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Showing content with the highest reputation on 05/03/2021 in all areas

  1. A control-based archetype that i'm currently working on. Its playstyle revolves around cycling through Field Spells that have powerful lockdown effects, depending on your matchup, while fueling their boss monster with materials so that it can remove threat by shuffling them back into the deck. All of the archetype Field Spells have 3 effects: 1 when they're activated, 1 when they're on the field, and 1 when they are sent to the GY. Basic combo with Season of Departure + 1 random Field Spell in hand: Activate Season, add Resting. Activate Resting, special summon Dux from deck,
    2 points
  2. Ok, this is gonna be a big one, so bare with me. So with the announcement of the new Madoka Magica movie and watching TheDuelLog's review of the custom Puella Magi Madoka Magica Archtype, I wanted to take a crack at making my own archetype for this series. This is also my first attempt at Yu-Gi-Oh custom cards, so I would appreciate feedback on any grammar or form mistakes for the cards. This is a ritual based archetype, similar in theme to the Ghiski archetype. I intended it to be a battlefield control archetype, focusing more on powerful battle focus effects while offering protection t
    1 point
  3. I have been working on these for most about 2 weeks and i finally finished them, they are made as an xyz evolution archtype similair to raidraptors. i hope you like it cause i really worked hard on making a good archtype plus insects are right next to reptile in an under used type in the card game so i wanted to show insects some love, hope you guys love them too
    1 point
  4. I don't particularly know what playstyle I was going for with this art. I thought maybe anti-Graveyard, but I've done that to death. I'll save that for a future card. So I figured anti-DARK! Haven't done that one as often. If you feel this card should be a little more fair or strong, leave a friendly suggestion. Ariel, Vanquisher of Evils LIGHT Level 7 Warrior/ Synchro/ Effect ATK: 2400 DEF: 1700 1 Tuner + 1+ non-Tuner monsters Negate the activated effects of DARK monsters your opponent controls. Once per turn (Quick Effect): You can banish 1 Tuner mon
    1 point
  5. A Distortion in Time Counter Trap Activate only as Chain Link 3 or higher. Each of the effects activated by your opponent during this Chain become 1 of the following effects (your call). You cannot activate cards or effects that negate your opponent''s monster effects for the rest of this turn. You cannot activate cards or effects that negate your opponent's Summons for the rest of this turn. Version 2.0 of the card. Removed the "Spell Speed 4" -Super Poly like effect, and toned down bulleted effects. Credits to Sleepy and Tinkerer Critique n' Comment welc
    1 point
  6. Sandstorm Soup [Spell] Target an Earth or Wind Attribute monster. The targeted monster gains 427 ATK and can, for this turn only, use the effect of another Earth or Wind Attribute monster from your hand, deck, graveyard, or field. * Has a theme of art * Built to change attributes * The cost is a card from your hand * Your opponent can negate the effect, but it costs them a card from their hand
    1 point
  7. this is really nice. as mention by others before the art is gorgeous and the presented combo is quite brutal on top of able to dodge nibiru, solid creation overall. there not much to review other than the cards that not yet showcased or used the effects on: Dux: the recursion effect is quite nice given is fetch you different field to adapt opponent changes and has nice stat and typing for its level Malleus: same with dux for spell/trap. appropriately much more costly (banish) since the spell/trap do the much work besides the xyz Caelum: the destruction effect is really
    1 point
  8. Just a simple Pendulum Normal Monster, powerful but simple, it destroys, and guess what, it destroys some more (based on non-Effect Monsters you control). That's pretty much it, got some stats you can look at, check them stats! Oh and it's a Level 5 Warrior/WATER monster with a Pendulum Scale of 3, so that's something. Check out that lore I had to write, even though I had no idea what to write! Yeah!
    1 point
  9. Magical Hat of Growth level 2 dark fiend/spellcaster/effect/tuner When this card is summoned target one monster you control and one monster in your opponents GY, you can increase the level of the first target by the level of the second . (Quick effect) If this card is targeted by a card effect you destroy this card to special summon 1 level 4 or lower monster from either players GY except "Magical Hat of Growth" and if you do you can special summon one monster from either players GY that has the same level as the tuner summoned by this effect. You can only use this effect o
    1 point
  10. Aww, c'mon! I thought you'd know me better than to get mad at stuff like that. :P Anyway, looking on EDOpro, there is one Counter Trap that changes a card's effects: Graydle Combat. It also has a negate effect, but Counter Traps don't necessarily need to negate things (Parthian Shot). Most Counter Traps negate, so it's always odd to see one that doesn't, but it's not a deal breaker. In terms of the card's power, I do have to echo Sleepy for most of it. The "Spell Speed 4" aspect seems like overkill, especially since the card is already Counter Trap (and therefore already
    1 point
  11. I really like the pictures on these~ I especially love the field spells; they really evoke a sense of wonder and a bit of wanderlust.
    1 point
  12. I personally find the card to be on the overpowered side. The fact it is a Counter Trap just means it can respond to other Counter Traps in the chain, but otherwise the ability for your opponent to retaliate against it remains the same, as it has the extra super poly clause (the one that says the opponent can't respond to it). Honestly I think for something that can modify multiple opponent effects in one go, making them fizzle as they turn into Foolish Burials, generic GY retrieve effects, and extra draws, that's strong enough to warrant the ability to respond to it. Filling up the cond
    1 point
  13. Hard to tell what the best use is actually. If a deck already does setting, it just reveals the ones already present, but prevents new sets from entering the field and especially hurts the ones that flip up and down every turn. If a deck doesnt set too often, the you have free real estate for a combo with swords of concealing light to just banish any non links. That part is honestly a lot of fun. Though the "opponent can't set" plus brionac and dewloren making it infinite makes me wonder how debastating this Dark Simorgh in spell form would be nowadays.
    1 point
  14. I'm gonna suggest an idea that has its pros and cons. Rewording the floodgate effect to Negate the activated effects of DARK monsters your opponent controls. You see, both versions negate the same kind of effect, but your version doesn't even allow them to try to activate, while my suggestion does. It makes it so DARK monsters will do their effect costs but not resolve the actual effect. More importantly, if you quick synchro into her with something like Formula Synchron inresponse to an opponent activating a DARK effect, your wording won't prevent what has already activated, while m
    1 point
  15. Thank you for the tips! and i can see what you mean about the HOPT with grimmchild and hornet, Also the main reasoning behind the sealed vessels effect is to be a stepping stone to the monsters that dont get alot of protection being the rank 5 and 6 xyz monsters, It was also a slight mistake since originally the sealed nights material effect was swapped with the rank 8 but i made them at a late time so i was abit too tired to change it lol, the main theme is go between two separate paths between either the knight or grimm being more evident in the spells, i look forward to your feedback on the
    1 point
  16. Stage Magician of Chaos [Lv. 5 | Chaos] Spellcaster/Effect If this card is being pointed to by a Link monster, it is treated like a Light Attribute monster, otherwise it is treated as a Dark Attribute monster. If this monster was summoned by tributing "Magical Hat of Growth" while it was also at Level 5, apply 3 Magical Hat Counters to this card. If this card would be destroyed, remove a Magical Hat Counter. If this monster declares an attack, remove all Magical Hat Counters. Once per turn you may remove one Counter from any card and banish one card in your opponent's hand, top
    1 point
  17. You can pay half of your LP (Min 2000) to activate this card from your hand. Players cannot special summon non-Xyz monster except during the turn he/she Set a monster. Players can Set Level 5 or higher monster without tribute. If you control "Medolis, Immortal Liars", negate the effects of non-Xyx monster field other than its flip effects. Must be Special Summoned from your Extra Deck during your Main Phase while you control "Medolis Mischief" and cannot be Special Summoned in other ways. if there no face-up "Medolis Mischief", Destroy this card. Whenever a Player Set a monste
    1 point
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