Decided to try my hand at fixing a Ally of Justice card, in this case Rudra, the original is on the right while the fix is on the left, with Rudra (and another other Allies I might try to fix), my goal is to make them more splash-able in decks while maintaining their original,
Light attribute and Flip effect hate playstyle, in the case of Rudra I wanted to try and make a monster that can put out a few Synchro monsters in a turn on it's effect alone while still maintaining it's damage boost effect.

#yugiohtcg #yugioh
Another fixed ally, this one being the one that even put the archetype on the radar for me when I was a kid, however I did a bit more then fix it, as you can see I increased it's level by two, and made it's effect work if special summoned, as for the effect itself it now has two,
"When this card is Normal or Special Summoned, flip all face-down Defense position monsters face up, their effects are negated, additionally if any of them have the LIGHT attribute, those monsters cannot be tributed or used as material for XYZ, Synchro or Link Summoning.",
I removed the take control of a monster effect due to it being pointless in my eyes and went for something more crippling instead of a minor inconvenience, and it's second effect I added to help it stay useful even after being summoned, as for what the second effect does,
"Once per turn discard 1 card and activate one of the following effect, All Dark monsters and Machine monsters you control inflict piercing battle damage and cannot be destroyed by battle or card effects.", Dark monsters regardless of type benefit from this and Machines regard-
-less of attribute benefit from this all they need to do is have either or, I chose those specific things as every Ally of Justice has those two traits, and I didn't want it to be to splash-able due to it already negating 4 types of summoning.
Fixed Cosmic Gateway, this one was a bit hard to make as I wanted to make an Ally that interacts with the Graveyard after their fix, so I decided on three effects, it's old effect has been made much more flexible now counting all cards your opponent controls and ignoring the,
old Light attribute requirement.

It's first effect in particular was a pain, as trying to settle on the ATK value was an annoyance, but to let Allies take some riskier plays was worth it.

As for what that effect does, well it's pretty strong if it gets a chance to build up,
"While this card is in Attack position, discard one card to equip a monster your opponent controls and a monster you control to this card, this card gains ATK based off the total ATK of monsters equipped to this card, if a equipped card is a Reptile monster or LIGHT monster it's-
attack is doubled.", I wanted to keep the idea that Allies are the Anti-LIGHT/Anti-Flip archetype even with this so I made Reptile monsters or monsters with the LIGHT attribute effectively provide their ATK twice, as for it's second effect (the reason why Allies would want to-
-use this card in the first place),

While this card is in Defense position send up to 4 cards equipped to this monster to the GY Special summon that many monsters from your GY, but their effects are negated this turn.

This effect was made more so, that they can bounce back if,
they got hit with a board wipe, but it takes two turns to do, but you also get a fairly large beater with no protection against effects if you bounce back early, as for the level reduction, I wanted to make it easier to get out due to it being essentially a counter card to board,
wipes, but not so easy that it becomes one of the best cards to use in every situation.

Also, Thunder Armor is next on the list, then maybe I'll do some lower level monsters.
I forgot to tweet that last thread part since I was working on Thunder Armor and got distracted, but here's the fix,

Unlike the other Allies who can be splashed I chose to hard lock Thunder Armor into Allies, Machina and Genex, along with making it a pretty decent boss monster,
with a discard effect, with three different sub effects that effect Allies, Machina and Genex you have to pick from.

"Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, When a Ally of Justice, Machina or Genex monster you control is destroyed, you can-
-special summon this card from your hand."

"Once Per turn discard 2 cards and activate one of these effects."
"● Ally of Justice monsters you control inflict piercing battle damage, and LIGHT monsters destroyed in battle with an Ally of Justice monster are banished."
"● Machina monsters you control become level 10 and can only be used for XYZ or Fusion summons."
"● Genex monsters you control can attack directly."

It's original effect was made into it's Ally of Justice effect with an added Banish effect, Machina I didn't really know what,
to do for them but given how easy they can get cards onto the field, I thought making it able to make a Rank 10 engine for a discard 2 was good enough, as for Genex, I was tempted to add a "but they lose half their attack" effect onto it for enabling them to attack directly if,
it comes down to it a fix of this will probably include it, some other downside or change the effect entirely.

Not to mention I kinda want to make a Fusion, that uses Machina, Allies and Genex, as for level 1-4 monsters to fix, I'm open to suggestions, as I'm not sure which one,
to start with.

As only these four have been "fixed" so far.
While I take a break from fixing the Allies of Justice, here's a new custom card, Genex Ally Machina Deus, a proper boss monster with some adiquite protection, and able to do a fair amount of damage, but requires Super Polymerization, as for what it takes to summon,
Ally of Justice Thunder Armor, Machina Citadel and Genex Controller.

As for what it does,
"When this card is special summoned destroy all Spell/Trap cards your opponent controls, this card can only be summoned with Super Polymerization. While this card is on the field all of-
-your opponent's monsters are considered LIGHT and Reptile, and cannot be set face down, when this card attacks a LIGHT Reptile monster banish that card before damage calculation and inflict 2400 damage to your opponent, This card cannot be tributed, destroyed by battle while-
in Defense position or targeted by card effects."

This card cannot be tributed so no Kaiju-ing it, cannot be destroyed by battle while in defense position and has the same protection from effects as Obelisk the Tormentor, while having 800 more attack, and it helps the Ally of,
Justice cards while also being a Genex and Machina monster that's higher then level 7 meaning Machina Defense Perimeter works with it if you happen to be running it, it's a big beatstick that nukes half of your opponent's field when it comes in and banishes monsters while,
inflicting burn damage, however it is vulnerable to wipes, monsters that get buffed up to the same attack value or higher (Red-Eyes Zombie Necro Dragon + Zombie World for instance can get pretty high attack), while in attack position, and can be stopped by simply keeping one of,
three very specific monsters off the field, and one of them is very easy to destroy, and the other two are quite hard to due to how often they can come back.

A proper boss monster for all three Archetypes if they happen to be run at once or with Thunder Armor splashed into a,
Machina deck, with protection to not get deleted immediately, but if you lose this thing your probably going to lose the game soon after.
Next up on the list of fixes is Ally of Justice Garadholg, I've tweaked it's damage boost to be generic and gave it some recursion for level 4 or lower monsters instead for it's Light monster effect, along with some support for XYZ, by transferring it's effect to the monster it,
it is currently being material for.

As more or less the goal of these fixes is to make the Allies just as splashable as Catastor, while retaining their original effects as much as possible, and the archetype's hate for Light attribute monsters and Flip effects, but Garadholg,
isn't the only thing I've worked on since I last tweeted in this thread, I've also made a field spell, that boosts Ally of Justice, Machina and Genex monsters while weakening your opponent's Light monsters and Reptile monsters, along with effects for if a Ally of Justice,
Machina or Genex monster you control is destroyed and some inbuilt protection that requires monsters from one of those three archetypes to be on the field.

While this field spell doesn't solve all of the issues, it helps keep things running, as Machina gain some card draw,
Genex gain some recovery, and Allies do burn damage, but they need monsters to be destroyed to trigger those effects.
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