Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 04/26/2020 in all areas

  1. 3 points
    Looks like it's pulsing, Blu, good job! --- I want to upload a drawing today ^_^ I made this drawing not so long ago (3 years, perhaps?). I was thinking of making an archetype that kinda worked similar to Atlanteans, but stronger, to actually be in the level of Mermails by keeping a gimmick similar to Atlanteans. The idea was that these chibi girls were made of Ice, but are sentient, and have a beautiful city devoted to arts and culture, calle Iv Astel. This girl is called Aislinor and is the princess of that realm, and the engine of the deck, the other members are a librarian, a minstrel, an astronomist, a flourist, an actress, an alchemist, etc. The gimmick was supposed to be "If this card is sent to the GY to activate a "Damselice" card effect: You can X. So yeah, these girls are supposed to activate double effects most of the time, the one from the user and the one from the sacrifice, who turns to snow in a "transcend" sort of way. The difference with Atlanteans is that their effects activated with any Damselice card, including Spell and Traps, instead of working with the whole Attribute. I only made this one, because it was hard and didn't have confidence to make the others ^_^''
  2. 3 points
    ESPerado is comprised of Psychic-Type monsters with a focus on using banishing to inflict massive effect damage. They have a Western outlaw theme. "ESPerado Gunslinger" Level 4/Psychic/Effect/WIND/1500/1500 Once per turn, during your Main Phase: You can inflict damage to you opponent equal to half of the combined ATK of all monsters you control, then, if you do, banish this card. "ESPerado Bandit" Level 4/Psychic/Effect/WIND/1500/1500 If this card inflicts battle damage to your opponent: you can banish this card, inflict damage to your opponent equal to the ATK this card had on the field. "ESPerado Mastermind" Rank 4/Psychic/Xyz/Effect/WIND/2500/2500 2 or more (max. 5) Level 4 monsters Once per turn, during your Standby Phase: Inflict 500 damage to your opponent for each Material attached to this card, then detach one Material from this card. Next: "Undermine"
  3. 2 points
    Monsters: Mystical Sand of Agido - ** EARTH Fairy/Effect (100/100): (Quick Effect) Once per turn, you can target 1 “Mystical Sand” monster in your GY, except for “Mystical Sand of Agido”: Special Summon that monster, and if you do, advance the current turn count equal to sum of both that and this card’s original Levels. Mystical Sand of Kelbek - ** EARTH Fairy/Effect (100/100): (Quick Effect) Once per turn, you can target 1 monster your opponent controls with a Level: Advance the turn count by its Level, then return both it and this card to the hand. Mystical Sand of Keldo - ** EARTH Fairy/Effect (100/100): You can reveal this card in your hand (Quick Effect): Target up to 2 cards in your opponent’s GY and banish them and this card face-down; then advance the turn count by 2 for each monster banished by this effect. Mystical Sand of Mudora - ** EARTH Fairy/Effect (100/100): Gains 200 ATK and DEF x the current turn count. Mystical Sand of Zolga - ** EARTH Fairy/Effect (100/100): You can reveal this card in your hand (Quick Effect): Gain 200 LP x the current turn counter, then banish this card face-down, and if you do, monsters you control gain ATK and DEF equal that amount until the End Phase. Mystical Sand Witch - ****** EARTH Fairy/Fusion/Effect (100/100): 2 or more “Mystical Sand” monsters You can also Fusion Summon this card by Tributing “Mystical Sand” monsters you control whose total Levels equal 6 (in which case you do not use “Polymerization"). When this card is Fusion Summoned: Advance the current turn count by 6. If the current turn count is 20 or higher, your opponent cannot target this card with card effects. This card can attack your opponent directly. Each time this card inflicts damage to your opponent LP: Advance the turn count by 2. Mystical Sand Beast of Serket - Link 5 EARTH Fairy/Link/Effect (?/x): 2+ “Mystical Sand” monsters with different names [L][R][BL][BR][BM] Must be Link Summoned, and cannot be Special Summoned by other means. When this card is Link Summoned, advance the turn count forward by the number of Link Materials used in its Link Summon x10. Gains ATK equal to the number of Link Materials used in its Link Summon x1000. If the current turn count is 99 or higher: You win the Duel. Spells: Mystical Sand River of Denial - Field Spell: When this card is activated, you can add 1 “Mystical Sand” monster from your Deck to your hand. You can only activate this effect of “Mystical Sand River of Denial” once per turn. Monsters Summoned to the field with an ATK or DEF higher than 100 have their original ATK and DEF set at 100. This effect applies even if this card leaves the field. During each End Phase, banish face down all monsters in each player’s GY; other card effects cannot be activated in response to this effect. Exchange of the Mystical Sand - Quickplay Spell: Each player can randomly shuffle up to 5 of their face-down banished cards into their Deck, and if they do, you gain 100 LP for each. After this card successfully resolves, advance the turn count by 1 for each card shuffled into their respective Decks by this effect. If the turn count is 15 or higher, you can banish this card from your GY face-down: Look at your face-down banished cards and target 1 “Mystical Sand” monster among them and Special Summon it. Temple of Mystical Sand - Continuous Spell: “Mystical Sand” monsters you control gain 100 ATK and DEF x the current turn count. If this card on the field is destroyed, you can Special Summon 1 “Mystical Sand” monster from your Deck or Extra Deck; also it cannot be destroyed by battle or by card effects this turn. Traps: Mystical Sand Tribute - Normal Trap: Activate by equipping this card to a face-up monster your opponent controls. Monsters equipped with this card cannot be Tributed or used as Material for the Summon of an Extra Deck Monster. If a card(s) on your field would be destroyed by a card effect, you can destroy the equipped monster instead. If this card is in your GY while the current turn count is 30 or higher (Quick Effect): You can Set this card to your field from your GY, also it can be activated this turn, but banish it face-down when it leaves the field. Mystical Sand Hourglass of Destiny - Continuous Trap: You can only control 1 face-up “Mystical Sand Hourglass of Destiny”. During each Standby Phase: Advance the turn count by 1. Each time a card is added from your opponent’s Deck to their hand: Advance the turn count by 1. Each time a card is moved from the GY to another location (except by being banished): Advance the turn count by 1. Mystical Sand Swallowing All - Counter Trap: Activate only while you control a face-up “Mystical Sand” card. Negate the activation of an opponent’s card effect, and if you do, banish that card face down. Once per turn, you can reveal this Set card on your field: Place 1 Mystical Sand counter on this card. After this card resolves, you can remove 1 Mystical Sand counter from it: Set this card on your field again instead of sending it the GY. You can only have 1 “Mystical Sand Swallowing All” Set on the field at a time.
  4. 2 points
    Civ 6 is free this week on the epic games store.
  5. 2 points
    You thought the Number Hunting was over? THINK AGAIN. The version of “Number 39: Utopia” that was written in Astral’s language that appeared in Episode 1 is included in Collection Pack 2020! This version of Utopia is legal to use in an official Duel, but make sure you have a regular copy on hand to make sure your opponent knows what it does. source: https://ygorganization.com/themostforeignlanguagecardyet/ those madman lol can we get ra retrain with ancient Egypt hieratic konami? thonks
  6. 2 points
    CP20-JP020 Numeron Wall Level 1 DARK Fiend Effect Monster ATK 0 DEF 0 You can only use this card name’s (1) effect once per turn. (1): If you control no cards, or the only card(s) you control is “Numeron Wall” (Quick Effect): You can send this card from your hand or your side of the field to the GY; take 1 “Numeron Network” from your hand or Deck and activate it. (2): When you take battle damage: You can Special Summon this card from your hand, and if you do, end the Battle Phase at the end of the Damage Step. CP20-JP21 Chaos Number 1: Gate of Chaos Numeron Sunya (Number C1: Numeron Chaos Gate Sunya) Rank 2 DARK Machine Xyz Effect Monster ATK 2000 DEF 1000 Materials: 4 Level 2 monsters You can also Xyz Summon this card by using “Number 1: Numeron Gate Ekam” you control as material. (Transfer its materials to this card.) (1) If this card is Xyz Summoned: Banish all monsters on the field. (2) If this card is banished, during your next Standby Phase: You can Specal Summon this banished card, also, if you control “Numeron Network”, inflict damage to your opponent equal to the total ATK of all banished Xyz Monsters. CP20-JP022 Number 1: Gate of Numeron – Ekam (Number 1: Numeron Gate Ekam) Rank 1 LIGHT Machine Xyz Effect Monster ATK 1000 DEF 100 Materials: 3 Level 1 monsters (1) Cannot be destroyed by battle. (2) At the end of the Damage Step when this monster battles an opponent’s monster (Quick Effect): You can detach 1 Xyz Material from this card; double the ATK of all “Numeron” monsters on your field for the rest of this turn. CP20-JP023 Number 2: Gate of Numeron – Dve (Number 2: Numeron Gate Dve) Rank 1 LIGHT Machine Xyz Effect Monster ATK 1000 DEF 100 Materials: 3 Level 1 monsters (1) Cannot be destroyed by battle. (2) At the end of the Damage Step when this monster battles an opponent’s monster (Quick Effect): You can detach 1 Xyz Material from this card; double the ATK of all “Numeron” monsters on your field for the rest of this turn. CP20-JP024 Number 3: Gate of Numeron – Trini (Number 3: Numeron Gate Trini) Rank 1 LIGHT Machine Xyz Effect Monster ATK 1000 DEF 100 Materials: 3 Level 1 monsters (1) Cannot be destroyed by battle. (2) At the end of the Damage Step when this monster battles an opponent’s monster (Quick Effect): You can detach 1 Xyz Material from this card; double the ATK of all “Numeron” monsters on your field for the rest of this turn. CP20-JP025 Number 4: Gate of Numeron – Catvari (Number 4: Numeron Gate Catvari) Rank 1 LIGHT Machine Xyz Effect Monster ATK 1000 DEF 100 Materials: 3 Level 1 monsters (1) Cannot be destroyed by battle. (2) At the end of the Damage Step when this monster battles an opponent’s monster (Quick Effect): You can detach 1 Xyz Material from this card; double the ATK of all “Numeron” monsters on your field for the rest of this turn. CP20-JP026 Numeron Network Field Spell Card You can only use this card name’s (1) effect once per turn. (1) During your Main Phase: You can send 1 “Numeron” Normal Spell Card that meets its activation conditions from your Deck to the GY; this effect becomes that Spell Card’s effect when that card is activated. (2) If a “Numeron” Xyz Monster you control would activate its effect by detaching Xyz Material, it can activate that effect without detaching Xyz Material instead. CP20-JP027 Numeron Direct (Numeron Calling) Normal Spell Card (1) If “Numeron Network” is in your Field Zone, but you control no monsters: Special Summon up to 4 “Numeron Gate” Xyz Monsters with different names from your Extra Deck, but they are banished during the End Phase, and for the rest of the turn, you can only Normal/Special Summon a monster once. So uh, from what everyone's been sayin', these are S0 fodder apparently. Source: https://ygorganization.com/angelisthecenterfold/
  7. 2 points
    No, aside from a slice of life. Speaking of which here's another drawing of them. This time showcasing what each of them will personally do amidst the social distancing (don't ask why they're on the same paper). Also, I'm giving my girls a break next time.
  8. 1 point
    >> @Rayfield Lumina I want you to try making an Archetype out of the card I left you.
  9. 1 point
  10. 1 point
    Banned for constantly changing your team, I don't know anymore what's the line-up xD
  11. 1 point
    The Electric Sheep can't Dream LIGHT/Thunder/Effect Level: 4 If this card is destroyed by battle: You can add 1 Level 4 or lower LIGHT monster from your GY to your hand. If the monster you added to yout hand by this effect was: "The Electric Sheep can't Dream" Draw 1 card. You can only use this effect of "The Electric Sheep can't Dream" once per turn. ATK: 1500 DEF: 1400 Next: The Crying Child in Solitude
  12. 1 point
  13. 1 point
    Red Vice Dragon lv 5 DARK Dragon/Effect If you control no Monsters, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Red Vice Dragon" this way once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 "Resonator" Tuner Monster from your hand or GY in Defense Position, also for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except DARK Dragon Synchro Monsters. You can only use this effect of "Red Vice Dragon" once per turn. ATK/2000 DEF/2400 Red Dragon Wing lv 7 DARK Dragon/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner Monster Gains 200 ATK for each Tuner Monster in your GY. If this card was Synchro Summoned using a "Resonator" Tuner Monster or a non-Tuner DARK Dragon Monster, it gains the following effects. * At the start of the damage step, if this card battles an opponents monster whose ATK is equal or higher than this cards ATK: Destroy that Monster, and if you do, inflict damage to your opponent equal to the destroyed Monsters original ATK. * If this card is used as Synchro Material for a "Red Dragon Archfiend" Synchro Monster: Increase the Summoned Monsters ATK by 1200. ATK/2400 DEF/1600
  14. 1 point
    Arrrggg! How I want these!!! Wonders incoming ^_^
  15. 1 point
    Let me try to help you with the card grammar: Man, yet another strong support for Zombies, huh? Well, that's ok with me, and I love how the opponent is discouraged from negating the effect, specially mid game when you have your supply of Zombies to feed this card's effects. Artwork Suggestion xD
  16. 1 point
    Rush DM looks kind of cool, kind of dorky
  17. 1 point
    Beast Arsenal is an archetype of idem monsters of Level 4 and FIRE Attribute They're supposed to be highly intelligent fauna trained in the art of war and weapon usage (don't do it at home). Their gimmick consist in being able to call directly from the Deck an Equip Spell that is a weapon. Each Beast can activate this effect once per turn if they don't have any Spell equipped, and they all have two possible Equip Spell they can choose and bring to the field. They also have an effect that let them shuffle 1 Equip in the GY into your Deck and disrupt your opponent somehow. The equips in themselves cannot be directly equipped to the Beasts, only the Beasts can do it using their effects, but the Equips have effects on their own when they're in your hand so they're not dead. Beast Arsenal Lobo Sigiloso FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 1 card in your opponent's GY; shuffle them into the Deck, and if you do, each player draws 1 card. Once per turn, if this card is not equipped: You can equip 1 "Beast Arsenal - Stealth Claw" or 1 "Beast Arsenal - Spectre Bomb" to this card directly from your Deck. 1000 / 700 Beast Arsenal León Despiadado FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 1 monster your opponent controls; shuffle the first target into the Deck and change the second target to face-down Defense Position. Once per turn, if this card is not equipped: You can equip 1 "Beast Arsenal - Stealth Claw" or 1 "Beast Arsenal - Missile Launcher" to this card directly from your Deck. 1100 / 600 Beast Arsenal Águila Rapaz FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 2 cards in your opponent's GY; shuffle the first target into the Deck, then banish the second targets. Once per turn, if this card is not equipped: You can equip 1 Beast Arsenal - Missile Launcher" or 1 "Beast Arsenal - Retrieving Anchor" to this card directly from your Deck. 800 / 900 Beast Arsenal Serpiente Letal FIRE Rank 4 Beast / Xyz / Effect If this card is Special Summoned: You can target up to 2 "Beast Arsenal" cards in your GY, then target cards your opponent controls up to the number of cards you targeted in your GY; shuffle the first targets into the Deck, then return the second targets to the owner's hand. You can equip 1 "Beast Arsenal - Spectre Bomb" or 1 "Beast Arsenal - Sound Blaster to this card directly from your Deck. You can detach 1 material from this card: Destroy any number of "Beast Arsenal" Equip Spells you control, and if you do, destroy cards your opponent controls up to the number of Equip Spells you destroyed by this card's effect. You can only use each effect of "Beast Arsenal Serpiente Letal" once per turn. 2000 / 1500 Beast Arsenal - Stealth Claw Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card; add 1 "Beast Arsenal" monster from your Deck to your hand, but you cannot Summon it during this turn. The monster equipped with this card gains the following effect: *Cannot be targeted for attacks or by your opponent's monster effects. Beast Arsenal - Retrieving Anchor Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card, then target 1 "Beast" Arsenal monster in your GY; Special Summon it, but negate it's effects until the end of the turn. The monster equipped with this card gains the following effect: *Once per turn: You can target 1 Spell/Trap your opponent controls; Set that card to your Spell & Trap Zone. Your opponent cannot activate the targeted card in response to this effect's activation. Beast Arsenal - Missile Launcher Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card, then target 1 "Beast Arsenal" monster you control; destroy it, and if you do, Special Summon 1 "Beast Arsenal" monster from your hand or Deck with a different name than the destroyed monster. The monster equipped with this card gains the following effects: *Can attack your opponent directly. If this card is equipped with a "Beast Arsenal" card and is destroyed by battle: Inflict damage to your opponent equal to the ATK of the monster that destroyed this card. Next: Sunny Witch
  18. 1 point
    Feels to me like it's the wrong way to support Flips. An OPT search with no other restrictions like Level, etc. is potent for sure, but IMO Flip decks would prefer ways to be flipped faster instead. But a card like this... I only see it supporting Shaddolls and (Guru) Subterrors, which aren't played like conventional Flip archetypes.
  19. 1 point
    Edit: Just seen I got ninja'ed but with no prompt so... Mirco Mosquito lv 1 DARK Insect/Ritual/Effect You can Summon this card with "Insect Shed Evolution". Cannot be destroyed by battle. All Battle damage you take involving this card becomes 0. At the start of the damage step, if this card Battles an opponents monster: Destroy that monster, and if you do, increase your LP and inflict damage to your opponent equal to the destroyed monsters original ATK. ATK/0 DEF/0 Insect Shed Evolution Ritual Spell Card This card can be used to Ritual Summon any Insect Ritual Monster from your hand, Deck or GY. You must also send 1 Insect Monster from your Deck to the GY whose total Level is equal or greater than the Level of that Ritual Monster. If a Insect Monster(s) you control would be destroyed, you can banish this card from your GY instead. You can only activate each effect of "Insect Shed Evolution" once per turn. Next: Dark World Ritual
  20. 1 point
    Okay, finally had time to check out this one. I have to say I would have loved to see something closer to a Muffet theme, but we have to work with what's there. What I'm seeing here, is an archetype of downright broken evil creatures of bloody hell xD. A ton of monster with the power to S Summon their friends with effects that activate in the hand, then you see how the freaking spyder is climbing slowly and deliberately towards your face to give you a sweet kiss that will most likely discard 2 cards from your hand, will do something else, and if combined with Cannon Spyder, another discard, dude *shivers*. On the other hand, it's obvious that this deck has the great weakness of running out of resources pretty early, specially during the first turns, and if don't get the spells that let you draw and search. It seems that your opponent has the best of chances of beating these critters if they do it fast, and try to avoid the effects that oblige them to draw cards until the lurking spyder surfaces and gives you her love xD.
  21. 1 point
    > Thing with the spell is "whoever add to hand, draw from deck instead" that affect both players, tho making it affect the controller only . . . still okay, but differ than what i originally intended The spell wording should be: "If 1 or more card(s) are added to a player's hand, except during the Draw Phase or by the effect of "It's a Magic Showtime!": Shuffle them into the Deck, and if you do, they draw card(s) equal to the number of card(s) that was shuffled this way, then, place 1 Illusion Counter on this card (max. 3). Cannot be targeted or be destroyed by card effects if this card has 2 or more Illusion Counters. You can remove 2 or more Illusion Counters from this card: Special Summon "Magic Dove Tokens" (Winged Beast/WIND/Level 1/ATK 100/DEF 100) to your side of the field up to the number of counters removed. You can only use this effect of "It's a Magic Showtime!" once per turn." Missing "they", which is pointed to the player whose adding card(s) and got shuffled by the spell > But a single turn protection too, right > Yeet will do > Hmm will try to free some space on my phone, probs tomorrow following the update of this topic, sssh no ALL HAIL BRITANNIA, LELOUCH BEST HUSBANDO CHANGE MY MIND!!!!!!
  22. 1 point
    Of cards from characters in Joey/Jounouchi’s orbit. VJMP-JP0182 Hundred Dragon Level 4 WIND Dragon Effect Monster ATK 1800 DEF 1000 You can only use this card name’s (2) effect once per turn. (1) Once per turn: You can have this card gain Levels equal to the number of cards you control, and if it does, it gains 100 ATK for each Level gained. These changes last until the end of this turn. (2) If this card is sent to the GY: You can target 1 face-up monster you control that was Special Summoned from the Extra Deck; the next time that face-up monster would be destroyed by battle or card effect, it is not destroyed. VP20-JP002 Harpie Lady Scratch Crash Level 8 WIND Winged Beast Synchro Effect Monster ATK 2600 DEF 1400 Materials: 1 Tuner + 1+ non-Tuner monsters For this card’s Synchro Summon, you can treat 1 “Harpie” monster you control as a Tuner. You can only use this card name’s (2) effect once per turn. (1) This card’s name is treated as “Harpie Lady” while it is face-up or in the GY. (2) When a Spell/Trap Card or effect is activated (Quick Effect): You can target 1 monster your opponent controls or 1 “Harpie” monster you control; return it to the hand. VP20-JP003 Jinzo Ningen – Psycho Layer (Jinzo – Layer) Rank 6 DARK Machine Xyz Effect Monster ATK 2400 DEF 1500 Materials: 2 Level 6 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 face-up monster your opponent controls; gain control of that monster until the End Phase, but it cannot activate its effects, nor can it attack. (2) If there is a Trap Card on the field: You can Tribute 1 monster, and if you do, destroy 1 face-up card on the field. source: https://ygorganization.com/gotolevel15withhundreddragon/
  23. 1 point
    Performer Sammy is good, fetch the other combo piece while also enabling it. but im not sure about giving the token such humongous stat since its 800 per cards on either side can be crazy Showtime! overall utility really depends on the number of times you can resolved the 1st effect. but its not really a far-fetch, far from it in fact. since on top of tech-ing some powerful draw cards yourself (which there alot of them), by wording you can also use this to shuffle opponent draw/search while drawing it your self thus making this card a stronger "Mistake" that easily stack 2-4 counter. Illusionist Sammy is dangerous beauty lol. probably the closest to most OP card you ever created. material is generic, can fetch you 1 type of card or just straight summon them ignoring condition. i can see myself popping my own monster to get a nomi in a deck filled with monster that like to be popped by effect. immuity at 4000+ stat is a quite evil icing unrelated note: do you play arknights?
  24. 1 point
    Well this card is obviously limited to decks that consistently running LIGHT monster and the fact that it need to target first pretty much keep this card in check Overall, not to strong but serves its utility well
  25. 1 point
    You are missing the one that looks like Gishki Vanity.
  26. 1 point
    God Emperor Cow used to run Fire Emblem popularity polls on here. Good times. I remember participating in the first one and I believe Joshua (Sacred Stones) won it all. To quote Bleach S Abridged: "...it's the hat!" "It's all the hat." "It's a great hat.
  27. 1 point
    Sangan... 2nd errata? LOL Critter (DARK) Level 3 / [Fiend / Effect ] ATK/1000 DEF/600 If this card is sent to the GY: Add 1 monster with 1500 or less ATK from your Deck to your hand (except "Critter"). You can only use this effect of "Critter" once per turn. (Hard once per turn without the overkill balancing text that ruined it.) Next: the most confusing card ever - Inspector Boarder
  28. 1 point
    "Elemental HERO Steam Soldier" Level 4/Warrior/Fusion/Effect/WIND/1350/1200 "Elemental HERO Solid Soldier" + "Elemental HERO Liquid Solider" When this card is Fusion Summoned: Target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Steam Soldier", Special Summon it, then Special Summon as many monsters as possible with the same name from your hand and/or Deck. If this card is Summoned from the GY: Special Summon one "Elemental HERO Neos" from your hand. Next: "Meteor Dragon" + "Blue-Eyes White Dragon"
  29. 1 point
    I'm a fan too. Not a hardcore because I haven't played all the games, and none in their hardest modes. But I have played a handful like Blazing and Binding Blades, Radiant Dawn, Awakening and Heroes. I like the different classes, and course a number of female characters, not to mention the fanservice and fanarts. Hero is my favorite class, and that's since befor Ike, although I prefer the Hero designs with shields. Ike's attire is hot, too. Awakening's Hero attire and model is my least favorite so far. Top female characters are Elincia, Nephenee, Maribelle and Echidna, the latter notably because she is one of the few, if not the only one, female Hero class. Top favorite male characters are, well, Ike, also Fallen Robin a.k.a. Grima introduced in FE Heroes, and despite not playing the Valentia games, Duma. I was introduced to him in Heroes and I like his personality and philosophy of strength. But the rankings fluctuate a lot, especially because of Heroes introducing me to characters from games I haven't played, or dropping fanservice through alts. Meanwhile, I find Sanaki and Beruka cute, and more like daughter material if that's even a thing.
  30. 1 point
    Level 5 LIGHT Spellcaster Fusion Effect Monster 2000 ATK / 1900 DEF "Time Wizard" + 1 Effect Monster (1) Once per turn, if this card was Fusion Summoned: You can toss a coin and call it. If you call it right, destroy as many monsters on the field as possible, and if you do, inflict damage to your opponent equal to half the combined original ATK of the face-up destroyed monsters. If you call it wrong, destroy as many monsters on the field as possible, and if you do, you take damage equal to half the combined original ATK of the face-up destroyed monsters.<Ignition>
  31. 1 point
    Rescue Flare Normal Spell Activate only if you control 1 monster. Target up to 2 of your Lv 4 or lower banished monsters; during your next Standby Phase, Special Summon that target(s) in Defense Position in Monster Zone(s) adjacent to that monster you control, and if you do, the Special Summoned monster(s) is unaffected by your opponent's card effects until the end of this turn. Next: Apple of Enlightenment
  32. 1 point
    "Ladies First!" Trap Card Tribute one Winged-Beast "Harpie" monster, Special Summon one "Harpie Lady Sisters" from your Deck (this is treated as a Special Summon with "Elegant Egotist"). Next: "False Spell"
  33. 1 point
    I'm a bit late to this... but, well, let's go through this in pairs: Tohru and her dragon form seem a little over the top for the archetype, especially since Tohru is no harder to summon than House, but at the same time their effects don't really mesh with the archetype at all, Tohru doesn't help much with the deck's swarming due to negating effects, meaning you need to use backrow to bounce the summoned maid before you can do literally anything with them and her dragon form's field nuke just doesn't feel like a Dragonmaid effect, especially when House can do the same thing in most cases, even doing so at the start of your opponent's battle phase! Not to mention that having an extra deck monster check types and attributes doesn't really fit the deck's playstyle, since the only attribute checking comes from Hospitality and the only level checking comes on the main deck monsters for their swaps back and forth so it just seems a bit weird, if it checked one or the other it would fit a little more. Kanna's self summoning effect and atk boost come out of nowhere, especially considering the inclusion of being boosted by thunder type monsters, While I am a proponent of easy to summon tuners and a bit of a synchro fanboy it seems... odd to put a tuner into a primarilly main deck focused archetype with a couple fusion monsters, like if Qliphorts had an XYZ monster, its just weird. On the other hand, Ankan seems entirely fine and pretty reasonable for the deck, though its rare to still have a dragon form in your hand during your opponent's battle phase. just want to note that if I were going to add more main deck dragonmaids I would probly have made them a level 4 and a level 9 to pair with Chamber, maybe toss in a homemade dragon form for Chamber too but that's just me. Elma... Are you sure this isn't a misprinted Aromaseraphy monster? It really does seem mostly like a big version of Aromage Cananga. Please don't try to mix the lore and playstyles of different archetypes, we don't need another World Legacy. Mini-rant aside her effects are fine, just a little odd for dragonmaids, counting as two materials for a fusion is interesting and slightly confusing to me but there are things that can do it for XYZ so I'll accept it. As for her dragon form... That is the wordiest graveyard banish I have ever seen, but, just like Kanna's dragon form it is pretty fitting to the archetype, even if it is a little Aromage Majoram for my tastes. The second effect seems more like Metalfoes or Thunder Dragons than Dragonmaids, and the floating would be fine without the effect negation, especially since it prevents you from floating into her human form and then using her as 2 fusion materials. If nothing else, I do appreciate having a level 9 and a level 10 to summon using the level 2 tuner, though you have also given dragonmaids in archetype access to the signer dragons and a lot of other okay-amazing cards so be weary of that. Charge time is completely out of place in the deck, dragonmaids don't use counters, you don't typically want to attack using a level 4 or lower dragonmaid and the only thing the level 7 or higher effect is blocking, as far as being used as materials and to my knowledge, unchained, which I respect having a counter for but I'm not sure dragonmaids need it. Kotatsu Should have a : after the word 'turn' in its first effect. Twice per duel effects are funky and I like them, but face down banishing seems to be an odd obbsession of yours with these cards and I really can't think of an archetype that plays with that mechanic (might make one later). The shuffling into the deck is fine for recovery, losing a card forever is an okay cost for a pot of greed effect, negation is nice, though a discard cost is a bit odd in dragonmaids, one would expect sending cards from the deck to the graveyard or returning something to the hand in dragonmaids. Electro Spark is actually a fairly powerful card, though it really should return a dragonmaid to the hand as cost, as it stands now it has no cost and it might be a bit too easy to get off the full effect, given how quickly dragonmaids can set up a board of 6 face up monsters. As for fitting with the archetype, the burn and banish are out of place, columns are for links and mekk knights and preventing chaining is a very rare effect, as well, making your opponent skip their battle phase is more a punishment than a bonus for Dragonmaids, since you're doing less swapping in and out and therefore getting fewer searches/dumps/revives/destroys. Kobayashi's House, while I prefer keeping their master anonymous since dragonmaids don't really need lore I do like field spells and cards that are searchable due to counting as being in an archetype. As for the field spell itself: it feels like a world legacy field spell, with the 300 boost, nice secondary effect and then an extra really out of place effect. Paying 1000 life points to summon a dragonmaid you just bounced would only be useful in VERY specific circumstances and its usefullness is all but negated by the fact that it negates the effects, yes you could get an extra beater on the field but that beater will just sit there being stupid and adding nothing to your game plan. The effect where it can reset itself after being destroyed is also interesting, but, tributing a monster isn't really welcome in dragonmaids. Finally, Ambush. Dragonmaids are not Mekk Knights, they are not Blackwings and they are not @Ignisters, While this is a decent piece of support and a potential way to recover from a field nuke it feels like some unholy combination of any 2 of the above mentioned archetypes that someone slapped the word 'dragonmaid' on by accident. Overall: A lot of the cards are pretty solid but they don't really play with the same set of mechanics as dragonmaids and can, in some cases, go entirely against the deck. I also went out of my way not to mention the fact that none of these dragonmaids follow the deck's naming scheme in my analysis of them because that's too semantic even for me.
  34. 1 point
    Soul Exchange Quick-Play Spell Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it, but any battle damage you inflict during your next Battle Phase is halved. If this card is in your GY: You can pay 2000 LP and banish this card, face-down, then target 1 monster you control; the targeted monster gains the following effect: *This card can be treated as 2 Tributes for the Tribute Summon of a Level 7 or higher monster. Next: Aquarian Alessa
  35. 1 point
    For only having 4 posts on here this person is well above "cringy first post" quality level. I'd leave them a review but I don't know enough about modern Blue-Eyes decks do so but if you read this blackdragon master, keep up the good work ( :
  36. 1 point
    The Princess is throwing a Tantrum Counter Trap When a monster effect is activated while you control a "Princess" monster: Negate the activation, and if you do, shuffle that card into the Deck, also monsters cannot activate their effects until the end of this Phase, except "Princess" monsters. You can banish this card from your GY; add 1 "Princess" monster from your Deck, GY, or among your banished cards, to your hand. You can only use 1 "The Princess is throwing a Tantrum" effect per turn, and only once that turn. Next: Silver of Soul
  37. 1 point
    Deranged Magician Level 7 DARK Spellcaster / Fusion / Effect 1 Dark Magician + 1 Mad Archfiend Must be Fusion Summoned with the above Fusion Materials. Gains 500 ATK for each "Dark Magician Girl" on the field or in either player's GY. If this card attacks a Defense Position monster, inflict piercing battle damage. Once per turn: You can pay 1000 LP, then target 1 Spell in your opponent's GY; activate that target's effect, but you cannot activate other Spells Cards for the rest of this turn. 2700 / 2000 Next: The Princess is throwing a Tantrum
  38. 1 point
    Lets give it a shot. The "Bloom & Doom" archetype focuses on Gemini Summoning Plant monsters and field control by popping cards on the field with the titular Field Spell Card. The archetype monsters are seductive femme fatale plant monsters (imagine Rose Spectre of Dunn, instead of Traptrix Lolies) Bloom & Doom (SPELL) [Field Spell Card] Each time a Plant monster you control is Gemini Summoned; destroy 1 card on the field. Once per turn, if this card would be destroyed, you can destroy 1 Plant monster you control instead. Darkbloom Seductress (DARK) Level 3 [Plant / Gemini / Effect ] ATK/1500 DEF/400 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: Monsters your opponent controls lose 500 ATK and DEF. Kindlebloom Mistress (FIRE) Level 4 [Plant / Gemini / Effect ] ATK/1800 DEF/1500 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: This card inflicts piercing damage. Once per turn, when this card would destroy a monster by battle: you can destroy 1 Plant monster in your hand instead and if you do, this card attacks that monster again once in a row. Whisperbloom Temptress (WIND) Level 2 [Plant / Gemini / Effect ] ATK/900 DEF/1300 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: This card can attack your opponent directly. Once per turn, If this card inflicts damage to your opponent; you can take control of 1 monster your opponent controls with DEF lower than this card's original ATK until the end of the Battle Phase. That monster cannot attack your opponent directly. Next: "Gravebound" -or- "Omnipresent"
  39. 1 point
    i know it's rude to just skip a person, but they clearly haven't read the rules or/and care about them "1-800-MONSTER" (SPELL) [Quick-Play Spell Card] Activate only when your opponent Special Summons a monster from their hand, Deck or GY and they control the monster with the highest ATK on the field. Special Summon from your hand or Deck 1 monster with ATK equal to or higher than the monster with the highest ATK on your opponent's side of the field, but its effects are negated and it cannot attack during this turn. You can use "1-800-MONSTER" only once per turn. Next: Gigafang Rattleviper
  40. 1 point
    Estranged Magical Prodigy Level 3 Spellcaster / Flip / Effect FLIP: Declare 1 Spell name; your opponent cannot activate cards with the declared name during their next three turns. This card cannot activate its effects is there are other cards in the same column as this card. Once per turn: You can declare 1 Spell name; add the declared card from your Deck to your hand, but you cannot activate it during this turn or your next turn. If this card is attacked: You can flip it face-down. 500 / 2000 Next: The Chicken with the Pompadour
  41. 1 point
    Nemesys works very differently though. your archetype can stay as it is so no need to lock and keep being inspired
  42. 1 point
    "Claweaver" Level 7/Fiend/Effect/DARK/2400/2750 A fiend with many talons, bent on war and despondency. "Flameweaver" Rank 7/Pyro/Xyz/Effect/FIRE/3000/2900 2 Level 7 monsters You can detach 1 Material from this card, Special Summon 2 "weaver" monsters with different names from your GY. "Waveweaver" Rank 7/Aqua/Xyz/Effect/FIRE/2900/3000 2 Level 7 monsters You can detach 1 Material from this card, add 2 "weaver" monsters from your Deck to your hand. "Windweaver" Rank 7/Thunder/Xyz/Effect/WIND/0/0 2+ Level 7 monsters This card gains 1000 ATK/DEF for every Material attached to it. Once per turn: You can attach one "weaver" monster from your GY to this card as Material. "Quakeweaver" Rank 4/Rock/Xyz/Effect/EARTH/0/0 2+ Level 7 monsters Once per turn, during your Standby Phase: Target 1 monster your opponent controls, that target loses 1000 ATK/DEF for every Material attached to this card. Once per turn, you can attach one "weaver" monster from your hand to this card as Material. Next: "Conscription"
  43. 1 point
    Well, I don't want to be annoying, but Ryusei's answer has a detail. The very first thing he did was activate Cost Down, which cannot be done, due to Circle of Life. It's just a matter of rearrange the order and discard Twin Twisters first, though.
  44. 1 point
    You can actually run this very aggressive as well. It all depends on the player and how they want to build it. Naya (Green Red White) can control battle phases (combat phase) So can Jund (Red Black Green) So can jeakai (Red White Blue)
  45. 1 point
    Pervert Ninja & Seductive Kunoichi (WIND) Level 3 ATK/700 DEF/1700 [ Warrior / Effect ] (Quick Effect): You can discard this card, then target 1 Special Summoned monster on the field; flip the target face-down. When this card declares an attack; you can Set this card. You can only use each effect of "Pervert Ninja & Seductive Kunoichi" once per turn. Next: Obelink The Torrenter
  46. 1 point
    Counterclock (TRAP) [Continuous Trap Card] Tribute 1 Machine monster on the field during your opponent's turn to activate this card. While this card is on the field, each player's turn is played in this order: Main Phase 2; Battle Phase; Main Phase 1; Standby Phase; Draw Phase; End Phase. This effect is applied on the following turn after activated and is active until the End Phase of the turn this card leaves the field. Next: Soldier of the Red Lotus
  47. 1 point
    Twiceborn This archetype can't do anything by itself actually. Twiceborns can be any Attribute and Type, but limited to only 8 members, and their members are counterparts of certain monsters of other archetypes. Although their levels are relatively high compared to their counterpart, ATK/DEF values are quite the same, with some tweaked values. And yes, they have Extra Deck member too. --------------- Multi-Dimensional Graveyard Continous Trap Activate this card by paying 700 LP. Once per turn, you can activate one of these effects: ●Send 1 monster from your hand except "Twiceborn" monster, then Special Summon a "Twiceborn" monster with same Attribute and Type as sent monster from your Deck. ●If a "Twiceborn" monster is sent to GY: Special Summon a monster with same Attribute and Type as sent monster from your Deck. ---------------- Twiceborn Winda WIND Psychic/Effect Level 5 - 2200/1800 You can Special Summon this card by Tributing a monster you control that has "Winda" in its card name text. When Summoned: Take 1 Psychic or Spellcaster from your Deck, either send it to your GY or Special Summon it. If this card is sent to GY: Special Summon a monster that Tributed for this card's Summon. You can use these effects of "Twiceborn Winda" once per turn. Kartificer
  48. 1 point
    Double Down More of a series than an archetype. These are a bunch of generically usable Spells that excavate and dump the top card of your Deck. They have a basic effect and a more powerful effect that triggers if the excavated card has the same name. They have a single monster: a level 7 monster with a coin flip effect that has a Special Summon condition that fits with the Double Down playstyle. Its coin flip effect lets you recycle Spells so you can keep Doubling Down on your plays. Double Down Jack's Slash Spell Pay 800 LP and excavate the top card of your Deck and send it to the GY. Target 1 monster your opponent controls: Inflict damage to your opponent equal to half its ATK. If the excavated card was "Double Down Jack's Slash": You can send 1 monster your opponent controls to the GY and inflict damage to your opponent equal to its ATK instead. Double Down Dusk Dealer DARK 7* Spellcaster/Effect If the top 2 cards in your GY are the same card, you can Special Summon this card from your hand or GY. You can only Special Summon 1 "Double Down Dusk Dealer" per turn this way. Once per turn: You can flip 2 coins and resolve each appropriate effect in order. - 1+ Heads: Take 1 Spell from your GY and place it on top of your Deck face-up. - 2 Heads: Add 1 Spell from your GY to your hand. 2450/2000 Next: Datakeeper
  49. 1 point
    “Heartless” Are a series of trap cards that tell the story of a mean spirited girl who eventually after harming many people learns the error of her ways. Each card in the series focuses on negating effects during certain phases of the game. example: Heartless Lover Normal Trap Target 1 monster on the field and discard 2 cards, if that target leaves the field this turn, your opponent cannot activate monster effect(s) until the end of the turn. You can only activate “Heartless Lover” once per turn. next up: Orikami (origami + Kami ,Japanese for god I think,)
  50. 0 points
    Multi-Summon (SPELL) Quick-Play Spell Card Activate when you successfully Normal Summon a Level 4 or lower monster while your opponent controls a face-up monster; Special Summon 1 monster from your hand, Deck or GY with the same name as the monster Summoned, then your opponent can choose to either Special Summon 1 monster from their hand, Deck or GY with the same name as a monster they control or have this card inflict 2000 damage to your LP. NEXT: Bellerophon, The Steampunk Sprocketeer
×
×
  • Create New...