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  1. 4 points
    Relic Appraisal Spell/Normal Cannot be activated from hand or field. If this card is sent from your hand or field to the GY; draw 1 card. An old card i made baaack then since ancient times. I believe the topic title is self-explanatory already, so thoughts?
  2. 2 points
    As the title suggests, cute card is cute When your opponent Special Summons a monster(s): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: Both players can Special Summon 1 monster from their hand. You can only use each effect of "Pop-Up Fiend" once per turn. Triggered Summon is a Trap from GY, which was never played, but in the anime was used by Jesse Anderson. It has this card's both players SS effect for level 4 or lowers, and was used to show Jesse Anderson's play philosophy, where he didn't want to destroy his opponents cards so he could learn their strategies. So, now its a hand trap that SSs itself and a tuner, and can SS monsters of any level rather than level 4 or lower.
  3. 2 points
  4. 2 points
    So I've been making some art for a custom TCG, and here are the entries so far: I plan on potentially making a thread about how it works once I have enough cards to make something actually playable, but for now the arts. The first 4 were made directly onto the card cutouts but afterwards I started making dedicated drawings and see how it goes. You can see by how the fifth one is just the 4th card but on a bigger more detailed drawing. The last one I'm still pondering on how to color it.
  5. 2 points
    PHRA-JP054 教導神理 Dragmatism Equip Spell Card You can only use the (2) effect of this card’s name once per turn. (1) If the equipped monster is a “Dragma” monster, it gains 100 ATK x its Level, otherwise it loses 200 ATK x the number of “Dragma” monsters you control. (2) If this card is sent to the GY due to the equipped monster being destroyed: You can send 1 monster from your Extra Deck to the GY. Note: This card’s name is a play on Stigmatism/Stigmata. PHRA-JP009 教導の神徒 Ḥaššāšīn Dragma/Ḥashashiyan Dragma Level 8 LIGHT Spellcaster Effect Monster ATK 2000 DEF 1500 You can only use the (1) (2) and (3) effect of this card’s name each once per turn. (1) If a Fusion, Synchro, Xyz or Link Monster is sent to the GY: You can Special Summon this card from your hand. (2) If this card is Special Summoned from the hand: You can target 1 “Dragma” card in your GY, except “Ḥashashiyan Dragma”; add that card to your hand. (3) When an opponent’s monster declares an ATK: You can make all “Dragma” monsters you control gain 500 ATK. Note: This card is named after the Order of Assassins, the name origin of the modern term Assassin and the art of Assassination. Source: YGorganization
  6. 2 points
    @Sleepy You have a point here, at first I didn't want the S. Summon, but it's pretty obvious that if it has the same clause it really doesn't matter and let's this card have more presence. I was stupidly blind to see what Itsu meant with the cards he posted, lol, it was pretty obvious. The moment I realized by the previous comments I had the exact same solution you came up with (and Tythe mentioned too): disabling the card's movement with other effects. Tbh, I'd rather prevent the effect altogether as that'd save a lot of trouble. The reason for it to prevent the change of Battle Position is precisely the Book of Moon and similar effects from affecting it. Face-down defense position is also changing B P right? To answer to your question: Yep, it totally does that, if the opponent is dumb enough to place 1 monster in their leftmost zone, this card will swap places with it. Not that it was on purpose, but this card has one nice disruptive potential when it reaches the opponent's field, specially for Link based decks or stuff that work in columns, like the Weather. Your grammar suggestion sounds nice, I'll take it. Actually, there's tons of stuff to adjust, and I'll begin to do it right way. Oh, and no... this is not exactly kawaii xD So, again, @Horu Ishayuki, @ITSUKOSOADO, @Haumea, @Tythe Scora, @Dr. Jolly Glot the III and @Sleepythanks for the help, (even if you didn't like the card, Haumea) , I'm pretty damn happy because it had a lot of replies and created a nice discussion here There's also one thing I'll be changing in the card grammar that you guys didn't mention but I believe it's a good measure: I'll change it so it says "There can only be 1 "Deadly-Go-Around" in the field" instead of "You can only control 1 "Deadly-Go-Around". Reason is, when it changes to the opponent's side of the field, you don't control it anymore, so, you could Summon another one of these things and begin another cycle in case the one which has reached further gets screwed; it goes against the idea of a single demon approaching you slowly to jump at your neck to strangle you when it reaches the opponent's rightmost zone xD.
  7. 2 points
    You can only control 1 "Deadly-Go-Around". Cannot be Tributed, used as material, have its effects negated, be destroyed, change control by other card effects"," or change Battle Position. For some reason the first part bothered me finally figured out why. Also, if you are moving it to a zone adjacent to the cards right then it would move 2 spaces right. I don't know how to fix even though i know what you are implying. OMG this card is amazing. You can even incorporate effects such as "When this card switches positions with deadly-go-around *insert effect here* eg. Banish one random card from your opponents hand or "
  8. 2 points
    https://ygorganization.com/muchchu2veryedge/ DARK/Level 12/Fiend/Fusion/Effect “Uria, Lord of Searing Flames” + “Hamon, Lord of Striking Thunder” + “Raviel, Lord of Phantasms” (1) This card’s name becomes “Armityle the Chaos Phantasm” while on the field. (2) Once per turn: You can give control of this card to your opponent. (3) Once per turn, during the End Phase, if this card’s control changed this turn: Banish all cards you control, then this card’s owner can Special Summon 1 “Armityle the Chaos Phantasm” from their Extra Deck, ignoring its Summoning conditions. 0/0
  9. 1 point
    In all fairness, It's hard to determine as both seem to have been posted at the same time.
  10. 1 point
    Mmmm... ok, this card requires a tiny bit of polish, but the grammar is pretty good. let's see: There, just the revealing thingy. You know, maybe it's not 100% required, but normally if you're going to activate this type of effect, you gotta reveal the card first. It's like: "Dude, gonna activate an effect, set that trap" "WTF hell no. Why should I?" So, by revealing it, you can proceed to activate the effect. And well, the effect in itself is not crazy, but good enough, considering the monster is pretty strong and the ability to activate your Continuous Trap the same turn it was set can come in handy to many decks. Definitely, the best part is that it requires any Continuous Trap on the field, not only your opponent's so it should be nice support for some archetypes out there.
  11. 1 point
    What the hell, hahaha imo, the eye doesn't have a pleasant shape. It's too long and thin, I think. I feel an slightly more rounded shape could do the trick. Since it's pretty small I can't see well the pupil, but is it gem-shaped? If that's the case, you can leave it as it is, but if it's not, it needs to be a little more clear. That's only my opinion, though ^_^''
  12. 1 point
    idk it might have been the brownies with mythical goodness... it was quite sometime ago. And I dab a little bit of everything. So yeah... Like long story, short I can't for the life of me remember. Anywho, so like what do you see in the eye that could use work? I might be a bit dreamsy, but I feel totes motivated.
  13. 1 point
    Banned for just getting here (also, welcome to YCM)
  14. 1 point
  15. 1 point
    ... I wasn't expecting this. Thank you. Uhh well. My favorite deck is Heroic Challenger and favorite card is "Battle Survivor".
  16. 1 point
    https://ygorganization.com/windgizmekphra/ Level 6/WIND/Machine/EffectYou can use each effect among the (2)nd and (3)rd effects with this card’s name only once per turn.(1) If you have 6 or more banished cards, you can Normal Summon this card without Tributing.(2) If this card is Normal or Special Summoned: You can discard 1 monster; add to your hand 1 monster from your Deck whose ATK equals its own DEF, except “Gizmek Mikoto, the Cut-throat Cyclone Canine”.(3) If this card in the Monster Zone is destroyed: You can shuffle exactly 6 of your banished cards into the Deck. 2150/2150
  17. 1 point
    Symphony of the Seasons Field Spell If this card would be sent to the GY: You can return it to the hand instead. At the start of your Standby Phase: You can reveal this card in your hand; return 1 Field Spell you control to the hand. Once per turn, if you control 1 monster and it is face-up: You can target 1 monster you control, then declare 1 Attribute (EARTH, FIRE, WIND, OR WATER), except the Attribute of the targeted monster; that monster becomes the declared Attribute, and if you do, you can Special Summon 1 Level 4 or lower monster with the declared Attribute from your hand or GY, but negate its effects. Note the declared Attributes by using this card’s effect. Each time you declare the four Attributes in the order mentioned in this card’s text (without this card leaving the field, except by it's own effect), inflict 4000 damage to your opponent. You can only use each effect of "Symphony of the Seasons" once per turn. *** At the end of the year, harvest the fruits of your effort ^_^ So, I definitely had to post this in Casual since I have BIG doubts about this card's capabilities. I'd like it to be really fun, using all those Elemental shenanigans. I believe this card could be usable in an Elemental deck with Dark Doriado around, maybe the upcoming Charmer Deck? Anyway, I was divided between having the Special Summoning effect coming from the Deck too, but in the end decided against it and restricted it to hand/GY. The final effect is there only as the fun factor, it probably won't see the day a lot, considering how hard in general would be to use it (having only 1 card with each of the attributes and also in a certain order seems hard as hell). Still, I'd like to know what do you guys think to make this card better. Also thanks to @Gym Leader Viola who might not remember this but taught me how to make a Gif card in one of her posts many months ago. Oh, and while looking at this card, I recommend you hearing this classic song!
  18. 1 point
    God damn, Re:Zero is so freaking good.
  19. 1 point
    PHRA-JP078 Warning Point Normal Trap (1) When a monster(s) is Summoned face-up: for the rest of this turn, those face-up monsters cannot attack, they have their effects negated (if any), and they cannot be used as material for Fusion, Synchro, Xyz, or Link Summons. Even YGO is telling you to lock down everything.
  20. 1 point
    Gambler's Heart Quick-Play Spell Pay 2500 LP; For the rest of this turn, if you toss coin(s) or roll dice(s): you can choose the result of the coin toss or dice roll instead.
  21. 1 point
    The only thing I think you need to add is a restriction on Special Summoning it. I know the card says "Must be Normal Summoned to your Leftmost MMZ", but I'm pretty sure that that condition does not exclude Special Summoning (I'm sure Konami would use that wording for Spirit monsters in that case). Also, I think @ITSUKOSOADO has a point. The way it's worded implies moving it 2 spaces instead of 1. Was that the intention? If not, you can probably flip the wording around... "move this card to a zone adjacent to it on the right." ...or something. Yeah, this card's wording seems pretty difficult to fix. XD All that said, I do like this from a flavor standpoint. It's a more searchable, splashable version of Final Countdown, but it's also more fair since you can actually get rid of the card and you can't really use it alongside Mystic Mine. As a casual strategy, you can drop it in a deck that doesn't Normal Summon as a card to steal your opponent's focus, but on the whole, it's just another gimmicky win condition.
  22. 1 point
    Its fine as it is Is not over-powered and require atleast 10 turn to fully resolved, so unless you build around your deck to grind games until then you probably lose to the speedy meta we have. But then again its not making it bad either
  23. 1 point
    First of all, I am gonna try to fix the wording of this card, since there are some effect that makes the card didn't function as it should be. Must be Normal Summoned on your Leftmost Main Monster Zone. You can only control 1 "Deadly-Go-Round". Cannot be tributed or be destroyed by battle or card effect, used as a material for an Extra Deck Summon, change it's Battle Position, and switch control of this card other than by it's own effect. You take no battle damage involving this card. If this card is the only monster you control: your opponent can attack you directly. During your Standby Phase, except the turn this card is Summoned: Move this card to the zone adjacent to it's right (if there's already a monster in that zone, swap places with it). During the End Phase, if this card is in your right-most Main Monster Zone: switch control of this card to the Main Monster Zone in front of it and place a Doom Counter on it. If this card's control switches by it's own effect while it has a Doom Counter on it: you win the Duel. OK, for the card itself, I don't like the design of this card. Maybe because I don't like alternate win condition that doesn't require you to build an entire deck around it.
  24. 1 point
    I somehow feel this deserves an archetype that only the most evil of YGO villians (Normal Bakura) would use.
  25. 1 point
    So, today I type Yu-Gi-Oh! Card Maker in the google search bar... except that I made a typo and wrote "Yu-Gi-Oh! Card Naker". When I realized this, my very first thought was: "Dark Magician Girl". A-Am I a pervert, or what?
  26. 1 point
    PHRA-JP079 Feed Back Normal Trap (1) Banish any number of cards from your Extra Deck face-down, and if you do, banish face-up that many random face-down cards from your opponent’s Extra Deck until the End Phase. Neat card, you get to delay their turn if you just get rid of your entire Extra Deck, which may be more useful with how fast games tend to be these days, or you can selective banish only a few. You can make it permanent by moving the card to the GY with something like Burial from a Different Dimension, at least I think it should work like that, but hey, there are options if you want to do that.
  27. 1 point
    next time if you want to add new card to your post, don't post it on replies. you can edit your post to add it along with the first 3 so technically this is support for the per-existing "Itsu Fairies" Series (a bit of context there @Rayfield Lumina its a fun series). the Itsu by themselves is a very bizarre, being Union Monster with extremely weak host but with the highest possible union boost. and its doesn't help when half of their member are actually very difficult if not a very backward in value to summon. that being said you need to specified the category into "Itsu Fairy Monster" since there's a bit of card that is not member of them but has "itsu" in its name Kosoado: ok i understand rayfield concern, these are indeed a very OP effect. even if its easily destroyed with that (as i remember) pre - Arc-V field spell ruling that turn into effect and that OP search effect is slow acting, the rest of the effect is way too powerful and ironically betray the theme it supposedly support. the 1st effect alone enable any chain burn variant to disgustingly low investment deck. the optional search while its slow still search anything without detrimental penalty or cost Divinitsu: i have a gist that you probably meant for this card as replacement for the weak normal monster Itsu, but ironically unlike Kosoado, this card is too weak and even don't interact with the other Itsu. sure its has double protection but the said protection prevent this card to be equipped with the Union Itsu and prevent this to gain the attack provided by it...IF its really can be equipped with it in the first place that is since Itsu suffer form early development of Unions being too specific due to fact they need to be equipped to their specific pair. Goitsu: it suffer the same problem with divinitsu but added with slowness. sure its summon straight from deck but Itsu monster is incredibly weak to begin with so you don't want this to trigger on opponent turn unless they will OTK you and by then you wasting Itsu yoou supposed to be equipped to be the huge beat stick its intended to Joitsu: surprisingly sensible card i guess? its not amazing and putting more achilles's heel on itsu is not really that good, but it still possible material generator
  28. 1 point
    Hello, there, enthusiast card maker! We did have some interaction already with the Itsu archetype, remember? Anyway, make yourself at home!
  29. 1 point
    Some much needed beast support. This will go nicely with my Rescue Kitten. All jokes and the fact that I actually own a Rescue Kitten aside, this is actually a handy little card to have to protect your smaller beasts and could make a nice stand-in for something like Level Limit Area or Gravity Bind since it pretty much serves as a continuous Waboku for Beast monsters.
  30. 1 point
    Just an archetype with a unique gimmick i can think of, based on the cygames lore of lapis, tho not all the art are related, but still follow the lapis lore but not an exact copy As usual, art taken from cygames ccg Missing 1 Link (Lapis Link) and possibly 1 more S/T, who knows Soo, thoughts?
  31. 1 point
    I got a Blue-Eyes White Dragon!
  32. 1 point
    Sure, it costs nothing; relying on condition. But it's short and sweet. It's a target for Warrior support (like Reinforcement of the Army for example). And because of that Type support and...a not too difficult condition, I say that hard "once per turn" is a must. Especially since you can use her twice before getting banished. It's cute in more ways than one.
  33. 1 point
    amazing work on the art as always ok...its pretty big, will be reviewing this in parts *fingers cross to actually finished this* -in general- in the same manner as Eldlich this archetype is actually composed of multiple sub-type (up to 3 in fact) with its individual naming convention being "of Glory", "Glory", and "Seraph" (there also "Lapis"? although i guess that one is a typo while its intended for being the "Seraph") but all 3 serve pretty much the same purpose: toolbox effects triggered via cont spell-popping gimmick with either of the 2 Seraph as end game bosses. power level-wise they pretty fair with strong draws to keep cycling deck for resource to pop. and they not really picky in doing it other than added bonus when it pop "Seraph" spell. that being said i find that the archetype is actually lacking in any plays that actually put monster on the field (even any form of GY recursion) without any hard-draw setup first which can slow down the board-building significantly despite all the fairly rounded resource management the other problem is the schematic of how its effect of some of the card is designed, for instance the some of the small "of glory" actually has bulleted effects that actually don't really need the bullet if you can simply make the effect has 2-in-1 activation using "either" + "OR" wordings since the effect has same cost and virtually near-same end result -individual cards- Lancea: its a extender that can generate a lot of value which is really good, in fact in ideal setup she already a +1 in it self, but not essentially something that can be used right away unless there is setup before hand which as mentioned before is the thing that the deck struggles with Gladio: the pop effect is good....if only that the the play in which you can activating it is not really a back & front minus. you don't really want it to start the combo even with its effect could be use as deterrent to opponent's distruptions since it cost another spell you can use for combo and you don't want to leave it on the field either Clypeus: he should be our toolbox to make the Link 2 as our go-second plan but then again its summon still cost you another spell that you could be use for that Link 2. that other effect is fine i guess, Gladio is pretty much dont have much uses and you rather use Lancea effect whenever you able to use it to to provide spell to summon this guy in the first place. so you can negate gladio to draw any extender you need Sentinel: ironically a slightly worse Clypeus. the spell summoning effect require another spell (which making a grand total of 2 spell investment you need to hard draw) and even then it dont really help to summon the Link 2, so ideally, that you use its summon effect alone to cycle the seraph until you got the Seraph Lapis to just go straight for Link 3 the Seraph spells: pretty much the same, glad that its float and draw at the same time Seraph Lapis: its pretty good base-form for the boss monster. pretty much undefeated in battle and can dish huge amount of damage with its base stat alone. it also recycle and setup the Seraph spell for grind games
  34. 1 point
    Firstly: How do you always manage to find such cute and suitable artworks for your cards? Anyway, I like the card, but I'm not sure how relevant it could be in the meta. One thing that comes to mind is a comparison with Upstart Goblin, both cards that will let you draw 1 card in a simple +0. The obvious difference is how UG is way more reliable and alive almost anytime compared to the "problematic" effect of this card, which is much more troublesome than giving 1000 LP to the opponent. Still, in the right deck, it should have a certain solidity. Sky Striker Decks, for instance, their field "Sky Striker Airspace" should let this card explode while activating their effect for a nice combo. Decks that rely in discarding, like Dark World (well, I know nobody uses them anymore, but...) should make good use of it. As a side note: why does the girl has some apples in the head? ^_^''
  35. 1 point
    Godbrand: [sees narwhals popping tires of one cargo plane] ...Uh, apparently, the narwhals are still upset about our ring toss game. Anyway, same idea, but with two planes- [sees narwhals popping tires of the second cargo plane] EVERYONE ON THE LAST PLANE! RIGHT NOW! GO! MOVE! MOVE! HURRY!
  36. 1 point
    So a Spirit deviance of Beast King Barbaros? Sure, you can't Normal Summon it without Tributing, but that "destroy all" effect is reminiscent of Barbaros, given you Tribute 3 to Tribute Summon. Granted, the destruction effect and easy Normal Summon of Barbaros are more desirable. But if the last two effects stack, that's pretty nifty. Monster destruction and Spell/Trap immunity. But if I'm going for a Spirit monster that can destroy, I think I'll stick to Dark Dust Spirit. I think I'd normally just go for 2 Tributes, as I have a tough time as is getting two monsters on the field. But the potential of this card is nice.
  37. 1 point
    Ankokukai no Engun / Dark World Reinforcements Spell Normal You can only activate 1 card with this card’s name per turn. (1) Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then, discard 1 Fiend monster. Ok so we got new Dark Lord support eh? Well seems decent enough I suppose generic Fiend support as well. Not much else to say.
  38. 1 point
    Somehow wanted to play yugioh... with more creative cards
  39. 1 point
    https://ygorganization.com/creatureswapisntgoodanymore/ Earth/Rock/Link/Effect 2 Effect Monsters You can only use this card name’s (2) effect once per turn. (1) This linked card, and monsters this card points to, cannot be destroyed by your opponent’s card effects. (2) If this card points to 2 monsters: You can switch control of those 2 monsters. 1200/-
  40. 1 point
    I recently made a Fossil and Adamancipator Deck, and I was in the mood for some Rock support, so here's a Fusion Monster that support Rock Decks! So, simply it is able to send a Rock monster from your Deck to your GY, which is very helpful for Fossil, and it boosts its ATK and changes its Level based on what you send. It's mainly meant to be used with Instant Fusion, but if you want to keep it around, it can be used to lock down your opponent's monster, and it has some protection effects as well. EDIT: Dang it, posted it in the wrong section. Please move to single cards!
  41. 1 point
    DBGI-JP024 Draitron Ban-Alpha Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Monster from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after α Draconis (Thuban) DBGI-JP025 Draitron Ras-Beta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can return 1 of your banished “Draitron” monsters to the GY. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after β Draconis (Rastaban) DBGI-JP026 Draitron El-Gamma Light Machine / Special Summon / Effect LV1 2000/0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can Special Summon 1 “Draitron” monster with 2000 ATK from your GY, except “Draitron El-Gamma”. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after γ Draconis (Eltanin) DBGI-JP027 Draitron Lta-Delta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can reveal 1 Ritual Monster or 1 Ritual Spell from your hand to draw 1 card. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after δ Draconis (Altais) DBGI-JP028 Draitron Al-Zeta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Spell from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after ζ Draconis (Aldhibah) DBGI-JP029 Draitron Meteornis=DRA Level 12 LIGHT Machine Ritual Effect Monster ATK 4000 DEF 4000 You can Ritual Summon this card with “Meteonis Draitron”. You can only use this card name’s 3rd effect once per turn. (1) Your opponent cannot target this card with monster effects. (2) If this card was Ritual Summoned using monsters whose total Levels equal 2 or less, it can attack all opponent’s Special Summoned monsters once each. (3) During your opponent’s turn (Quick Effect): You can banish any number of monsters from your GY whose total ATK equal 2000 or 4000, then target 1 face-up card your opponent controls for every 2000 ATK; send it to the GY. DBGI-JP031 Draitron Fafnir Field Spell Card You can only activate 1 of this card’s name per turn. (1) When this card resolves, you can add 1 “Draitron” Spell/Trap from your Deck to your hand, except “Draitron Fafnir”. (2) The effects of Ritual Spell Cards and their activation cannot be negated. (3) Once per turn, if a monster(s) is Normal or Special Summoned face-up while you control a “Draitron” monster: You can decrease the Levels of those face-up Summoned monsters by 1 for every 1000 ATK they have (min. 1), for the rest of this turn. Note: This card is named after the Norse dragon Fafnir. DBGI-JP032 Meteornis Draitron Ritual Spell Card This card can be used to Ritual Summon any 1 Ritual Monster. You can only use the 2nd effect of this card’s name once per turn. (1) Tribute Machine monsters from your hand or field whose total ATK equal or exceed the ATK of the monster you Ritual Summon, and if you do, Ritual Summon that Ritual Monster from your hand or GY. (2) If this card is in your GY: You can target 1 “Draitron” monster you control; it loses exactly 1000 ATK until the end of your opponent’s turn, and if it does, add this card to your hand. DBGI-JP033 Draitron Nova Normal Spell Card You can only activate 1 of this card’s name per turn. You cannot Special Summon monsters the turn you activate this card, except monsters that cannot be Normal Summoned/Set. (1) Special Summom 1 “Draitron” monster from your Deck, but destroy it during the End Phase. DBGI-JP034 Draitron Eclipse Normal Spell Card You can only use this card name’s 1st and 2nd effects once per turn each. (1) Target 1 “Draitron” monster in your GY; add it to your hand. (2) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “Draitron” monster you control; it gains 2000 ATK until the end of your opponent’s turn. DBGI-JP035 Draitron Asterism Quick-Play Spell Card You can only activate 1 of this card’s name once per turn. (1) During the Main Phase: Target 1 “Draitron” monster or 1 Ritual Monster you control, and 1 face-up monster your opponent controls; the target you control loses exactly 1000 ATK until the end of your opponent’s turn, and if it does, destroy that opponent’s monster. DBGI-JP036 Draitron Meteor Shower Counter Trap Card You can only activate 1 of this card’s name per turn. (1) When your opponent would Normal or Special Summon a monster(s) while you control a Ritual Monster: Negate the Summon, and if you do, shuffle that monster(s) into the Deck. Source: https://ygorganization.com/soiguessthisisreimaginedkaisermangadeck/
  42. 1 point
    So these two cards were inspired by the new Archetype called Draitron, which have an interesting Ritual Summoning method, so I figured I would try something out, and as such, the Ritual Spell I made requires you to use a single monster, but its Level is doubled for the purposes of the Ritual Summon, also you can banish 2 Machines to get it back to your hand. The Ritual Monster that is tied with it is a Level 10 Machine/LIGHT monster, so you can probably guess that I intended for Cyber Dragon to be used with these. It gets to be DARK on the field because Chaos, and you get two effects that can be Quick Effects while it is the only monster on the field. The first is able to return banished monsters and destroy cards on the field, the other is able to boost its own ATK/DEF by banishing monsters from your GY.
  43. 1 point
    PHRA-JP006 Tribrigade Navel Level 1 WIND Winged Beast Effect Monster ATK 0 DEF 2000 You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. (2) If this card is sent to the GY: You can add 1 “Tribrigade” monster from your Deck to your hand, except “Tribrigde Naval”. PHRA-JP007 Tribrigade Ceras Level 2EARTH Beast EffectMonster ATK 1200 DEF 1500 You can only use the 1st and 2nd effect of this card’s name once per turn each. (1) You can discard 1 other Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card from your hand. (2) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. PHRA-JP008 Tribrigade Fractaur Level 4 FIRE Beast-Warrior Effect Monster ATK 1900 DEF 1600 You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) You can send this card from your hand or field to the GY; send 1 Level 3 or lower Beast, Beast-Warrior, or Winged Beast monster from your Deck to the GY. (2) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. PHRA-JP046 Tribrigade Midahana no Felidgette (Tribrigade Felidgette the Fruitless Flower) Link 2 EARTH Beast Link Effect Monster ATK 1600 Links: Left, Bottom Left Materials: 2 Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effectd of this card’s name once per turn each. (1) During your Main Phase: You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand, but you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters. (2) If this card is sent to the GY: You can draw 1 card, then place 1 card from your hand to the bottom of the Deck. PHRA-JP047 Tribrigade Kindan no Lugal (Tribrigade Lugal the Silver Bullet) Link 3 EARTH Beast-Warrior Link Effect onster ATK 2300 Links: Right, Bottom Right, Bottom Materials: 2+ Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) During your opponent’s Main Phase (Quick Effect): You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand or GY, but negate its effects, also return it to the hand during the End Phase. (2) If this card is sent to the GY: You can make all face-up monsters your opponent currently controls lose 300 ATK for each different Type of monster you currently control, until the end of the turn. PHRA-JP048 Tribrigade Kyouchou no Shrike (Tribrigade Shrike the Wicked Wings) Link 4 DARK Winged Beast Link Effect Monster ATK 3000 Links: Left, Bottom Left, Bottom Right, Right Materials: 2+ Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) If this card is Special Summoned, OR if another Beast, Beast-Warrior, and/or Winged Beast monster(s) is Special Summoned to your field: You can banish 1 card on the field. (2) If this card is sent to the GY: You can add 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck to your hand whose Level is equal to or less than the number of your banished Beast, Beast-Warrior, and Winged Beast monsters. PHRA-JP052 Tribrigade Line Continuous Spell Card You can only use the 2nd effect of this card’s name once per turn. (1) You cannot Special Summon monsters from the Extra Deck, except Beast, Beast-Warrior, and Winged Beast monsters. (2) You can send 1 monster from your hand or field to the GY; add 1 “Tribrigade” monster from your Deck to your hand with a different original Type than the sent monster. (3) If this card in your Spell & Trap Zone is destroyed by an opponent’s card effect: You can activate this effect; your opponent cannot declare an attack for the rest of this turn. PHRA-JP053 Tribrigade Airborne Quick-Play Spell Card You can only activate 1 card with this card’s name per turn. (1) Target 1 Beast, Beast-Warrior, or Winged Beast monster you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged-Beast monster from your Deck, whose ATK is equal to or less than the targeted monster and is a different Type, but negate its effects until the end of this turn. PHRA-EN070 Tribrigade Revolt Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) Special Summon any number of your Beast, Beast-Warrior, and/or Winged Beast monsters that are banished and/or in your GY, but negate their effects (if any), and if you do, immediatly after this effect resolves, Link Summon 1 “Tribrigade” Link Monster using only those monsters. PHRA-JP071 Tribrigade Oath Normal Trap Card You can only use 1 of the 1st and 2nd effects of this card’s name per turn, and only once that turn. (1) Target 1 Link Monster you control; Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster from your hand or GY with a different Type. (2) If you control at least 1 each of Beast, Beast-Warrior, and Winged Beast monsters: You can banish this card from your GY, then target 1 face-up Spell/Trap your oppponent controls; negate its effects until the end of this turn. Source: https://ygorganization.com/forestfriends/
  44. 1 point
    Cynet Realization Skill/Yusaku If your starting deck contains 5 or more Cyberse monsters, and your Extra Deck contains a Cyberse Fusion, Synchro, or Xyz monster, reveal one of those monsters in your Extra Deck, then shuffle 1 card from your hand into the deck and add the following cards) to their respective locations from outside the Duel: Fusion: Add "Cynet Fusion" to your hand. Synchro: Add "Cyberse Synchron" to your hand. Xyz: Add "Parallel eXceed" to your hand and another copy into your Deck. You can only use this skill once per Duel. Choose a type, and make a skill that supports it: Beast Wyrm Rock
  45. 1 point
    Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing. Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards. Main Deck Monsters: Marinemech Searcher Aqua/WATER Level 1 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn. 700/300 Marinemech Diver Aqua/WATER Level 2 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn. 900/1100 Marinemech Underknight Sentry Aqua/WATER Level 3 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn. 1000/1500 Marinemech Catcher Aqua/WATER Level 4 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn. 1800/1100 Marinemech Underknight Warden Aqua/WATER Level 5 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects. 1600/2000 Marinemech Explorer Aqua/WATER Level 6 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn. 1900/1900 Marinemech Underknight Troop-leader Aqua/WATER Level 7 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn. 1700/2400 Extra Deck Monsters: Marinemech Underknight Apprentice Aqua/WATER/Link Link Arrows: Bottom 1 Aqua monster, except a Link Monster Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 800/LINK-1 Marinemech Underknight Crusader Aqua/WATER/Link Link Arrows: Bottom Left, Bottom Right 2 Aqua monsters When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 1500/LINK-2 Marinemech Underknight Treasure-keeper Aqua/WATER/Link Link Arrows: Left, Right, Bottom 2+ Aqua monsters Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 2200/LINK-3 Marinemech Underknight Harbinger Aqua/WATER/Link Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right 3+ Aqua monsters If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect. 3000/LINK-5 Spells/Traps: Marinemech Underverse Field Spell Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Turbosuit Equip Spell Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Surfacing Quick-Play Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn. Marinemech Catch Normal Trap Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand. Marinemech Repairs Continuous Trap Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
  46. 1 point
    That card is not (Create a Card) That may be worth $250.00 buut that looks like a proxy and or a misprint. https://www.trollandtoad.com/yugioh/legend-of-blue-eyes-white-dragon-1st-edition-singles/tri-horned-dragon-lob-000-secret-rare-1st-edition/132016?gclid=Cj0KCQjwo6D4BRDgARIsAA6uN19MCNWbrt6RyaZyLXy7M0QvpocpvhnyjurNRvmhBiT1RjKa0WdyE9IaAuCNEALw_wcB
  47. 1 point
    Insect Swarm Spell Card Target 1 Level 3 or lower Insect monster you control; Special Summon up to 2 monsters from your Deck with the same name as the targeted monster. You can banish this card from your GY; Special Summon 1 Level 3 or lower Insect monster from your Deck. For the rest of the turn, after either of this cards effects resolves, you cannot summon monsters except Insect monsters. You can only activate 1 "Insect Swarm" effect per turn and only once that turn. So Insect Swarm acts as a Machine Dupe for Insect and A HERO Lives for insects where it locks you in to Insects and you can only use 1 of this cards 2 effects during a turn.
  48. 1 point
    Yeah, they're sketches. More concept art though. Although, I must admit that they do look quite nice.
  49. 0 points
  50. 0 points
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