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Showing content with the highest reputation since 09/27/2021 in all areas

  1. Logged-in members now have the ability to modify or remove card footer text in the new card maker.
    7 points
  2. This card came from a submitted suggestion from my suggestion box. If you'd like to see certain cards/content on this page, drop it in the suggestion box. You can access the link to the suggestion box from this post. Please read rules/clarifications before submitting your suggestion. ________________________________________________________
    6 points
  3. OMG she's super cute, I really like her design n.n I request that you make her a Leader in your TCG and make an archetype of knitted monsters. If by chance you think: but her attire has nothing to do with the TCG, you can just give her some sort of Magical Girl-ish costume and we all will be happy. Mini skirt powaa. And talking about Magical Girls, here's my finished drawing of Cocoa. Made to celebrate, as it says in the image, the first anniversary of the server of my club
    6 points
  4. A little change in avatar to commemorate the week that ends in Halloween. Also, some art of an OC of mine in a mummy costume:
    5 points
  5. Sigh, lately I just don't have time for anything T_T. Welp, I'll make the Furret Stuff today or I won't make it ever @Sleepyis so shy in this image she hid behind the Furret, but we all know it's her xD Image courtesy of @The Nyx Avatar!
    5 points
  6. OH NUUU I forgot about the Furret Stuff and it's Friday already. Tomorrow's Scyther time, so I guess Furret will have to wait until next week. Meanwhile, here's some random Pokemon stuff!
    5 points
  7. I've been drawing a bunch of things lately though there's one drawing in particular I'm waiting to finish before I drop the others... but since it's been a while since I've contributed to moving my club along in activity, have this drawing of Karina (my first human OC I made back in middle school xD ) I update her once in a while as an improvemente/change milestone of sorts.
    5 points
  8. 5 points
  9. https://ygorganization.com/bach-irohamomiji/ BACH-JP042 いろはもみじ Irohamomiji Level 7/WIND/Fairy/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If this card is Special Summoned: You can declare 1 Attribute; this card gains this effect. ● All face-up monsters on the field become the declared Attribute. (2) You can target 1 monster in your opponent’s Main Monster Zone; they must send 1 card in its adjacent Monster Zones or Spell & Trap Zones to the GY. 2100/2600
    5 points
  10. It's that time of the year, once again... Just as before: READ before submitting any card SO...what is the criteria for this second contest? What card should be designed? Well...a spooky card! Now, what would I deem s̴̡̪͎̫̹̣̦̤͍̪̖̥̏̀̄ͅp̵̘̈̔̏̊̾̒͛ȏ̸̱̩͔̘̰̫͉͠ọ̷̡̼̳̜̦̰͇̠̓̌͌̔̎̕k̵̡̹͙͖͛͗̾ẏ̴̮͔̩̪͈͋͠ in a custom card? Well, I will go into further detail in that in the grading part. But just know that "spooky" does not necessarily mean "scary" or "disturbing" in my book. It's a more general term. No entry requirements necessary. Just a minimum of three users participating to get the contest going. It's not much of a contest if there's only one or two users. Deadline Deadline will not go into effect until this thread gets at least three participants. If this thread fails to get at least three after a great amount of time, I'll just lock this thread. Prize More or less the same as before. Header Images. Tiers: 1st place: Any image of your choice! Well, provided I approve of it. Content that is NSFW would be denied, for example. 2nd place: You get to choose between a cool, cute, or attractive image for your Header Image. But...not quite the image itself. 3rd place: I'll just offer an image for your Header Image. If you don't like the Header Image, you can request I remove it. Judgment: I will actually be altering the scale for this contest. I feel it was a little to general or vague last time. So I will be taking away a point or two from Practicality. How will your card submission be judged? It will be judged on an out of 10 scale. This scale depends on these factors: 3: Practicality It doesn't matter how flavorful or cool-looking aesthetically your card is...if it's not something that people would want to use in real life. Now I'm not saying to make a broken card. But just something that is attractive from a practical gameplay standpoint. Which, brings me to my next Point criteria 3: Balance Your card should be at least somewhat realistic, and not something that would be on a banlist within a month. So don't go and make a Dragon or Super Saiyan with high ATK, a blanket of protection, and an instant win condition effect. You will not yield a single one of these 3 points if you do something like this. 1: OCG Is your card written properly? If you are unsure, ask another user who has experience on the card game. Or look it up. Proper wording yields half the point, and proper spelling yields the other half. The only exception is the card name. For example, if the card is named "Phantastic Girl", or "Synchkuro Drago", I can write it off as wordplay for the monster's name. But if it's name is reprised in the card effect, it must be spelled the same as well. 1: Art Art's not absolutely necessary, unless you want to aim for a perfect score. Half of this point will depend on whether or not I like the art. The other half will depend on how clear it is. It doesn't matter how majestic your dragon or how cool your demon lady is if it's one of the crustiest jpegs I've seen in a while, or has visible garbage area. 1:"Spookyness" Okay. So...what do I deem "spooky"? Horror or horror-themed. Horror would include art that is eerie, scary, or disturbing. Horror-themed however, means elements that relate to horror, rather than elements that invoke horror. Things like witches, masked figures, jack-o-lanterns, ect. They don't have to be scary. You want a cute anime witch as your art? That fits the bill for horror-themed. It works just as well for spookyness as a horrid monster for art would. But...be mindful of what I perceive as horror or horror-themed. And I URGE you to ask me for clarity. For example, let's say you want to use a yokai, or some other Japanese spirit. I'm not gonna give ANY points for spookyness if it's just some rando from the Edo period. No, no, no, no! I want EFFORT! The Jorogumo? THAT totally invokes spookyness. 1: Do I like how it plays? I URGE anyone who participates to ask me what I like in card playstyles. I don't feel that was done enough in the last contest. And regardless, I don't feel I elaborated enough when asked. And I want everyone to have a good shot in this contest. Other: Anything else? Yes. Don't submit cards that you've already posted elsewhere. If I find a card, that you posted in a different thread submitted here, I will give you chance to post a real submission. Else, you risk disqualification. Also, don't be lazy and repost an already existing card under a new name. Like copying Revival Jam's effect, but using a different Type, Attribute, name, and art. The only time it's permitted to use the exact same effect is if real life cards have done it multiple times, like Rainbow Flower and Jinzo #7, or Lancer Dragonute and Dark Driceratops. But...I urge you not to. As those would make for boring submissions. Also, don't post in this thread if you're not participating in the contest, or considering joining. I will do what I see fit with your replies if you aren't participating at all. My only exception is if you have any questions before you'd want to join. If you have a genuine question, you are free to ask that here. Well, with all that said, let us begin.
    4 points
  11. Jack'o's Cursed Path [Trap] Target 1 monster from your GY that was destroyed by battle this turn: Special Summon it with 1300 more ATK and DEF than what it had on the field when destroyed. If a monster you control is destroyed by battle while this card is in your GY: You can banish this card; Special Summon that monster with 1300 more ATK and DEF than what it had on the field when destroyed. You can activate this card from your hand if a monster you control was destroyed by battle or an effect this turn, but if you do, it cannot target that monster. - - - NOTES: The boost accumulates and the card isn't hard OPT so you can in theory use 3 copies at 2 uses each (GY and field effect) in the same turn for a whooping 1300x6= 7800 ATK boost if the stars aligned for you to do that and not die from all the battle damage that took xD Battle revival traps like Time Machine, Miracle's Wake and so on, they are all things that just get you back to where you were at minus the trap you are spending. Even the only IRL trap similar to this (Rope of Life) requires a full hand discard and that's not ideal tbh.... This as single use gives you a 2200 Masked Sorcerer, 2300 White Magical Hat, 2700 Don Zaloog, 1600 Spirit Reaper, 2300 to 2800 for any Watt monster, or give beefy status to old battle tricks like Hyper Hammerhead, Heraldic Basilisk, Amazoness monsters, D.D. Crazy Beast, etc. I was also thinking on a similar concept to this trap but instead of reviving with a stat boost, reviving either with some sort of protection, or reviving as a double use card for more proper value. (Yes I know Pinpoint Guard exists, I'm thinking on a bit of a different angle).... stuff like that for things that feel more like they are worth it for what they are for.... Thoughts/comments/suggestions/ etc. all welcomed~
    4 points
  12. 4 points
  13. These cards came from a submitted suggestion from my suggestion box. If you'd like to see certain cards/content on this page, drop it in the suggestion box. You can access the link to the suggestion box from this post. Please read rules/clarifications before submitting your suggestion. ________________________________________________________
    4 points
  14. Worm World Field Spell Reptile "Worm" monsters gain 300 ATK/DEF. Setting monsters does not count for a players Normal Summon. While you control a Level 5 or higher Reptile "Worm" monster, and all face-up monsters you control are LIGHT, your opponent cannot Normal Summon or Special Summon monsters in attack position. Just makin' a powerful Worm support card, don't mind me.
    4 points
  15. Helloe, fellow artist, I finished another drawing. If you see this one, I'd like to hear your opinion on her. She's Maisy, the OC of a friend of mine, and when he showed me a work he commissioned, I immediately felt the need of making fanart of her. He's concerned about what people think about his OC, so let me know please n.n
    4 points
  16. https://ygorganization.com/lundritydreams/ DP26-JP031 Marincess Springirl Level 4/WATER/Cyberse/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can banish 1 “Marincess” monster from your GY; Special Summon this card from your hand. (2) If this card is sent to the GY as material for a WATER Link Monster: You can send cards from the top of your Deck to the GY equal to the number of “Marincess” monsters you control, then inflict 200 damage to your opponent for each “Marincess” card sent the GY by this effect. 1200/1000 DP26-JP032 Marincess Sleepy Maiden Level 5/WATER/Cyberse/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can target 1 “Marincess” card you control; Special Summon this card from your hand, and if you do, it gains this effect. ● That target cannot be destroyed by your opponent’s card effects while this card is in the Monster Zone. (2) You can banish this card from your GY, then target 1 “Marincess” Link Monster you control; equip 1 “Marincess” Link Monster from your GY to that target. 500/2500 DP26-JP034 Marincess Aqua Argonaut Link 4/WATER/Cyberse/Link/Effect Top, Left, Right, Bottom 2+ WATER monsters You can only use the 2nd and 3rd effect of this card’s name each once per turn. (1) Your opponent’s monsters cannot attack other monsters while this card is in the Extra Monster Zone. (2) You can target 1 WATER monster you control and 1 card your opponent controls; return them to the hand. (3) When a Spell/Trap Card or effect is activated on the field during your opponent’s turn (Quick Effect): You can Special Summon 1 “Marincess” monster equipped to this card, and if you do, negate that effect. 2300/- DP26-JP035 Marincess Dive Spell You can only activate 1 card with this card’s name per turn. (1) Activate 1 of these effects, but you cannot Special Summon monsters for the rest of this turn after this card resolves, except WATER monsters. ● Target 1 non-Link “Marincess” monster in your GY; Special Summon it. ● If “Marincess Battle Ocean” is in your Field Zone: Special Summon 1 “Marincess” monster from your Deck. DP26-JP036 Marincess Circulation Trap If you control a Link-3 or higher “Marincess” monster, you can activate this card from your hand. (1) Target 1 WATER Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 “Marincess” Link Monster from your Extra Deck with the same Link Rating, but a different name, but this turn, it cannot attack directly, also it cannot be destroyed by battle. (This is treated as a Link Summon.) DP26-JP037 Marincess Bubble Ring Trap You can only activate 1 card with this card’s name per turn. (1) When a monster declares an attack: Negate that attack, and if you do, Special Summon 1 “Marincess Crystal Heart” from your Extra Deck or GY. (2) You can banish this card from your GY, then target 1 Link-2 or higher “Marincess” Link Monster you control; this turn, its maximum number of attacks per Battle Phase equals its Link Rating, but your opponent takes no damage from battles involving it. So Aoi is the third and final duelist here. Not gonna lie, I'm not too surprised Marincess is here. In the pack thread Aoi was one of the first three duelists I listed (Alongside Shark).
    4 points
  17. Happy Leif Erikson Day!
    4 points
  18. Scyther's Slashing Saturday Week 9 - Baby Scyther Image courtesy of @The Nyx Avatar @Dokutah Jolly
    4 points
  19. Enter the modern Domain of these Dinosaurs! Our chosen term for this group of cards – Dinoruffia (ダイノルフィア) – might be tentative. We will issue an update if we deem necessary. BACH-JP009 Dinoruffia Therizia Level 4 DARK Dinosaur Effect Monster ATK 1500 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can Set 1 “Dinoruffia” Trap directly from your Deck to your Spell & Trap Zone, then, if you have 2000 or less LP, this card gains 500 ATK. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Therizia”. BACH-JP010 Dinoruffia Diplos Level 4 DARK Dinosaur Effect Monster ATK 1000 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can send 1 “Dinoruffia” card from your Deck to the GY, then, if you have 2000 or less LP, inflict 500 damage to your opponent. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Diplos”. BACH-JP038 Dinoruffia Kentregina Level 6 DARK Dinosaur Fusion Effect Monster ATK 4000 DEF 0 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) Loses ATK equal to your LP. (2) During the Main Phase (Quick Effect): You can pay half your LP, then banish 1 “Dinoruffia” Normal Trap from your GY; this effect becomes that Trap Card’s effect when that card is activated. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP039 Dinoruffia Stealthbegia Level 6 DARK Dinosaur Fusion Effect Monster ATK 0 DEF 2500 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) While you have 2000 or less LP, you do not pay LP to activate Trap Cards or “Dinoruffia” monster effects. (2) When your opponent activates a monster effect (Quick Effect): You can inflict damage to them equal to that monster’s original ATK. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP068 Dinoruffia Domain Normal Trap You can only activate 1 card with this card’s name per turn. (1) During the Main Phase: Pay half your LP; Fusion Summon 1 “Dinoruffia” Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Material. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP069 Dinoruffia Alert Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; for the rest of this turn, you cannot Special Summon monsters, except “Dinoruffia” monsters, also Special Summon from your GY up to 2 “Dinoruffia” monsters whose total Levels equal 8 or less, but they cannot declare attacks. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP070 Dinoruffia Brute Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; destroy both 1 “Dinoruffia” monster you control and 1 card your opponent controls. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP071 Dinoruffia Shell Counter Trap You can only activate 1 card with this card’s name per turn. (1) At the start of your opponent’s Battle Phase: Pay half your LP; Special Summon 1 “Dinoruffia Token” (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, your opponent cannot target other monsters for attacks while you control that Token this turn. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP072 Dinoruffia Sonic Counter Trap You can only activate 1 card with this card’s name per turn. (1) When your opponent activates a Spell/Trap Card, if you control a “Dinoruffia” monster: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy 1 “Dinoruffia” monster you control. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP073 Dinoruffia Reversion Counter Trap You can only activate 1 card with this card’s name per turn. (1) If you control a “Dinoruffia” Fusion Monster: Pay half your LP, then banish 1 Counter Trap from your GY; this effect becomes that Counter Trap Card’s effect when that card is activated. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. Source: https://ygorganization.com/dinoruffia/
    4 points
  20. Furret Stuff Week 14 - Tangled Love! @Sleepy
    4 points
  21. https://ygorganization.com/newagentvenus/ The Agent of Destruction – Venus Level 3/DARK/Fairy/Tuner/Effect You can use only 1 effect per turn among the (1) and (2) effects with this card’s name, and only once that turn. (1) You can banish 1 “The Agent of Creation – Venus” from your GY; Special Summon this card from your hand. (2) You can pay LP in multiples of 500, then target 1 of your “Mystical Shine Ball” that is banished or in your GY for each 500 LP paid; Special Summon them, but return them to the bottom of the Deck when they leave the field. 0/1600
    4 points
  22. Tech-Tonic Geodestruct Dragon DARK - Level 9 - Wyrm/Synchro/Effect - 3200 ATK/2800 DEF 1 Tuner + 2+ non-Tuner monsters If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. Banish any monster destroyed by battle with this card, also while that monster is banished, the zone that monster was in cannot be used and cards with the same original name have their effects negated. Lock your opponent's zones permanently! Sorta. Combination of Dimensionhole, Prometeor, and a bit of Prohibition on a level 9 Synchro with 3200 ATK. It can even lock Extra Monster Zones, but this notably locks the zones of monsters when it destroys by battle, so its pretty vulnerable to Main Phase disruption. Duelingbook: https://www.duelingbook.com/card?id=2754445 Artist: https://www.pixiv.net/en/artworks/67601497
    3 points
  23. Music so you won't get bored of reviewing^^ (if any) To start off, we have these handsome generic support for Fusion: What if, something/series/archetype linking them together? How broken/strong can it be? Well that is what i did right now here Also art taken from GBF (as usual using Cygames art)
    3 points
  24. A quick little something I made as thanks for all the Furret statuses since it is my favorite Pokemon. (Yes that's a cartoon "me", my pokemon team drawing was one of my first times using markers for skin tones so I darkened it a bit more than I should've... this one could still go a tiny bit darker but it is closer to IRL than the other drawing xD ) @Rayfield Lumina PD: I think the tag option is broken or maybe it just works different now....
    3 points
  25. Scyther's Slashing Saturday Week 11 - Scyther in the Dusk Holy moly, I'm running out of Scyther stuff *sweats* Welp, there you go, @Dokutah Gory, Woundslinger
    3 points
  26. In one hand, man this archetype's idea is among the cooler ones i've seen i quite some time. On the other, please explain, what the actual f*ck was going on that deck sample? I just, saw some random magnets and blue eyes and just, lost my sh*t. To be fair, even if ya might risk bricking, making a board that includes a Superconductive would be hilarious as all hell. Wonder if ya could turn this into like, an A to Z engine, or the weird Armed Dragon + XYZ fusion. Cant remember how those were worded, but if you could, it would be absolutely hilarious. Thank you, this is beautiful
    3 points
  27. So this is just something I've worked on for a little. It was meant to kind of fix some of the problems that the current card frame has like making the art frame+effect box bigger. The template is really customizable. There are different options/versions of layers inside the .psd file that you can toy around with to achieve something you like. So you might have to take your time going through the layer folders to see all the different options there are. I took inspirations from the Rush Duel Frame and the 4Kids Frame when making this. You can check out examples here. - Credits are not necessary, but very much appreciated - ________________________________________________________ LINK TO THE MEGA DOWNLOAD PAGE: https://mega.nz/file/cNVAVRxY#2bb3KwuNFowOOgfI4QtR8ixDc5go0RCvfHwADiLtdzM (This is a .psd file and will only work with photoshop). ________________________________________________________ For the Fonts, it is broken down into 3 categories: 1) Required Fonts (MUST have/download), Optional Fonts (different options for required fonts), and Extra Fonts (Not totally necessary, but if you want to toy with things around more in the file it will help you out). 1) Required Fonts: > MatrixRegularSmallCaps > Yugioh ITC Stone Serif > Stone Serif ITC Medium - Italic > YugiohRushDuelNumbersV4 - Optional: MatrixBoldSmallCaps - Optional: EurostyleCandyW01-Semi-Bold - Optional: Archive 2) Extra Fonts: > Aero ________________________________________________________ Keep in mind that this template is still very early in design and is practically in its beta form. Please expect changes to come in the future. I will denote changes to the template by updating this post. Currently in this version: Frames: - (Official) Effect, Normal, Ritual, Fusion, Synchro, Xyz, Pendulum, Link, Token, Obelisk, Ra, Slifer, Spell, Trap - (Unofficial) Half-Trap Frame, Green/Purple Frame, Green/Blue Frame I really want to thank 9558able, GraysonGoodwin, and Youssef-Mamdouh. Without their resources, this template would've been much harder to make. CREDITS/ELEMENTS GATHERED: Konami, Google Images Template Inspirations: 9558able Card Frame Textures: GraysonGoodwin Link Frame Texture: Youssef-Mamdouh
    3 points
  28. https://ygorganization.com/itsasmallworldafterall/ BODE-EN000 Heritage of the Light Spell/Continuous If a Monster is Ritual, Fusion, Synchro, or Xyz Summoned, while a monster with the same card type (Ritual, Fusion, Synchro or Xyz) is on the field: You can draw 1 card. You can only use this effect of “Heritage fo the Light” once per turn. BODE-EN081 Night Sword Serpent Level 4/WATER/Reptile/Effect If this card is sent to the GY by a card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of “Night Sword Serpent” once per turn. 500/600 BODE-EN082 D.D. Assault Carrier Level 8/DARK/Machine/Effect Cannot declare an attack unless you banish 1 card from your GY. If exactly 3 of your cards are banished: You can Special Summon this card from your hand. You can only use this effect of “D.D. Assault Carrier” once per turn. 2500/2500 BODE-EN083 Abyss Keeper WATER/Link 2/Fish/Link/Effect 2 Water Monsters Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can Special Summon 1 Fish monsters from your hand to your zone this card points to. You can target 1 other Fish monster you control and 1 card your opponent controls; Banish those cards. You can only use each effect of “Abyss Keeper” once per turn. 1500/- BODE-EN084 Apex Predation Trap If you control a Normal Summoned/Set Monster: Destroy all Special Summoned monsters on the field. Until the end of your next turn after this card is activated, you cannot Normal Summon/Set. You can only activate 1 “Apex Predation” per turn.
    3 points
  29. @PETER CURRAN not to discourage you but Nyx kinda like "realistic" takes on his contest So you need to adjust couple of notches like that dark synchro frame into > actually synchro
    3 points
  30. Take Your Place Quick Play Spell Cards and effects cannot be activated in response to this card's activation. Send all cards in your deck to your GY, return all banished cards to their owner's deck, then banish face-down your Hand, GY, and monsters on your field, then draw a number of cards equal to the number of cards banished from your hand, then special summon a number of level 4 or lower monsters from your deck up to the number of monsters banished from your field by this effect. You cannot activate the effects of cards in your GY for the rest of the turn except this card. At the start of the end phase of this card's activation: return all cards in both player's GY to the deck. A classic tale of the dead become the living and the living become the dead.
    3 points
  31. Scyther's Slashing Saturday Week 10 - Patronus Scyther! Bonus points if you like Harry Potter @Dokutah Jolly. If you don't, welp, it's a cool pic regardless xD
    3 points
  32. https://ygorganization.com/abonddarkerthanblack/ BACH-JP049 An’ei no Yamireitsukai Dharc (Dharc the Dark Charmer, Umbral) Link 2/DARK/Spellcaster/Link/Effect BL, BR 2 monsters, including a DARK monster (This card is always treated as a “Familiar-Possessed” card.) You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can target 1 DARK monster in your opponent’s GY; Special Summon it to your zone this card points to. (2) If this Link Summoned card is destroyed by battle, or is destroyed by an opponent’s card effect while in its owner’s Monster Zone: You can add 1 DARK monster with 1500 or less DEF from your Deck to your hand. 1850/-
    3 points
  33. https://ygorganization.com/peopledreamingofritualdddblowntheheckout/ BACH-JP013 DD Griffon (D/D Griffon) Level 4/DARK/Fiend/Pendulum/Effect <1> Pendulum Effect: You can only use the Pendulum Effect of this card’s name once per turn. (1) You can target 1 Fiend monster you control; it gains 500 ATK for each “Dark Contract” Spell/Trap with different names you control and in your GY (until the end of this turn), then destroy this card. Monster Effect: You can only use the 1st, 2nd, and 3rd effect of this card’s name each once per turn. (1) If you control a “D/D” monster: You can Special Summon this card from your hand in Defense Position. (2) If this card is Pendulum Summoned: You can discard 1 “D/D” or “Dark Contract” card; draw 1 card. (3) If this card is Special Summoned from the GY: You can add 1 “D/D” card from your Deck to your hand, except “D/D Griffon”. 1200/1200 BACH-JP044 DDD Shachioh Death Machina (D/D/D Amnesty King Doom Makina) Rank 10/DARK/Fiend/Xyz/Pendulum/Effect <10> Pendulum Effect: You can only use this card name’s Pendulum Effect once per turn. (1) If you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that target in your Pendulum Zone. Monster Effect: 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a “D/D/D” monster you control as material. (Transfer its materials to this card.) (1) You can only control 1 “D/D/D Amnesty King Doom Makina” in the Monster Zone. (2) Once per Chain, when your opponent activates a Monster Card’s effect on the field (Quick Effect): You can detach 2 materials from this card or destroy 1 “Dark Contract” card you control, and if you do, attach that opponent’s card to this card as material. (3) Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone. 3000/3000 BACH-JP056 Tokkyoken no Keiyakushorui (Patented Dark Contract Documents) Spell/Field You can only use the 2nd effect of this card’s name once per turn. (1) If your opponent Special Summons a monster(s) of the same type (Fusion, Synchro, Xyz, Link) as a “D/D/D” monster you control: You can inflict 1000 damage to them, also they cannot Special Summon monsters of the same type as those Summoned monsters for the rest of this turn while this card is face-up on the field. (2) If this card is sent to the GY: You can add 1 “D/D” monster from your GY or face-up Extra Deck to your hand. BACH-JP075 DDD Headhunt (D/D/D Headhunt) Trap You can only activate 1 card with this card’s name per turn. (1) If you control a “D/D/D” monster: Target 1 face-up monster your opponent controls; take control of it (until the End Phase of the next turn), but its effects are negated, it cannot declare an attack, also if it was Special Summoned from the Extra Deck, it is treated as a “D/D/D” monster.
    3 points
  34. As usual, i searched for a silly card on the pool, then i found this "Move the turn count forward by 1 turn. The turn in which this card is activated continues as normal." Question is, 1) What the hell with that effect? 2) Can we do something with that gimmick/mechanic/turn-count based effect? 3) Konami haven't make something out of this yet, and i see no one here too making it? (at least what i am seeing) So here i am, albeit kind of busy, cant contain myself to see what kind playstyle if it were made as an archetype, as such, making the cards suddenly as of now Explanation wise, Chronous, portmanteau of Chronos/Khronos (Time) and Nous (Common Sense/Practical Intelligence), a bunch of guys/creature, able to control time, keeping the time intact for the balance of all universe Also art taken from CFV, Gear Chronicles As you can see, i am rushed to make this, so it is still unfinished (no effect for some cards), anyway, thoughts?
    3 points
  35. Hey there everyone. In this topic, I'll be showing you guys some cards for a new Archetype I came up with. I shall let you all know, this Archetype is still a 'work in progress', that's why I'm only posting a few of them. In fact, I already mentioned on a previous post about a NEW ARCHETYPE IDEA, where I posted some written cards, in order to share this idea with you all and see how much I can go with it. In other words, I needed some opinions/suggetions/ideas from you guys about it. In the end, I was able to make the cards visual, so there you have them (I made some alterations after some thinking and discussing it with someone else). Let me know what you guys think, and if you have any suggestions, also let me know. It will help me so much. NOTES: All monsters from the Deck (well most of them) will be High-Level monsters (from Level 10 to 12). But even so, they will have stats and effects that any Lower-Level monsters would have. And they all share the same summoning conditions and effects. The "Clockgear Token" are the most essential for this Archetype. From using them as materials for the summoing of monsters from the Extra Deck or any other; to activate effects; and also avoid destruction or any other problem. On the previous post, I named some of these cards with "T&S" (Time & Space), but I wasn't so sure about that name. So I changed it to "T/S/D" (Time/Space/Dimension). But even so, I'm still not so sure. What do you guys think? I'm thinking on adding Fusion, Synchro, and Xyz cards to this Archetype besides Link and Pendulum. But I have yet to think it through more. UPDATE: I've just made some changes to the cards, specially the Link Pendulum monsters. I'll write in '( )' the changes that I made. Let me know what you guys think. "Clockgear Quarter Knight" Level 10 - LIGHT Warrior/Effect ATK/2000 - DEF/2000 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). Once per turn, while face-up on a Monster Zone that a Link Monster or a Link Pendulum Card in the Pendulum Zone points to: You can target 1 face-up monster your opponent controls; change it's battle position, and if you do, reduce that monster's ATK or DEF (depending it's current battle position) to 0. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (On this one, I specified that it's effect only targets a face-up monster. I forgot to write that part XD. Also, I didn't knew if it was necessary, but I wrote that it's effect can be activated if it's in a Monster Zone that a Link Monster or a Link Pendulum Monster in the Pendulum Zone points to) "Clockgear Half-Pass Samurai Ryu" Level 11 - LIGHT Machine/Effect ATK/2400 - DEF/1700 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). When this card destroys a monster by battle, while face-up on a Monster Zone that a Link Monster or a Link Pendulum Card in the Pendulum Zone points to: It can make a second attack in a row on monsters during each Battle Phase. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (I did the same on this one like on "Quarter Knight". I also reduced it's ATK to 2400 instead 2600) "Clockgear Paladin O-Clock" Level 11 - Light Warrior/Effect ATK/2500 - DEF/2300 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). Once per turn, during either player's turn, when a Spell/Trap is activated (Quick Effect): Negate that card's effect, and if you do, change this card's current battle position. This card gains 300 ATK/DEF x each "Clockgear Token" on the field. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (On this one, I decided to change a little it's effect, along with it's Level. Turning it into a Level 11 instead) "Clockgear Token" Level 1 - LIGHT Machine/Token ATK/0 - DEF/0 Text: This card can be used as a "Clockgear Token". "T/S/D Chrono-Bot" LIGHT Machine/Link/Pendulum/Effect Pendulum Scale: < 9 - 9 > ATK/1500 - Link-1: U Pendulum Effect: During either player's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Clockgear Token" to your zone this card points to. During the Battle Phase: You can target 1 "Clockgear" or "T/S/D" monster you control (except Tokens); tribute 1 "Clockgear Token", and if you do, this turn that monster can inflict piercing battle damage to a Defense Position monster. You can only use 1 "T/S/D Chrono-Bot" effect per turn, and only once that turn. The monster this card points to gain 500 ATK. Monster Effect: 1 "Clockgear Token" Cannot be targetted for an attack. If this card is Link Summoned: You can place it in your Pendulum Zone. This effect cannot be negated. If you control Link Pendulum Cards in your Pendulum Zones with at least 1 difference between the Pendulum Scales: You can Pendulum Summon this face-up card in your Extra Deck, but send it to the GY when it leaves the field. Once per turn: You can Special Summon 1 "Clockgear Token", but destroy this card during the End Phase. "T/S/D Thermo-Bot" FIRE Machine/Link/Pendulum/Effect Pendulum Scale: < 13 - 13 > ATK/1300 - Link-1: UL Pendulum Effect: During either player's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Clockgear Token" to your zone this card points to. During either player's turn (Quick Effect): You can tribute 1 "Clockgear Token", destroy 1 Spell/Trap your opponent controls. You can only use 1 "T/S/D Thermo-Bot" effect per turn, and only once that turn. The monster this card points to cannot be targetted by card effects. Monster Effect: 1 "Clockgear Token" Cannot be targetted for an attack. If this card is Link Summoned: You can place it in your Pendulum Zone. This effect cannot be negated. If you control Link Pendulum Cards in your Pendulum Zones with at least 1 difference between the Pendulum Scales: You can Pendulum Summon this face-up card in your Extra Deck, but send it to the GY when it leaves the field. Once per turn: You can Special Summon 1 "Clockgear Token", but destroy this card during the End Phase. (Now on both Link Pendulum monsters, I only changed their Monster Effects. Now they can be placed in the Pendulum Zones "after" they are Link Summoned, which is an effect that cannot be negated. Also, I took away their effect of changing the direction of their Link Arrows if they were in the Monster Zones. Even so, they can still Special Summon 1 "Clockgear Token" to any of your Monster Zones, except the Extra ones of course XD, but the downside to this is that they are destroyed afterwards. Which leades us to the last change I made; I realized before that I didn't specified a way to Pendulum Summon them from the Extra Deck, so I made a way to do so: by taking into account the difference between the Pendulum Scales of the Link Pendulum Cards in your Pendulum Zones. For Example: If I have a "T/S/D Chrono-Bot", which is Link-1, face-up in the Extra Deck, and I have a Pedulum Scale setted with two Link Pendulum monsters, one with a Scale of 9 and the other with a Scale of 11, I can Pendulum Summon it. After all the difference between the Pendulum Scale of both monsters is 'One'. On another example: If a have setted a Pendulum Scale with "Chrono-Bot", scale of 9, and "Thermo-Bot", scale of 13, the difference will be 'Three', which means that I would be able to Pendulum Summon a Link-3 Link Pendulum Monster face-up in the Extra Deck) "T/S/D Time-Frame Core" Spell - Continuous Effect: All "Clockgear Tokens" you control are unaffected by your opponent card effects, nor cannot be destroyed by battle. This effect is also applied the turn this card leaves the field. Each time a "Clockgear Token" leaves the field, you can draw 1 card. While this card is in the Graveyard, except the turn it was sent there: You can Link Summon 1 Link-1 or 2 "T/S/D" Link monster, by banishing this card as it's only material. You can only have 1 "T/S/D Time Frame Core" on the field, and use it's effect once per turn. (I took away from this one the protection to battle destruction)
    3 points
  36. Beyond Time and Reality - Neitlinagi DIVINE Level 12 Creator Deity / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. At the start of your first turn's Main Phase 1, you can banish this card (from your hand or Deck). While it is banished, each time a monster activates its effect, you can note its Type OR Attribute. If you have 10 or more noted different Types and/or Attributes: You can Special Summon this card to your leftmost Main Monster Zone. This card's Summon cannot be negated. Unaffected by other card effects. Cannot be Tributed or used as material. If this is the only monster you control, your opponent can attack you directly. Once per turn: You can move this card to the immediate zone to its right (swap places with any other monster if needed). If this card is in your rightmost Main Monster Zone, you win the Duel. ATK 0 / DEF 8000 Lore And she was there, sitting in the place where no Light nor Shadow can reach. The land devoid of warmth and coldness, and where Love and Hatred was not even an idea. The Absolute All of Nothingness... but her. Simple mortals wouldn't be able to tell if she was there for the briefest of lapses or an eternity, her eyes closed... her heart still. But the moment came when The Time, extending its infinite arms, trying desperately to hold to any of the worlds that were to be, wept. Its lament so deep, the pain echoed in her heart, and for the first time, she opened her eyes. - Do I exist? - The Time said - I am here, and I am everywhere, and yet who is to notice? Why am I here? Why I am everywhere? And so I say... I am not. She took pity of The Time, and tried to tell it "I can hear you". But then she noticed: The Time was indeed out of reach. For she had no hope. She was only power... the power of beyond, segregated from everything and everyone. And then, understanding that her path was loneliness, she felt the ultimate pain, as well as the resolve to see that Time wouldn't suffer the same. Thus, she journeyed. One world, two worlds, a trillion worlds, and more. The branches of The Tree seemed endless, but not even once did her will wavered. She had a duty, and she'd see it to the end. Therefore, she studied the everything. Her need to look everywhere made her neck grow long and flexible. Her hair became almost as infinite as the cosmos, and every single hair was able to study matter and antimatter as the most sensible hand. The last grain of salt. The last speck of dust. The last drop of water. The last thought, the last feeling. The realms of the reverie and imagination. She learned it All. Knowledge and Wisdom overflowing, she felt the answer was very close, and rushed to revisit one of the worlds she had studied with utmost care. And it was a beautiful land of miracles and pureness. Feeling something was amiss, she inspected the souls of that world's dwellers... those dwellers that always wore smiles on their faces... scared at the emptiness, she left. In the second world, it was hard to distinguish Life and Death. The chaos was almost so perfect it was moving. Letting out a slight sigh, she moved on. The third world... - Alas, this is not the right one - she muttered to herself - Have I grown weary? I must go, before I fail. The third world held people in solitude. Every single one of them. It was not one of the possibilities she had narrowed down. She simply couldn't help but revisit that land of silence. She wanted to cling to the fact that, while everyone there was alone, they were alone in community. She shook her head. Her loneliness was different... it was absolute. And then she parted ways with those she had developed bonds with. Arriving at the fourth world, she saw a lone girl. She liked this girl. She had no pretensions, and no poses. No hypocrisy. She did what she wanted, said what she wanted, and felt what she wanted. She was incredibly kind at times, and also so hideously cruel it was terrifying to watch. She led hundreds, then thousands, and then millions of people, and taught them many things. Ultimately, she understood the reason that world wasn't the right one was precisely that girl. Her excitement was almost uncontrollable as she landed in the fifth world. How could she not notice before? Focused on studying the tiniest of things, she didn't see the whole picture. That world, so amazingly imperfect, was it. The Primordial World, the base of all the others, from which any other world in the multiverse derived from, almost identical, radically different and all the in-between. The final duty was at hand, and at that moment she realized that, unknowingly, all the knowledge she had accumulated in her hair was blooming in power, and she remembered. "Only power, the Power of Beyond". And then, her hair danced as if moved by the most sublime symphony, and the power was so great it broke the boundary between her realm of existence and reality. The hair continued the dance until the primordial world was shaped, and she herself was almost consumed. And now that the world existed, the Time gently embraced it, and people came to know it. But as she was drifting in the shadows, knowing that she had shaped the Everything but nobody would know, she heard a whisper from Time: - I shall remember you And she smiled. Effect / Flavour Relationship Alright, let's go step by step. The effect that allows herself to be banished even from Deck is a clear reference to Neitinagli's original state of being segregated from what we could call our own plane of existence, where Time flows and shows a pale representation of the world possibilities, but is in pain as nobody is there to be a witness of its existence. Neith then awakens and decides to help time, but in order to do, she must discover which is the Primordial World and give it shape. Therefore, she researches -> notes the "non-existence". That's why you require many different Types/Attributes of monsters, so she gathers enough intel to narrow down which is the Primordial World. Of course, many of her immunity effects have to do with her being beyond reality. Her Summon cannot be negated, and she can't be touched by other cards, not even the cheap tactic of Tributing her using Lava Golem and such. Strictly speaking, she shouldn't be vulnerable to battle destruction, but here's where game balance comes at play, because there should be no card or win-con strategy that doesn't have a weakness somewhere. At any rate, I stayed true to her incorporeal being as your opponent can attack you directly if you only control her, and regardless of this all, she had that absolutely insane DEF which represents her unwavering will to finish her duty, as well as a reference to a story of mine in which the universe is shaped in a similar way and it is made of 8 elements (8000 DEF). The rest should be pretty obvious, I'd say. The five worlds she visits represented by the five Monster Zones she visits. I have to say, I'd have loved to include some effect that was a reference to those worlds, but of course, that would have caused the card's effect to triple in size or something, and most likely destroy the delicate balance of a win-con card. The fact that you win the Duel as she brings the world to existence is a simple parallelism of reaching the ultimate goal no matter the hardships. In this case, since you're playing a card game, your ultimate goal is winning. Welp, there it is, @Nede, @Dokutah Jolly, @ITSUKOSOADO, thanks for insisting in me posting, I hope you like it n.n
    3 points
  37. So, recently, a user under the name of Kanashimi made an archetype, the Chronus Archetype, based on the concept of one of the dumbest cards to have ever existed, Pyro Clock of Destiny. The OG card has the ability to advance the Turn Counter, and the whole archetype they made was centered around effects triggering past certain turns, a win con once the turn counter reached a specific value, and a number of ways to advance turns. Seeing a card as dumb as Pyro Clock be adapted into something playable kind of inspired me to see if i could figure out a way to make something with the card. And then, i had an idea for a retrain of Pyro Clock Scorching Clockhouse of Fate Normal Spell If you have 3 or more cards in your hand: Discard your entire hand; Skip to your next Main Phase 1, but you cannot conduct your Battle Phase this turn You can only activate "Scorching Clockhouse of Fate" once per duel So, here is the final product of my particular take on a Pyro Clock retrain. The whole idea came up to me after thinking to myself, while reading Chronus cards "Thank god these cards affect the Turn Counter instead of advancing turns themselves. Could you imagine how broken they would be if they changed turns and refreshed HOPTs?". I almost inmediatly, after having that thought, went "wait a minute, you could make a card out of this". And thus, Clockhouse was born. This is, kind of a more casual take on the series of cards ive been slowly making where i try to see how far yugioh players are willing to go in exchange for certain powerful effects, in this case, getting to refresh your HOPTs, an absolutely disgustingly powerful effect. For obvious reasons this is less of a Realistic card that could actually exist on real yugioh card and kind of a more casual card, being mainly a thought experiment on the absolutely broken things certain decks could do with an extra turn to play around with. At the same time, though, there arent many decks that can just choose to give up 3 entire cards in had just because, so maybe it would be something like just a Prankids-esque deck playing Red Eyes Fusion, summoning Dragoon, playing this card to clear Fusion's effect and then going through their entire 1 card line. Or, y'know, doint their 1 card line twice I can almost inmediatly tell you that the Synchron nonsense going around probably can abuse the hell out of this card, given just how much they draw, giving them fodder for the cost, and the fact that using this card would clear Junk Speeder's Synchro lock while refreshing its HOPT, even if you would probably have a hard time messing with deck space in order to fit hat many targets. Maybe could be used for a 60 cards Synchron salad deck, or an FTK variant (Or, yknow, just refresh Halq and Co). A whole bunch of FTKs could also be born out of this card, trying to use it to get their key once per turns going again. GY centric decks, so long as they could pay the 3 cards minimum, would have a blast with this given that they would mainly care about getting to trigger all the GY effects again. Maybe that would include Eldlich? Idk Anyways, do you have any ideas for some disgusting nonsense that could be born out of this card? I would love to hear about them, this def is a weird card tbh
    3 points
  38. So, as a fan of Yu-Gi-Oh! and Final Fantasy, I created four cards based off the four Archfiends from Final Fantasy IV. Each Archfiend represents one of the four Elements of Nature, Water, Earth, Fire, and Air. Tell me what you think, and feel free to show cards you think would support any of them or build a deck centered around one of the four monsters. I say one because there's no way to build a balanced deck that is centered around more than one of the Archfiends.
    3 points
  39. https://ygorganization.com/thebeginningofawonderfuladventure/ BACH-JP060 Fuwandereeze to Tabijitaku (Floowandereeze and the Journey Preparations) Spell/Quick-Play You can only activate 1 card with this card’s name per turn. (1) Banish 1 Winged Beast monster from your hand or face-up field; add 1 “Floowandereeze” monster or Field Spell from your Deck to your hand, then gain 500 LP.
    3 points
  40. You've heard of Ouija board. Here's WEEGEE board!
    3 points
  41. New Clear World Spell Card Target 1 face-up monster you control; destroy it, and if you do, Special Summon 1 monster with a different original Type and Attribute and a lower original Level from your Deck in Defense Position, but its effects are negated. You can only activate 1 "New Clear World" per turn.
    3 points
  42. https://ygorganization.com/thissureisthestartofascifihorrorflickwheretheblackguydiesfirst/ BACH-JP019 Hen’itai Myutria (Mutant Myutria / Myutant Mutator) Level 1/WATER/Psychic/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If you control a “Myutant” card: You can Special Summon this card from your hand. (2) You can Tribute this card, then banish 1 “Myutant” card from your hand or Deck; Special Summon 1 monster from your hand or Deck, based on the banished card, and if you do, you lose LP equal to that monster’s original ATK. ● Monster: “Myutant Beast” ● Spell: “Myutant Mist” ● Trap: “Myutant Arsenal” 0/0
    3 points
  43. DP26-JP016 Daiyousai Kujira (Mega Fortress Whale) Level 7 WATER Fish Effect Monster ATK 2550 DEF 2350 You can only use the 1st, 2nd, and 3rd effect of this card’s name each once per turn. (1) If “Umi” is face-up on the field: You can activate this effect; your WATER monsters can attack directly this turn. (2) During your opponent’s Battle Phase (Quick Effect): You can target 1 face-up monster they control; destroy it. (3) If this card on the field is destroyed by battle or card effect: You can take 1 WATER Warrior monster from your Deck or GY, and either add it to your hand or Special Summon it. DP26-JP018 Death Kraken (Doom Kraken) Level 4 WATER Aqua Effect Monster ATK 1400 DEF 1600 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If “Umi” is face-up on the field (Quick Effect): You can target 1 WATER monster you control, except “Doom Kraken”, and 1 monster your opponent controls; Special Summon this card from your hand, and if you do, return the first target to the hand, and if you do that, destroy the second target. (2) When an opponent’s monster declares an attack: You can return this card to the hand, and if you do, negate that attack. DP26-JP019 Denki Kurage – Physalia – (Electric Jellyfish – Physalia / Physalia) Level 4 WATER Aqua Effect Monster ATK 1400 DEF 1700 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can send 1 “Umi” from your hand, Deck, or face-up field to the GY; Special Summon 1 WATER monster from your hand. (2) When your opponent activates a Spell Card or effect, or a monster effect, and “Umi” is face-up on the field (Quick Effect): You can negate that effect, then this card gains 600 ATK/DEF. DP26-JP020 Fish Sonar Normal Spell You can only activate 1 card with this card’s name per turn. (1) Add 1 Level 7 or lower monster that is a WATER Normal Monster or specifically lists “Umi” in its text from your Deck to your hand, then, if “Umi” is face-up on the field, you can Special Summon 1 WATER Normal Monster from your Deck. DP26-JP021 Sea Stealth II Continuous Spell Card You can only use the 3rd effect of this card’s name once per turn. (1) This card’s name becomes “Umi” while face-up on the field or in the GY. (2) Your opponent cannot target WATER monsters you control with non-WATER monsters’ effects. (3) At the start of the Battle Phase: You can Special Summon 1 monster that specifically lists “Umi” in its text or 1 WATER Normal Monster from your hand or GY in Defense Position, but destroy it at the end of the Battle Phase. DP26-JP022 Angan no Leviathan (Leviathan of the Reef / Kairyu-Shin of the Reef) Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) Send 1 face-up “Umi” you control to the GY; you cannot Special Summon monsters until the end of your next turn, except WATER monsters, also Special Summon up to 2 WATER Normal Monsters, and/or monsters that specifically list “Umi” in their text, with different names from your hand or Deck in Defense Position, then, if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand or Deck. Source: https://ygorganization.com/thefreakyfishguyrises/ Looks like we've finally got some really solid WATER/Umi support! Personally, I kinda wish they supported WATER non-effect monsters rather than Normal monsters, just so that the original Fortress Whale could benefit from the support.
    3 points
  44. https://ygorganization.com/chaoticbirdofchaos/ Chaos Nephthys Level 8/DARK/Winged Beast/Special Summon/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use this card name’s (1) effect once per turn. (1) If this card is in your hand or GY and a card(s) on the field is destroyed by a card effect: You can banish 1 LIGHT and 1 DARK monster from your GY, except “Chaos Nephthys”; Special Summon this card. (2) If this card is Special Summoned: You can target 1 card your opponent controls and 2 cards in their GY; banish them. 2400/1600
    3 points
  45. I've finally gotten around to watching Deltarune Ch. 2 Gotta say, this one definitely got me super invested in the whole story. Ch. 1 was intriguing coming off the back of Undertale, but I don't think it opened up as many mysteries/questions moving forward as this one.
    3 points
  46. You probably know from the topic title, so here you go: Was thinking on making a Ritual Monster with 2 Ritual Spells related to it. Not only that, but the Ritual Spell can act as a Normal Spell by discarding it and controlling the given Ritual Monster, thus, taking idea of Saber from fate series Originally planned on Casual section, but the effect i think is strong enough to be used competitively, while also the idea of 2 Ritual Spells for 1 Ritual Monster aren't that new breakthrough? Short lore wise, based on Artemisia I, Queen of Halicarnassus while mixing with Altria Pendragon from Fate. I hardly see word "holy" on YGO, but "divine", so i decided, to distinct her as a divine/god card related, i use holy instead
    3 points
  47. https://ygorganization.com/areyouhiiragirumiordaveighchase/ BACH-EN046 神隠し鬼火丸 Kamikakushi Onibimaru (Spiriting-Away Onibimaru) Rank 2/DARK/Fiend/Xyz/Effect 2+ Level 2 monsters You can only use this card name’s (1) and (2) effects once per turn each. (1) You can detach 1 material from this card, then target 1 monster your opponent controls; banish it until your opponent’s End Phase. (2) If this card is destroyed by your opponent: You can target any number of banished monsters, up to the number of materials that were attached to this card; shuffle them into the Deck. 1900/1600
    3 points
  48. "Oh my God!" - Luigi
    3 points
  49. Hi, my name is Yuo, im new here! I love making my own custom archetypes and i wish to duel with it! Please show me the way. This is my Ace Cards
    3 points
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