#Ancient Gear Howitzer
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yu-gi-oh-tcg-smash-or-pass · 2 months ago
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Card text: 2 "Ancient Gear" monsters
Unaffected by other cards' effects. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Ancient Gear Howitzer" once per turn. If this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions.
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victusinveritas · 1 year ago
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From the Dull Men's Club on a different Hellsite:
"We've been living in Northern France for ten years now. Before we lived in Southern France, which was after we had been living in - while restorating - an old windmill in Flanders, the working part of Belgium (couldn't unsay that one).
Without searching for it for any reason in particular, the old farm we bought here is located right on the Western Front, German side to be precise.
We learned very fast that the past was very palpable in our new environment. First time we got a glimpse from it was when one of our dogs dug up a piece of what was without any doubt a nice pebble to him, but appeared to be a fragment of a German shell - yes l dug a hole of 4m wide and almost 2m deep to get most of the other parts of that explosive - that's how l got to know who fired it in the first place.
His name was Fritz, Frank or Gunter, probably, maybe Mark, and since he was a fresh new recruit in the herd he fired his howitzer way too short, right behind the lines of his outraged fellow brothers in arms. At least, that's how l imagine the story. l apologize for my lack of evidence tho, despite it looking highly plausible to me.
Whatever, lots of artifacts came out of our ground since - bullets, fragments of pipes, an almost completely rotten away army boot with the nails still in its sole, more shell fragments, shrapnel bullets etc, all sorts of elements from military activity in and around our - probably - completely shot into pieces old farm.
You know, l've got a soft spot for old stories and maps. The National Library of Scotland did an outstanding job by digitizing the so called 'trench maps,' used by the allied forces in their daily struggle on Western Front. They are online, and a pure treasure chest for me, seeing our region with a more than 100 year old eyesight every day a little bit more. Allied trenches, less detailed, in blue, and German trenches, highly detailed, in red.
I'm not a souvenir seeker, l'm not an historian, l'm just a no name witness of something l'll never understand.
About this photo. I took it this morning, and y'all agree there's nothing more dull than a muddy road on a rainy day in an almost featureless landscape.
This is today, but more than a hundred years back this was about a few ten meters behind the first German (attack) trench. If ever the Allied forces managed to cross that trench, a flat zone of about 1000m soaked clay, craters, barbed wire, bodies and gear layed in front of them before they got into what would have been the real hornet nest - a second, extremely well defended trench system located on top of that tiny 'ridge' at the horizon of the picture. Well designed, barbed wire, machine guns, everything, and a whole bunch of cannons in the back country that covered the apocalyptic landscape between both trenches (that yellow dot indicates where the photo was taken, looking south-east).
These tiny ridges - ancient dunes during the glaciations - were the key of the whole Western Front north of the Somme. Strategic advantages in a lowland landscape, they defeated Allied leaders and superiors to throw thousands of young men to it.
This region is literally sprayed with war graves. New houses, residential areas, shopping malls and industrial areas are been built, transforming these fields with their ditches into concrete and bitumen, gradually erasing these tiny details in the landscape that remind us of what once was happening here.
When l got back in my car, track 11 of Phil Collins Best Of cd started playing - l'm a child of the eighties. I love good ol' Phil and every time l put another cd in my player, it stays there for several weeks.
Track 11, can't remember the name of the song, started with bag pipes and drums.
Bagpipes and drums. That's how l'm imagining them, storming the enemy lines.
Lest we forget.
Bart. 48 year old Belgian expat in France."
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overflowchute · 1 year ago
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giggling kicking my feet thinking about antique gear devil/ancient gear howitzer's summon animation and summon chant waaaa i love it
You machine soldiers, inheritors of ancient souls! Form ranks now, intermingle as one, and be reborn as a new power! I Fusion Summon! Appear! The level 8, the mechanical demon!! Antique Gear Devil!!!
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magpiejay1234 · 8 months ago
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Anyway, let's do Level 12 Fusions.
For Yuri, since he already has Predapower with 3600 ATK, most likely the Level 12 will use Greedy Venom as basis, which will give it 3800 ATK. Using Predapower instead will give us 4400 (2800+800= 3600, so 3600+800 = 4400), which will be the same Ultimate Ancient Gear Golem, which, while higher than Z-ARC, would make sense in context, especially since its overall stat total will be lower.
For ARC-V era Level 10 monsters that can get Level 12 variants, we have:
**Goyo Emperor
**Earthbound Servant Geo Grasha
**Chaos Ancient Gear Giant
Not counting Edo's Deck, as legacy characters' ARC-V Decks are not counted in favour of their original ones, despite Edo being the cover character of Booster Sp: Destiny Soldiers.
Invoked Elysium, from this era, but not an animé card, is also likely, much more so than the others. Invoked cards were from Yuri's set, Booster SP: Fusion Enforces, so chances are Level 12, and Level 11 Invoked will happen sooner than later, especially since OCG Stories is covering Aleister's early years as of this post.
All three mentioned above were introduced in Season 2, except Chaos Ancient Gear Giant which was briefly shown in Season 1 flashbacks. Since most of those non-legacy Decks have a Level 12 card in them, these can get theirs too, though Geo Grasha already has Red Nova indirectly.
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Sora, and Dennis simply cannot get a lot of support, because they have too much cards remaining from the animé/manga. Unless those are gradually covered, new higher Level Fusion support will be very, very limited.
Serena is also unlikely get further higher Level monster, except maybe a Level 11 Fusion Parasite version of Leo Dancer, and its subsequent purified form. Other Bracelet Girls do not have monsters above Level 8, so Serena has to wait for Rin, and Yuzu.
Tyler Sisters are eventually going to get new support, as it has been the case for most previous Duelist Pack legacy themes. However, they will likely be delayed, as there isn't much of a logical step beyond Augusta, and Pet Liger, outside of Fusing the two together, and Rush Duels will likely eventually have their own version of Amazoness.
Battle Beast is likely to get a Level 12 Gladiator Beast eventually, but the archetype generally preferred mid-Level Fusion Monsters. So this one will likely take some time.
****
For honourable mentions:
**Shaddolls, and Gem-Knights cannot go above Level 11, but they can go to Level 11 due to their association with Tierra, and Zefraath, though it is unclear how this would work, or how this would affect the associated archetypes.
***Though Gem-Knights are Masumi's Deck, due to their prominent role in Duel Terminal's storyline, they can get support whenever.
**Kachidoki will probably have his Shura retrain earlier than expected, which might mean another Shura retrain might end up happening later down the line, once more of Ryozanpaku School cards are printed.
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Other notes:
**Roget's Howitzer might eventually get an upgrade, and Roget's Deck might match the Synchro Fusions of his subordinates. This is unlikely to reach to Level 12, but it might feature more Level 10 Ancient Gear monsters.
**Sora is unlikely to reach Level 12 before Level 10, so he might get a Nightmary analogue for his animé Deck, before his remaining manga monsters are covered.
Edit: It is Ultimate Ancient Gear Golem, Japanese name is the Antique Gear Ultimate Golem. Corrected from Ancient Gear Ultimate Golem to Ultimate Ancient Gear Golem.
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fyeahygocardart · 7 years ago
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Ancient Gear Howitzer
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i2neo · 5 years ago
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Pillars of Card Design #3 | Card Protection
Are your boss monsters too strong? Or worse, do they never seem to stick? How are you protecting your cards, and how are you getting around those of your opponents?
In this article, we’ll explore different kinds of protection effects, and what exactly warrants a hard-to-kill boss monster.
It is a general principle of Yu-Gi-Oh!, like any card game, that you not only want to play more cards than your opponent, but that you want those cards to stay, or otherwise have a lasting impact. So, it might be reasonable to include protective clauses and effects on those cards, particularly the more powerful, and therefore more risky ones. However, this can quickly become a detriment to the creativity of your design, taking up text space or ultimately making the card or cards unplayable overpowered.
So what constitutes protection? There are several different clauses and effects that can “protect” a card from any number of things. Some of the more common (for better or worse) examples include:
This card’s Summon cannot be negated.
This card’s activation and effects cannot be negated.
Cards and effects cannot be activated in response to this card’s Summon.
Cards and effects cannot be activated in response to this card’s activation or effects.
Cannot be destroyed by battle.
Cannot be destroyed by card effects.
Cannot be destroyed by your opponent’s cards (by battle or card effect).
Unaffected by other cards’ effects.
Cannot be targeted for attacks.
Cannot be targeted by your opponent’s cards or effects.
Cannot be targeted by, and is unaffected by, other cards and effects.
Altogether, a card with these effects would be an unstoppable force. Naturally, no card should ever have all of this protection tacked onto it. But how much is too much? What does that even mean?
If a card, even a so-called Boss Monster has too much protection, and is too hard to remove, it can become obscenely overpowered very quickly, regardless of what its stats or other effects might be. Although there is no set standard in measuring how much protection a particular card deserves, we can glean some context clues based on the kinds of cards that do have lots of protection.
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[Picture of “Infinitrack Fortress Megaclops,” a Link-3 EARTH Machine Link monster with 4000 ATK.]
In general, determining the amount of protection a card should have relates to how much work it takes to play that card, just as much as what it does. “Infinitrack Fortress Megaclops” requires 3 Xyz monster to be summoned. At the time this was printed, the game existed under Master Rule 4, and so Xyz monsters could only be summoned to the Extra Monster Zone, or to a Zone(s) a Link monster(s) pointed to. For that time, this card took a considerable amount of effort to summon, needing not only the 3 materials, but also, at one point or another, at least one Link monster to provide the space to summon those Xyz monsters. Therefore, “Megaclops” earns the protection of being unaffected by monster effects, and battle protection, with the exception of Xyz monsters in both cases. For the amount of effort it takes to summon it, this card earned two protective effects, however, even both of those are not final. They both have the shared exception of Xyz monsters, and the first effect only protects it from monster effects, rather than all card effects.
Let’s look at some other monsters that are easier to summon, and explain why, for different reasons, they both can earn the same protection.
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[Pictures of “Ancient Gear Howitzer,” a Level 8 EARTH Machine Fusion monster with 1000 ATK and 1800 DEF, and “Lyrilusc - Independent Nightingale,” a Level 1 WIND Winged Beast Fusion monster with 1000 ATK and 0 DEF.]
Both of the above monsters have the same level of printed effect protection: “Unaffected by other cards’ effects.” This is a well-regarded powerful protective effect, limiting its ability to be removed exclusively to battle with monsters that have a higher ATK. So, what did these two cards do to deserve this boon?
For “Ancient Gear Howitzer,” the answer is twofold. First, it has low bases ATK and DEF. No matter what position it is summoned in, “Howitzer” is a fairly easy target to be destroyed by battle. Secondly, its effects are not game-ending. It isn’t a boss monster. In fact, for “Ancient Gear” decks, it’s often an easy first-turn ending board, as it can inflict that first bit of damage without the Battle Phase, and serves as a threat to a more powerful monster when it does get destroyed. However, that effect combined with the protection is only balanced due to the limited strength of its targets; “Ancient Gear Golem” or “Ancient Gear Golem - Ultimate Pound” are the biggest things one is likely to get with its float effect, and they are not overpowered in this day and age, either.
“Lyrilusc - Independent Nightingale” also has a twofold explanation. Like “Megaclops”, this card has a not-insignificant summon requirement. It, like “Lyrilusc - Assembled Nightingale” is not difficult to summon, but to summon it and make use of its full effect requires a lot of materials--enough that one would have to put in significant setup to reach. “Independent Nightingale” also requires that you either be maintaining that position after its material has been summoned, or perform its Fusion Summon on the same turn as that Xyz Summon, in addition to having another Lyrilusc monster available for material. Achieving that with maximum effort still yields a powerful card, but a niche one. This boss monster’s last effect can burn the opponent for a lot, but that is the most that it can do. If the opponent has a bigger monster, they can sweep “Independent Nightingale” up next turn, leaving its owner with no recovery options.
So what does this tell us about the custom cards we design, boss monster or not? As we said above, there is no set standard; there will always be exceptions to every rule, and as a TCG, Yu-Gi-Oh! handles those exceptions accordingly when they become problematic to the health of the game. As custom card designers, though, we can errata our cards on a whim, changing them to be more fair as soon as their unfairness becomes apparent. Taking that into account, there are a few design principles we can consider when deciding how much protection to give a particular card, and from what.
Should be proportionate to the effort it takes to play. This can be a combination of the number of materials; the difficulty of those materials to play; additional costs (such as the requirement of a fusion or ritual spell, and its conditions and costs); the board presence being sacrificed; any “float” effects the monster has (by itself or by way of other cards). This is especially important as you test your designs--you might find that your boss monster that you expected to never hit the field is able to be summoned the majority of the time. Maybe, in that case, you can sacrifice some protection in exchange for more ways to replay them, like playing more than one copy.
Should not be all-encompassing. “Unaffected by other cards’ effects” and “Cannot be destroyed by battle” should not be paired together, unless both have an exception of particular timing or card type that can get through it.
Should be realistic or in-theme with what the card and deck does or expects the opponent to be doing. This can sometimes be better understood as “Protection effects should not cover inherent and primary weaknesses of the deck, but should highlight those and force the opponent down those avenues only.”
We’ll look at some other card protection in the next article, where we will specifically go over targeting in both protective and removal effects.
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cardarchive · 3 years ago
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ANCIENT GEAR HOWITZER
Unaffected by other cards' effects. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Ancient Gear Howitzer" once per turn. If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions.
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designslikesweethearfbnt · 5 years ago
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maxwell-art · 7 years ago
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Dr. Vellian Crowler Replica Deck Recipe
17 Monsters
3x Ancient Gear Golem (*8)
2x Ancient Gear Reactor Dragon (*9)
3x Ancient Gear Wyvern (*4)
3x Ancient Gear Hunting Hound (*3)
2x Ancient Gear Frame (*4)
2x Silver Gadget (*4)
2x Gold Gadget (*4)
20 Spells
3x Geartown
3x Ancient Gear Catapult
3x Ancient Gear Fusion
2x Ancient Gear Fortress
2x Overload Fusion
2x Terraforming
2x Twin Twister
2x Pot of Duality
1x Limiter Removal
3 Traps
2x Ancient Gear Reborn
1x Competition - Cross Dimensions
Extra Deck
2x Ancient Gear Howitzer (*8)
3x Megaton Ancient Gear Golem (*9)
3x Ultimate Ancient Gear Golem (*10)
3x Chaos Ancient Gear Giant (*10)
2x Googly-Eyes Drum Dragon (r8)
2x Gear Gigant X (r4)
Total Score:
Power: S+
Consistency: B
Recovery: B
Protection: A
Versatility: C
Development: C
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ygoreviews · 8 years ago
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Ancient Gear Hunting Hound ———————————————— If this card is Normal Summoned: Inflict 600 damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Once per turn: You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. ———————————————— Can Be Found In: Raging Tempest (RATE-EN013), 2017 Mega-Tin Mega Pack (MP17-EN180)
Ancient Gears are a good example of a theme or archetype gradually compensating their many weaknesses over the years. At the beginning Ancient Gears focused on nearly unavoidable attacks and high OTK potential, but due their restricted summoning conditions they could't catch up against faster Decks. During their debuting years they compensated by a focus arround the Fusion Monster "Ultimate Ancient Gear Golem", but it wasn't until very recently that they gained their own Extra Deck and tools ready to Fusion Summon powerful creatures yet keeping the archetype's core mechanic active.
In an archetype all about powerful attacks "Ancient Gear Hunting Hound" is not the prime example for that goal, yet becomes a vital member for the build thanks to a very important effect. Like many Ancient Gears "Hunting Hound" attacks cannot be answered by the activation of opponent's Spells and Traps. To compensate its low stats, the Normal Summon of this monster allow us to deal 600 damage, which might not seem much but still valuable. However, what really makes "Hunting Hound" a valuable monsters it he ability to performa Fusion Summon using materials from our hand or field, taking several shortcuts compared to other Fusion strategies to bring our best Ancient Gears inside the Extra Deck. Long story short, "Hunting Hound" is not about attacking or dealing damage with its own summon, but rather come to the field once we're ready to summon a Fusion Monster along the many resources assisting the archetype on this goal.
Since the damage dealt by its Normal Summon isn't that effective, we can take all sorts of routes to bring out "Hunting Hound" as soon we have materials gathered in our hand or field. The main method comes from summoning "Ancient Gear Wyvern" searching for this monster as a result, or using the Xyz effect of "Gear Gigant X" by spending its materials. "Ancient Gear Catapult" can trade a card in our field to sumon "Hunting Hound" in return, and among the cards of ours we can destroy includes "Geartown" also giving us another summoning method when destroyed. Since "Hunting Hound" will soon leave the field it should take some priority in the Graveyard, with cards like "Ancient Gear Reborn" and "Fusion Recycling Plant" bringing it back in late game or cards like "Iron Call" and "Crane Crane" giving it other material purposes outside its own effect which will be negated.
While its burn damage can pressure the opponent in later turns and can work along cards like "Limiter Removal" to take advantage of its protected attacks, "Hunting Hound" top priority is to Fusion Summon our Ancient Gears as soon we have the right materials gathered in our hand or field. Working along "Ancient Gear Wyvern" will be the main method to search for materials as soon as possible, specially if we add "Ancient Gear Box" this way as will let us obtain an additional member in the process. Combine it with the summoning effects of cards like "Geartown" and "Ancient Gear Fortress", and soon enough we will be able to bring even the most expensive Fusion Monsters the archetype can offer. "Megaton Ancient Gear Golem" and "Ultimate Ancient Gear Golem" can be the most damaging Fusions with their high stats as well sinergy with each other and "Ancient Gear Golem", keeping a powerful field pressence under any threats by summoning each other in response. But other Fusion Summons "Hunting Hound" can provide us don't completely depend on "Ancient Gear Golem" as their main material, and instead we can aim for a cheaper approach with the stalling nature of "Ancient Gear Howitzer", or investing four Ancient Gears to bring out "Chaos Ancient Gear Gigant" with its devastating attacks and several invulnerabilities.
"Ancient Gear Hunting Hound" is pretty much the same as the traditional "Polymerization", but like other monsters with a similar Fusion Summon effect it can act as material for said setups. Its burn damage and protected attacks are far from having any relevance in most Duels, as "Hunting Ground" will work along the many archetype options to gather materials and immediately follow with one of the various Ancient Gear Fusions we can easily bring out with its assistance. If anything it might get a rough competition for the other alternatives the archetype can focus on for its Fusion Summons, starting with "Ancient Gear Fusion" able to use materials from our Deck to "Overload Fusion" recycling monsters in our Graveyard to summon "Chaos Ancient Gear Giant". But still, with cards easily searching it or bringing it back from the Graveyard, "Hunting Hound" has a vital role as soon is summoned and not just to deal below average damage.
Personal Rating: A
+ Deals 600 damage when Normal Summoned + The opponent cannot activate Spells or Traps when is attacking + Allows us to Fusion Summon an Ancient Gear using materials from our hand or field including itself + Highly supported
- Since will mainly work as material most of its effects won't have many uses - Low stats - Might become overshadowed by cheaper Fusion options
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yugioh-cards-hourly · 3 years ago
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yugioh-cards-hourly · 3 years ago
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yugioh-cards-hourly · 6 years ago
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yugioh-cards-hourly · 6 years ago
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