You will find here any differences between this simulator and the officially released figures. These changes are displayed on the cards and the stats are effective, but feel free to ignore them if you do not like them. The biggest changes are in regards to destruction effects and stat boosts durations.
| Level | Monster | Change | Reasoning |
|---|---|---|---|
| 1 | Gazelle King of the Mythical Beasts | Effect lasts only while it's in the dungeon. | I feel a permanent boost from a level 1 monster and at such a low cost can quickly go out of control. Before directly nerfing its effects, I'll try just making sure you can counterplay it by killing it. |
| 1 | Kuriboh | Effect cost 6 > 5 | Kuriboh doesn't feel attractive. I want to make him shine, he opens so much potential. But you can effectively land 3 hits on a monster lord in 1 turn if you can use its effect twice, so the cost cannot be cheap. Still, I find it an interesting play that should not require Yaranzo or another form of crest generation to perform. |
| 2 | Alpha, Beta, Gamma, the Magnet Warriors | +10 in their lacking stat. | In their official state, they barely reach regular stats for level 2. I aim to make them above average when they manage to get reunited to get a sense of reward for the effort. |
| 2 | Blast Lizard | Destroy > Inflict 10, added a limited range (by cost). | Repeatable destructions should not be a thing. I feel at such a low cost, 10 damages is enough to be significant since it can be repeated. Added range to open space to counterplay. |
| 2 | Celtic Guardian | Rewrote text, limited duration and use per turn. | The official text is too much open to interpretation and using the effect multiple times makes Celtic Guardian an absurdly strong level 2. I tried to find a way to keep it strong but more dependant on outside elements. |
| 2 | Crawling Dragon | Shelled Grounds can be blocks or paths. | There are only 2 monsters placing shelled grounds in the game, and 1 of them mentionned walking over them. So I just generally buffed the shelled ground concept by letting you decide wether you want a block or a path. |
| 2 | Dunames Dark Witch | Effect only lasts while she's in the dungeon. | I'm suspecting Dunames can be too strong by making monsters unkillable by battle. Before directly nerfing her effects, I'll try just making sure you can counterplay her by killing her. |
| 2 | Flame Swordsman | +10 ATK | This actually originates from a wiki error. But we already have several level 2 with 20/20/20 and even with effects, so I decided to accept the error and make this one shine by having over-the-norm stats. |
| 2 | Harpie Lady | ATK +10 | Sure she has a very strong effect, sure she has her dragon, but other than that, what can you do with her once she's summoned? |
| 2 | Megasonic Eye | Player gets 2 crests, opponent gets 1. | Megasonic Eye is very weak, so I turned the effect around to be more advantageous to the player. |
| 2 | Snipe Hunter | Custom monster. | I found its model and thought it was one of the iconic dice users in the TCG so it deserved a spot in DDM. 10 damages might be low for a RNG-based effect, but it can still save games. |
| 2 | Winged Dragon Guardian of the Fortress | ATK +10 | I'm sorry I just like him. And a level 2 with 10/10/10 feels useless, even if it's supposed to just stand in place as a counter. But Tunneling is not really the thing you'd want to counter at all cost. |
| 3 | Beautiful Headhuntress | Added a custom effect. | To give a reason to pick her, I gave her an effect that keeps her stats as they are, but justifies them and allows her to become a threat if you have ways to increase them. |
| 3 | Cannon Soldier | Destroy only the same level as tributed. | Trying to change the effect as least as possible, but making it more fair by forcing a somehow equivalent loss on both sides. |
| 3 | Curse of Dragon | +10 ATK | It felt wrong to have a -10/-10/-10 Meteor Dragon. At least give him a chance to fight properly. |
| 3 | Gyakutenno Megami | No longer tributes herself, cost 4 > 5, once per turn. | Tributing a level 3 summon for the same effect as Judgeman felt unfair, so I basically made her effect identical to his. | 3 | Insect Queen | Shelled Grounds can be blocks or paths. | There are only 2 monsters placing shelled grounds in the game, and 1 of them mentionned walking over them. So I just generally buffed the shelled ground mechanics by letting you decide wether you want a block or a path. |
| 3 | Mabarrel | Switches atk > switches original atk. | The intention was not to nerf Mabarrel, but switching current atk creates complexity about how to apply continuous effects. Changed the text to "original atk" for simplicity reasons. |
| 3 | Magician Dragon | Not in the game. | That's the most fair it can get. Joke aside, it's coming soon with 10 damages instead of destruction, it also hurts itself and the DEF boost effect will only last 1 turn. |
| 3 | Mystic Horseman | Effect once per turn and lasts only for the turn. | The official effect lets you stack ATK infinitely for a laughable cost. I feel keeping the boost only for 1 turn seems fair for this cost and removing any notion of maintenance cost. |
| 3 | Slot Machine | Added a custom effect. | Just wanted to add some spice to a blank monster. The effect and cost aren't strong, but give you the chance to gamble for what you're looking for. |
| 3 | Thunder Ball | Destroy > Inflict 10. | Repeatable destructions should not be a thing. I feel at such a low cost, 10 damages is enough to be significant since it can be repeated. |
| 4 | Black Luster Soldier | Added a custom effect. | Level 4 monsters should help finish games. My aim was to have several level 4 monsters use the max amount of each type of crests, but I'm currently not satisfied with this one. Being based on DEF crest means nothing will happen if your opponent doesn't attack Black Luster Soldier... |
| 4 | Blue-Eyes White Dragon | Added a custom effect. | Level 4 monsters should help finish games. If you have a Blue-Eyes white Dragon and 10ATK crests, you at least deserve to destroy a monster when you attack it. |
| 4 | Dark Magician | Added a custom effect. | Level 4 monsters should help finish games. This effect is inspired by one of the effects used in the anime by the DDM Dark Magician. I feel this effect is very strong, but keeping it behind a huge cost should prevent abuse. Also I wanted Dark Magician to benefit the presence of Dark Magician Girl. |
| 4 | Mighty Mage | 2nd effect unavailable. | It's most interesting effect of displacing tiles is removed from the card at the moment because I would need to code some way to let you resolve it. |
| 4 | Red-Eyes Black Dragon | Added a custom effect. | Level 4 monsters should help finish games. With relatively low stats for a level 4, and flying making it hard to move, I feel this equivalent to a "burn" effect it appreciates in the TCG, could make Red-Eyes Black Dragon interesting with a huge cost to prevent abuse. |