or GY, then add 1 "Dark Illusions" card from your deck to your hand. Other "Dark Illusions" cards cannot be destroyed by battle or card effects. Once per turn (Quick effect), if you control "Castle of Dark Illusions", You can flip all Attack Position monsters you control into face-down Attack Position, then, rearrange all face-down monsters you control. (Battle positions are not changed. Face-down attack position monsters can attack, but are flipped at the start of the damage step.) At the end of your 3rd End Phase after this card was activated, your opponent can add 1 card from your Banished Zone to their hand. While "Swords of Revealing Light" is face-up, all "Dark Illusion" card effects on the field are negated.
The Dark Illusions
Continuous Spell
If a monster you control that was previously face-down this turn battles, during damage calculation, increase it's ATK/DEF by 1000, until the End Phase. Once per turn, you can apply these effects based on the number of other "Dark Illusions" cards you control with different names:
1+: Special Summon 1 "Barox" from your Extra Deck, then you can add 1 "Dark Illusions" card from your deck to your hand.
2+: Special Summon 1 "Dark Chimera" from your hand, deck, or GY, then send 1 "Darkness Approaches" from your hand or deck to the GY and apply its effect, or add it to your hand.
3+: Special Summon 1 "King of Yamakai" from your hand, deck or GY, then flip any number of monsters on the field face-down ATK position and send face-up cards on the field to the GY equal to the number of cards flipped by this effect (Face-down attack position monsters can attack, but are flipped at the start of the damage step.)
The Reaper of Dark Illusions
Counter Trap
If you control "Castle of Dark Illusions": Special Summon 1 "Reaper of the Cards" from your hand or deck face-down, then send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to its original ATK. You can banish this card from the GY; Special Summon 1 "Reaper of the Cards" from your GY face-down, then target 1 Spell your opponent controls; send it to the GY. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.) You can only use each effect of "Reaper of Dark Illusions
" once per turn.
Guardian of Dark Illusions
Continuous Spell
If you control "Castle of Dark Illusions", you can special Summon 1 "Metal Guardian" from your hand, deck, or GY, then you can activate 1 "Yellow Luster Shield" from your deck. While you control both "Metal Guardian" and "Yellow Luster Shield", your opponent cannot target "Dark Illusions" cards, or Face-down cards you control with effects. If a "Dark Illusions" card on the field would be targeted by a card effect, you can banish this card from your GY; negate that effect. You can only use each effect of "Guardian of Dark Illusions
" once per turn.
Or Bonz
Call From the Haunted
Continuous Spell
You can only control 1 "Call From the Haunted". Once per turn, if a Normal Zombie-type monster you control would be sent to the GY while you control "Pumpking the King of Ghosts", you can place 1 "Haunted" counter on this card instead. (All Zombie-type monsters you control gain 800 ATK for each "Haunted" counter on this card.) Once per turn, you can have your opponent draw up to 2 cards, also, draw and discard that same amount, and you can resolve effect(s) up to the cards discarded:
1: Special summon up to 1 each of "Clown Zombie", "Dragon Zombie," and "Armored Zombie" from your hand, deck or GY, and decrease your LP by 800 for each monster summoned, also, you cannot attack directly this turn.
2: Return 2 banished cards to the GY's, then, special summon 1 "Pumpking the King of Ghosts" from your hand or GY in DEF position, also, while you control a Normal monster, your opponent must attack with each monster they control, but can only target Normal Monsters for attacks or with card effects until the end of your opponent's turn.
So, it has targeting protection for Pumking, but also for itself if is an omni-target (like Raigeki Break). It boosts all zombies, not just Normal.
It gives your opponent 1-2 cards, and sort of helps fix your hand/set up GY a bit (Often, zombies like Mezuki love being in the GY more than hand.)
It also returns banished CARDS (so Desires is great in this deck), and Zombies tend to banish themselves frequently anyways (Wightprince, Mezuki/Gozuki/Plaguespreader).
@@Goblin_Hands these cards are insane, love them, keep creating 👍
i really like your work.. if i could suggest something i’d give Panik a few more cards like for ex
Grim Reaper of Cards
Attribute DARK LV: 5
ATK 1380 DEF 1930
[Fiend/Effect]
(This card is treated as reaper of cards)
• This card cannot be destroyed by battle.
• When this card is Normal or Special Summoned. You can Target a Spell or Trap Card an banish it.
• If This card is Tribute Summoned using a DARK monster it gains 200 Atk/Def for each card in either players GY.
• Once per turn: on either players turn when a effect in the GY is Activated you can negate it
Chaos Shield
Continuous Spell Card
During your Standby Phase All monsters you control gain 600 Def.
If Field Spell Yami, or Mystic Plasma Zone is on the field or GY this effect remains (even if this card leaves the field.)
Once per turn Dark Monsters on your side of the field cannot be destroyed by battle.
You also take no battle damage from card attacks.
That last card should be called "Needle Guardian"
*Guardqifibrax 👁️👄👁️
that is the OCG name
@@Markleton gate guardian part of crystron archetype confirmed 😂
Happy to see my card made it into the video (Master of the Elements)! I was pretty happy with the idea but I did forget that bit of wording with the summoning requirement. Great video with a lot of cool submissions though!
That card was really cool, if there was ever a structure deck for Gate Guardians I want that card in it lol
Rank 7 to bring out off the Labyrinth Wall link: Odd Eyes Absolute Dragon. Making it would be extremely easy in Endymion and its basically a free Vortex when you link it away with Masquerena for either Selene or Unicorn. The only problem is zone availability.
Surprised we didn't see an XYZ gate guardian retrain
Thats a good idea. Maybe if it has Suijin, Kazejin, and Sanga as materials it gains an op effect.
There was one, they just didn't pick it.
@@jaernihiltheus7817 And which one was it?
But we don't get Sacred Beast Xyz 😂
That was my submission, along with an archetype of new cards, but TDL very clearly isn't interested in reviewing archetypes unless his Patreons pay for it.
Konami fixed gate guardian. they watched this.
if you summon gate guardian; take out a 2nd yugioh board that is 10by 10 squares. draw a labyrinth on those squares and now you play yu gi oh like the episode where gate guardian was summoned. field spell
dungeon dice monsters cross over
Wouldn't that effect work more for Labyrinth wall?
@@calvinmcneil9824 in the same pack that the card i just described is released in all cards will have a 2nd labyrith version of the card that is used on the new board. all cards will need to be reprinted but that's fine
Gate Guardian of Greed
[Spell Card]
Can only be activated if Gate Guardian is on your field. Draw two cards.
This is better.
You can only activate this card if you control a monster whose original name is "Gate Guardian". Draw cards until you have 6 cards in your hand. You can only activate 1 per turn.
Gate Guardian Initiator
Quick Spell
Add 1 Gate Guardian, Sanga of The Thunder, Kazejin or Suijin or card that specifically list those from your deck or GY to your hand or if you control Gate Guardian, Sanga of The Thunder, Kazejin or Suijin, you can special summon it instead.
If this card is in your GY, you can activate one of this effect:
- Banish this card from your GY; draw cards equal to number of Gate Guardian, Sanga of The Thunder, Kazejin or Suijin in your hand, field or GY. (Reveal those cards if they are in your hand before drawing.)
-Discard 1 Gate Guardian, Sanga of The Thunder, Kazejin or Suijin or banish it from GY; add this card to your hand.
You can only use each effect once per turn
What does it do ?
Thats a fucking challenge
Guardian Of The Greed Deity, maybe?
Love hearing how TheDuelLogs says "and the effect is actually pretty GOOD."
sounds so comforting :D
I couldn't design a card, so I wanna post what mine is before the video starts. I essentially want a Neos Krugler for Gate Guardian. A Fusion Gate Guardian, call it Great Gate Guardian, same atk and def, cannot be targeted by card effects. When it destroys an opponent's monster by battle, deal damage to your opponents lifepoints equal to the atk of the destroyed monster. When it leaves the field, special summon 1 Gate Guardian from your deck or hand, ignoring its summoning conditions, and, if summoned in this way, the Gate Guardian cannot be destroyed by battle.
I thought a Flame Wingman effect would go well with it, though I could definitely reach more into the original anime release for some more fitting effects. But I liked the dynamic of one being immune to targeted card effects and then summoning one that is immune to battle destruction. Feels fitting since it's supposed to be a "guardian" to have some immunities in there
Considering we now have Gate Guardian retrains/support coming in Maze of Memories, we'll see how these custom cards compare to the new cards.
Sadly gate guardian is very tough to summon, the 3 monsters require tribute summoning just to summon him, they don't even have support like monsters that are level 4 or lower that help turbo out the required materials
Thanks so much for including my card (Depths of the Labyrinth Walls) in the video! While I'm not 100% sure about the card being that crazy with Dragon Rulers, especially compared to all the existing Dragon support, hearing you say that it almost seemed like something that could be printed genuinely made my day.
Dzeff: It’d probably have to be once per chain...
Zeus: What’s that?
I want support for this card so badly
Same bro. It's been years since it came out. You think the legacy support would include something by now.
Most likely it will be a retrain instead of actual support
@@er1v4n-hu3 ah dude, That would be lame. I wanna make a whole deck. Like what they did to ra.
@@kvnhernandez8
Yeah, this is one of those Boss Monsters that seriously need some major support especially to play into a new play style with some setup and consistency.
@@danielramsey6141 I thought they might have a few years back when Duel Links was new and reintroducing the ParaDox bros.
Gate Guardian Ascended should probably say "Cannot be Normal Summoned/Set"
But monarchs have to be good again
"Must be first nomal/set summon"
I think a "ditch a piece; and draw 2" coupled with a "banish the pieces from hand/field/grave to summon from anywhere treating it as being properly summoned, then make it unaffected by card effects" and a "instead of your normal draw" continuous spell that lets you search a piece or return a banished one to the grave fixes most of the problems. Maybe a second discard effect could help like "discard 1 piece to destroy 2 cards on the field or 3 pieces to destroy all cards on the opponents side and if you discard 1 of each name then the opponent can't respond". Cause with these you're actually incentivized to fill up on gate guardian related cards rather than turning them into a side engine.
Wait Neo Gate Guardian doesn't have the limitation of only being able to be special summoned. Monarchs Stormforth anyone?
Gate Sentry seems pretty decent. Two foolishes for a couple of specific attributes with a beater included.
That first one kinda reminds me of Forbidden Droplet, in that the opponent's options to respond to it depend on the type of cards used for its cost.
This video is more laid back THAN
not THEN
THEN = an event or action following a previous one
THAN = a comparison to something else
I love the fusion super poly target. I would change the effect to be able to attack 3 monsters per battle phase and up to thrice per turn when your opponent declares an attack to change that monster attack to 0. Love that if you use the 3 og monsters as material then it becomes unaffected by all other card effects. It is useful on it's own and if you take the effort to summon it properly you get a beast of a boss monster.
The Gate Sentry was probably the single best designed card on the list. Great Artwork, Great Concept, and it makes Gate Guardian a Splashable engine for Thunder Dragon, Frogs, and Witchcrafters
Quick effects on field spell, the only one I know of is Ancient City Rainbow Ruins, with the 2+ and 3+ effects. Funnily enough, due to rulings, this is also the only card in the whole game that can negate activations, but can't be used on the Damage Step (the negate is also able to hit your own cards and is not once per turn or chain, just like that custom field spell's spin effect).
Please do this again!! Really great dynamics between you guys. I'd love to watch a stream of you guys playing yugioh pro or whatever really.
The retrain with the reactive summon effect would be a good add off Isolde in warrior link decks
Holy shit I've been waiting for this crossover for years
Aquajin (4* aqua, this card is treated as Suijin) , Sanga the lightning 3* thunder, this card is treated as sanga the thunder), Cazajin 5* wind, this card is treated as Kazejin, reduce its cost by 1 if any of the other gate guardian materials are on the field. and you can special summon it.
because i kinda just Do this sorta thing, here's a quick psct breakdown for each of these
The Guardian Rises!
Normal Spell Card
Banish 1 "Sanga of the Thunder", "Kazejin", and "Suijin" from your hand, Deck, or field; Special Summon from your Deck, 1 "Gate Guardian" or 1 monster that specifically lists "Gate Guardian" in its text, then apply these effects based on where you banished monsters from to activate this card.
● Hand: The Special Summoned monster is unaffected by your opponent's card effects.
● Deck: The Special Summoned mosnter gain 1000 ATK/DEF.
● Field: Send as many cards your opponent controls to the GY, but not more than 3.
( lotta interpretation here, both in the wording of "where you banished monsters from" and also in terms of the effect itself. specifically, i figured the second part was not meant to be an addition effect that activates after the first, and that the banish-from-field effect was supposed to go off if your opponent controls less than 3 cards ... because the old version did not )
Gate Defender
... this one is actually mostly correct aside from some minor capitalization issues, but there's _one_ major issue ( well, besides what's probably meant to be the 3 effect lacking the 3? ) and that's
like
the 1 effect just never happens. there's no condition or cost to it. it's just a statement lost forever in the vacuum. is it on-summon? a battle effect akin to the components? an ignition effect? i have literally nothing to go off of, because all of those would be valid interpretations
Depths of the Labyrinth Walls
i get the feeling the intent was "from your field _and/or_ GY" so that you didn't have to banish all three from the same place. other than that, all that's missing is an oxford comma
Labyrinth Shadow Wall
mostly just capitalization errors, and a missing oxford comma, closing quotation mark, and "your". but also the second effect has you tribute the thing as a _condition?_ proooobably meant to be a semi-colon after that. also you don't really need the whole "monster(s)" thing if it's always gonna be plural anyway ( the plurality refers to the number of monsters on gate guardian, after all, not the ones you're choosing to summon )
Gate Guardian Ascended
"Attributes", not "attributes"
... that's literally it. i guess "when the monster was" should be "when the monster(s) were", too but i feel like that's a case where konami would fudge the wording for the nicer spacing anyway
Neo Gate Guardian
Level 11 DARK
Warrior Fusion Monster
ATK 4000 DEF 4000
3 monsters with different Attributes
This card can make a second and third attack during each Battle Phase, but when uses this effect, it loses 1000 ATK until the end of the Battle Phase. Your opponent's monsters cannot target other monsters you control with less ATK than this card's original ATK for attacks. If this card was Fusion Summoned using only Level 7 or higher monsters as material, other monsters you control are unaffected by the effects of monsters with lower original ATK than this card. If this card was Fusion Summoned using "Sanga of the Thunder", "Kazejin", and "Suijin" as material, it is unaffected by your opponent's card effects.
( an immediate problem with this card that i'm not sure how to interpret the intent is the fact that it makes your other monsters immune to their own effects unless they're naturally bigger than this thing. which is pretty silly, needless to say. maybe it's just supposed to be your opponent's monsters? also i kinda hate how much text this thing has when it's just a big-ass wall )
Gate Sentry
missing oxford common and _slightly_ more importantly, it can't actually summon gate guardian because it's nomi, so it needs to ignore Summoning conditions
Master of the Elements
"You can send / You can discard _1_ 'Sange of the Thunder' etc.". a Deck isn't capitalized. the shuffle effect targets as an _effect_ instead of a cost for some reason, and there's no reason for "and if you do that" if there's no preceeding "and if you do". also it's missing oxford commas again. i'm kinda surprised that's _the_ reoccuring issue with otherwise well-written cards. like i know it's an optional thing and all but konami is _pretty_ consistent about using 'em. oh and again, can't actually summon gate guardian, but that was touched on in the vid itself
on another note, there are actually zero non-quick-play spells with quick effects. like, genuinely, all non-quick-play spell effects that activate during your opponent's turn that theduellogs is thinking of are trigger effects, not quick ones. the closest thing to an exception is the incredible _curse of fiend,_ but even then it's still not actually quick and can't be chained. 'course, i don't think there's an actual hard rule preventing spells from having quick effects, but if you wanted to be accurate then the quick effect would instead be a continuous one that _gives_ gate guardian the quick effect
The First Guardian
there's something _really_ funny about slapping two hard opt clauses right next to each other. that special summon effect should really just be with the bulleted ones. speaking of the special summon effect, it's another effect without a condition, and should probably just have "During your Main Phase:" to mark it as an ignition effect. also it has an uncapitalized Deck. i guess i can't be too hard on the lack of condition, though, considering the kazejin seems to have stolen it so that it could harness the power of a *_double condition_*
... yeah that should probably be "When your opponent activates a card or effect while you control 'Kazejin' (Quick Effect):" even if it breaks the symmetry. also i'm not sure if the draw or negate effects are meant to be mandatory, especially since like ... would that mean you could activate the draw effect at any time, but you can't end the end phase if you control suijin until you activate it? yeah that probably should just be optional
Can we turn this into a regular series cause this is really cool
this card was one of the goats in Forbidden Memories so my brother and I wanted it, despite it being garbage in the actual game lol
Forbidden memories was so jank😂 it was like the first season of the anime with its rules
@@anarchist135 basically yeah. I was super addicted to it farming for meteor black dragons
You guys could do this collab over and over and over again as a series and I'd watch every single time.
Love that the two most monotone yugitubers still manage to make some of the best content all the time. I think this is the first time I heard TheDuelLogs laugh. Great stuff guys! Keep it comin!
I'd probly retrain GG to be an xyz unit that requires the 3 req. cards to be on the field, hand or gy to be summoned.
Multi-Dimensional Gate Guardian Piercing, 3500 atk unit, can remove from play the attached kaze sanga or Sui to negate a tribute or card effects that would remove it from your field, basically can prevent itself from being kaiju'd.
Multi-Dimensional Gate (Field Spell)
Once per turn, you can discard a card to activate one of the effects based on the card type:
(Trap card) you can attach a kaze sanga or Sui from the deck to Multidimensional GG.
(Spell card) Discard Kaze Sanga or Sui from your Hand, Draw 1 card for every card discarded
(Monster card) Send a Kaze Sanga or Sui from your deck to the GY
So the master of elements not being limited to opponents effects has another layer to its effect that wasn't mentioned... it doesn't even exclude it's own effect so as long as you have the discards you can just keep discarding...
Oh this is fun. here my take.
"Ultimate Gate Guardian" lvl 10 Fusion type monster: 3750 Atk 3400 Def.
Must be special summoned fusing 3 monsters which include water, thunder and wind attribute or by discarding one "Gate Guardian" from your hand to the GY.
For every one of these monsters in your GY "Ultimate Gate Guardian" gets the following effects:
- Sanga of the thunder: This monster is uneffected by your opponents monster card effects.
- Kazejin: This monster is uneffected by your opponents trap card effects.
- Suijin: This monster is uneffected by your opponents spell card effects.
Once per turn during your opponents damage calculation: Banish 1 Sanga of the thunder, Kazejin or Suijin from your GY. (Quick effect)
If an opponents monster declares an attack it has its Atk reduced to 0 during the damage step only. If this card gets removed from the field: Special summon one "Gate Guardian" from your GY to the field ignoring its summon condition.
Thank you so much for featuring my Gate Sentry, my 4th and 5th custom card reviewer :D
i had a spell card in my head that never tryed to make.
title was a bit funny to figure out.........gate guardian's key.
simple effect: banish 1 suijin, kazejin, and sanga of thunder from your hand, deck, or graveyard to special summon one gate guardian from your hand or deck (ignoring its summoning conditions)
secondary effect to card (if allowed): at the end of the turn you can banish your gate guardian (face down) to special summon 1 suijin, kazejin, and sanga of thunder from your banished deck (but negate there effects tell your next opponents turn)
This was a great idea! You guys should do this for Celtic Guardian!
I'm bummed mine didn't make it into the video but this was a cool idea and hopefully this could be done in the future.
With all the retrains we see these days, I'm confident there will one day be retrains, or maybe an entire archtype of Labyrinth/Gate Guardian cards. Perhaps to avoid accidental support of other archtypes, the level 7s could have special titles. 'Sanga, Thunder Guardian of the Gate' for instance, or 'Elemental Gate Guardian Sanga/Suijin/Kazejin'. Throw in three more monsters for dark, fire, and earth, and you could then have a strange spinoff of the Monarchs.
I just thought of a card called "The Gate" (or something fancier, like "Mystical Gate") that would be untargetable by card effects while Gate Guardian was in play. And since its a gate, perhaps it would have an effect to summon high level monsters as if they were coming out of the gate
I always thought it'd have been awesome if the Gate Guardian pieces had been more like the Charmer monsters, cute little spellcasters that could maybe either summon their higher level pieces or combine to special summon the Gate Guardian itself.
9:42 I think that the card would be crazy on a prank kids deck
Or an Elementsaber deck
Cyberdarks could use a continuous spell “cyberdark fury”.
One effect per turn each.
that lets you special summon from the deck. whenever a cyberdark is sent to the graveyard. by discarding a card from hand (but treat it as a normal summon).
You can send this card grave to special summon a “cyber” fusion monster from grave by banishing materials from the field.
When a cyberdark machine monster is removed from the field you can return one cyberdark card (including monster like claw or horn )to your hand from graveyard. Can be triggered by effect of cyberdark inferno that lets you return a cyberdark to hand to summon a cyberdark from hand.
. The reason for this is that cyber dark can’t make boards. And they need cyberdarkness dragon and have multiple cyberdarks equipped with cyberdark dragons. But as a draw back the spell card will lock you out from special summoning from the main deck except for “cyber” monsters for that turn.
Having a quick play “cyber dark fusion”spell card that lets you dump multiple cyber darks in grave gives you an option to overload fusion to summon the cyberdarkness dragon. If this fusion card is used to summon the og “cyberdark dragon”, it gains additional effect: unequip an equip card on the field to negate a spell or trap card on the field. Again, this locks you out of the extra deck except for cyber monsters.
This fusion card forces you to decide which cyberdark fusion to summon, you want spell trap negates? Or monster effect negates?
They also need a hand trap cyberdark monster “Cyberdark arsenal” (preferably a lvl 3 dragon) monster, card for cyberdarks that provides protection for cyberdark spell and trap cards on the field for that turn when discarded (quickie). If this card is sent to the grave by an effect of a cyberdark monster, destroy one spell or trap card on the field (this could also destroy cyberdark inferno which lets you search any fusion card) . When this equipped card was sent to the grave while equipped to a monster add one cyberdark spell/trap card to the hand from the he graveyard.
A hand trap trap card let’s you equip any dragon or machine monster from your extra deck to cyberdark monster (including to a fusion) but send it to the graveyard at the end of the turn (acts like a mini limiter removal for the archetype but gives the atk and def to a cyberdark that is equipped).
I believe this would help make boards for the archetype, fix issues with vanilla cyberdark machine like keel, horn and edge clogging Up your hand.
Bro DZEEF & THEDUELLOGS COLLAB . this is so unexpectedly greatttt 🥲💯
The editing on this is spot on
I didn't submit any cards for this design contest but my idea for gate guardian support would be retrains of the 3 pieces of gate guardian where the the three pieces search each other out, search out gate guardian, have some way to get on the field and then give effects to gate guardian when they're used to summon him.
The First Guardian is my favorite of the submissions.
I really liked this first episode of this new series. And thi collab is awesome, thank you!
T-POSE GATE GUARDIAN
T-POSE GATE GUARDIAN
I'm going to put something out there because I think some people might not realize this:
Gate Guardian is a special-summon-only monster, meaning it cannot simply be sent to the GY and then "Monster Reborn". The card would need to say "ignoring the summoning conditions". However, that line only excuses Gate Guardian from "cannot be Special Summoned by any other ways", not from "Must first be Special Summoned by..." You would still have to actually summon GG by the original intended way to resummon it from the GY or Banish. (This rule does not apply if Summoning from hand or deck.)
Surprised there wasn't an xyz card for gate guardian
This Ray V guy has awesome art!
Thank you for showcasing their art
This is my take on.
"Gate Guardian- The Three Element--> Level 11. Effect type. 3750 attack. 3400 def. Here is something a little new? This card doesn't have a attribute. It has a black circle with ??? in it.
"This card can only be special summon by tributing Sanga of the Thunder, Kazjin and Suijin on your side of the field. This card gains all of the following effects as long as it is face up on the field".
1: Once per turn you can switch the attribute of this card to Light, Wind or Water.
2: Once per turn you can banish/remove one light monster from your GY. You can look one of your opponent face down card on their side of the field and return it back down.
3: Once per turn you can banish/remove one wind monster from your GY. You can destroy one of your opponent card on their side of the field.
4: Once per turn you can banish/remove one water monster from your GY. You can select one unoccupied card zone on your opponent side of the field and your opponent cannot use that zone as long as this card remain on the field. You can only select one zone at a time.
Gate Sentry - I'd run in Thunder Dragons with a chaos core. So end board would be Gate Guardian and Thunder Dragonduo, with two ThunDra on-banish effects being triggered.
Neo Gate Guardian is my favorite but would have to be toned downed slightly to be printed.
I’d say best thing to do would be for it to be unable to attack directly if it’s already attacked an opponents monster. Or at least limit it to only one direct attack per turn.
Absolutely based, never thought I'd see this crossover!
Based? Anakin what the fuck are you talking about?
Locked
God Guardian (Fusion)
3750 / 3400
Can only be Fusion Summoned by banishing “Sanga of the Thunder”, “Kazejin” and “Suijin” from your hand, field and/or GY (you do not use “Polymerization”). Cannot be Tributed. Unaffected by card effects. This monster can attack three times during each Battle Phase. If this monster is destroyed by battle and sent to the GY: draw 3 cards, then discard 2 cards.
I had thought of ideas that could have included retrains to or references of Para and Dox's other monsters every time a new duelist pack is announced. The brothers could even be cards as a pair of pendulum monsters that could help summon the pieces.
Ultimately, the best fix is to make him a fusion monster, which requires the polymerization of "Sanga of the Thunder", "Kazejin", and "Suijin". More specifically, it needs to be a fusion effect monster, with the same effect that "Sanga of the Thunder", "Kazejin", and "Suijin" have. I may be even be so bold to suggest it can use it up to 3 times for its 3 pieces, but I fear that would overpower it. Perhaps instead of Gate Guardian inheriting the same effect that "Sanga of the Thunder", "Kazejin", and "Suijin" has, and to also reflect how in the anime Gate Guardian could "lose" it parts, maybe the player could send 1 of "Sanga of the Thunder", "Kazejin", and "Suijin" from the graveyard to the banish pile and Gate Guardian is not destroyed, although damage calculation would still apply.
Another fix I have played around with kind of reflects what the Paradox brothers did to summon Gate Guardian. "Sanga of the Thunder", "Kazejin", and "Suijin" can be summoned to the spell/trap card zone without tributing, but they cannot attack and cannot defend, meaning that even if these monsters were on the field and there were no monsters in the monster zone, your opponent could attack your life points directly. Furthermore, "Sanga of the Thunder", "Kazejin", and "Suijin" in the spell/trap zone are susceptible to cards that destroy monsters (rageiki, dark hole, etc.) and cards that destroy cards in the spell/trap zone (MST, Twin Twister, etc.)
The Gate Guardian Ascended card is insane warrior support. You just add it with Isolde, pitch it for the cost of anything (DDR maybe?) and then you have an extra interruption by banishing something like Isolde, Aqua Dolphin and an Infernoble when your opponent tries to break your board.
I don't think it's broken but it seems like a pretty free 1-of in Isolde decks.
These are freaking great idea for gate guardian support. Even NeonGate Guardian is a good card I wouldn’t lower it’s OPness because every old slow archetype needs cards like this
Excellent work guys. The only complaint I have about this video is that the audio levels are uneven. Dzeef sounds soft. The submissions were creative.
Gate guardians would be the perfect monster to do xyz stuff with when gate guardian is destroyed it turns into a duo between kaze sui or sanga as rank 7 xyz monsters.
Now this makes me really want some of these cards to be real 😭
Surprised there wasnt a card that let you set then face down, gave them protection while face down, then when all 3 are up you can quick summon gate guardian.
Please bring this back as a continuing series. May I suggest a few more cards to fix or improve:
Horus the Black Flame Dragon
Infernities
Sun Dragon Inti and Moon Dragon Quilla
The Wicked Monsters
The Sky Scourges
Volcanics
No point in stopping now, do what must be done and fix Spirit Of The Pharaoh next, please
Really great video, i loved the collab!
*speeds through others submissions to look for his own submission*
*depression ensues kekw*
pepehands
"level 7 support"
red eyes players : 👁👄👁
Great, now I wanna think of some cards
Gate keys: banish 3 of these monsters from your graveyard to special summon sanga of the thunder, suijin, or Fuijin from your deck or hand. This effect cannot be negated
Guardians Toll continuous spell card: banish one card from your hand to negate any opponent card effects targeting a card affecting Gate guardian, if negated destroy that card. This card is destroyed if gate guardian is destroyed for any reason
You two may be about as popular as each other.
Nice collab.
What I like about the crazy stuff given to gate guardian is it is technically balamced cause gate guardian is basically a normal monster at the end of the day.
two of my favourite yugioh channel is making a collab? you guys made my day
Just take would be an errata. Like you can special summon this card by tributing/banishing sanga of the thunder, kazegin, and suigin from your hand, field, or graveyard
Neo Gate Guardian should be the new Gate Guardian card because it’s really good and can easily be fusion summoned.
While Dzeeff suggested only being able to attack monsters, the Fusion Materials under Super Poly seems a bit much. Maybe if it was Level 7's with different Attributes it would be fine.
You know, your most likely to use this with superpolyTM, and then it can be destroyed by so many ways, and even if you somehow brought it out with 3 different monsters with specific names, its not like you can just negate its summon, or kaijuTM it, or negate superpoly, and its probably gonna be used for superpoly, so that has its own problems, like SS2 destruction(drident), or even majespecters
Also on Master of the Elements the Quick Effect should probably just be a trigger Effect instead, since it's not a trap card.
In Soviet Russia Gate Guardian fixes you
Peaceful burial and foolish burial, some dark world dealings and some other generic mill cards would be excellent staples
What if they had a way to summon each other like king/queen/jacks knight and each card also had individual effects to make them worth playing on their own. That’s about the only way I could imagine them fixing the gate guardian
Yes This is the WaY!!
or like the new alpha beta gamma retrains.
Awesome collab!!!! Love the input on all the card submissions you guys gave!!!
"You can send 1 "Kazejin", 1 "Suijin", and 1 "Sanga of Thunder" from your deck to the GY, then, you can add 1 "Gate Guardian" to your hand. During your Main Phase, except the turn this card was sent to the GY, you can banish this card from your GY, special summon 1 "Sanga of Thunder", 1 "Suijin", and 1 "Kazejin" from your GY; if summoned this way, when you special summon "Gate Guardian" this turn, it gains the following effects:
-Unaffected by your opponent's card effects
-This card inflicts double piercing battle damage
-Once per turn (Quick Effect): You can change all monsters your opponent controls to face-down defense position, and return all Link monsters your opponent controls to their Extra Deck"
most balanced custom card
I want an Egyptian god structure deck and more Egyptian god support!