i feel like the fieldspell should get an effect like "negate the effects of any card that is sent from the deck to the gy, by the effect of an 'iron chain' card, until the end phase"
Salamander is a reptile so we can finally abuse of *SNAKE RAIN* to throw 3 copies of it to the graveyard and a sinister serpent or something like that and than u would have a endless amount of tuners to synchro shokan for Iron c. Worker/ Iron c. Dragon and easily mill ur opponent in one turn
When are you reviewing superlight Vikings? I know there not custom cards but sense they only got released in Montenegro they might as well be custom cards
This whole set of custom cards definitely adheres to the aesthetic that Iron Chains were used in, and quite honestly, it definitely seems like it'd all be viable for an archetype (albeit a small one, but Lunalights were only a 13 card archetype back in ArcV before getting support like Crimson Fox and Kaleido-Chick). And HOLY HOT DAMN Iron Chain Sally definitely pumps this deck to an 11. Granted, it probably won't be meta in this day and age, but it can be a fun rogue deck if made into an actual wave of support. Hell, maybe Konami will make these, since they seem to be, for the most part, fair and balanced. Definitely need to slap another thing onto Salamander tho. Because that's almost busted.
How about this card. Iron Chain Prisoner 4 Warrior Whatever attribute they are Effect: Once per turn, if this card were to be used for the synchro summon of an "Iron chain" monster, send cards from the top of your opponent's deck to the graveyard equal to the level of that synchro monster. Once per duel, if this effect was activated you can send 1 iron chain monster from your deck to the graveyard, and immediately after this resolves, send cards from the top of your opponent's deck to the graveyard equal to the amount of cards sent to either graveyard this turn. 1800 atk\400 def
12:06 What I find interesting is it doesn't say your opponent has to activate the effect so technically you could activate it yourself for whatever that's worth
I appreciate the costum art, especially that Salamader follows the aesthetic. Also that Maurader who is clearly meant evoke the character who used them.
I have an iron chain deck with a lot of staples. I would run the worker, salamander and maybe the counter trap card. It’s fun to use iron chains for the mill part, not the burn damage part. However, I once milled a vampire deck on duel links and added fuel to a bon fire
0:17:15 - Vendread Revenants and Vendread Houndhorde give lingering effects. They can be negated like any regular effect that is on the original monster, and if the monster has other effects, those can be activated (if the monster's effects weren't negated in general, and of course costs go through still).
I like the field spell idea. The giving up the battle phase is suppose to be with their mill spell card. I say iron chain needed a card like the vampire field spell that would allow them to destroy cards when they can't attack.
Cards like Salamander that say "it gains this effect" work as if the monster just always had the effect; just imagine that the bullet point effect was printed on the monster itself (until it gets flipped face down or removed from the field in some way of course). The fact that it gains this effect cannot be negated by, say, Forbidden Chalice or something (because that part is a lingering effect), it will still have the effect the turn later after Chalice has worn off but I think it might not happen if the Salamander-like monster was negated on the field or in the grave, wherever the effect itself actually applies (I'm not sure which). However, if the Synchro monster activates the new effect, it's treated like any other and the activation can be negated be Divine Wrath or the effect can be negated by Forbidden Chalice. This isn't to be confused with monsters that apply lingering effects such as Trust Guardian, which reads: "This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Level 7 or higher Synchro Monster. Once per turn, that Synchro Monster cannot be destroyed by battle. Each time this effect is applied, that Synchro Monster loses 400 ATK and DEF at the end of the Damage Step." That lingering effect cannot be negated in any way, and is basically with the monster as long as it stays face-up on the field (and possibly in other situations; what info gets wiped by being flipped face down or temporarily banished is not very clear to me).
Iron Chain has always been a deck destruction/burn deck, with most of its monsters giving up their ability to attack for a powerful effect. “This field that stops you decking out and gives you searches every turn is mediocre because you don’t get a battle phase.” Shoot him again, Billy!
Okay, so that first monster is kind of able to OTK, but only with a very good hand. First you’d have to summon one Iron Chain Dragon, use it and another tuner to bring out Iron Chain Grand Worker. Banish one of the materials and ICD, return ICD to the graveyard, banish it and the other material, de-synchro ICGD, summon Dark Strike Fighter, blow it up, and that might just be enough for a KO. 1800x2=3200 900 (iron chain coil) 1200 (iron chain repairman) 5600+2100=7900 1400+7900=9300 My math might be off, but I believe that’s the best I can think of atm.
I also did think up another card for support. Iron Chain Recycler (Monster; Level 4; EARTH; Warrior/Effect) Once per turn, you can activate one of the following effects (if you control an "Iron Chain" Synchro Monster, you can activate both effects, in order, instead): - You can target up to two banished "Iron Chain" monsters, shuffle them into the deck, and if you do, send cards from the top of your opponent's deck to the graveyard equal to the combined levels of the monsters. - You can return one "Iron Chain" monster to the hand, except for an "Iron Chain" Synchro Monster, then send cards from the top of your opponent's deck to the graveyard equal to the monster's level, and if you do, inflict 300 damage to your opponent for each card sent by this effect. This card cannot be Special Summoned from the deck or hand ATK: 1300 DEF: 1250 That last blurb is to block out teching in Warrior Lady Of The Wasteland or Giant Rat
Now i would try myself making a Arcana Force support card But all of it would be JoJo Stands, especialy for the fusion card which is Arcana Force 21 The world + Arcana Force Ex The Light Ruler named Arcana Force 21EX The World Over Light
You're right that lingering effects can't be negated. For instance, if you summon a Black Luster Soldier Super Soldier with Beginning Knight and Evening Twilight Knight, he will have three effects that can't be negated.
@TheDuelLogs 17:16 An example of a lingering effect that is activatable is the *Vandread* Ritual monsters when summoned bu tributing certain Vandread effect monsters on the field. (Houndhorde and Revenants e.g. let the ritual monster banish any of your opponents spell/traps and/or special summoned monsters (respectively) once per turn (Quick-play effect), despite what happens to the effect monsters after.) Though they lose this lingering effect if they are flipped down and up, or leave and return to the field in any way.
Vendreads have lingering effects that activate and you can negate those as they gained that effect. If you flip them face-down or banish them etc. then they forget they had that added effect.
As a player who was at their highly motivated peak of competitive play during the start of Synchro Era, my reaction to the title of this video: “..... Hhhhowwwww???” *hits play excitedly.*
Marauder can be used to go in higher synchros. Normal the level 4, get the tuner from the grave and then special marauder over the level 4. Then you get a 4 card mill and go into a level 8 synchro
On salamander, it would be the same as vendreads. The effects are given to the synchro, and can be interacted with as if it was written on the synchro itself
If I recall correctly, if a monster has a lingering effect and they get Breakthrough Skilled (for example), then the lingering effect can’t be activated. We see this same kind of interaction with cards like Phantom Knight of Ragged Gloves with the additional 1000atk he gives
Inherit effects can be negated its given to them BUT efter the card negating it is removed it regains it example if u use You inherit synchro effect slamander gave it to mill, I can negate it with breakthrough skill BUT at end turn you can re use that effect.
if we sent you some custom cards and then before you review them we revise them to either balance their effects or fix errors how should we let you know we revised them and would like you to review the new versions instead? Also I think you should alternate between custom cards based on existing cards and custom cards with an original archetype. not necessarily in the order of existing then original then existing again but something like doing 2 existing archetypes then an original archetype then 2 more existing archetype. if you start a pattern then both the people who came for original archetypes and the people who came for additions to existing archetypes will be happy.
TheDuelLogs: *Says he's the 5th Custom Card reviewer* Me: "Why the F*ck you lying? Why you always lying?" Also Me: I don't watch any other Custom Card reviewers as you're basically the only one I heard of
I love iron chain. it's a shame they never got fleshed out properly. The issue with them is ultimately that the GY is effectively a second hand and so if they were to get any support, it needs address this issue. Grand Worker is nice but the banish effect is oddly placed in its effect. if it were (on synchro summon) "Target 1 "Iron Chain" monster in your GY; send cards from your opponent's deck to the GY equal to its level"i think it would fit more thematically. I will give credit for thinking of the Desynchro plays that would happen however. Marauder is pretty neat. well balanced, with the only downside being the pointless burn damage. I think that the tribute/SS clause should work from hand or GY. At least then you get more benefit that way. Prison's ATK boosting effect should be based on the Opponent's cards getting milled, not yours. I feel that because of the implications of the name, there should be some kind of necrovalley effect where cards milled can't be moved. Something like: "Each time card(s) would be sent from your opponent's deck to the GY by a card effect, send them to the GY face-down instead." The search effect shouldn't allow you to search a copy of itself, even if you can only use it OPT. Release is nice, just worded weirdly. I would have gone with something like: "If your opponent activates a card/effect that includes the effect to destroy card(s) you control, while you control an "Iron Chain" monster; negate the activation of that card and destroy it, then send cards from your opponent's deck to the GY equal to the number of cards that would have been destroyed by that card. You can only activate 1"Iron Chain Release" once per turn". The banish effect is nice. Salamander is obviously the best card. Duellogs beat me to the revival issue of this card. The de-synchro plays though, that's going to be an issue.
If "Iron Chain Salamander" were a real card, I think the "if you Synchro Summon... using this card, it gains this effect..." portion of its effect would be considered an "Unclassified Effect". You would _theoretically_ be capable of negating Salamander conferring its effect, as Salamander's effect isn't technically a condition, but not sure how it would be done. However, I think you would _definitely_ be able to negate the effect / activation of the effect that was gained by the summoned Synchro, but negating the effect wouldn't stop it from being a lingering effect / ability that exists on the card.
Gadgets are actually also pretty much power rangers. Search each other or special summon them. Colorfull designs. Equip each other to bigger machines...
I remembering hearing from somewhere that custom cards/fan art is actually bad for the original thing because the company will refuse to use the ideas for copywright reasons.
But people would be sooo happy to see their creation real, plus just taking inspiration is healty and beneficial. Basically why make new stuff your self when your community can do it for you?
Back to your old tricks again of ignoring the point of Iron chain release. double milling is the point. we will go with Iron Chain Dragon being on the field. Your opponent uses Kuraz on it... well now you negated what a level 5 or 6 monster so 5 cards and you had a level 6 on your side of the field so 6 more mill... you protected your monster and milled 11 or 12 cards from your opponents deck and even if its a spell card or trap you stop thats 6 cards. The thing about milling is Iron chains can mill a lot of cards in one turn so adding 4 here or 6 there builds up quickly. How many cards are left in the deck of the player that filled their board... I notice watching vid of others playing that often its 20 or less at end of turn one... so can you afford the loss of 11; when it also costed them a monster. The card you were thinking of earlier was Coffin Seller.
I love Iron Chains! I'm sad that they are so terrible. I have made so many custom Iron Chain cards over the years. They are probably all still bad haahaahaa
They have 14 monsters in their lineup already, plus 4 spell/trap cards and a field spell one. In comparison, iron chains have only 5 monsters and 1 spell card There are much better forgotten archetype to revisit and give custom cards rather than a boring and cheesy stun deck such as subterrors
@@_Bailamme_ That's fine, and yet, Blackwings have way more support. It doesn't matter how many cards are in their arsenal, any archetype can get more support.
i feel like the fieldspell should get an effect like "negate the effects of any card that is sent from the deck to the gy, by the effect of an 'iron chain' card, until the end phase"
I like that
@@darkdjinniumbrage7798That is a good way to avoid Graveyard effects.
I'm just gonna say it, you might be in my top 3 of custom card reviewers.
@Obnoxious Fun I've heard that hirumaredx makes good custom card videos,
@Obnoxious Fun Me
Salamander is a reptile so we can finally abuse of *SNAKE RAIN* to throw 3 copies of it to the graveyard and a sinister serpent or something like that and than u would have a endless amount of tuners to synchro shokan for Iron c. Worker/ Iron c. Dragon and easily mill ur opponent in one turn
Salamamder is amphebean, duuuh!
The special summon is a hard OPT, having 3 copies in the graveyard is no better than having 1
I like these. They are more like "fun-deck" level support and stays true to the decks gimmick
When are you reviewing superlight Vikings? I know there not custom cards but sense they only got released in Montenegro they might as well be custom cards
I forgot all about Iron Chains. Would like to see them get legacy support
Divine_Wrath and venoms too :3
@@KumaPaws376 yeah those are 2 of my favorite archetypes
This whole set of custom cards definitely adheres to the aesthetic that Iron Chains were used in, and quite honestly, it definitely seems like it'd all be viable for an archetype (albeit a small one, but Lunalights were only a 13 card archetype back in ArcV before getting support like Crimson Fox and Kaleido-Chick). And HOLY HOT DAMN Iron Chain Sally definitely pumps this deck to an 11. Granted, it probably won't be meta in this day and age, but it can be a fun rogue deck if made into an actual wave of support. Hell, maybe Konami will make these, since they seem to be, for the most part, fair and balanced. Definitely need to slap another thing onto Salamander tho. Because that's almost busted.
How about this card.
Iron Chain Prisoner
4
Warrior
Whatever attribute they are
Effect:
Once per turn, if this card were to be used for the synchro summon of an "Iron chain" monster, send cards from the top of your opponent's deck to the graveyard equal to the level of that synchro monster. Once per duel, if this effect was activated you can send 1 iron chain monster from your deck to the graveyard, and immediately after this resolves, send cards from the top of your opponent's deck to the graveyard equal to the amount of cards sent to either graveyard this turn.
1800 atk\400 def
12:06 What I find interesting is it doesn't say your opponent has to activate the effect so technically you could activate it yourself for whatever that's worth
I appreciate the costum art, especially that Salamader follows the aesthetic.
Also that Maurader who is clearly meant evoke the character who used them.
Your the first person I saw that got the idea I had
The Marauder looks a bit like Lokomotivführer Lukas, a character from a German children's book by Michael Ende.
As someone who plays Iron Chains in 2019 these cards would literally give me an ftk
1:46 "Nobody cared who I was before I put on the mask"
I have an iron chain deck with a lot of staples. I would run the worker, salamander and maybe the counter trap card. It’s fun to use iron chains for the mill part, not the burn damage part. However, I once milled a vampire deck on duel links and added fuel to a bon fire
0:17:15 - Vendread Revenants and Vendread Houndhorde give lingering effects. They can be negated like any regular effect that is on the original monster, and if the monster has other effects, those can be activated (if the monster's effects weren't negated in general, and of course costs go through still).
I like the field spell idea. The giving up the battle phase is suppose to be with their mill spell card. I say iron chain needed a card like the vampire field spell that would allow them to destroy cards when they can't attack.
Great video. Now do one for pyro type monsters
Day 195 of waiting for new Volcanic support to arrive
You’ll get that support one day
Hey Payne 96 you play any other decks besides volcanics
@@runningfromthelights3991 Ahh i don't think so
What about iron chain snake, iron chain (tuner) forgot its name, and poisom chain their continuous spell???
Coil
Cards like Salamander that say "it gains this effect" work as if the monster just always had the effect; just imagine that the bullet point effect was printed on the monster itself (until it gets flipped face down or removed from the field in some way of course). The fact that it gains this effect cannot be negated by, say, Forbidden Chalice or something (because that part is a lingering effect), it will still have the effect the turn later after Chalice has worn off but I think it might not happen if the Salamander-like monster was negated on the field or in the grave, wherever the effect itself actually applies (I'm not sure which). However, if the Synchro monster activates the new effect, it's treated like any other and the activation can be negated be Divine Wrath or the effect can be negated by Forbidden Chalice.
This isn't to be confused with monsters that apply lingering effects such as Trust Guardian, which reads:
"This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Level 7 or higher Synchro Monster. Once per turn, that Synchro Monster cannot be destroyed by battle. Each time this effect is applied, that Synchro Monster loses 400 ATK and DEF at the end of the Damage Step."
That lingering effect cannot be negated in any way, and is basically with the monster as long as it stays face-up on the field (and possibly in other situations; what info gets wiped by being flipped face down or temporarily banished is not very clear to me).
When Iron Chain Dragon was first released, he saw some meta play, only as a tech option. I enjoyed it a lot.
It's one of the few level 6 dragon synchros.
Iron Chain has always been a deck destruction/burn deck, with most of its monsters giving up their ability to attack for a powerful effect.
“This field that stops you decking out and gives you searches every turn is mediocre because you don’t get a battle phase.”
Shoot him again, Billy!
Okay, so that first monster is kind of able to OTK, but only with a very good hand.
First you’d have to summon one Iron Chain Dragon, use it and another tuner to bring out Iron Chain Grand Worker. Banish one of the materials and ICD, return ICD to the graveyard, banish it and the other material, de-synchro ICGD, summon Dark Strike Fighter, blow it up, and that might just be enough for a KO.
1800x2=3200
900 (iron chain coil)
1200 (iron chain repairman)
5600+2100=7900
1400+7900=9300
My math might be off, but I believe that’s the best I can think of atm.
Doctor Echo I think that's an FTK, not OTK
1800 × 2 = 3600
You cannot de-synchro if you have banished material
I also did think up another card for support.
Iron Chain Recycler (Monster; Level 4; EARTH; Warrior/Effect)
Once per turn, you can activate one of the following effects (if you control an "Iron Chain" Synchro Monster, you can activate both effects, in order, instead):
- You can target up to two banished "Iron Chain" monsters, shuffle them into the deck, and if you do, send cards from the top of your opponent's deck to the graveyard equal to the combined levels of the monsters.
- You can return one "Iron Chain" monster to the hand, except for an "Iron Chain" Synchro Monster, then send cards from the top of your opponent's deck to the graveyard equal to the monster's level, and if you do, inflict 300 damage to your opponent for each card sent by this effect.
This card cannot be Special Summoned from the deck or hand
ATK: 1300
DEF: 1250
That last blurb is to block out teching in Warrior Lady Of The Wasteland or Giant Rat
That second effect doesn't seem to specify how many cards get milled.
Shit. I forgot to add the "equal to the monster's level" clause. Thanks for picking up on that
Now i would try myself making a Arcana Force support card
But all of it would be JoJo Stands, especialy for the fusion card which is Arcana Force 21 The world + Arcana Force Ex The Light Ruler named Arcana Force 21EX The World Over Light
Over heaven*
Reno Kyrie Who's that character in your pic and from which series ?
@@afraid2losebalance303 Female Kirin Armor from Monster Hunter
You're right that lingering effects can't be negated. For instance, if you summon a Black Luster Soldier Super Soldier with Beginning Knight and Evening Twilight Knight, he will have three effects that can't be negated.
Some custom cards cannot fit into the game. Because of the incorrect card image and incorrect card texts that does not meet the card making rule
A bit too much burn damage from Grand Worker. x200 sounds more balanced.
Ah yes, 1 metric Sparks per card. I'll just run 40 copies of Sparks then
@TheDuelLogs 17:16 An example of a lingering effect that is activatable is the *Vandread* Ritual monsters when summoned bu tributing certain Vandread effect monsters on the field. (Houndhorde and Revenants e.g. let the ritual monster banish any of your opponents spell/traps and/or special summoned monsters (respectively) once per turn (Quick-play effect), despite what happens to the effect monsters after.) Though they lose this lingering effect if they are flipped down and up, or leave and return to the field in any way.
Vendreads have lingering effects that activate and you can negate those as they gained that effect. If you flip them face-down or banish them etc. then they forget they had that added effect.
As a player who was at their highly motivated peak of competitive play during the start of Synchro Era, my reaction to the title of this video: “..... Hhhhowwwww???”
*hits play excitedly.*
And then I realized this wasn’t a deck it was about custom cards.... Alright. Well. The deck is as unplayable as I had always believed it to be.
Marauder can be used to go in higher synchros. Normal the level 4, get the tuner from the grave and then special marauder over the level 4. Then you get a 4 card mill and go into a level 8 synchro
Hello 1st favourite Custom Card Revwiewer!
i have legastenic so my spelling is bad!
"Whaaaaaaat!?
- Duellogs 2019
Minute ? xD favorite time px
@@otangakudyokeman7124 7:55
I don't get how the attack boost from the field spell is suppose to work.
Can you do a video about custom upgraded versions of existing cards
Did u forget about iron chain snake?
On salamander, it would be the same as vendreads. The effects are given to the synchro, and can be interacted with as if it was written on the synchro itself
You miss their defense points.. They are broken.. Lv 7 synchro with over 3k def.. Lv 2 great effect tuner with 2k def..
Oh God this deck would be annoying to play against with floodgates and this custom support. So much mill and soft OPTs.
If I recall correctly, if a monster has a lingering effect and they get Breakthrough Skilled (for example), then the lingering effect can’t be activated. We see this same kind of interaction with cards like Phantom Knight of Ragged Gloves with the additional 1000atk he gives
While this didn't have good effects, I really liked the aesthetic look of Salamander. Simple but nice.
Iron Chain Salamander would get banned so fast because of the potential degeneracy with its soft OPT.
Inherit effects can be negated its given to them BUT efter the card negating it is removed it regains it example if u use You inherit synchro effect slamander gave it to mill, I can negate it with breakthrough skill BUT at end turn you can re use that effect.
Vendread monsters have lingering effects that give cards skills
if we sent you some custom cards and then before you review them we revise them to either balance their effects or fix errors how should we let you know we revised them and would like you to review the new versions instead?
Also I think you should alternate between custom cards based on existing cards and custom cards with an original archetype. not necessarily in the order of existing then original then existing again but something like doing 2 existing archetypes then an original archetype then 2 more existing archetype. if you start a pattern then both the people who came for original archetypes and the people who came for additions to existing archetypes will be happy.
TheDuelLogs: *Says he's the 5th Custom Card reviewer*
Me: "Why the F*ck you lying? Why you always lying?"
Also Me: I don't watch any other Custom Card reviewers as you're basically the only one I heard of
Fifth place in the weekly custom card review genre. And fifth place in my heart :’)
“But only send me 4 cards guys. I’m much too lazy to do more than that.”
I love iron chain. it's a shame they never got fleshed out properly. The issue with them is ultimately that the GY is effectively a second hand and so if they were to get any support, it needs address this issue.
Grand Worker is nice but the banish effect is oddly placed in its effect. if it were (on synchro summon) "Target 1 "Iron Chain" monster in your GY; send cards from your opponent's deck to the GY equal to its level"i think it would fit more thematically. I will give credit for thinking of the Desynchro plays that would happen however.
Marauder is pretty neat. well balanced, with the only downside being the pointless burn damage. I think that the tribute/SS clause should work from hand or GY. At least then you get more benefit that way.
Prison's ATK boosting effect should be based on the Opponent's cards getting milled, not yours. I feel that because of the implications of the name, there should be some kind of necrovalley effect where cards milled can't be moved. Something like: "Each time card(s) would be sent from your opponent's deck to the GY by a card effect, send them to the GY face-down instead." The search effect shouldn't allow you to search a copy of itself, even if you can only use it OPT.
Release is nice, just worded weirdly. I would have gone with something like: "If your opponent activates a card/effect that includes the effect to destroy card(s) you control, while you control an "Iron Chain" monster; negate the activation of that card and destroy it, then send cards from your opponent's deck to the GY equal to the number of cards that would have been destroyed by that card. You can only activate 1"Iron Chain Release" once per turn". The banish effect is nice.
Salamander is obviously the best card. Duellogs beat me to the revival issue of this card. The de-synchro plays though, that's going to be an issue.
*Sooooooo, you review cards from Dueling Book?*
_"AHA, THOUGHT I WOULD FIND YA HERE."_ XDDDDDDDDDDD
@@agentx7922 XDDDDDDDDDDDDDDDD
these cards are the good and great Iron chain
Imagine make a top 10 waifu cards.
Only reason even know of these Iron Chain monsters is because my literal first PvP duel ended up being against Iron Chain Dragon.
If "Iron Chain Salamander" were a real card, I think the "if you Synchro Summon... using this card, it gains this effect..." portion of its effect would be considered an "Unclassified Effect". You would _theoretically_ be capable of negating Salamander conferring its effect, as Salamander's effect isn't technically a condition, but not sure how it would be done. However, I think you would _definitely_ be able to negate the effect / activation of the effect that was gained by the summoned Synchro, but negating the effect wouldn't stop it from being a lingering effect / ability that exists on the card.
well god damn that salamander is super OP in a good way
My phone died in the middle of this video. Had to go get my laptop to continue watching
Respect
The "De-snychro" card would get salamander either limited or banned... Probably both since this _Is_ Konami we talkin' bout.
You are my favorite custom card reviewer
That salamander looks like a grey turd
Who are the other 4?
Sparks archetype vs Iron Chain Archetype: How to duel and win with minimal attacks
How i can Give u m'y cards to reveiw
i wish koonami make archtype based on kamen rider and power ramgers
They have. 2 in fact. Inzektors and Masked Heroes are both based on Kamen Rider.
what about power rangers?
Super Quantum.
Gadgets are actually also pretty much power rangers.
Search each other or special summon them.
Colorfull designs.
Equip each other to bigger machines...
Locking Iron Chains out of the battle phase isn't so bad considering Poison Chain.
I remembering hearing from somewhere that custom cards/fan art is actually bad for the original thing because the company will refuse to use the ideas for copywright reasons.
But people would be sooo happy to see their creation real, plus just taking inspiration is healty and beneficial. Basically why make new stuff your self when your community can do it for you?
10:24 you meant to say "oof"
This art work is... Off... The... Chain...
...
...
...
(I'll show myself out)
The field spell really makes marauder broken
Make sure you guys are sending your custom cards to dzeef as well
Back to your old tricks again of ignoring the point of Iron chain release. double milling is the point. we will go with Iron Chain Dragon being on the field. Your opponent uses Kuraz on it... well now you negated what a level 5 or 6 monster so 5 cards and you had a level 6 on your side of the field so 6 more mill... you protected your monster and milled 11 or 12 cards from your opponents deck and even if its a spell card or trap you stop thats 6 cards.
The thing about milling is Iron chains can mill a lot of cards in one turn so adding 4 here or 6 there builds up quickly.
How many cards are left in the deck of the player that filled their board... I notice watching vid of others playing that often its 20 or less at end of turn one... so can you afford the loss of 11; when it also costed them a monster.
The card you were thinking of earlier was Coffin Seller.
👿
wow that was fast
hi senpai!
Hope you'll check out my Blue-Eyes and DM support sometime, since you prefer those.
I see is iron Chan xD
Somebody stole my custom card idea....
i want them 😢
I love Iron Chains! I'm sad that they are so terrible. I have made so many custom Iron Chain cards over the years. They are probably all still bad haahaahaa
i wish koonami make archtype based on godzilla and other giant monster
ryan dika you know that’s what the kaijuu are based off of?
i mean i want koonami make archtype based on giant monster like godzilla,rodan,&king ghidorah
@@ryandika7443 They already did, they're called kaiju lmao.
Look up yugioh kaiju and I'm sure you'll find them.
You can iron chain my LP anytime 🥵😩
you may be fifth favourite for everyone else but to me you are fourth.
I made some support cards about Subterrors; I hope you saw them! :-)
Not that subterrors really needed more card in the first place though
@@_Bailamme_ Well, I think they did. So...
They have 14 monsters in their lineup already, plus 4 spell/trap cards and a field spell one. In comparison, iron chains have only 5 monsters and 1 spell card
There are much better forgotten archetype to revisit and give custom cards rather than a boring and cheesy stun deck such as subterrors
@@_Bailamme_ That's fine, and yet, Blackwings have way more support. It doesn't matter how many cards are in their arsenal, any archetype can get more support.
I beat the other guy by 1 second
Still love ur waifu
Hi frens :3
Good God, that hand pose looks painful.
Ok, first off, who even remembered that iron chains existed?
5th
3rd
First
Joe-C Incorporated no
To have crippling depression