u/The-CyberWesson

Modeling a file system

I've been teaching myself programming primarily using Rust, and it's been a blast. I seriously enjoy its modern ergonomics and the feeling of safety it gives me. But I'm running into a situation where I think I have to use smart pointers, and that's a problem because I've never used them before, and reading about them in the book just kind of breaks my brain.

What I want to do is abstractly represent a file system, with a root directory that contains files and subdirectories. I tried to do this:

struct Directory<'a> {
    parent: Option<&'a Directory<'a>>,
    directories: HashMap<String, Directory<'a>>,
    files: HashMap<String, usize>,
}

Which compiles, but immediately runs into issues when I want to define methods to do things like insert subdirectories. I get a cavalcade of compiler errors that I don't have the first idea how to fix. In my mind, there shouldn't be an issue with dangling references, since the parent optional reference should only point to the parent, which owns the child. I guess the compiler can't prove this?

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u/The-CyberWesson — 15 hours ago

Draft of Circular Package for Different Summoning Mechanics

I thought since Konami is printing Circular-style cards for a bunch of different strategies these days, I might try my hand at saving them the trouble and making a package that works for different Summoning mechanics!

The idea is that you play the Circular alongside the relevant target for the Summoning mechanic your Deck uses. Pretty simple, and I think pretty powerful for that reason.

Things I like about the current design:

I like that this package is good going first and better going second due to the Circular's non-OPT negation effect (that also chain blocks with the card it sends!). I also like that the different Attributes of the targets may not play nicely with every Deck.

Things I don't like about the current design:

I don't like that the Circular currently doesn't have a way to box out the use of other Circulars alongside it. That's probably too much combo potential for one Deck to have. I'm also not the biggest fan of the design of the Fusion target, as it seems less flexible than its current counterparts.

Stuff I want to add:

I want to give these guys a boss monster to go into for each of their respective Summoning mechanics! Unfortunately, I don't have a strong vision for the theming of these monsters yet (aesthetically or gameplay-wise). Suggestions would be appreciated! I was considering requiring all of them to use 3 materials, so maybe that's something to work with. I also planned on including a Link target, but I'm not so sure that's a good idea. Getting 2 free bodies is amazing already, and I don't know if I'd even want to give the target a bonus effect.

Theming/Art:

There is basically none at this point, and I'd like to change that! If these cards spark any sort of inspiration for a cool design for them, I'd love to know! I was considering theming the hypothetical boss monsters on different mythical creatures, maybe there's something there?

Conclusion:

I'd love to hear your thoughts on these cards or any of the related topics in this post!

u/The-CyberWesson — 1 day ago

Watch your zones!

Artillery Strike

Normal Trap

If your opponent goes first, you can also activate this card from your hand during their first turn. During the Main Phase: Choose 1 of your opponent's Monster Zones or Spell & Trap Zones; destroy all cards your opponent controls in that chosen zone and its adjacent Monster Zones and/or Spell & Trap Zones at the end of the Main Phase. You can only activate 1 "Artillery Strike" per turn.

Art: Linear Accelerator Cannon

u/The-CyberWesson — 19 days ago

Generic Quick Removal

I tried to make something that might compete with The Fallen & the Virtuous for deck slots. I'd say it's definitely a worse card overall, but it doesn't require any space in your Extra Deck, so that's a plus!

Burning Fuse

Quick-Play Spell

Take 500 damage, then you can apply this effect.

●Destroy 1 other card in this card's column.

For the rest of this turn after this card resolves, you cannot activate "Burning Fuse".

Art: Blasting Fuse

u/The-CyberWesson — 20 days ago

How would you break this?

Marshaling Captain

Level 3 EARTH Warrior Effect Monster

1200 ATK

400 DEF

You can reveal this card in your hand; immediately after this effect resolves, Normal Summon 1 monster. You cannot Special Summon during the turn you activate this effect.

Art: Marauding Captain

u/The-CyberWesson — 25 days ago

The Puppeteer is Back!

Move those cards!

Wattkinetic Puppet Master

Level 8 DARK Psychic Effect Monster

0 ATK

1800 DEF

If your opponent controls more cards than you do (Quick Effect): You can banish this card from your hand or field, then target 1 face-up monster in your opponent's Main Monster Zone; move it to an unused adjacent Main Monster Zone, then apply the appropriate effect to it based on which of their Main Monster Zones it is in.

●Leftmost: Negate its effects.

●Rightmost: It cannot be Tributed, or used as material for a Fusion, Synchro, Xyz, or Link Summon.

●Center: Its ATK becomes 0.

●Others: Change it to face-down Defense Position.

Art: Wattkinetic Puppeteer

u/The-CyberWesson — 1 month ago

Can't we all just get along?

This is probably super abusable lol

Enlightened Centrist

Level 12 LIGHT Psychic Effect Monster

50 ATK

50 DEF

You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Enlightened Centrist" once per turn this way. If this card moves to the center Main Monster Zone: Destroy all monsters in the leftmost and rightmost Main Monster Zones. Each time exactly 1 monster is Normal or Special Summoned: Move this card to the adjacent Main Monster Zone further from that monster, then apply the appropriate effect, depending on which direction this card moved.

●Left: Your opponent draws 1 card, then you draw 1 card.

●Right: Discard 1 card, then your opponent discards 1 card.

Art

u/The-CyberWesson — 1 month ago

Generic Powerhouse or Cyberse Slop?

I wanted to modernize the original Decode Talker, making it work more like a lot of people expected it to. Pay attention to your zones!

Decode Talker Inverted

Link-3 LIGHT Cyberse Link Monster

2300 ATK

2+ Effect Monsters

While this card is in your Main Monster Zone, you cannot Summon/Set to the Extra Monster Zone. This linked card can attack all monsters your opponent controls, once each. (Quick Effect): You can Tribute 1 monster from either field that this card points to and target 1 face-up card on the field; negate its effects, also this card gains ATK equal to the original ATK of the Tributed monster. You can only use this effect of "Decode Talker Inverted" once per turn.

Art: Decode Talker Integration

u/The-CyberWesson — 1 month ago

What's Your Out?

Tried to make this basically impossible to deal with. What's your plan for when this hits the board?

Every Custom Card Ever

Level 13 DIVINE Divine-Beast Effect Monster

5000 ATK

5000 DEF

Cannot be Tributed, nor used as material for a Fusion, Synchro, Xyz, or Link Summon. Unaffected by other card's effects. Cannot be destroyed by battle, also you take no battle damage from battles involving this card. Your opponent cannot activate cards or effects that include an effect that targets you. Once per turn: You can negate the effects of all face-up cards your opponent controls, then your opponent must send all cards they control to the GY.

Art

u/The-CyberWesson — 1 month ago

A New Synchro Handtrap!

Harmonia who? Synchro Summon on Turn 0!

Urgent Tune Warrior

Level 3 EARTH Warrior Tuner Effect Monster

ATK 1600

DEF 200

During the Main Phase, if this card is in your hand: You can discard 1 card and target 1 monster your opponent controls; Until the end of your next turn, you cannot Special Summon from the Extra Deck, except Synchro Monsters, also Special Summon this card, then immediately after this effect resolves, Synchro Summon using only this card and the targeted monster. When you do, you can treat this card's Level as the same as the targeted monster's. This is a Quick Effect if you control no cards. You can only use this effect of "Urgent Tune Warrior" once per turn.

Art: Tune Warrior

u/The-CyberWesson — 1 month ago

A Lovecraftian Board Breaker!

Chat, did I cook? It's Nyarlathotep, now in board breaker form! I got inspired by Konami's new version of Lava Golem and wanted to try my hand at it. I wanted it to feel unpredictable and dangerous (to both players). Let me know what you think!

>The Crawling Chaos

Level 10 DARK Reptile Effect Monster

0 ATK/0 DEF

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. If this card is in your hand: You can banish (face-down) 3 cards on the field, and if you do, Special Summon this card, then if you have no face-down banished cards, you take 8000 damage (if your opponent controls more cards than you do, this effect and its activation cannot be negated). During the Main Phase (Quick Effect): You can look at 1 random card in your opponent's hand, then apply the appropriate effect based on its card type.
●Monster: Banish (face-down) 1 card on the field.
●Spell: Draw 1 card.
●Trap: Set it to your field. It can be activated this turn.
You can only use each effect of "The Crawling Chaos" once per turn.

Art

u/The-CyberWesson — 1 month ago

Generic Insect Boss Monster!

I just think the bugs are neat, and need something more to end on. This is not primarily intended as support for Inzektor specifically (the pure deck doesn't have a good way to make it), though it can serve that function. Let me know what you think!

>Inzektor ExAtlas

Rank 8

DARK

3000 ATK
2500 DEF

>Insect/Xyz/Effect

>2+ level 8 monsters
You can target 1 face-up monster on the field or in either GY; attach it to this card as material. This is a Quick Effect if this card has an Insect monster as material. During the Main Phase: You can detach 3 materials from this card, and if you do, equip 1 Insect monster from your Deck to an Insect monster you control as an Equip Spell that gains this effect.
●The equipped monster is unaffected by your opponent's activated effects, unless they target it.
You can only use each effect of "Inzektor ExAtlas" once per turn.

Art: Giant Beetrooper Invincible Atlas

u/The-CyberWesson — 2 months ago

Banlist/Deckbuilding with Cards Treated as Other Cards

This came up in a discussion about Fallen of the White Dragon, and to my knowledge, there is no precedent to draw from. So, cards that are "always treated as [X other card]" compete with the card they're treated as for deckbuilding slots. They are, for most intents and purposes, the same card. You cannot declare Angry Burger with Prohibition, for example. But if you declare Hungry Burger, the effect applies to Angry Burger as well.

So my question is, how does this interact with the Forbidden and Limited List? If Albaz is banned, can you still play White? What if one or both of them is limited or semi-limited? How many copies of each can you play in your deck?

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u/The-CyberWesson — 2 months ago

Rework of a card I've posted before

Art: from Rgate on ArtStation, slightly edited by me

This is an alteration of a card I've posted before that most people (myself included) agreed was too strong. This version is nerfed, sidegraded, and has some PSCT improvements.

Original post

Card text:

>1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned, except from the Extra Deck: You can shuffle 1 card on the field into the Deck. When a card or effect is activated (Quick Effect): You can pay 400 LP and target 1 monster your opponent controls; banish both it and this card. During the next Standby Phase after this card was banished by its own effect: You can Special Summon as many monsters as possible banished by this card's effect, to their owner's fields. You can only use each effect of "Gust Jumper" once per turn.

u/The-CyberWesson — 2 months ago

Tried to make a card that's good going first, better going second (DM support as a bonus)

Art: Dmitry Masaltev on ArtStation

Card text:

>Apply 1 of these effects, based on who controls more cards (if it's a tie, you get to choose), or, if you control "Dark Magician", you can apply both effects in sequence.
● You: Draw 1 card.
● Your opponent: Destroy 1 card on the field.
You can only activate 1 "Trick Knives" per turn.

u/The-CyberWesson — 2 months ago

Getting a friend into the game (deck recs?)

I've got an online friend who has expressed interest in learning the game. He has no prior experience with Yugioh or any other TCG, so he's starting from square zero. I got him on Master Duel, where we've played several games over the course of a few sessions. I know this sub is basically designed for providing resources to new players, but he works very long hours and simply doesn't have the time or energy to do much independent studying. He's relying basically entirely on me. I'm happy to do it, I love the game, but I have a couple questions about how to prioritize the information I give him and what deck I should use when I play against him.

As I said, he's starting from scratch. He didn't watch the anime, he never played when he was a kid, so he doesn't have childhood experience or even much cultural background. He's gotten okay at poking around in the UI and making some plays, but he doesn't have a solid grasp of the underlying rules. He has a vague idea of how Normal/Tribute Summoning works, and I've taught him some of the basics about the Extra Deck summoning mechanics his deck uses. But things like the consequences of battle positions elude him most of the time, and he can't seem to wrap his head around the rules about Setting traps/Quick-Play Spells. I think he has an okay grasp of Chains? My primary question here is what to focus on and how I can present this information in a digestible way in the context of a duel.

My other question is about what deck I should use when we play. He's gotten attached to Blue-Eyes, and we've both agreed that it's better for him to stick with the deck so he doesn't have to constantly refamiliarize himself with his own cards. I also think it's good for me to stick with one deck so he doesn't have to focus on reading my cards all the time while also learning the rules. I was playing a simple 4-axis Gadget list filled with power spells/traps before, but his deck now has (most of) the modern Blue-Eyes support in it (minus the Primite cards) and my deck doesn't cut it anymore. It doesn't pose him a challenge at all most of the time.

So I'm looking for something that will test his skills a bit, while still being weaker than his list. Ideally it would also be a strategy that helps him learn some important rules/rulings, but be rather conventional and mechanically simple. Bonus points if it can make Rank 4s, because he's come to regard Time Thief Redoer as a bit of a nemesis, and it would be nice to continue to play some cards he's already familiar with. I've recently been considering Dracotail, as it's kind of the quintessential modern Fusion deck, and doesn't take super long turns with a lot of moving parts. But it doesn't do Rank 4s, and I struggle to think of a build that wouldn't be significantly stronger than his deck.

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u/The-CyberWesson — 3 months ago