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Showing content with the highest reputation on 06/30/2021 in all areas

  1. Necro Magician lv 4 DARK Zombie/Effect If this card is Normal or Special Summoned while you control "Zombie World" or a Zombie Monster in your Extra Monster Zone: Set 1 "Super Polymerization" or "Necro Fusion" directly from Deck or GY, also, that card can be activated during the turn it was set. If this card is used as Material to summon a DARK Zombie Monster from your Extra Deck: You can Special Summon this card from your GY. You can only use each effect of "Necro Magician" once per turn. ATK/1800 DEF/0 Lich Empress DARK Link: D Zombie/Link/Effect 1 Level 4 or lower DARK Zombie Monster If you control another Zombie Monster, this card cannot be targeted for attacks. While you control this card, you cannot Special Summon monsters except Zombie Monsters. You can only use the following effects of "Lich Empress" once per turn * If this card is Link Summoned: Add 1 "Zombie World" from your Deck or GY to your hand. * (Quick Effect): You can banish 1 Spell Card from your Deck face-down; Special Summon 1 Level 4 or lower Zombie Monster from your hand or either players GY, also, if you control "Zombie World", your opponent cannot activate cards or effects in responce to the activation of this effect. ATK/1000 LINK-1 Dracofear the Nethersoul Dragon King lv 10 DARK Dragon/Fusion/Effect 3 Zombie Monsters Must be Fusion Summoned. If you control "Zombie World", your opponent cannot activate cards or effects in responce to the activation of this cards effects. Gains 300 ATK for each Zombie Monster on the field. You can only use the following effects of "Dracofear the Nethersoul Dragon King" once per turn. * (Quick Effect): Target 1 face-up Monster your opponnent controls; the targeted cards effects are negated and its ATK and DEF become 0 until the End Phase this turn, then, Special Summon 1 "Dark Soul Token" (Zombie/DARK/Level ?/ATK ?/DEF 0). (When Summoned, its Level and ATK become equal to the original Level and ATK of that monster.) * If this card is destroyed by battle or by an opponents card effect: Special Summon 1 "Dragonecro Nethersoul Dragon" from your Extra Deck (This Special Summon is treated as a Fusion Summon.) You can only control 1 face-up "Dracofear the Nethersoul Dragon King". ATK/4000 DEF/0 Necro World Field Spell Card (This card is always treated as "Zombie World".) After activation: Add 1 Level 4 or lower DARK Zombie Monster from your Deck to your hand. All monsters on the field and in the GYs become Zombie monsters. All Zombie Monsters you control gain 500 ATK, but lose 500 DEF. If this card would be destroyed, you can banish 2 Zombie Monster in either players GY instead. You can only activate 1 "Necro World" per turn. Necro Feast Counter Trap Card If you control "Zombie World", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a Zombie Monster. Negate the activation and banish it, then, you can banish this card; Special Summon 1 Zombie Monster from either players GY to your side of the field. You can only activate 1 "Necro Feast" per turn.
    3 points
  2. Furret Stuff Week 5 - Gigantamax Furret and Rayquaza @Sleepy
    3 points
  3. Dis-Astray's Citizens DARK / Level 1 / Psychic / Effect Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; Add 1 "Dis-Astray" card from your Deck to your hand. and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Citizen" once per turn ATK 0 / DEF 0 Dis-Astray's Delegates DARK / Level 1 / Psychic / Effect Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; You can Set 1 "Dis-Astray" monster in addition to your Normal Summon/Set this turn, and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Delegates" once per turn. ATK 0 / DEF 1500 Dis-Astray's Taskforces DARK / Level 1 / Psychic / Effect Cannot be Normal Summoned. Cannot be Special Summoned other than being Special Summoned in face-down position. During your Main Phase: You can Reveal this card from your hand; Special Summon 1 "Dis-Astray" Monster from you GY in facedown Defense Position. and then immediately after this effect resolve, you can Set this card. You can only use this effect of "Dis-Astray's Taskforces" once per turn. ATK 0 / DEF 2000 Anjiquni, Dis-Astray's Horror DARK / Level 6 / Psychic / Fusion / Effect "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY. If this card is Fusion Summoned: You can Target a number of "Dis-Astray" Monster and/or facedown monster in your control or in GY up to number of times your opponent activate card or effect this turn +1; Special Summon the targets in your GY in facedown Defense Postion. then all those targets cannot be targeted by opponent's card effect until the end of your next turn. You can only use this effect of "Anjikuni, Dis-Astray's Horror" once per turn ATK 2400 / DEF 2600 Marixelet, Dis-Astray's Beauty DARK / Level 6 / Psychic / Fusion / Effect "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY. If this card is Fusion Summoned during your turn: You can Target a number "Dis-Astray" Monster in your GY up to number of times your opponent activate card or effect this turn +2; Special Summon them in facedown Defense Postion. You can only use this effect of "Marixelet, Dis-Astray's Beauty" once per turn ATK 2300 / DEF 2300 Qul-Tara, Dis-Astray's destroyer DARK / Level 6 / Psychic / Fusion / Effect "Dis-Astray" Monster + 1+ facedown monster(s) / You can also Fusion Summon this card from your Extra Deck by sending its listed Fusion Material you control and/or in your hand to GY.If this card is Fusion Summoned: You can send a number "Dis-Astray" card from your deck to GY up to number of times your opponent activate card or effect this turn then target a number of card on the field equal the card sent +1; Destroy them. You can only use this effect of "Qul-Tara, Dis-Astray's destroyer" once per turn. ATK 2500 / DEF 2700 Shuffle any number of "Dis-Astray" Monster in multiple of 2 with equal number card shuffled from your field and GY, Either Special summon Level 4 or lower "Dis-Astray" or Flip monster up to number the card shuffled from your Deck face-down OR Special Summon Level 5 or higher "Dis-Astray" Fusion or Flip Monster for each multiple of 2 card shuffled from you Deck or Extra Deck in either face-up or facedown defence position (Fusion Monster summoned this way is treated as being Fusion Summon). You can only activate 1 "Dis-Astray's Initiative" per turn When your opponent activate card or effects while all face-up non-Flip monster in your possession is either "Dis-Astray" and/or monster that has "change this card to face-down defense position" in its text: Pay 2000 LP; Negate the activation. and if you do, destroy it. You can also activate this card from your hand. and if you do, Set it when it resolved instead sending it to GY. Reveal "Dis-Astray" card from your hand: You can send the revealed card and then draw 2 cards. otherwise, draw 1 card and send 2 "Dis-Atray" card from your Deck to GY. You can only use this effect of "Everpresence, Ronok's Commerce" once per turn. Face-down monsters and "Dis-Astray" Fusion Monsters that placed inbetween 2 adjacent face-down monsters you control cannot be destroyed by card effect.
    2 points
  4. With the release of the new packs on the neighbouring card game, lets use the art and- Okay kinda a bit tired and stressed for final project, and decided maybe, just maybe making a cards, and here you go~
    2 points
  5. https://ygorganization.com/everybugwascardfufighting/ BODE-JP029 擬態する人喰い虫 Gitai-suru Hitokui Mushi (Mimetizing Man-Eater Bug) Level 4/EARTH/Insect/Flip/Effect (1) FLIP: Target 1 monster on the field; destroy it, and if you do, this card gains ATK equal to that monster’s original ATK, then you can make this card’s Type become the same as the destroyed monster’s original Type. (2) This card on the field cannot be destroyed by battle, and cannot be destroyed by the effects of monsters with the same Type. 450/600
    2 points
  6. Time to boost the power: 1. field spell Necrovalley Zombie Zorld archetype exclusion perfect as is. 2. You say Jolly Roger is a very important tuner but isn't a tuner! 3. Cursed sea Maurader has a hard time pulling off its effect maybe while it is treated as a zombie it gains 100ATK for each card in your opponent's GY? Also maybe make the mill 2 and 4 to pack more punch! 4. Synchro is pretty simple the tuner floats maybe give it 1 more effect like "While you control this card your cursed sea monsters are treated as zombies?" or make it unaffected by monster effects while you control a zombie cursed sea monster, lots of options I can think of at least 4 more. Keeping it simple is great but a mid level mill if it beats a leveled monster is not enough in my opinion. 5. Salvage should be an equip spell to make it a little faster maybe or mill 6- half the revived monsters level (rounded down) or mill 1 every turn you control it? 1. Hidden treasure should be during each players end phase or the first time on your turn. 2. Cursed sea "If you control a Cursed sea monster send cards from the top of your opponent's deck to the Graveyard equal to the difference of monsters you control" yes this gives it more power and maybe let it search a cursed sea card at the end of the turn. 3. The searcher will be Cursed Sea Lookout. Based on the drawing card above, should he mill and search automatically or should his searching ability be dependent on being Zombie type like Marauder?- Maybe make it search the field spell/cursed sea spell traps while not a zombie and any Cursed sea card when a zombie Rayfield's ideas also work as well if not better then mine. Now that I'm thinking about it the call of the haunted like trap is probably fine since it can take opponent's monsters and that's enough power creep.
    2 points
  7. Firstly, I'm glad that my feedback was of help earlier. I believe the adjustments you made are on the right path n.n About the new cards: These are fine additions, but require adjustments. Certain effects that happen during the Standby Phase and End Phase , such as this one, should also have a Once per turn clause. If you read the original careful, it tells you to do so during your End Phase if the opponent sent card to the GY, but how many times? It's pretty good that this one is a Quick Spell, you could very well catch your foe when the difference is 3+ for a good amount of Deck damage. Now that I think about it, the strategy is fine, but frail. Dark Moon is the only card in the Deck that prevents your foe from starting to move their GY cards, so you could add somewhere around an effect which protects your stuff. The effect could be along the lines of: "The first time each "Cursed Sea" Spell you control would be destroyed by your opponent's card effects each turn, it is not destroyed" I have a feeling you could add this to another Synchro as one of two or three effects. It will protect Dark Moon, Hidden Treasure and perhaps some other Spell you make in the future. It's even flavourful, as Pirates tend to be protective to their treasures and hide them well.
    1 point
  8. Apprentice Pendulum Magician Light Level 1 Spellcaster / Pendulum / Tuner / Effect Scale: 8 PE: Once per turn: You can declare a number between this card's scale and the scale of the other card in your Pendulum Zone; the Level of all monsters on the field become equal to the number you declared, but banish this card is you do not control other "Magician" card. ME: If you control no monsters and your LP is equal to your opponent's, you can Special Summon this card (from your hand). While your LP is equal to your opponent's, this card is unaffected by your opponent's card effects. This card can attack directly. If this card inflicts battle damage to your opponent: You can reveal your opponent's hand, then Special Summon 1 monster in it ignoring its Summoning conditions, and if you do, negate its effects, also your opponent can draw 2 cards, then you can have the summoned card become any Level between that monster's Level and this card. If this monster is used as Tribute or material for a Summon, the Summoned monster gains this effect. You take no battle damage from battles involving this card ATK 500 / DEF 0
    1 point
  9. This seems like a complete archetype despite the few cards even though it works as support for what already exist I love this I would love some more cards that banish face down your opponent's cards like: level 1 light Fiend ?/1000 Cannot be normal summoned or set. Can only be special summoned from your hand if a card was banished face down. If this card is special summoned you can reveal your face down banished cards and add a revealed level 3 or lower fiend or warrior to your hand. Gains 100 ATK for each banished card. Whenever you banish cards from your deck banish 1 card from your opponent's deck. If a card is banished face-down: You can banish 1 card you control or in your hand face-down; add this card to your hand, but banish it face-down when it leaves the field. You can only use 1 effect of "Dual Purgation's Blade" once per turn. I don't know if the "but banish it face-down when it leaves the field" effect works after adding it to your hand is it isn't in a public knowledge space anymore. Maybe "banish the next activated "Duel Purgation's Blade" you activate face down when it leaves the field" is more acceptable? alternate fusion idea LIGHT/Level 3 Fiend/Fusion/Effect 1 or more warrior monster with ? ATK + 1 or more Fiend monster with ? ATK If 20 or more of your cards are banished face-down, you can Fusion Summon this card by banishing the above materials you control face-down. (You do not use Polymerization.) Gains the effects of all monsters that were used as a Fusion Material. Can attack your opponent directly. This card cannot attack the turn it was summoned. If a card or effect is activated (Quick Effect): You can shuffle 5 of your banished face-down cards to the Deck, and if you do, this card is unaffected by other card effects during this chain. ?/2000
    1 point
  10. This is really nice except it seems to just swarm a lot of these cards we be extremely powerful if there were any decent target's, is what I would say if this wasn't allowed to be played along flip/flip summon monsters. Where can you summon from with initiative? It is only any good if it specials from the deck. Also it becomes a little wordy separating the level 5+ from the 4-, but I understand why. A mill mechanic might be nice so the archetype packs its own punch. I would like a continuous or field spell that had effects when Dis-Astray monsters are flipped/flipped summoned (like mill a monster with flip in its text when a Dis-Astray flipped, and add to hand a monster with flip in its text if a Dis-Astray flipped summoned. One more card idea is a card that allows you to return Dis-Astray spell/traps to the deck to draw (shuffle 2 to draw 1 like prime monarch) with a GY effect to shuffle itself into the deck and allow you to send fusion materials from your hand and field to the GY to summon Dis-Astray fusions from your GY until the end of the turn. Maybe even add some powerful ritual monsters that support flip/flip summoning/setting like level 12 This card is unaffected by card effects while you control a set monster. Once during either player's turn: flip summon a monster. 3200/4000 This is just me rambling. I hope I said something useful?
    1 point
  11. Because of the new Bujin support released recently I decided to give these new cards their appropriate Boss Monsters, which they don't have yet. Bujinki Hachimankami Rank 4 / XYZ / Beast-Warrior/ Effect / Light ATT / 2000ATK/2400DEF 3 Level 4 Beast, Beast-Warrior, or Winged-Beast Type Monsters When this card battles another Monster, this card gains ATK equal to the other Monsters DEF during the Damage Step for that battle only. Once per turn you can Detach 1 XYZ material from this card; Banish "Bujin" Monsters from your GY up to the number of Beast-Warrior Type Monsters you control, then send "Bujin" Monsters from your Deck or Hand to your GY equal to the number of "Bujin" Monsters banished by this effect. You can only control 1 "Bujin Hachimankami" Bujintei Benzaiten Rank 4 / XYZ / Beast-Warrior / Effect / Light ATT / 2600ATK/2000DEF 2 Level 4 Beast or Winged-Beast Type Monsters. When this card destroys a Monster by battle, you can banish up to 2 Spell/Trap cards your opponent controls. Once per turn you can Detach 1 XYZ Material from this card; Destroy 1 Monster you control, then Special Summon 1 Beast-Warrior Type Monster from your GY or Deck (The card Summoned by this effect CANNOT leave the field until the next Standby Phase). You can only control 1 "Bujin Benzaiten".
    1 point
  12. I am in full support of Hachiko (even though the real Hachiko is an akita).
    1 point
  13. So these set of cards focus on supporting the idea of Link Spells and make the concept playible in TCG/OCG standards. Link Magician lv 4 DARK Cyberse/Effect If you control a Cyberse Link Monster, you can Special Summon this card (from your hand or GY), also, for the rest of this turn, you cannot Special Summon Monsters except Cyberse Monsters. You can only Special Summon "Link Magician" once per turn this way. If you control a Link Monster in a Main Monster Zone that points to a Spell/Trap Card Zone: You can banish this card from your GY; add 1 "Link Spell" Card from your Deck or GY to your hand. You can only use this effect of "Link Magician" once per turn. ATK/1000 DEF/1500 Link Knight lv 4 DARK Cyberse/Effect If this card is used as Link Material for a Cyberse Link Monster: You can Special Summon this card from your GY, also for the rest of this turn, this card cannot be used as Link Material and you cannot Special Summon Monsters except Cyberse Monsters. You can only use this effect of "Link Knight" once per turn. Your opponent cannot activate cards or effects in responce to the activation of a "Link Spell" Card. ATK/1500 DEF/1000 Back Dancer WIND Link: DR Cyberse/Link/Effect 1 Level 4 or lower Cyberse Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to. If a "Link Spell" Card is activated in a Spell/Trap Card Zone this card points to: Draw 1 card. You can only use this effect of "Back Dancer" once per turn. ATK/1000 LINK-1 Support Dancer WIND Link: DL Cyberse/Link/Effect 1 Level 4 or lower Cyberse Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to. If a "Link Spell" Card is activated in a Spell/Trap Card Zone this card ponts to: All Link Monsters you control gain 1000 ATK. You can only use this effect of "Support Dancer" once per turn. ATK/1000 LINK-1 Link Legionary LIGHT Link: L, D, R Cyberse/Link/Effect 3 Cyberse Monsters, including 1 Link Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to, and if you do, add 1 "Link Spell" Card from your Deck to your hand. Gains 300 ATK for each "Link Spell" Card in your GY. If you have 3 or more "Link Spell" Cards in your GY with a different name. This card cannot be destroyed by battle or by your opponents card effects. You can only Link Summon 1 "Link Legionary" per turn. ATK/2500 LINK-3 Link Supremacist LIGHT Link: L, DL, D DR, R Cyberse/Link/Effect 3+ Cyberse Link Monsters Must be Link Summoned. If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to, and if you do, add 1 "Link Spell" Card from your Deck or GY to your hand. Gains 500 ATK for each "Link Spell" Card in your GY with a different name. (Quick Effect): You can banish 1 "Link Spell" Card you control or in your GY and target 1 face-up card your opponent controls; negate the targeted cards effects and its ATK becomes 0 until the End Phase this turn. You can only use this effect of "Link Supremacist" once per turn. You an only Link Summon 1 "Link Supremacist" per turn. ATK/3000 LINK-5 Link Spell - Thunder Arrows Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Destroy cards your opponent controls up to the combined Link Rating of the Link Monster(s) that points to this card, then, inflict 500 points of damage to your opponent for each card destroyed by this effect. You cn only activte "Link Spell - Thunder Arrow" once per turn. Link Spell - Drawing Point Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Target 1 Link Monster you control that points to this card; draw cards equal to its Link Rating. You can only activate 1 "Link Spell - Drawing Point" per turn. Link Spell - Revival Arrows Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Target 1 Monster in your GY; Special Summon the targeted card, then, gain LP equal to the combined Link Rating of Link Monsters(s) that point to this card x 500. You can only activate 1 "Link Spell - Revival Arrows" per turn. Link Spell - Judgement Arrows Continous Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. At the start of the damage step, if a Link Monster you control that points to this card battles an opponents monster: Double your monsters ATK during damage calculation only. If their are no Link Monsters that point to this card, destroy this card. You can only control 1 "Link Spell - Judgement Arrows".
    1 point
  14. Updates and Questions: The Therians will have Ritual Support so that similar themed cards Lycanthrope and Cu Chulain the Awakened can be splashed with them as Geminis are Normal monsters in the GY. Black Tide has been renamed Cursed Sea. I have the full member list done for them they will probably come out first. Decided on Grimm gimmick; as they are Monster Hunters, they will be the anti-Dark version to the Allies of Justice. At least 1 member of every other attribute. I'm better at forming fun concepts than actual deck strategies so I want to crowd source the strategy of three of my archetypes. I have themes for them but I need solid mechanics. I need a way to set apart my Pelagic monsters from other face down archetypes like Ghostricks and Subterror. The Trolol are supposed to be a fun yet annoying deck that messes with the opponent some how. What kind of playstyle would you consider fitting for these trolls? Metamon LV monsters will be Insects in homage to Pokemon's origins while the tamers will be Psychics. I just need help with their actual win strategy. Any suggestions or advice on how to choose playstyles myself will be much appreciated. Finally, a new Archetype on my ever expanding plate that actually does have its gimmick all worked out: Xstream - Wind Warriors and Psychics based on extreme sports. Effects activate either when you take battle damage or while you have less life points than your opponent. Clears the field to set up an OTK. Take risks and live life to the extreme!!!
    1 point
  15. So Face Card Fusion has been pretty amusing from my testing, since it's amazing for summoning the deck's boss fusion monster: Idaten the Conqueror Star. No, seriously, using a Jack in the hand and a Joker from the deck works great for Idaten, who then gladly hands you another Joker for summoning it. I've also found that Hayate the Earth Star can be a nifty little tech as it can NS itself off of Jack's/Joker's Knight, and it unlocks Gilti-Gearfried for the deck.
    1 point
  16. I dont want being a party popper but if a contest is finished any of you not allowed to submit entry to prevent spam Making new contest, instead and direct the new submitter there. Thank you very much
    1 point
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