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A-Z of Yugioh And Cards Making *Improved*


Cyber Altair

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This is a tutorial that will help you both know how to make yugioh cards and the deffrient Types of yugioh cards. i know it's a bit long but take the time to read it as it might help you.

 

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List Of Contents-

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FAQ's-

*Gemini Monsters

*Toon Monsters

*Union Monsters

*Equip Cards

*Simultanious Effects

*Negating Continuous Card Costs

*Activation & Targeting Eligibility

*Chains, Activation, and Resolution

*Counter Traps and Chains

*Summons & Chains

*Chaining to Your Own Cards

*Winning in a Chain

*"Negate" vs. "Destroy" and Continuous Cards

*Rules for Quick-Play Spell Cards

*Costs

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New Packs and Starter Decks-

*Starter Deck 2008 *Added*

*Phantom Darkness

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Card Making Tutorial-

*Name

*Card Type

*Effect

*Attribute

*Level

** Explanation on using the correct level by Azuh

*Trap/Magic Type

*Rarity

*Picture URL

*Circulation

*Set ID

*Type

*Description

** Captilization help by Darkjagwar

*ATK / DEF

*Creator

*Year

*Serial Number

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Yu-Gi-Oh cards

Here are some sites that will help you making Decks and Playing.

Official Yugioh site-----> the official yugioh site

Yugiohetc.--->here you can buy yugioh cards

 

Here are some FAQs about yugioh

 

What are Gemini Monsters?

Tactical Evolution introduces the new Gemini monsters, identified by [/ Gemini] next to a monster’s Type. Like Spirit or Toon monsters, Gemini monsters are orange, and are Effect Monster cards.

Gemini monsters all share the following text “This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:” This means that while face-up on the field or in the Graveyard, they are considered to be Normal Monsters for any card’s effect that references Normal Monsters or Effect Monsters.

 

When you have a Gemini monster already face-up on the field, you may use your Normal Summon to turn on the effect of the Gemini monster, making it an Effect Monster on the field. This is treated the same as any other Normal Summon, so cards that may be activated in response to a Normal Summon may be activated now, such as “Torrential Tribute” or the effect of “Mysterious Puppeteer”.

 

If the Gemini monster you have on the field is Level 5 or higher, you do NOT need to Tribute monsters again for this Normal Summon.

 

You can use your standard, once-per-turn, Normal Summon or a Normal Summon granted by a card’s effect, such as “Ultimate Offering”.

 

When you Normal Summon a Gemini monster that you already have on the field, if it now has an Ignition Effect you can activate it at that time, just like other monsters that have Ignition Effects (“Exiled Force”, etc.)

Also note that when a card’s effect refers to Gemini monsters (without quotes), it does NOT mean cards with “Gemini” in the card name, such as “Gemini Elf” or “Gemini Summoner”.

 

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What are Toon Monsters?

 

The following applies to "Blue-Eyes Toon Dragon", "Toon Summoned Skull", "Toon Mermaid", "Manga Ryu-Ran", and "Toon Dark Magician Girl".

Playing a Toon Monster is a Special Summon. Toon Monsters cannot be Normal Summoned or Set. To Special Summon a Toon Monster, you need your OWN Toon World on your side of the field. You still have to Tribute for high-level Toon Monsters (1 Tribute for "Toon Summoned Skull", 2 Tributes for "Blue-Eyes Toon Dragon", etc.). Because this is a Special Summon, you can Summon multiple Toon Monsters on the same turn.

If "Toon World", on either player's side of the field, is destroyed, all face-up Toon Monsters on the field are destroyed. If "Toon World" is returned to the hand, or sent to the Graveyard (but not "destroyed"), then Toon Monsters on the field are not destroyed.

 

If a Toon Monster is flipped face-down, and then "Toon World" is destroyed, the Toon Monster is not destroyed but cannot be Flip Summoned until a new "Toon World" is played. The Toon Monster can be flipped face-up with "Book of Taiyou", an attack, or "Swords of Revealing Light" even if "Toon World" is not on the field.

 

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What are Union Monsters?

 

Union Monsters are a special type of monster that have the ability to attach themselves to specific other monsters and become Equip Spell Cards, granting the effects printed on the Union Monster card.

 

In order to attach a Union Monster to another monster, you must first have the Union Monster as a monster on the field. So you must play the monster normally, then you can attach it. You cannot play a Union Monster as an Equip Spell Card directly from your hand.

 

You can Summon a Union Monster and attach it to another monster right away. You cannot attach a Union Monster and detach the same Union Monster during the same turn, unless a card effect specifically allows it (such as "Combination Attack").

 

Union Monsters only grant their special effects to a monster when equipped to that monster using the Union Monster's effect. So if "Relinquished" equips itself with a Union Monster, it gains none of the Union Monster's bonuses. Also, if "Union Rider" equips itself with a Union Monster, "Union Rider" gains none of the bonuses. The Trap Card "Formation Union" is considered to equip the Union Monster 'by its own effect' so the bonuses do activate.

 

A Union Monster that is attached to a monster is treated as an Equip Spell Card and can be destroyed with "Heavy Storm", etc. You can use "Magic Reflector" to place a counter on an equipped Union Monster and, if the equipped monster would be destroyed in battle, you can remove the counter instead so neither the equipped monster nor the Union Monster are destroyed.

 

A monster can only be equipped with 1 Union Monster at a time, but can still be equipped with other Equip Spell Cards such as "Axe of Despair", etc.

 

If an equipped monster is taken by the opponent (such as with "Snatch Steal"), the Union Monster remains where it is, although it is still equipped to the monster, and the player who controls the Union Monster can detach it and it is Special Summoned to that player's side of the field. (So if I have "X-Head Cannon" equipped with "Z-Metal Tank", and my opponent uses "Snatch Steal" on "X-Head Cannon", on my next Main Phase I can detach "Z-Metal Tank" and it is Special Summoned onto my side of the field because I still control it.)

 

If a Union Monster turns into an Equip Spell Card, or reverts back into a monster, effects are reset. For example, if I use "Call of the Haunted" to Special Summon a Union Monster, then attach it to another monster, it is no longer affected by "Call of the Haunted" (which remains on the field meaninglessly and, if destroyed, does not destroy the Union Monster). If I use "Limiter Removal" on a Union Monster, and equip it, it is not destroyed at the end of the turn, and if I turn it back into a monster its ATK is no longer doubled.

 

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What are Equip Cards?

 

An “Equip Card” is any card that is equipped to a face-up monster on the field. Spell Cards with the Equip Icon are the most common type of Equip Card, and are officially called Equip Spell Cards. They are treated as both Spell Cards (They would be destroyed by the effect of “Heavy Storm”) and Equip Cards (for purposes such as “Gearfried the Swordmaster”.) Other cards may become Equip Cards though card effects, like with “Sword Hunter” or Union Monsters. Whenever a Monster Card becomes an Equip Card, it is treated as an Equip Spell Card, and is no longer a Monster Card. So a “Dark Magician” equipped to your “Sword Hunter” as an Equip Card could be destroyed by “Heavy Storm” but not “Tribute to the Doomed”.

 

Some Trap Cards, like “Blast with Chain”, can also become Equip Cards. These cards are considered Equip Cards but are NOT Equip Spell Cards. This means that it is a Trap Card (and could be destroyed by “Remove Trap”) and an Equip Card (for purposes such as “Gearfried the Swordmaster”.) It is not a Spell Card, and could not be destroyed by “De-Spell”.

 

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What are Simultaneous Effects?

 

Sometimes, you will have simultaneous effects attempting to activate at the same time, such as when Mystic Tomato attacks Mystic Tomato, or 2 Sangans are sent to the Graveyard at the same time because of Dark Hole.

 

Whenever you have simultaneous effects, resolve them in a chain, even if they are Spell Speed 1 effects. This is a special case when Spell Speed 1 effects can be chained to each other, because they are all trying to activate at the same time and the players are not choosing to activate them.

 

If only one player has simultaneous effects being activated, then that player can choose the order in which they resolve.

 

Example #1:

Player A activates Swords of Revealing Light. Player B controls a face-down Cyber Jar and a face-down Morphing Jar #2. Both effects activate simultaneously, and Player B chooses the order in which they go on a chain. Player B can choose to have Cyber Jar be Step 1 (and resolve last) and Morphing Jar #2 to be Step 2 (and resolve first), or vice versa.

 

If both players have simultaneous effects being activated, then the "turn player" (the player taking his/her turn) automatically has his/her effect become Step 1 of the chain. The turn player has no choice but to be Step 1 of the chain, although if he/she has multiple effects being activated, he/she does choose which of those effects is Step 1.

 

Example #1: Mystic Tomato vs. Mystic Tomato

Player A, the turn player, attacks Player B's Mystic Tomato with his own Mystic Tomato. Both monsters are destroyed and then sent to the Graveyard. Their simultaneous effects form a chain.

Step 1: Player A's Mystic Tomato effect, because he is the turn player.

Step 2: Player B's Mystic Tomato effect.

(resolve in reverse order)

Step 2 resolves first, and Player B Special Summons an appropriate monster.

Step 1 resolves second, and Player A Special Summons an appropriate monster.

 

Example #2: Mystic Tomato vs. Shining Angel & Jowgen the Spiritualist

Player A, the turn player, attacks Player B's Shining Angel with his Mystic Tomato. Both monsters are destroyed and then sent to the Graveyard. Their simultaneous effects form a chain.

Step 1: Player A's Mystic Tomato effect, because he is the turn player.

Step 2: Player B's Shining Angel effect.

(resolve in reverse order)

Step 2 resolves first, and Player B Special Summons Jowgen the Spiritualist from his Deck. Jowgen the Spiritualist's effect prevents any more Special Summons from occurring as long as he remains face-up on the field. Step 1 would resolve next, but because of Jowgen the Spiritualist, the effect disappears and Player A does not Special Summon a monster.

 

Example #3: Witch of the Black Forest vs. Witch of the Black Forest

Player A, the turn player, attacks Player B's Witch of the Black Forest (in Attack Position) with his own Witch of the Black Forest. Both players have 4 pieces of Exodia in their hand and the 5th piece in their Deck. Both Witches are sent to the Graveyard. Their simultaneous effects form a chain.

Step 1: Player A's Witch of the Black Forest effect, because he is the turn player.

Step 2: Player B's Witch of the Black Forest effect.

(resolve in reverse order)

Step 2 resolves first, and Player B retrieves the 5th piece of Exodia from his Deck.

The Duel ends. Player B is the winner. Player A, the turn player, never gets to retrieve his 5th Exodia piece.

 

Example #4: Black Pendant vs. Sangan/Exodia

Player A, the turn player, has Sangan on the field and 4 Exodia pieces in his hand, but only has 400 Life Points. Player B has a monster equipped with Black Pendant. Player A activates Dark Hole. All monsters are sent to the Graveyard. There are two simultaneous effects: Sangan's effect and Black Pendant's effect. They form a chain.

Step 1: Player A's Sangan effect, because he is the turn player.

Step 2: Player B's Black Pendant effect.

(resolve in reverse order)

Step 2 resolves first and does 500 damage to Player A. Player A has no Life Points remaining. The Duel ends and Player B is the winner.

(Had Player B activated Dark Hole during his turn, then the chain would have been reversed, Black Pendant's effect would be Step 1, and Player A would win with Exodia.)

 

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Negating Continuous Card Costs?

 

Costs for cards come in three varieties.

 

The first kind is activation costs. These are paid when you activate (play) a card. Activation costs cannot be negated by cards that negate the effect of a card.

 

The second kind is "maintenance" costs. "Maintenance" costs are costs that are paid in order to keep a card on the field. Examples of cards with "maintenance" costs include most of the Archfiend monsters from the Dark Crisis expansion, "Imperial Order", "Messenger of Peace", "Mirror Wall", "Regulation of Tribe", "Armor Exe", and more.

 

"Maintenance" costs cannot be negated by card effects that negate the effects of another card. They can only be negated by a card that specifically does so (such as "Pandemonium").

 

Example #1: "Imperial Order" will negate the effects of "Messenger of Peace", but will not negate the "maintenance" cost of 100 Life Points during your Standby Phase. If you do not pay the 100 Life Points, then "Messenger of Peace" is destroyed (you always have the choice whether to pay or not to pay).

 

Example #2: "Jinzo" will negate the effects of "Imperial Order", but will not negate the "maintenance" cost of 700 Life Points during your Standby Phase. If you do not pay the 700 Life Points, then "Imperial Order" is destroyed (you always have the choice whether to pay or not to pay).

 

Example #3: "Skill Drain" will negate the effects of "Armor Exe" (so with "Skill Drain" active, "Armor Exe" can attack the same turn it is Summoned), but will not negate the "maintenance" cost of removing 1 Spell Counter during each Standby Phase. If you do not remove 1 Spell Counter, then "Armor Exe" is destroyed (you always have the choice whether to pay or not to pay).

 

Example #4: "Skill Drain" will negate the effects of "Terrorking Archfiend" (so "Terrorking Archfiend" will not negate the effects of monsters it destroys in battle, and will not get to roll its die when targeted by an opponent's card effect), but will not negate the "maintenance" cost of paying 800 Life Points during your Standby Phase. If you cannot pay the 800 Life Points, then "Terrorking Archfiend" is destroyed (you must pay if possible, because "Terrorking Archfiend" says "this is not optional").

 

The third kind of cost is non-"maintenance" costs for cards that remain on the field. Examples include paying Life Points to attack with "Dark Elf", "Jirai Gumo", or Toon Monsters. These are not "maintenance" costs because they are not costs that are paid to keep the card on the field. These costs are negated when the card's effect is negated. So if "Skill Drain" is active, for example, you do not have to pay to attack with "Dark Elf", "Jirai Gumo", or a Toon Monster.

 

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Activation & Targeting Eligibility?

 

Many cards and effects can only be activated under certain conditions, or can only be used against certain targets. But because other cards and effects can be chained to them, and resolve before the original card resolves, those conditions aren't always still correct at the end of the chain.

 

In general, if a card has specific conditions in order to be activated, those conditions only have to be correct at the time the card is activated. If they are no longer correct when the card resolves, the card's effect still resolves.

 

However, if a card has specific conditions regarding its target, and those conditions are no longer correct at the time the card is activated and when the card resolves, then the card's effect disappears.

 

Examples of cards with specific conditions for activation, and how those conditions no longer have to be correct at resolution:

 

Example #1: Player A has "Lord of D." face-up on the field and activates "The Flute of Summoning Dragon." Player B chains "Ring of Destruction" and destroys "Lord of D." "The Flute of Summoning Dragon" still resolves because its condition only had to be correct at activation.

 

Example #2: Player A has 2 cards in his hand and Player B has 6 cards in his hand. Player A activates "Gamble." Player B responds by chaining 2 "Mystical Space Typhoons" from his hand, so he now has 4 cards in his hand when "Gamble" resolves. "Gamble" still resolves because its condition only had to be correct at activation.

 

Example #3: Player A has no cards in his Graveyard and activates "Dimension Distortion." Player B chains with "Ring of Destruction" to destroy one of Player A's monsters on the field and send it to the Graveyard. When "Dimension Distortion" resolves, Player A now has 1 card in his Graveyard, but "Dimension Distortion" still resolves because its condition only had to be correct at activation. Examples of cards with specific conditions for selection of targets, and how those conditions must still be correct at resolution:

 

Example #1: Player A activates "Ring of Destruction," targeting Player B's "Dark Magician." Player B chains "Book of Moon" to flip "Dark Magician" face-down. When "Ring of Destruction" resolves, its effect disappears because it must target a face-up monster on the field.

 

Example #2: Player A Summons "Yata-Garasu." Player B activates "Eatgaboon" to destroy it. Player A chains "Rush Recklessly" to increase "Yata-Garasu"'s ATK by 700 points. When "Eatgaboon" resolves, its effect disappears because it must target a monster with ATK 500 or less.

 

Example #3: "Mystic Plasma Zone" is active. Player A Summons "Lord of D." Player B activates "Trap Hole." Player A chains "Reverse Trap" to decrease "Lord of D."'s ATK by 500 points combined with "Mystic Plasma Zone." When "Trap Hole" resolves, its effect disappears because it must target a monster with ATK 1000 or greater.

 

Example #4: Player A activates "Nobleman of Crossout", targeting Player B's face-down monster. Player B chains "Ceasefire", flipping all monsters face-up. When "Nobleman of Crossout" resolves, its effect disappears because it must target a face-down monster.

 

Example #5: Player A activates "Nobleman of Extermination", targeting Player B's face-down card. Player B chains the card, which is "Waboku." When "Nobleman of Extermination" resolves, its effect disappears because it must target a face-down Spell or Trap Card. Example #6: Player A activates "Nobleman of Extermination", targeting Player B's face-down card. Player B chains the card, which is "Gravity Bind." When "Nobleman of Extermination" resolves, its effect disappears because it must target a face-down Spell or Trap Card.

 

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Chains, Activation, and Resolution

 

A chain is what happens when several card effects are trying to happen at the same time. By building a chain, you can more easily determine how the effects resolve. The basic information on chains and Spell Speeds is found on pages 35-37 of the Official Rulebook version 6.0.

 

"Activation" is when you declare an intent to use a card: flipping a Trap Card face up, announcing that you are using a monster's effect, flipping a face-down Spell Card, and playing a Spell Card from your hand are all examples of activation.

 

"Resolution" is when you carry out the effects of a card.

 

When you chain multiple Spell/Trap Cards together, their activation (intent to use the card) is declared, one after the other. But no cards have resolution until nobody wishes to chain (activate) more Spell/Trap Cards.

 

A simple 2-card chain works like this:

Step 1 is activated (Spell Card played, Trap Card flipped face-up, etc.).

Step 2 is chained to Step 1 (activated).

(neither player wishes to chain additional cards)

(resolve in reverse order)

Step 2 Resolves.

Step 1 Resolves.

 

In a 3-card chain:

Step 1 is activated.

Step 2 is activated.

Step 3 is activated.

(neither player wishes to chain additional cards)

(resolve in reverse order)

Step 3 resolves.

Step 2 resolves.

Step 1 resolves.

 

Note on terminology: Some Continuous Trap Cards have effects that can be re-used, such as "Ultimate Offering", "Skull Lair", etc. To "activate" these Trap Cards is to flip the Trap Card from face-down to face-up, just like with any other Trap Card. Once the card is activated, you may "use" the card, or "use its effect", or "activate the effect." These are all synonymous terms but are different from activation of the card (which still means flipping the Trap Card face-up). The "use" of a Continuous Trap Card's effect (which has a Spell Speed of 2) can be chained and can be chained to. You CANNOT activate (flip face-up) a Continuous Trap Card and also use its effect in the same chain. In order to use the effect of a Continuous Trap Card, it must have been activated (flipped face-up) before the current chain was initiated.

 

IMPORTANT: When resolving a chain, as the cards resolve they are NOT sent to the Graveyard until the entire chain has resolved, or a card specifically destroys them. This is important for cards such as "Princess of Tsurugi" and "Secret Barrel" where the effect depends on the number of Spell & Trap Cards on the field.

 

Example #1:

Step 1: Player A Flip Summons "Princess of Tsurugi."

Step 2: Player B chains "Barrel Behind the Door" to the effect.

Because "Barrel Behind the Door" remains on the field until the chain resolves, Player A takes 500 points of damage (1 Trap Card on the opponent's side of the field) from "Princess of Tsurugi"'s Flip Effect.

 

Example #2:

Step 1: Player A Flip Summons "Princess of Tsurugi."

Step 2: Player B chains "Barrel Behind the Door" to the effect.

Step 3: Player A chains "Seven Tools of the Bandit" to "Barrel Behind the Door."

"Seven Tools of the Bandit" resolves first, and destroys "Barrel Behind the Door", which is sent to the Graveyard immediately. "Princess of Tsurugi" does zero damage to Player B because Player B has no Spell or Trap Cards remaining on the field since "Barrel Behind the Door" was destroyed and sent to the Graveyard.

 

Example #3:

Step 1: Player A activates "Secret Barrel."

Step 2: Player B chains "Ring of Destruction", his only card on the field or in his hand.

Even though "Ring of Destruction" resolves first, "Secret Barrel" still does 200 damage to Player B because "Ring of Destruction" is on the field when "Secret Barrel" resolves.

 

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Counter Traps and Chains

 

The basic rule is that Counter Traps can only be used against the card they are immediately following in a chain.

 

So for Counter Traps:

Chain Link 2 used against Chain Link 1 only

Chain Link 3 used against Chain Link 2 only

Chain Link 4 used against Chain Link 3 only

Chain Link 5 used against Chain Link 4 only

Chain Link 4 CANNOT be used against Chain Link 1's effect.

 

So:

Player A activates "Raigeki."

Player B chains "Magic Jammer."

Player A chains "Seven Tools of the Bandit."

Player B cannot chain a second "Magic Jammer", "Magic Drain", etc. The only Counter-Traps he may activate are ones that would negate the previous step ("Seven Tools of the Bandit").

This also prevents "loading on" of "Magic Drains." So you cannot chain 2 "Magic Drains" to the same Spell Card, hoping your opponent won't be able to discard 2 Spell Cards to save his original Spell Card.

 

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Summons & Chains

 

You CANNOT chain to a Summon, because a Summon does not have a Spell Speed (it is not listed on page 37 of the rulebook on the Spell Speed chart). When you use cards like "Horn of Heaven", "Trap Hole", "Torrential Tribute", you are NOT chaining to the Summon. If you are starting a chain (because your opponent responds to your Trap Card), the Trap Card you are using is Step 1 of the chain; the Summon is NOT a step in the chain.

 

You CAN chain to a Flip Effect, Trigger Effect, or Ignition Effect. So you can chain to the Flip Effect of "Man-Eater Bug" (with "Royal Command", "Two-Pronged Attack", etc.) when "Man-Eater Bug" is Flip Summoned. You CANNOT chain to the Flip Summon itself, but you can chain to the Flip Effect. Likewise you can chain to effects like "Cannon Soldier", "Sanga of the Thunder", etc. (Also note that if "Man-Eater Bug" is flipped by an attack, you cannot chain "Royal Command", etc. to it because you're in the Damage Step).

 

You CANNOT chain to a Continuous Effect Monster's effect when it is Summoned.

 

Which means that...

You CANNOT chain a Trap Card to the SUMMON, NOR to the EFFECT, of "Jinzo." So you cannot chain "Waboku", "Call of the Haunted", etc. to the Summoning (or effect) of "Jinzo." You CAN use "Solemn Judgment"/"Horn of Heaven" to negate the Summon of "Jinzo" from happening in the first place. But that's it.

 

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Chaining to Your Own Cards

 

You can chain to your own cards (example: chain "Backup Soldier" to "Backup Soldier") even if your opponent doesn't have any "intermediate" steps.

 

Example #1:

Player A attacks.

Player B activates "Enchanted Javelin."

Player A does not respond.

Player B chains another "Enchanted Javelin."

 

Example #2:

Player A attacks.

Player B activates "Gravity Bind."

Player A does not respond.

Player B chains "Enchanted Javelin."

 

Example #3:

Player A attacks.

Player B activates "Mirror Force."

Player A does not respond.

Player B chains "Magic Cylinder."

 

Example #4:

Player A Summons a monster.

Player B activates "Trap Hole."

Player A does not respond.

Player B chains "Chain Destruction" to "Trap Hole."

 

Example #5:

Player A activates "Ring of Destruction."

Player B does not respond.

Player A chains "Barrel Behind the Door" to "Ring of Destruction."

 

These are all legal moves.

 

Remember that a Counter-Trap can only be chained to negate the step immediately preceding its activation.

 

Example #6:

Player A activates "Ring of Destruction."

Player B chains "Waboku."

Player A cannot chain "Barrel Behind the Door" to "Ring of Destruction" because "Ring of Destruction" was not the immediately preceding step of the chain.

 

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Winning in a Chain

 

You can win a Duel between steps of a chain, ending the Duel and preventing the complete chain from resolving.

 

For example, if both players have less than 1000 Life Points, and both players chain "Ceasefire" with 2 Effect Monsters on the field, the player whose "Ceasefire" resolves first (the one that was activated second) wins the Duel, and the other "Ceasefire" never resolves.

 

Likewise, if your opponent activates "Ookazi" and you have less than 800 Life Points, and you chain "Backup Soldier" to retrieve enough Exodia pieces so you have all 5 in your hand, you win before "Ookazi" resolves.

 

You cannot win the Duel during resolution of a step. For example, if you activate "Graceful Charity", and have all 5 pieces of Exodia in your hand, you cannot win until the current step is resolved by discarding 2 cards from your hand.

 

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"Negate" vs. "Destroy" and Continuous Cards

 

Chaining "Mystical Space Typhoon" (or "Dust Tornado") to a card like "Raigeki" (or another Normal Spell or Normal Trap Card, a Quick-Play Spell Card, or a Ritual Spell Card) has no effect, as it does not negate the card's effect. So if "Raigeki" is activated, and the opponent chains "Mystical Space Typhoon" to destroy "Raigeki", "Raigeki"'s effect still resolves as normal.

 

But, if you chain against a Continuous or Equip Spell Card, or a Continuous Trap Card, with "Mystical Space Typhoon" (or "Dust Tornado"), the Continuous/Equip Card is no longer active because it is destroyed, and the effect does not resolve and disappears.

 

Example #1:

Step 1: Player A activates "Raigeki."

Step 2: Player B chains "Imperial Order" to negate the effect of "Raigeki."

Step 3: Player A chains "Mystical Space Typhoon" (or "Dust Tornado") to destroy "Imperial Order."

(resolve in reverse order)

Step 3 resolves first. "Mystical Space Typhoon" destroys "Imperial Order."

Step 2 would resolve next. "Imperial Order" has been destroyed though and its effect disappears.

Step 1 resolves. "Raigeki"'s effect activates as normal.

For the exact same reason, if you chain "Mystical Space Typhoon" to "The Eye of Truth", or "Premature Burial", or "Call of the Haunted", the effects from those cards never happen.

 

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Rules for Quick-Play Spell Cards

 

You can chain Quick-Play Spell Cards from your hand as long as it is during your turn.

 

Example #1:

Player A activates "Dark Hole."

Player B chains "Imperial Order."

Player A chains "Mystical Space Typhoon" from his/her hand.

Also, you can chain or play a Quick-Play Spell Card from your hand during any Phase of your turn, even during your Battle Phase. Activating/chaining/playing Quick-Play Spell Cards from your hand, during your turn, is not limited to Main Phase 1 or 2 and can occur in the Draw, Standby, Battle, and End Phases. Of course, you cannot activate a Quick-Play Spell Card from your hand during your opponent's turn.

 

You can also Set a Quick-Play Spell Card during your Main Phase 1 or 2. Once you Set a Quick-Play Spell Card, you cannot activate it that turn (similar to a Trap Card) but can activate it on any subsequent turn. (This rule does not apply to normal Spell Cards; you may Set "Raigeki" during your turn and still activate it that same turn).

 

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Costs

 

There are two key concepts in the Yu-Gi-Oh! TRADING CARD GAME concerning "costs":

 

1. Costs are paid before the activation of a card, not after.

 

2. You never get a "refund" on a cost.

 

Costs are paid before activation. So to activate “Seven Tools of the Bandit”, or the effect of “Cannon Soldier”, or play “Premature Burial”, you pay the Life Points or Tribute the monster before you activate the card or use the effect. (In other words, you pay the cost then announce your intention to use the card.) This includes flipping the card, for a Trap, or playing it from your hand, for a Spell Card.

 

If a card is negated (or, for a Continuous card, if it is destroyed in a chain), it makes no difference regarding the cost, because the cost has been paid. You do not receive a "refund" simply because your card was negated, or its effect was negated, or it was destroyed (in the case of a Continuous card).

 

Here are some specific examples:

 

Example #1: Negation of “Seven Tools of the Bandit”

Step 1: Player A activates “Mirror Force”.

Step 2: Player B pays 1000 Life Points, and activates “Seven Tools of the Bandit”.

Step 3: Player A pays half his Life Points and activates “Solemn Judgment”, negating “Seven Tools of the Bandit”.

Step 3 resolves: “Solemn Judgment” negates and destroys “Seven Tools of the Bandit”.

Step 2 doesn't resolve because the Trap Card was negated.There is no refund of Life Points. The Life Points were paid already. You don't get them back.

Step 1 resolves: “Mirror Force” resolves its effect.

 

Example #2: Negation in a Chain of “Premature Burial”

Step 1: Player A pays 800 Life Points and activates “Premature Burial”. Player A chooses the “Jinzo” in his Graveyard as the target of “Premature Burial”.

Step 2: Player B discards 1 card from his hand and chains “Magic Jammer” to negate “Premature Burial”.

 

Step 2 resolves: “Magic Jammer” negates “Premature Burial”.

Step 1 does not resolve because “Premature Burial” was negated. No monster is Special Summoned. There is no refund of Life Points because they have already been paid.

 

Example #3: Destruction in a Chain of “Premature Burial”

 

Step 1: Player A pays 800 Life Points and activates “Premature Burial”. Player A chooses the “Jinzo” in his Graveyard as the target of “Premature Burial”.

Step 2: Player B activates “Mystical Space Typhoon” to destroy “Premature Burial”.

 

Step 2 resolves: “Mystical Space Typhoon” destroys “Premature Burial”.

Step 1 does not resolve because “Premature Burial” was destroyed, and, as a Continuous Spell Card, relies on the card continuing to be in play in order to achieve its effect. No monster is revived. There is no refund of Life Points because they have already been paid.

 

Example #4: Chaining of “Mask of Restrict” to “Cannon Soldier”'s effect

 

Step 1: Player A Tributes a monster and activates his “Cannon Soldier”'s effect during his Main Phase 2.

Step 2: Player B activates “Mask of Restrict” as a chain to “Cannon Soldier”'s effect.

 

Step 2 resolves:“Mask of Restrict” is in play and prevents Tributing of monsters.

Step 1 resolves: The monster was already Tributed before “Mask of Restrict” was successfully resolved. Therefore “Cannon Soldier”'s effect resolves and Player B loses 500 life points.However, now that Mask of Restrict is active, further Tributes cannot take place.

 

 

Costs: Fusion Material & Ritual Spell Tributes

 

Fusion Material Monsters used in a Fusion Summon are NOT a cost.

 

Monsters Tributed to a Ritual Spell Card for a Ritual Summon are NOT a cost.

 

Both of these are considered to be cards sent to the Graveyard by the resolution of the Spell Card's effect. So the sending/Tribute is carried out at resolution, not at activation.

 

This means that if the Ritual Spell Card, or "Polymerization", are negated, or have their effects negated, you do NOT send the Fusion Material/Tributes.

 

This is also why you can chain "Mask of Restrict" to the activation of a Ritual Spell Card, and prevent the Tribute/Ritual Summon from taking place, because "Mask of Restrict" resolves first, and then prevents the Tribute at resolution of the Ritual Spell Card.

 

*following info can be found on the yugioh official site*

 

=====================================

New Booster Packs and Starter Deck

 

Starter Deck 2008 *newly posted*-

 

This new Deck found some major changes like name changes and addition of new types lthat are "Synchro" and "Tuner". Strange enought these new stranges seem a bit complicated even thought a Starter Deck is supposed to be simple. but these seem intristing and i am adding prices in deffrent currencies for you all.

 

Starter Deck 2008

Release: 15th March 2008

Price: 1050 Yen (tax included)

$9.86 (not official price)

5.00 pound (not official price)

 

includes:

1x Deck (43 Cards)

1x Rulebook

1x Playing Guide

1x Duel Field

 

- Deck content teaches the different kinds card of effects as simple as possible

- In this deck a new rule element as well as a new monster category make their appearance (see below)

- Includes 15 new cards

 

 

Rule Changes?:

Official Rule: New Experts Rule -> Master Rule

Tribute Summon -> Advance Summon

Costs (in total) -> Release

Fusion Deck -> Extra Deck (limited to up to 15 cards)

Side Deck: 0 up to 15 cards possible

 

 

 

- New category: Synchro (frame color: white), placed in the Extra Deck

- New category: Tuner Requirement to Special Summon Synchro monster.

- When the total level of the appropriate Tuner monster and the other monsters on the field matches the Synchro monster's level, it can be Special Summoned.

 

 

「ジャンク・シンクロン」

Junk Synchron

DARK/Warrior - Tuner/3/1300/???

When this card is successfully Normal Summoned, Special Summon a Level 2 or lower Monster in your Graveyard in face-up Defense Position to your field. Effects of the Special Summoned monster by this effect are negated.

 

「ジャンク・ウォリアー」

Junk Warrior

DARK/Warrior - Synchro/5/2300/1300

Junk Synchron + Non-Tuner monster

The ATK of this card is increased by the total ATK of all face-up Level 2 or lower Monster you control.

 

「スピード・ウォリアー」

Speed Warrior

WIND/Warrior/2/900/300

{{The effect of this monster can only be activated during the turn it was successfully Normal Summoned. You can double the ATK of this card during the Battle Phase.}}

 

「スパイラルドラゴン」

Spiral Dragon

 

「ものマネ幻想師」

Copycat

 

「正統なる血統」

Birthright

 

「ならず者傭兵部隊」

Exiled Force

 

「治療の神 ディアン・ケト」

Cure Master Dian Keto

 

「トルネード」

Tornado

 

 

Phantom Darkness

 

Janurary 26th and 27th:

Don't wait for Darkness to descend - you can Duel with Phantom Darkness, the new Yu-Gi-Oh! TRADING CARD GAME booster pack, before everyone else at this special Sneak Preview event! While supplies last, all attendees will receive "Dark Grepher," a formidable card heralding the many sinister twists Duelists will find in Phantom Darkness. You also have the chance to win an exclusive Phantom Darkness t-shirt! Remember to show up early - supplies of all items are limited!

 

DARK Attribute monsters achieve a new level of power in Phantom Darkness. Classic Yu-Gi-Oh! monsters have been twisted into Dark Versions of themselves. The more DARK monsters you get for your Deck, the stronger they become! The evil and mysterious card behind Jaden's trecherous adventures, Yubel, can be found in Phantom Darkness. Collect all three of Yubel's cards to unlock her ultimate power - "Yubel - the Ultimate Nightmare!"

 

"Following info can be found on the official yugioh website"

 

=====================================

 

Card Making Tutorial

 

This is going to help you use the card maker and make full use of it's capabilites.

 

[spoiler=Image of the Card Maker]YCMcardmaker.png

 

 

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Name:

Include the name of your monster/spell/trap card in here.

 

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Card Type:

Monster/Ritual/Fusion/Spell/Trap

Chose the following type of the card from the following above to decide what will the card be.

 

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(tick box)Effect

If you tick this then the colour of the card will change to dark orange yellow and you find "/Effect]" near the Type.

 

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Attribute:

Light/Dark/Fire/Water/Wind/Earth/Divine

Chose one of the following attributes for your monster. Divine is only used for God Cards so you might leave that.

 

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Level:

1/2/3/4/5/6/7/8/9/10/11/12

this is the number of stars that will appear on the card. the more the stars the stronger is the card in basis of ATK and Def. here is the legend for using the stars made be Azuh.

 

A Monster with 4 or fewer stars:

Can be Normal Summoned to the field, unless a card condition specifically prohibits it, and/or implies a special condition in which it must be summoned another way, for example Rare Metal Dragon.

 

A Monster with 5 or 6 stars:

Can be Tribute Summoned by Tributing 1 monster on your side of the field, unless a card condition specifically prohibits it, and/or implies a special condition in which it must be summoned another way.

 

A Monster with 7 or more stars:

Can be Tribute Summoned by Tributing 2 monsters on your side of the field, unless a card condition specifically prohibits it, and/or implies a special condition in which it must be summoned another way.

 

 

Ok, since reading that part of the tutorial... I will now tell you the Strongest In ATK, for each of those Levels... I will be doing them in order of Effect and Normal monster types (please correct me if i'm wrong)

 

Level 1

Normal Monster: Volcanic Rat ATK: 500 / DEF: 500

Effect Monster: Red-Eyes B. Chick ATK: 800 / DEF: 500

Fusion Monster: Thousand-Eyes Restrict ATK: 0 / DEF: 0

Ritual Monster: Relinquished ATK: 0 / DEF: 0

 

Level 2

Normal Monster: Clown Zombie ATK: 1350 / DEF: 0, Sea Emperor's Chief Spearsoldier ATK: 1400 / DEF: 0 (in OCG)

Effect Monster: Pixie Knight ATK: 1200 / DEF: 200

Fusion Monster: None

Ritual Monster: None

 

Level 3

Normal Monster: Jerry Beans Man ATK: 1750 / DEF: 0

Effect Monster: Arsenal Bug ATK: 2000 / DEF: 2000 (Has downside effect)

Fusion Monster:Dragoness The Wicked Knight ATK: 1200 / DEF: 900

Ritual Monster: Elemental Mistress Doriado ATK: 1200 / DEF: 1400

 

Level 4

Normal Monster: Gene-Warped Werewolf ATK: 2000 / DEF: 100

Effect Monster: Giant Kozaky ATK: 2500 / DEF: 2400 (Has downside effect)

Fusion Monster:Darkfire Dragon ATK: 1500 / DEF: 1250

Ritual Monster: Paladin of White Dragon ATK: 1900 / DEF: 1200

 

Level 5

Normal Monster: Cyber-Tech Alligator ATK: 2500 / DEF: 1600

Effect Monster: Guardian Grarl ATK: 2500 / DEF: 1000 (Hard to Summon)

Fusion Monster: Dark Balter The Terrible and Fiend Skull Dragon ATK: 2000 / DEF: 1200

Ritual Monster: None

 

Level 6

Normal Monster: Frostosaurus ATK: 2600 / DEF: 1700

Effect Monster: Infernal Incinerator ATK: 2800 / DEF: 1800 (Hard to Summon + Downside Effect)

Fusion Monster: XZ-Tank Cannon ATK: 2400 / DEF: 2100

Ritual Monster: Lycanthrope ATK: 2400 / DEF: 1800

 

Level 7

Normal Monster: Wingweaver ATK: 2750 / DEF: 2400

Effect Monster: Guardian Angel Joan ATK: 2800 / DEF: 2000

Fusion Monster: Twin-Headed Thunder Dragon ATK: 2800 / DEF: 2100

Ritual Monster: Garma Sword ATK: 2550 / DEF: 2150

 

Level 8

Normal Monster: Blue-Eyes White Dragon ATK: 3000 / DEF: 2500

Effect Monster: Valkyrion The Magna Warrior ATK: 3500 / DEF: 3850 (Requires Special Summon)

Fusion Monster: VWXYZ-Dragon Catapult Cannon ATK: 3000 / DEF: 2800 (in TCG), Meteor B. Dragon ATK: 3500 / DEF: 2000 (In OCG)

Ritual Monster: Shinato, King of a Higher Plane ATK: 3300 / DEF: 3000

 

Level 9

Normal Monster: None

Effect Monster: Sorcerer of Dark Magic ATK: 3200 / DEF: 2800 (Requires Special Summon)

Fusion Monster: Master Of Oz ATK: 4200 / DEF: 3700

Ritual Monster: None

 

Level 10

Normal Monster: None

Effect Monster: Hamon, The Lord Of Striking Thunder, Raviel, The Lord of Phantasms, The Wicked Dreadroot ATK: 4000 / DEF: 4000 (In TCG) Machiners Force ATK: 4600 / DEF: 4100 (In OCG, Requires Special Summon)

Fusion Monster: Cyber End Dragon ATK: 4000 / DEF: 2800

Ritual Monster: None

 

Level 11

Normal Monster: None

Effect Monster: Gate Guardian ATK: 3750 / DEF: 3400 (Requires Special Summon)

Fusion Monster: None

Ritual Monster: None

 

Level 12

Normal Monster: None

Effect Monster: Yubel - The Ultimate Nightmare ATK: 0 / DEF: 0 (In OCG Unreleased)

Fusion Monster: Five-Headed Dragon and Dragon Master Knight ATK: 5000 / DEF: 5000

Ritual Monster: None

 

Can you sort of see the pattern (Except for Level 11)? They all increase...

 

And now for step two, we have too find out what is the best section for level monsters, for ATK and DEF points

 

Level 1

Normal Monster: At least from 0-500 ATK points will be ok for a level 1 monster due to some Spell Cards that do go with them (such as Triangle Force), keep in mind that there are cards out there that make the weak ones stronger

Effect Monster: Sort of around the same as a Normal Monster (around 0-500 ATK mark), will be great... The highest probably that you will go for a Level 1 monster is around 800 ATK (But that will mean, the card is too powerful, unless it is used to be tributed for an effect... such as Red Eyes Black Chick, on how it can summon Red Eyes Black Dragon)

Will will probably not be needing Fusion or Ritual monsters for Level 1... they are seen to be very powerful, and some times very broken... such as Thousand Eyes Restrict

 

Level 2

Normal Monster: For the Level 2 Normal Monster, i recommend from around 500-1000 ATK point mark... This will keep a steady balance between level 3 and level 1 monsters

Effect Monsters: I recommend from around 0-1000 ATK point mark, and depending on what the effect is, if its a more powerful effect, such as Stalls or Drawing, keep it to a lower ATK point range

The same goes for Fusions and Rituals, Level 2 is only good for that range when they have dominating effects, not weak ones

 

Level 3

Normal Monster: Now... this is the level that has Suddenly gone into huge popularity and gain so far in ATK it aint funny, since the dominating effects of the Cyberdarks, cards like Hunter Dragon are forcing people back... My choice for level 3 normal monsters shoudl be around 1000-1500 ATK points, to keep it under control

Effect Monsters Same goes for effect monsters, but from around 0-1400 ATK points... Remember keep the high power effects down to a lower attack

As for Level 3 Fusions and Rituals, they are sort of the same as the other levels... only good effects or they are not worth it

 

Level 4

Normal Monster: Level 4... The Breaker point, were everything starts to get powerful..! This is the probably the best level in the game and most people use it, so when your making your cards at level 4... take a lot of pride, especially in your Normal Monsters, the monsters should have around 1500-1900 ATK... Nothing more... and nothing less... But with monsters that have a higher attack power should have a really bad Defence, to keep the balance in things

Effect Monster: Now... this is were it gets tricky... Level 4 Effect monsters are probably one of the hardest levels to make... Mostly monsters that have 0-1900 ATK.. will be great... but with level 4, you could go as high as from 1900-2300 ATK.. (BUT BEWARE, Level 4 monsters with that high attack power HAS TO HAVE A DOWNSIDE EFFECT, from wither it switches into Defence Mode or is destroyed, or else it is too powerful

Level 4 is a nice start to those Ritual Monsters and Fusions, keep the fusions and rituals to a high attack minimum, and nothing below 1700 ATK

 

Level 5

Normal Monsters: Now, Level 5, i reckon, is the most trickiest level to do... The average attack power of a level 5 monster should be from 1900-2400 ATK... nothing more... and Level 5's usually have a great defence to back up on

Effect Monsters: Level 5 Effect monsters, are for quick summoning powerful beasts, such as Cyber Dragon... a good level 5 monster is a great defence, so monsters around 1800-2300 ATK points will be great

For Fusions and Rituals, is another great start... around 2100 ATK points will be a great starter

 

Level 6

Normal Monsters: Oh.. this is probably the hardest one to make, since not much Level 6 monsters exsits... Level 6 monsters are the usual beatdowns and upgrade of Level 5's... so keep it to around 2200-2500 ATK...

Effect Monsters: Now, Level 6... as i said before, is mostly for the beatdowns of Level 5... Such as the Monarchs for example... the domainate the field and are hard to egt rid of... Level 6 monsters also have a tendancy to have the best effects in the game! Such as Jinzo... So for the extremely high effect monsters keep it to arounf 1000-2000 ATK... but for those nice beatdowns and easy effects, keep to around 2300-2400 ATK

The Best Level for Fusions is this one right here... its a great area for Fusion summoning and is always easy to get those level 4 monsters off for some big guns, such as those E-Heros for example

 

Level 7

Normal Monsters: Oh Snap... Level 7... The high class of monsters!... This spot really hasn't changed since the start of the game... You should keep it from 2500-2800 ATK points..., and Level 7's usually have a great defence...!

Effect Monsters: Now... Level 7 effect monsters are all over the place... and are usually the forbidden effects.... so keep to around the same as Normal Monsters

Fusions are Ok for this section aka Level... I say for a better Fusion, Stick with Level 6 or 8... But this is an alright Level for Rituals and there great effects

 

Level 8

Normal Monsters: Ok, This is where Normal Monsters DIE OUT... but thats ok... you can still keep the average attack of your monster from around 2800-3000 ATK... Nothing more... or people will be thinking its too powerful for just a 2 tribute monster... Plus, nothing beats the BEWD!

Effect Monsters: Level 8 effect monsters are the most dominating effects ever... Make them strong and powerful... But remember, people will think it is too powerful to go over 3500 ATK

For Fusions and Rituals, this is the best for the game, soem of the best cards are in Level 8 and they are Dark Paladin and Shinato...! Keep it to the same as Effect Monsters and dont make them overpowered

 

Level 9

Effect Monsters: Ok, this is where it starts getting dodgy... I.. Personally, will skip Level 9,a nd leave it for either Fusions or an Evolution Effect Monster (such as Dark Eridicator Warlock)... Keep the Attack of these monsters from 2600-3700... Yes, i know its a huge gap... But im not much for Level 9's

For Fusions though, this could be great, but a maybe...

 

Level 10

Ok, I dont think i will be needing the boldness from here, cause this is where the Divine Monster (High power monster - NOT DIVINE BEAST!!! or Divine Attribute...) section is... Place your powerful Divine creature in this level, and keep it around 4000 ATK points! Monsters at this attack should be SPECIAL SUMMONED and NOT BE ABLE TO BE NORMAL SUMMONED!!!!!!!!! unless stated... or at least by TRIBUTING 3 MONSTERS!

Note: Fusions are awesome in this Level... Keep your divine-ish Fusions with there domaniting effects here.... HORRAY FOR CYBER END DRAGON!

 

Level 11

Ok... not much to say about this level... But to my opinion, this should be todays Level 10!... Shocking... I Know... There is currently only two monsters that go in here, Yubel thing, and Gate Guardian... Keep in mind, if you are going to do a Level 11... Dont make it so powerful that it shoudl be a Level 12... Cause i have done that a few times.... Keep the Attack range from 3700-4400... This one overlaps Level 10 so thats ok

 

Level 12

Well... What can i say about this level... High Power Monsters? Keep your attack range around 4500-5000! And nothing more... Note that Fusions should only be in here, or Evolution Effect Monsters... Nothing else.... All the other cards should be in Level 10

 

- Azuh

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Trap/Spell Type:

None/Equip/Continuous/Counter/Quick-Play/Field Ritual

These are the diffrent types of Trap/Spell cards. Note that Magic and Spell is the same thing.

 

____________________________________________________

 

Card Rarity:

Common/Rare/Super Rare/Ultra Rare/Secret Rare/Ultimate Rare

These are the rarity of the card, as you keep going the card is rare. The stronger the card the more rare it usually is.

 

____________________________________________________

 

Picture URL:

Here you add the link to the picture or browse one from your computer. Remember the rules state that you must say where you got the picture and credit the artist.

 

____________________________________________________

 

Circulation:

eg.- 1st Edition, Limited Edition

 

____________________________________________________

 

Set ID:

Eg.- TAOS-FR656, GLAS-EN024

 

[~~~~]-[**][...]

 

~ - An abbreviation for your set. (e.g. Mellow Knight: MLNT)

* - Language of the card. (Spanish: SP, English: EN, French: FR, Portugese: PT, German: DE, Italian: IT)

. - Number in the set. (e.g. 008, 027, 113)

 

- by Wierdmin

 

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Type:

The type of the monster.eg.-FAIRY, ZOMBIE, DRAGON, SPELLCASTER, etc. You may make your own type like "Armed" or add a subtype like "Zombie/Dead".

 

____________________________________________________

 

(tick box)Divine

These are the very powerful monster like the God Cards, click this if your making a powerful card.

 

____________________________________________________

 

Description:

This comes into 3 sections which are explained below.

 

* Flavour Text-

It's what's written on Normal Monsters like "Twin-Headed Fire Dragon". It's basiclly an small explanation on the monster, shouldn't be longer then 2 sentences althought thats acceptable.

 

* Monster's Effect-

If the Monster is an Effect Monster then here is where you write the Effects.

 

* Spell and Trap Cards Effect-

If you are making a Spell or a Trap card then here is where you write the effect of the Card your making.

 

Remember this:

 

Always Capitalized:

Attack Position

Defense Position

Summon

Normal Summon

Special Summon

Advance (Tribute) Summon

Flip Summon

Set

Ritual Summon

Fusion Summon

Life Points

Battle Damage

Draw Phase

Standby Phase

Main Phase 1

Main Phase 2

Battle Phase

Damage Step

End Phase

Normal Monster

Effect Monster

Ritual Monster

Fusion Monster

Synchro Monster

Tuner Monster

Deck

Graveyard

 

Never Capitalized:

destroy

destroyed as a result of battle

battles with

sent to the

removed from play

attacking monster

attack position

defense position

face-up

face-down

draw

return to your/your opponent's deck/hand

negate

 

Always Abbreviated:

Attack = ATK

Defense = DEF

 

While writing effects:

In the phrase "return to your/your opponent's deck/hand" Deck is capitalized but hand is not.

(Hold ALT) 0149 (Release ALT) and you get • which works in the card maker (thanks to Enigma for teaching me this trick)

 

- Darkjagwar

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ATK: DEF:

ATK points and DEF points of the monster. This wont be usable when making a Spell or Trap cards.

 

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Creator:

Your real name, Username or any other name.

 

____________________________________________________

 

Year:

The year you made the card or any other year you want to add like perhaps your Date of Birth.

 

____________________________________________________

 

Serial Number:

Any number you want or click on the random box to get a random number.

 

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I hope that this has made you understand the game and the card maker more and reps are appriciated ^_^.

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This is actually very useful for those who play the card game. For card making, hmm. It isn't that great, there are better ones.

 

Card Game - 9.5/10

 

Card Making - 7.5/10

 

Still very good, excellent job. You earn some respect from me - and a reputation to go along.

 

I just hope this is your own work...

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