Master White Posted September 23, 2010 Report Share Posted September 23, 2010 If I posted two new cards I have in my mind, would you want a link to the rest of it? These cards already are made, and you want new ones if we are accepted, or ones that we have made? Link to comment Share on other sites More sharing options...
Guest Mako109 Posted September 23, 2010 Report Share Posted September 23, 2010 Last card for the day. Be back tonight. Lets hope this one is better than the last. Link to comment Share on other sites More sharing options...
Phantom M.C. Posted September 24, 2010 Report Share Posted September 24, 2010 New Card I made todayImage Credit to Jazinkay Lore:While you control another face-up "Ancient Gear" monster, this card cannot be destroyed during the Battle Phase (damage calculation is applied). While this card is in the Graveyard as the result of a Tribute Summon, you can treat this card as up to 2 Tribute monsters for the Tribute Summon of a "Ancient Gear" monster, then remove this card from play. i'm not sure about the ocg of this card : / Link to comment Share on other sites More sharing options...
CMRenji Posted September 24, 2010 Report Share Posted September 24, 2010 I've got another card. Image Credit goes to Jazin Kay's Archive. This card cannot be Special Summoned. This card's ATK and DEF are equal to the ATK and DEF of the monster used in the Tribute Summon of this card. This card cannot be destroyed by battle if your Life Points are higher than your opponent's(Battle Damage is applied normally). Once per turn, you can Tribute 1 face-up monster you control to toss a coin and call it. If you call it right, double this card's ATK and DEF until your next Standby Phase. If you call it wrong, halve this card's ATK and DEF until, your next Standby Phase. Link to comment Share on other sites More sharing options...
Master White Posted September 24, 2010 Report Share Posted September 24, 2010 Well, here my other card, its an Archetype, but they work wonders alone, b/c they are an Archetype based on working alone. My Next Card to get beat up: LoreOnce per turn, you can reveal 1 monster card in your Main Deck to your opponent. If you do, put 1 Vega counter on it and it remains face-up in the Deck. (Shuffle the Main Deck) When that revealed card is drawn, you can remove all Vega Counters to Special Summon it. The revealed cards ATK/DEF is increased by 500 equal to the amount of Vega Counters on the revealed card. When this card is destroyed by battle, remove it from play. Here is a link if needed to the rest Vega Monsters Hope its better... Link to comment Share on other sites More sharing options...
Lord Ursus Posted September 24, 2010 Report Share Posted September 24, 2010 A card I made on the YCardmaker: 1 Winged Beast-Type monster + 1 Level 4 or lower monster.This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Graveyard by removing the above monsters in your Graveyard from play, other than this card. When an opponent declares an attack, by sending 2 monsters from your hand to the Graveyard, send this card from your Extra Deck to the Graveyard and end the Battle Phase. When this card battles, you may return a removed from play monster to your Graveyard to have this card gain ATK equal to its ATK, until the End Phase. if you do, draw 1 card. It may be a bit overpowered, though. Awaiting the destruction. Link to comment Share on other sites More sharing options...
Zextra Posted September 24, 2010 Report Share Posted September 24, 2010 Post a Card You yourself am Proud of: If you will accept Pop Culture, then: Lore:1 DARK Tuner + 1 or more non-Tuner monstersWhile you control 2 or more DARK monsters, this card cannot be destroyed by card effects. Once per turn, you can remove from play 2 DARK monsters in your Graveyard to Special Summon 1 "Altered Token" (Fiend-Type/DARK/Level 6/ATK 200/DEF 1500) or 1 "Origin Token" (Fiend-Type/DARK/Level 6/ATK 1500/DEF 200). These tokens cannot be used for a Tribute Summon or a Synchro Summon. This card cannot be selected as an attack target while you control an "Altered Token". When an "Origin Token" you control is destroyed by battle, you can place 1 Shadow Force Counter on this card (max. 3). This card gains 400 ATK for each Shadow Force Counter on it. You can Tribute this card with 3 Shadow Force Counters on it to destroy all non-DARK monsters your opponent controls and inflict damage to your opponent's Life Points equal to the combined Levels of the destroyed monsters x200. During each of your End Phases, discard a DARK monster or remove from play 2 DARK monsters in your Deck. If you cannot, destroy this card and remove from play all DARK monsters in your Graveyard. If not, then: Lore:1 DARK Tuner + 1 or more DARK non-Tuner monstersWhen this card destroys a monster by battle, place 1 Hyper Destruction Counter and 1 Creation Rebirth Counter on this card (max.3 for both). You can remove 3 Hyper Destruction Counters from this card to destroy a number of cards on the field equal to the number of DARK monsters in your Hand. For each card destroyed this way, place 1 Apocalypse Counter on this card (max.10). You can Tribute this face-up card with 10 Apocalypse Counters on it to destroy all cards on the field and inflict damage to both players equal to the total combined Levels of all monsters destroyed by this effect x200. When this card is sent to the Graveyard by its own effect, Special Summon 1 "New Being Token" for each Creation Rebirth Counter on it (Fiend-Type/LIGHT/Level 3/ATK 1000/DEF 0). While this card is in your Graveyard, you can remove it from play to Special Summon a DARK monster with 2000 or less ATK from your Graveyard to your side of the field in face-up Defense Position with its effect negated. Post a card you consider your best: If you will accept Pop Culture, then: Lore:1 WATER Tuner + 1 or more non-Tuner monstersThis card's Type is also treated as Sea Serpent. When this card is successfully Synchro Summoned, you can place 1 Tidal Veil Counter and 1 Tidal Wave Counter on this card for each non-Tuner monster used for the Synchro Summon of this card (max.5 for both). During the Damage Step, you can discard 1 WATER monster to increase this card's ATK by half the ATK of the discarded monster until the End Phase. When this card destroys a monster by battle, you can discard a card to place 1 Tidal Veil Counter or 1 Tidal Wave Counter on this card. As long as this card has 3 or more Tidal Veil Counters on it, you can negate the effects of cards your opponent controls that target or destroy 1 or more WATER monsters you control. Once per turn, when this card has 3 or more Tidal Wave Counters on it, you can destroy 1 monster on the field and inflict damage to both players equal to the Level of the destroyed monster x200. You can remove 5 Tidal Veil Counters from this card to Special Summon a Level 8 or lower WATER monster from your hand or Deck. You can remove 5 Tidal Wave Counters from this card to destroy all Spell and Trap Cards your opponent controls. Draw 1 card for each card destroyed this way. You can Tribute this card with 5 Tidal Veil Counters and 5 Tidal Wave Counters on it to destroy all cards on the field and inflict 500 damage to your opponent for each card destroyed by this effect x500. During each of your End Phases, send 2 WATER monsters from your Deck to your Graveyard. If you do not, destroy this card and take damage equal to half theitsof this card ATK. While this card is in your Graveyard, you can Tribute 2 WATER monsters to Special Summon it in face-up Defense Position with its effect negated. If not, then: Lore:1 Tuner + 1 or more non-Tuner monstersOnce per turn, you can remove from play 1 card you control. If the removed card is a monster, place 1 Sapphire Counter on this card (max.2). If the removed card is a Spell Card, place 1 Emerald Counter on this card (max.2). If the removed card is a Trap Card, place 1 Ruby Counter on this card (max.2). You can remove 2 Sapphire Counters from this card to Special Summon 1 "Sapphiric Synchronic Drago Token" (Dragon-Type/LIGHT/Tuner/Level 3/ATK 1200/DEF 0) in face-up Attack Position. You can remove 2 Emerald Counters from this card to add 1 Spell or Trap Card from your Graveyard to your Hand. You can remove 2 Ruby Counters from this card when your opponent declares an attack to destroy the attacking monster and send a number of cards from the top of your opponent's Deck to the Graveyard equal to half the Level of the destroyed monster (rounded down). While there are 2 Sapphire Counters, 2 Emerald Counters, and 2 Ruby Counters on this card, you can return this card to your Extra Deck and destroy all cards on the field. When this card is destroyed, take damage equal to the combined number of Counters on this card x500. How long have you been making cards consistently: 3-4 monthsWhy do you wish to join: To make cards creative without the use of counters and to become a better card maker in generalWhat is your General rating scale: I usually don't rate if I can avoid it. I prefer to offer constructive criticism. However, when I do rate, I follow this scale (or at least something along these lines):1/10-3/10 - Try Again: lots of errors everywhere; no creativity4/10 - Slowly approaching - Still many errors to fix; be more original5/10 - Good effort; Very poorly balanced - medium number of errors6/10-7/10 - Getting there; Small balance issues, card stats/name/pic not in sync8/10 - Good; Few errors here and there; mostly balanced9/10 - Impressive - 1-2 OCG errors; perfectly balanced + very creative10/10 - Wow...Balanced, no errors whatsoever + extremely creative; candidate for a real card :DWill you be dedicated?: As much as I canAdditional Info: I really hope I get accepted, because I really do want to improve, but I do not feel I have the ability to improve much further without aid. I really love Counters, but I feel that I need to move on to another method. Thank you for reading, and I appreciate it. Link to comment Share on other sites More sharing options...
The True Ace Attorney Posted September 24, 2010 Report Share Posted September 24, 2010 Post a Card You yourself am Proud of (center, do not spoiler): Post a card you consider your best (center, do not spoiler):(Though I'll be honest, I'm not sure whether or not it's my best but since it's one of the only with an image plus I do consider to be one of the better ones I've made, it's here.) How long have you been making cards consistently (off and on does not count):Since I joined this site. So that's a couple of months. I've got a hell of a lot of cards that are just stuck in sets that don't have images. Why do you wish to join:I like to think that I'm generally good at making balanced cards and I want them to be rated fairly. What is your General rating scale (spoiler if must):OCG/5Creativity/5Balance/5Playability/5I don't usually rate the pics because they aren't what make a card good. Will you be dedicated?:Of course. I'm essentially stuck on this site and visit it regularly. There's no reason not to be. Additional Info (something you'd like to say):I don't usually fish the internet for pics. To me, they aren't what make the card good so I only grab them if I want them. I'm still being ignored... Link to comment Share on other sites More sharing options...
.Nu-13 Posted September 24, 2010 Report Share Posted September 24, 2010 Laevatein: Lol.. Format needs some work (larger cards make it more of a strain to read for casual people). But yea. Thumbs up. So are you implying that i shouldn't use this template or what? Link to comment Share on other sites More sharing options...
Spoon Posted September 24, 2010 Report Share Posted September 24, 2010 Spoon: Not bad o_O... Youz in. Start posting your new singles whenever (links for sets). Thank you, hearing from you that it's "not bad" makes me kinda proud :lol: As for "Sets", I still lack comments for this one, so I guess I'll post it here: Machine Empress' It's at least kind of a Set, fitting Synchro monsters are yet to come. As for singles, let's start with this one (Image Credit to... I guess it was Jazin Kay's Archive once more): Lore:During your Draw Phase, before you draw, you can discard 1 card with "Pot of [...]" in it's name from your hand. You can draw 1 additional card in this Draw Phase, then place 1 Greed Counter on this card. This card gains 300 ATK for each Greed Counter on it. Once per turn, you can remove all Greed Counters from this card and discard or tribute the same amount of monsters from your hand or field to draw cards equal to the number of removed Greed Counters. It's an experiment, more or less. I'd be glad to hear what you think ;) So long, Spoon Link to comment Share on other sites More sharing options...
Lexadin Posted September 24, 2010 Report Share Posted September 24, 2010 Post a Card You yourself am Proud of:"Headless Knight" + 1 Level 6 or higher LIGHT monsterThis monster cannot be Special Summoned except by Fusion Summon. As long as this card remains face-up on the field, all card send from the Deck to the Graveyard are removed from play instead. Once per turn, when this card is in face-up Attack Position, you can remove 1 Field Spell Card on the field from play. This card cannot attack during the turn this card effect was activated. Post a card you consider your best:You can only Special Summon this card by removing 6 A-Counters from anywhere on the field. As long as this card remains face-up on the field, your opponent cannot Set face-down Monster Cards. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position instead. Once per turn, you can remove 3 A-Counters from anywhere on the field to draw 1 card.How long have you been making cards consistently : I'd say somewhere around an year or so.Why do you wish to join: I love card making and I'm a perfectionist so if there's a why how I can perfctionise my cards I would gladly use it.What is your General rating scale: I rate on a scale of 0/10-10/10 0/10 being rubbish and 10/10 being perfect.Will you be dedicated?: As much as I can. So mainly after school and during the weekends.Additional Info: School forces me to be less active on YCM so plz forgive my absences. Link to comment Share on other sites More sharing options...
Guest Caeda Posted September 24, 2010 Report Share Posted September 24, 2010 Post a Card You yourself am Proud of (center, do not spoiler):Card Lore:Mega Thunderball + 1 Level 2 Thunder-Type MonsterThis card can only be Fusion Summoned with the above Fusion Material Monsters. When this card is summoned, select 1 monster on the field. That monster is destroyed during your opponent's second Standby Phase after this card is summoned. If this card is destroyed before then, that monster is not destroyed. If this monster is declared as an attack target, you can destroy 1 monster you control to negate the attack. When this card is destroyed by battle, destroy all Spell and Trap Cards on the Field. Post a card you consider your best (center, do not spoiler): Card Lore:Once per turn, you can equip this card to a "White Night Dragon" you control, OR unequip it to Special Summon this card in face-up Defense Position. When equipped to a monster by this card's effect, the equipped monster cannot be destroyed by Spell or Trap cards. If "White Knight Dragon" attacks the opponent directly, destroy this card. If this card is sent to the Graveyard by the effect of "White Night Dragon" add this card to your Deck, then shuffle. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) How long have you been making cards consistently (off and on does not count): Not long. I joined about a month or two ago, and I just started making them a week ago. Why do you wish to join: I need to improve. I want to improve, and I figured this would be the place to go. What is your General rating scale (spoiler if must): I don't have a rating scale, and probably won't. I haven't commented on any cards yet. For two reasons. One, I don't know who would listen. During the short time I've been here, it seems as if not many listen to lower levels. Two, if I'm going to post, it'll be to help. Not to say, "Nice card. 8/10." That doesn't help anyone. Will you be dedicated?: Yes, I will. Additional Info (something you'd like to say): Nothing, as of yet. Link to comment Share on other sites More sharing options...
Icy Posted September 24, 2010 Author Report Share Posted September 24, 2010 GYAH. Stop the Apps. Zeo, I missed you because there was so much already on the first page. But you're in >_>"...And Smesh, you DO NOT have permission to post a review or even comment on a card. That was so lackluster and not even up to quality you're lucky I don't warn you for spam. Just stop the apps ._. while we get to the submitted cards. The newest card that I've made. Seelen-Hexe is Soul Witch in German.You can Special Summon this card from your hand when a Spirit monster you control is returned to your hand and you would control no monsters. While this card is face-up on the field, you can Normal Summon 1 additional Level 4 or lower Spirit monster. When a monster Summoned by this effect would be returned to your hand, it is sent to the Graveyard instead. Could create quite a dangerous combination along side Izanagi. Could being the operative word. While the Spirit Decks do lack field presence, usually requiring some odd mix of cards to make it stay. This card doesn't do it well. This card itself can be perfectly fine as a Spirit and fuel for Izanagi, and Yami or whatever that cards name is. Why isn't it? Dangerous combination no. Legs yes. Your idea is this: [special Summon when Spirit gets Bounced. +1 Spirit Monster Normal Summon. Less Protection by not bouncing them back to your hand.]In all honesty that isn't very good at all. At best you're going to switch Mausoleum for Visions for the summons because you DONT want spirits hitting the Grave. Contrary to Popular Playstyles, Spirits are often best left in your hand or flat out on the field. This allows numerous normally stale cards (Lightning Vortex etc) to be fueled, along with hand presence and a choice of what to do. You DO NOT want them in the Graveyard if you're running a straight spirit deck. Your own intent is ruined just by that. So is the idea due to your comment on it. Great Ground work, BAD at everything else. Sure sure, you get a field presence but chances are it'll blow up during your turn or kill any future strategies to crawl out. Suggested Improvements? Make it a Spirit (do not change effect because of this), DO NOT make them get sent to the Graveyard, and allow it to have a little more playability by ramping up the ATK by 150 (just over monarchs) and something to make it SS during your turn without bounce. (I'll pick up some other card later, that was A LOT to write). Link to comment Share on other sites More sharing options...
Makο Posted September 24, 2010 Report Share Posted September 24, 2010 Hey. I decided to post this one, because my last one I did...well...I think it may, kinda, suck. Lol. Hows this one?Note: I'll create Glacier Temple once I find a suitable pic. Link to comment Share on other sites More sharing options...
Icy Posted September 24, 2010 Author Report Share Posted September 24, 2010 Your card IS Unratable without seeing "Glacier Temple" .-. Link to comment Share on other sites More sharing options...
♥Łövëły-Ċħän♥ Posted September 24, 2010 Report Share Posted September 24, 2010 Could being the operative word. While the Spirit Decks do lack field presence, usually requiring some odd mix of cards to make it stay. This card doesn't do it well. This card itself can be perfectly fine as a Spirit and fuel for Izanagi, and Yami or whatever that cards name is. Why isn't it? Dangerous combination no. Legs yes. I thought it worked quite well actually. This can potentially be summoned first turn of the duel during the End Phase. Providing immediate and non-negatable protection for the time being. Your idea is this: [special Summon when Spirit gets Bounced. +1 Spirit Monster Normal Summon. Less Protection by not bouncing them back to your hand.]In all honesty that isn't very good at all. At best you're going to switch Mausoleum for Visions for the summons because you DONT want spirits hitting the Grave. Ah. Now this I figured would be OP. Dual Inaba is what came to mind. This allows numerous normally stale cards (Lightning Vortex etc) to be fueled, along with hand presence and a choice of what to do. You DO NOT want them in the Graveyard if you're running a straight spirit deck. Your own intent is ruined just by that. So is the idea due to your comment on it. If I were to run this in a Spirit Deck I'd make sure to use it with Izanagi so it's last effect would not activate since the Spirits are not returning. Great Ground work, BAD at everything else. Sure sure, you get a field presence but chances are it'll blow up during your turn or kill any future strategies to crawl out. Not quite sure about that. Suggested Improvements? Make it a Spirit (do not change effect because of this), DO NOT make them get sent to the Graveyard, and allow it to have a little more playability by ramping up the ATK by 150 (just over monarchs) and something to make it SS during your turn without bounce. The whole purpose of the card was making it Spirit support but NO Spirit itself. I dislike the idea of changing it to Spirit because it wouldn't convey my ideas. As to eliminating the Graveyard effect, I'm down with that. The only reason I added it is to avoid cases suck as double Inaba. I'll increase the attack to 2400. I'm uncomfortable giving it a second option to SS it. It'll be just like tuning it down to Level 4. It'll be to easy to summon. Especially in a Spirit Deck.(I'll pick up some other card later, that was A LOT to write).I agree with some of the comment while others I disagree with. I have a 2nd card also but seeing the work load, I'm holding off adding it here. That and I wish to fully discuss this card before moving onto a new card. Link to comment Share on other sites More sharing options...
Icy Posted September 24, 2010 Author Report Share Posted September 24, 2010 Your whole mechanic sends them to the Grave rather than back to the hand where they'd be better off. Izanagi already clouds the field for possible other cards that can actually DO something rather than just Swarm. And now you want to not only destroy their original design and how they are played (Yama is only played as a last ditch, this card should NOT fuel such a stale mechanic). Your idea of it not being a Spirit itself ruins it's potential playability A LOT. And no I'm not asking you to give it a second option, I'm asking you to CHANGE it. Considering with how spirits play out and how they are (they are not Graveyard monsters wtf). This card totally changes that, for what? Another Normal Summon that's potentially wasted and already destroys the monster. So... Bounce > SS > Wait 1 Turn hope it doesnt get removed > SS Izanagi, you have 2/5 zones filled already. Leaving 3 to be have. That means to get the main intent of spirits out of the way, you not only have to actually use this as mere tribute fodder but it doesn't fuel past-present-or future mechanics. Stay away from that Graveyard thing. It's more stale than rockhard bread. Not to mention most Spirits have more than 1 attribute, so there goes control eh? Not many DARK (thankfully- I hate that attribute with a PASSION), and WIND ones are here and there. So no Simorgh. Hand is where they belong. Link to comment Share on other sites More sharing options...
Makο Posted September 24, 2010 Report Share Posted September 24, 2010 I must find a pic...errg.... Link to comment Share on other sites More sharing options...
Yankee Posted September 24, 2010 Report Share Posted September 24, 2010 All applications accepted, except for .Kan, as he does not need to be trained all to much. This is a training ground to become a legend. .Kan has the basics down so far. I do not see a need to try to train him more. However, feel free to PM myself or Josh if you want any advice, .Kan ^_\\\ Link to comment Share on other sites More sharing options...
♥Łövëły-Ċħän♥ Posted September 24, 2010 Report Share Posted September 24, 2010 Your whole mechanic sends them to the Grave rather than back to the hand where they'd be better off.As said, I've no issue eliminating that effect. It was placed thinking it would balance out certain moves Izanagi already clouds the field for possible other cards that can actually DO something rather than just Swarm. And now you want to not only destroy their original design and how they are played (Yama is only played as a last ditch, this card should NOT fuel such a stale mechanic). Your idea of it not being a Spirit itself ruins it's potential playability A LOT.I don't see what you mean by this. I see no difference between it being Spirit and normal effect. All it changes is it is now qualified to be supported by Spirit Support. And no I'm not asking you to give it a second option, I'm asking you to CHANGE it.Ah. I saw "another" and thought you were requesting a second SS effect. Considering with how spirits play out and how they are (they are not Graveyard monsters wtf). This card totally changes that, for what? Another Normal Summon that's potentially wasted and already destroys the monster. So... Bounce > SS > Wait 1 Turn hope it doesnt get removed > SS Izanagi, you have 2/5 zones filled already. Leaving 3 to be have. That means to get the main intent of spirits out of the way, you not only have to actually use this as mere tribute fodder but it doesn't fuel past-present-or future mechanics. Stay away from that Graveyard thing. It's more stale than rockhard bread. Not to mention most Spirits have more than 1 attribute, so there goes control eh? Not many DARK (thankfully- I hate that attribute with a PASSION), and WIND ones are here and there. So no Simorgh. Hand is where they belong.Sorry to say this but, read this whole comment but disregarded most as my previous statement of removing the destroy effect was answer enough. It seemed that, that effect was the stressed point in your comment. Without that, it seems quite fine, save the SS effect which I'm not totally clear as to why that would be undesireable. It was less about getting it out fast than it was about getting it out first turn. If you summon a Spirit monster, it returns to your hand during the End Phase. This creates a problem without cards with an Izanagi related effect to keep them in play. With it's current effect, that does not need to be worried about. Granted I will increase the attack to 2400. Also I don't see your reasoning for making it Spirit. Though your judgement on that matter is much more reliable than mine as you have more experience and skill with Spirits than I. I've not dealt with Spirits much. Link to comment Share on other sites More sharing options...
Makο Posted September 24, 2010 Report Share Posted September 24, 2010 Ok, here is Glacier Temple.I think this combined with Temple Guardian might be OP'd. Link to comment Share on other sites More sharing options...
Mugendramon Posted September 24, 2010 Report Share Posted September 24, 2010 In my Signature there are some sets which need rates.Here is today's card by the Monkeh:Lore:This card can only be Summoned while there are 5 or more FIRE monsters with different names in your Graveyard. When this card is destroyed by battle, Special Summon 1 "Pyrosoul Token" (Pyro-Type/FIRE/Level 10/ATK 0/DEF 0) to your side of the field.Increase the ATK of the "Pyrosoul Token" by FIRE monsters in your Graveyard x500.Increase the DEF of the "Pyrosoul Token" by the number of FIRE monsters you control x1000. When the Token is destroyed, inflict 300 damage to both player for each FIRE monster in your Graveyard.Hope it qualifies as decent. Link to comment Share on other sites More sharing options...
Bahamut - Envoy of the End Posted September 24, 2010 Report Share Posted September 24, 2010 Wow this idea has really caught on, over a dozen people signed up already including 2-3 people who I think are really really good, just goes to show how repected cardmakers Josh and Yankee are, kudos to it's creators. Anyway I know you're swamped with cards but you said to post everything we make here for analysis, so here's a card I just made for a contest (Requirement being have 'Death' in the name). I think this card symbolises the two groups Death comes for most, the weak and the unfortunate, so would like to keep that idea although how that is achieved I am up for any advice. The Attribute of this card is also treated as DARK. When this card inflicts Battle Damage to your opponent's Life Points, your opponent picks up cards from their Deck until they draw a Monster Card with 1000 or less ATK. Send that card to the Graveyard (all other cards drawn by this effect are returned to the Deck in the same order). When this card is destroyed in battle and sent to the Graveyard, roll a six-sided dice. If the result is 6, destroy all Monsters on the field. Think I'll add this one as well, went down reasonably well a while ago but I think it could be a tad OPD or UPD or just awkward. When this card is Normal Summoned, pay 1000 Life Points. Roll 1 six-sided dice. The Level of this card becomes equal to the number rolled until the End Phase. If the result is 1, this card is destroyed. A Synchro monster that used this card as a Synchro Material Monster gains ATK and DEF equal to this card's Level x 100. Cheers Matt Bahamut Link to comment Share on other sites More sharing options...
Archwing Posted September 24, 2010 Report Share Posted September 24, 2010 Ive never actually bothered with the center thing... sorry if this comes out funkyBy sending 1 "Wayde the Bug Charmer" and 1 Insect-Type monster frpm your side of the field to the Graveyard, you can Special Summon this card from your hand or Deck. If you Special Summon this card in this way, this card gets the following effect: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the diffrence as Battle Damage to your opponents Life Points. Ahrg I dont know.... I think i have better than this but their either a big wall of text or too short/simple for me to feel like their my bestThis card cannot be Special Summoned except by the effect of a "Elemental Avatar". As long as this card remains face-up on the field, increase the ATK and DEF of all Plant-Type monsters by 500. Place 3 Aether Counters on this card when you Summon this card. Once per turn, during your Battle Phase, you can remove 1 Aether Counter to negate the effects of your opponents' Spell and Trap Cards until the End phase of your turn. If this card is sent to the Graveyard by battle, you can remove from play 5 Spell Cards from your Deck to Special Summon 1 "Elemental Avatar" from your Deck. How long have you been making cards consistently : Uhh well ive only been back for a few months so about 3 monthsWhy do you wish to join: Im sick of getting 5 word reviews that dont really give me feed back on how to get better, the only real feed back i get is about OCG, which i dont really care about.What is your General rating scale (spoiler if must): Picture and effect are the only real things i care about. If the name stands out ill rate that too and any other little special things. I dont really care about OCG. A card just has to be intresting and/or fun to use.Will you be dedicated?:Yesh, Im active at least 5 days of the week, and i take most feedback i get to heart.Additional Info (something you'd like to say): Uh.... I dunno. This reminds me of Yankees old rateing thing.... >_> what happened to that? When i came back it was gone D': Link to comment Share on other sites More sharing options...
Soul Immortal Posted September 24, 2010 Report Share Posted September 24, 2010 A card I am very proud of:One of my very first cards on YCMlore~ "Gremlin Ghost"+"Gremlin Ghost"+"Gremlin Ghost"You can roll 1 dice at the beginning of your Battle Phase. The result is the amount of times this card can attack during the same Battle Phase. You must discard 1 card from your hand before you declare an attack A card I consider my best:Just too many to consider. Picked this one because it reminds me alot of the past YCM members when I was most active.lore~ When this monster is Normal Summoned, flip a coin. If the result is heads, then destroy this card. If the result is tails, then roll a six-sided die. The result is the number of turns this card cannot be destroyed. Every time a coin is flipped, inflict 500 damage to your opponent's Life points. How long have I been making cards consistently:Started making cards in 2006. Joined YCM in 2007. Been and gone numerous times. Changed identities just as much. Longest stretch of card making wouldve been 6-10months daily active user. Why do I want to join:-Interaction with others-Because Il am still full of creative card ideas, but still need to learn more aswel My rating scale:Mostly creative constructive critisism? I tend not to rate as my knowledge of general gameplay is much limited to those of more experience. Will I be dedicated:I will listen, and stick to commitments I make. Any other additional information:I hope to prove myself to stil be a worthy solid card maker. I hope to inspire others eventually as much as I am inspired by others. I like to acknowledge others and credit those who help. I try to help all as much as I can. and am at times, not in the mood to say much. Link to comment Share on other sites More sharing options...
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