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Showing content with the highest reputation since 03/08/2020 in Posts

  1. 3 points
    Oh... I'm officially stuck on the colors of the clothes. I don't want it all pink so I've been thinking about it for a few hours now. Here's the update on my Fairy Gym Leader.
  2. 3 points
    I want to show a creation I made two or three years ago. It's made of foamy, but I painted the background and used wet colored pencils for the shadows and highlights. I make my foamy "paintings" by cutting the pieces so they fit together like a puzzle ^_^. And of course, I made this as tribute to my favourite Pokemon, Meloetta! For those who are into the Pokemon TCG, you'll recognize the card this "painting" is based on.
  3. 3 points
    Chaos Core Level 3 DARK Fiend Effect Monster 0 ATK / 0 DEF -You can only use this card name's (1) effect once per turn. (1) When this card is targeted with a card effect, or when this card is targeted for an attack (Quick Effect): You can send up to 1 each "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" from your hand and/or Deck to the GY, and if you do, place the same number of Phantasm Counters on this card, and if you do, you take no battle damage this turn. (2) If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead.<Continuous> Chaos Summoning Beast Level 1 DARK Fiend Effect Monster 0 ATK / 0 DEF -You can only use each of this card name's (1) and (2) effects once per turn. (1) You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your hand, ignoring its Summoning conditions.<Ignition> (2) You can banish this card from your GY; add 1 "Fallen Paradise" from your Deck to your hand.<Ignition> Opening by the Seven Spirits Continuous Spell -You can only activate 1 card with this card name per turn. (1) When this card is activated: You add 1 "Uria, Lord of Searing Flames", 1 "Hamon, Lord of Striking Thunder", 1 "Raviel, Lord of Phantasms", or 1 card that specifically lists any of those names in its text, from your Deck to your hand. (2) Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK/DEF from your GY.<Ignition-like> (3) Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand.<Ignition-like> Awakened Sacred Beasts Continuous Trap (1) Apply these effects depending on the number of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" with different names you control.<Continuous-like> ● 1+: Each time your opponent Normal or Special Summons a monster(s), gain LP equal to the combined ATK of those monsters. ● 2+: Negate all monster effects activated on your opponent's field. ● 3: Any monster sent to your opponent's GY is banished instead. (2) Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand.<Quick-like>
  4. 2 points
    Adamancipator Friends Normal Spell (1) Excavate cards from the top of your Deck, equal to the number of Rock monsters you control +5, and if you do, you can add 1 excavated Rock monster whose Level is equal to or lower than the number of excavated cards to your hand, also place the rest on the bottom of your Deck in any order. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Rock monsters.
  5. 2 points
    Idioms teach us the difference between “translate” and “localize” ROTD-JP079 天龍雪獄 Tenrou Setsugoku / A Draconian Prison of Snow and Sky Normal Trap You can activate only 1 card with this card’s name per turn. (1) Target 1 monster in your opponent’s GY; Special Summon it to your field (but negate its effects, if any), then you can banish 2 monsters on the field that have the same type (1 from each player’s field). Name TL note: It seems to have a play on 天牢雪獄, also pronounced Tenrou Setsugoku. It seems to convey the idea of being so snowed in that you might as well be in a prison constructed by the heavens themselves. The “rou” used in the idiom is replaced in the card’s case with a “rou” that utilizes a specific kanji often used for dragons, and is ALSO a prison idiom. Further, the “rou” and “goku” sound like terms in the name of “Trishula, the Dragon of Icy Imprisonment”. Furthermore, the dragons seem to be taking each other out, perhaps sealing each other away. This is 4D chess levels of puns and namesakes, we are doing our best to localize with them in mind! Source: https://ygorganization.com/ascalontrishprison/
  6. 2 points
    The Grass starter for my region.
  7. 2 points
    Excel Gravity Continuous Spell You can only control 1 "Excel Gravity". Synchro/Fusion/Xyz/Link monsters your opponent controls lose ATK equal to the number of materials used for its Special Summon x 400. If this card is destroyed by your opponent's card effect: You can target 1 monster your opponent controls; apply 1 of the following effects, depending on the type of card (Fusion, Synchro, Xyz, or Link) of the targeted monster. Fusion: Special Summon up to 2 "Scrap Orb Tokens" (Rock/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your opponent's field. These Tokens cannot be Tributed or be used as material. Synchro: Negate that target's effect until the end of your next turn. Xyz: Detach all materials from that target. Link: Destroy all monsters that target points to. If this card is in your GY: You can banish this card and 1 monster in your GY that was Special Summoned from the Extra Deck, then target 1 monster your opponent controls; apply 1 of the above effects according to the target's type of card (Fusion, Synchro, Xyz, or Link). Well, this stuff suddenly popped-up in my head and said, what the hell, let's post it. Just an annoying card to screw Decks that rely on Extra Deck Summoning (meaning, 98% of the Decks in the world), and a heavy penalty if your opponent decides to get rid of it at a bad moment.
  8. 2 points
    During my free time once in a while, I've been trying to concrete this project in a notebook. Here are the concepts I have in mind so far: The field and energy. The board is 4 x 4 zones in size, and at the beginning of the game it is just an empty grid (hollow). You have something called "Zone Cards" whose size is bigger than your regular cards (enough to fill a zone in the board). They go on their own separate Zone Deck pile. At the beginning of your turn, before anything else, you will pick up your Zone Deck and choose 1 of these cards, and put it anywhere you like. A Zone Card has a Level (from 1 to 3, and sometimes maybe even 4) and an Attribute/Element. The Level in all your zones combined is the amount of energy you can spend each turn, which is the cost to play all of your cards. Some cards ask for some energy of a certain element(s) so keep that in mind. Players can only play cards on Zones that have a Zone Card to stand on, as the field develops. Zones also have a text box, for a potential effect some of them could have which affects whoever is there. Finally, Zones have arrows... In fact, ALL kinds of cards in this game have arrows, similar to those of Link Monsters in Yugioh, but not for the same purpose. Monster Cards. The arrows in monsters represent the directions in which they can attack or target cards with effects. During your turn, you can pay a set amount of energy to have monsters be moved to other of your zones to better suit the strategy you are going for. I'm still debating on if this payment is gonna be a universal function with the same cost across everything, or if the "move" cost will vary from card to card and be printed in each... Once your card enters a Zone Card, the Zone's arrows are used by the card you played in them. If a monster has multiple arrows in the same direction, it means its target/attack range can go up to that many zones in those directions, so there's a meaning to stacking them up. Monster Levels can use the "Tribute" system, but here's how it works: The Levels go from 1 to 12, and every set of 3 levels puts them at a different "stage" Levels 1 - 3 are "stage 0" Levels, and you can just pay the energy and they need 0 Tributes. Levels 4 - 6, are "Stage 1 Levels, and you have the option of paying the total energy and no need for anything else, OR you can Tribute 1 monster, and if you do, you don't need to worry about the cost of the Stage 1 stars (you still pay for the first 3 Levels in energy though) (these are colored slightly different than the first 3), and the Tributed monster gets attached to the new one, lending its arrows. Levels 7 - 9, follow the same pattern. Then Levels 10 - 12 as well. Monsters also have ATK, HP, and SP stats. If a monster attacks, damage to a players life functions the same as in Yugioh, but there's an HP bar now, and the attacker hits full force to the attack target's HP. This damage remains as long as your card is face-up on the field, and if you Tribute your monster for a bigger Summon, the newly Summoned monster will take on the damage of the Tributes. (HP damage refers to the difference between a card's current HP vs their original/printed HP. If your card has 300 HP but the card says their full HP was 1000, this means it has 700 HP damage on it). The monster attacked also retaliates with 1/2 its own ATK towards the aggressor's HP, because even when monsters lose the battle, it doesn't mean they just sit there and let themselves get hit. SP stands for (Speed), and the standard is that mostly all monsters will have 2 SP. It dictates who conducts the damage to the player's LP and the enemy's HP first. The bigger the number, the quicker the blow, and if you kill the other monster before they could attack, they won't get a chance to retaliate. If a monster has 0 SP, it doesn't have attacking speed and therefore can't do any damage or even continue its own attack. This is so cards don't outright "negate the attack" but instead slow down or speed up a monster little by little. If a card's HP becomes 0, it is destroyed, and it'll be destroyed "by battle" or "by an effect" depending on what caused the HP to hit 0.... Notes: Energy doesn't accumulate over turns. At the start of your turn, you produce all the energy from your Zones (yes you can put a Zone in play and immediately get their Energy) and it is yours to spend throughout your turn and your opponent's turn... and only until your turn comes around again, you forget everything that went unused and reset to whatever the total zones produce of any given element(s). No DEF stat. I kinda wanted to but there's a lot of stuff to keep track of as it is, and DEF interactions are pretty much unique to Yugioh as a game so it didn't sound wise to implement it. I don't know how I'd call or branch out on these things but I do wanna have an equivalent to Spell/Trap cards... maybe not as 2 different mechanics like Yugioh does, but something.... In which case it'd also come with energy/level, attribute/element, arrows, and HP..... IDK if it'd have SP, depends on what I come up with. - - - - ^This is so far what I have, and it might seem a little complex to keep up with.... I myself have a bunch of dice to keep track of the HPs and all Energy points and stat modifying stuff.... which makes me think this is the sort of thing that would work best in digital, a la Heartstone, although I personally wouldn't mind doing all the little actions xD Is it too complicated? Too comboluted? What are your thoughts people?
  9. 2 points
    Actually, Lumina's the flirt. Melody is the cute one. Ramona's the relatable one. Cecilia is the prim and proper one. I will list them again on this drawing that I finished last week (because I worded that last one wrong): From Left to right: Cecilia, Melody, Ramona, and Lumina.
  10. 1 point
    The idea before this archetype is: Bulky reptiles (with identical stats). They each have 3 effects. -A type of immunity/protection. -A battle-oriented bonus. -They make other members inherit their effects and stats when they leave the field, so it is possible for one of them to essentially be all 4 combined in effects. And yes, the inherited parts of their effects can be re-inherited. S/T support can happen in the future but for now these 4 are what I've got. Brawlizard Comodo EARTH Level 3 [Reptile/Effect] 1400/1400 Cannot be targeted or destroyed by Spell Effects, except by "Brawlizard" cards. If this card battles, after Damage Calculation: You can target 1 card on the field; destroy it. If it leaves the field, all "Brawlizard" monsters you control gain the different effects and the ATK this card had on the field. Brawlizard Monitor EARTH Level 3 [Reptile / Effect] 1400/1400 Cannot be destroyed by battle, except by "Brawlizard" cards. Banish monsters this card destroys by battle or by effect. Negate the effect of a monster it battles with during the Battle Phase. If it leaves the field, all "Brawlizard" monsters you control gain the different effects and the ATK this card had on the field. Brawlizard Iguana EARTH Level 3 [Reptile / Effect] 1400/1400 Cannot be targeted or destroyed by Trap Effects, except by "Brawlizard" cards. If it battles a Defense Position monster, it inflicts piercing battle damage. It can attack twice per Battle Phase. If it leaves the field, all "Brawlizard" monsters you control gain the different effects and the ATK this card had on the field. Brawlizard Salamandra EARTH Level 3 [Reptile / Effect] 1400/1400 Cannot be targeted or destroyed by Monster Effects, except by "Brawlizard" cards. If it battles, after Damage Calculation: Draw 1 card. Also, you can place 1 "Brawlizard" monster from your Deck to your Spell & Trap Zone as a Continuous Spell. If it leaves the field, all "Brawlizard" monsters you control gain the different effects and the ATK this card had on the field.
  11. 1 point
    Such a funny concept, hand-tailed lizards xD And they are deceptively good, IMO. May seem a bit slow, but as long as you keep a Brawlizard always on board the effects can stack and pass on each other. Their traits could be better though For instance, Level4 would enable Rank4 plays, including King of Feral Imps to search them. Whereas as WIND they would get access to toys like Totem Bird. Reptiles have a sleeper power card in Snake Rain, but these don't capitalize from it.
  12. 1 point
    Buck Shot Trap Card If your opponent controls more cards than you do, you can activate this card from your hand. Target 1 card your opponent controls; destroy the targeted card and inflict 500 points of damage to your opponent. You can only activate 1 "Buck Shot" per turn.
  13. 1 point
    DP24-JP031 Kyoui no Jinzou Ningen – Psycho Shocker (OCG: Menacing Android – Psycho Shocker/TCG: The Menacing Jinzo) Level 7 DARK Machine Effect Monster ATK 2400 DEF 1500 You can only use each effect of this card’s name once per turn. (1) If either player controls a Trap Card or there is a Trap Card in the GY: You can Special Summon this card from the hand, but its Level becomes 6 until the end of the turn. (2) During either player’s Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 “Jinzo” from your hand or GY, then, destroy all Traps your opponent controls (If those cards are Set, reveal them.) DP24-JP032 Makyoudoushi Psycho Bounder (OCG: Magical Mirrorist Psycho Bounder/TCG: Psycho Bounder) Level 4 LIGHT Machine Effect Monster ATK 1700 DEF 1000 You can only use each effect of this card’s name once per turn. (1) If this card is Normal or Special Summoned: Add 1 “Jinzo” or 1 Spell/Trap that specifically lists “Jinzo” from your Deck to your hand. (2) If another monster you control is attacked, before damage calculation: You can activate this effect; destroy the attacking monster and this card. DP24-JP033 Psycho Gigacyber Level 6 DARK Machine Effect Monster ATK 2200 DEF 1200 You can only Special Summon a card with this card’s name once per turn via its (1) effect, and you can only use the (2) effect of this card’s name once per turn. (1) If your opponent controls more Spell/Traps than you, you can Special Summon this card (from your hand). (2) If you control “Jinzo”, when this card declares an attack on an opponent’s Effect Monster: You can Tribute this card; place that opponent’s monster face-up in the opponent’s Spell & Trap Zone as a Continuous Trap Card. DP24-JP035 Uchuu no Housoku (Law of the Cosmos) Normal SpellCard You can only activate 1 card with this card’s name per turn. (1) Your opponent can Set 1 Trap Card from their hand or Deck directly to their Spell & Trap Zone. If they do Set, Special Summon 1 “Jinzo” from your Deck. If they do not Set, add 1 “Jinzo” or 1 card that specifically lists “Jinzo” from your Deck to your hand. DP24-JP036 Uchuu tono Koushin (Contact with the Universe/Cosmic Wavelength/At One with the Universe) Continuous Spell Card You can only use the (1) and (2) effect of this card’s name once per turn. (1) Send 1 monster you control that your opponent originally owns to the GY; Special Summon 1 Machine monster from your hand or GY. (2) If you control “Jinzo”, when your opponent conducts their normal draw during their Draw Phase: You can declare a card type (Monster, Spell or Trap); the drawn card is revealed, then if it is the declared type, send that card to the GY, and you draw 1 card. https://ygorganization.com/atonewiththepsychicforcesoftheuniverse/
  14. 1 point
  15. 1 point
    Erasing is a mechanic I created that represents what banishing was supposed to. Erased cards simply do not exist for the rest of the Duel. No card can interact with them, Special Summon them back, or even activate effects based on how many erased cards there are. As a matter of fact, as far as the game is concerned, erased cards never existed in the first place. I don't have any cards that deal with this mechanic so far.
  16. 1 point
    Hey, I'm sort of looking at this from the shadows, and I know this is on hold since a while ago but about this: Ryu Senshi, Rampart Blaster, and Mudballman in the Extra Deck have the clause "with the above cards", and that generally means they don't allow substitute materials. Without Spirit Ryu, Bubbleman, and Burstinatrix they aren't really Summonable with this base unless you are altering their rulings and errata-ing them for this format. Nothing in here that I see can trigger "The Huge Revolution is Over"... sounds like a pretty dead card here. Since your strategy is to Weapon Change/Shield & Sword the high DEF Warriors to get better ATK, I'd recommend something that changed them back to Defense Position. I recommend "Last Minute Cancel" (changes all your monsters to DEF but your opponent has to attack while you have an Attack Position for it it has another bounce effect but without P Pals it doesn't matter) or "Ready for Intercepting" (Trap version of Book of Moon for Warriors/Spellcasters). The first of these can allow your choice of Trap Jammer to shine a little more. Also, "Setuppercut" that could help turn your FLIP Ninja duo into something more possible to get out when you need it instead of just hard drawing it or shenanigans with Giant Rat + Magical Hats, which sounds pretty easy to work around.... With a couple of these, I'd recommend Acid Trap Hole for anti DEF strategy instead of the regular Trap Hole that hinders the few decent Normal Summon beaters. Which stuff like Dai Grepher and Kangoroo are unfortunate, with the vanillas immune to Inverse Universe, and both of these cannot get their stats switched in a way that could dodge Trap Hole anyways... Milus is another odd choice. So much of this base is EARTH that assuming the game started with this starter deck alone for this project to work with, Milus doesn't have the typing for the Warrior support, the decent ATK/DEF amounts to be self-sufficient, will end up boosting both sides more often than not anyways, and doesn't have any protection that makes it worth going for. Then there's Big Koala, which doesn't get much support to help it Tribute Summon, and is a bit too bulky, Fusion Material doesn't really help a whole lot since Kangoroo is easier to access and has the DEF theme going for it, and there's Mystical Sheep and EARTH Hex Sealed Fusion to go with as subs in there. There aren't even any "discard and revive" options that could help it out to combo with Spiritual Earth Art. There's Stray Lambs but it sounds like both cards aren't gonna do much unless they are drawn together. Hmmmm..... Oh, Hippo Carnival's defensive stuff is interesting, but not enough for Milus's case. Other ideas would be Performapal Hip Hippo for Koala's Tribute Summon aid, and it'd make the other effect of Last Minute Cancel live if you do decide to take the suggestions xD - - - - - I'm aware this is just a base to eventually dismiss when enough cards are created for the project, but still thought it'd be good to bring these things out.
  17. 1 point
    Evilswarms did (Zahak was a 3-headed Aklys). As for the Nekroz, they used the spiritual powers of the Yang Zing as a medium to channel the 8 Dragunity into the Lance that killed Anoyatyllis, who had the power of the Ice Barrier dragons.
  18. 1 point
    Her name is Doris. Even though I mostly post art of the same 3 girls, I actually have a little over a dozen characters for this project of mine more or less elaborated by now. She's the most normal one in the picture xD Mindel is always busy doing her own thing pretty isolated from everyone, and as a result her comfort in any sorts of social situations is almost non-existent, but she tries to be helpful and stuff regardless. Sooo yeah, that's her reaction xD Here's another character sample now that I've got this stuff going on: This is Evelyn. She likes exploring underground areas and stuff like that... and she's younger than the main girls so probably not something I'd recommend doing xD - - - - - I had to look up ahoge xD She looks like a magical girl. Does she have a story or background? =0
  19. 1 point
    "You" still refer to the controller. Like how Lava Golem works. but to make it even more clear especially since the card also involving moving (when it destroyed thus moved to GY) you can also used "Controller" You can Activate this card on your opponent Spell/Trap Zone other than the left-most or the right-most zone while you control 2 "Deerglebell" Monster. Once per turn, during your Standby Phase: Place 1 counter on this card. If this card is destroyed by card effect: Controller of this card take damage equal to the number of counter on this card x50. Double the amount of damage for each "Deerglebell" Monster your opponent control
  20. 1 point
    Hmmm so the card's effect I suppose will only trigger if it was actually equipped to something when sent from the field to the GY.... no "pop this while face-down" or anything.... though I have a question... if the equipped monster leaves the field and the card is sent to the GY due to lack of equip target, can that reviving effect apply? I see it lacks the "sent from the field to the GY while equipped" clause, so I'm curious on if it is an oversight or if it was purposely left out to aim for the trigger. In the case that it works if the monster leaves first, I have some nice ideas on implementing combos like reviving Sacred Crane after making an Extra Deck Summon, then netting the draw. Also, there's that Trap that came out not that long ago that equips an Equip Spell from your deck to a monster you control... This card can go places. Giving any monster in the game Qliphort-like protection is also a nice bonus (well, those work based on Levels but at this point that's a bit outdated but you get what I mean xD )
  21. 1 point
    This effect stays refering to the earliest set-up as "you", "your opponent", and "your Spell/Trap Zone" and cannot switch control by the effect of this card: (Continuous) X. The Duelist(s) that set this card can activate the following effect as belonging to them if this card is set on the opponent-of-that-Duelist's side of the field: (Continuous ) Y. Choose your flavor. I don't know if this is what you meant but I hope it helps.
  22. 1 point
    Timefold Counter Trap card Active only as Chain Link 3 or higher. Declare 2 names that among cards in the same Chain Link as this card and both has Chain Link number lower than this card, switch the Chain Link number of those declared cards.
  23. 1 point
    Made a few of these xD Some custom pictures that i made included ^^
  24. 1 point
    Interdimensional Thief ( Secret Rare) Level 3 Attribute. Dark Type. Psychic ATK. 1500 DEF. 1500 Effect . This card is considered to be a Cyberse also . This card cannot be normal summoned . When this card is special summoned you can banish this card and all cards on your side of the field. When this card is banished by its own effect you can add 2 cards from your opponents side deck or your side deck to your hand . This cards effect can only be used once per duel . You can't draw for 2 turns or add cards to your hand for 2 turns after this cards effect is activated . I hope the wording is ok . Please read to the end . I was wondering if this card is too strong and I was thinking if both players could take 2 cards from each other's side decks . Just throwing a idea out there .
  25. 1 point
    I do know Shaddoll get another support lately, but idk, i just feel it needs more Tho i also dont know how the current Shaddoll play, going to take on the Shaddoll i used to know, blindly Nephe Shaddoll Strings Spell/Quick-Play Target 1 monster your opponent controls; this turn, if you would Fusion Summon a "Shaddoll" Fusion monster, you can use the targeted monster as 1 of the Fusion material used to Fusion Summon. During your Main Phase, if you control an "El Shaddoll" Fusion monster: You can banish this card from your GY, then target 1 monster your opponent controls; its effect is negated, it becomes DARK attribute, also take control of that monster. You cannot Special Summon any monster during the turn you activate this effect, except "Shaddoll" monster. You can only use 1 effect of "Nephe Shaddoll Strings" per turn, and only once that turn. Edit: - Making the requirement easier by needing only "El Shaddoll" Fusion - Putting hard OPT All thanks to Darj~
  26. 1 point
    Blizzard Quick-Play Spell Card Target 1 face-up Spell Card your opponent controls; for the rest of the turn, negate its effects that activate on the field, also negate effects on the field from any Spell with the same original name, also if the targeted card would be sent to the GY this turn, return it to the opponents hand instead. You can only activate 1 "Blizzard" per turn. Source: https://ygorganization.com/healsocameoedindrivingsnow/
  27. 1 point
    So what if you wanted a supercharged Shrink and Chalice as a Quick-Play? ROTD-JP065 禁じられた一滴 Kinjirareta Hitoshizuku (Just One Forbidden Drop) Quick-Play Spell Card You can only activate 1 card with this card’s name per turn. (1) Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and if you do, halve their ATKs, also negate their effects (these changes last for the rest of the turn). Your opponent cannot activate any cards or effects in response to this card’s activation that have the same original card type(s) (Monster, Spell or Trap) as any card(s) sent to the GY to activate this card. Source: https://ygorganization.com/forbiddensipp/
  28. 1 point
    Residualight Continuous Spell Light monsters you control cannot have their effects negated by your opponent's card effects. If a Light monster you control is destroyed by battle or by a card effect: You can Special Summon 1 "After-Photon Token" with the same Attribute, Level, Type and half the ATK/DEF of that destroyed monster, but it cannot be Tributed or used as material for a Link Summon, also destroy it during the End Phase of the next turn. If this card is destroyed by a card effect: You can add 1 Level 4 or lower LIGHT monster with a different name from all the monsters in your GY from your Deck to your hand. You can only use each effect of "Residualight" once per turn. Some LIGHT support that is particularly useful for Fusion/Synchro Monsters, as you can use the Token generated by this card to such Summons. Lightsworns should be happy with this thing.
  29. 1 point
    Oh, this is pretty cute, imo. If Thomas Zero reads this, he'll probably kill me, but, I have almost no knowledge of how HEROs work, except they use Quick-Play Spells and lots of Fusions, so I was wondering if they can be recovered after being banished. The multiple Attribute effects looks pretty solid and appropriate, although I'm feeling the banishing effect is a bit too costly is they can't be recovered somehow. For some reason, you made me remember the Starman Jr. from Earthbound/Mother, lol. I wanna see a LIGHT/DARK Jr., since the 4 element effects were nicely assigned, I wonder which effects you'd give to those Attributes.
  30. 1 point
    God Slime / Egyptian God SlimeWATER Aqua / Fusion / EffectLV10 3000/30001 Aqua monster + 1 Level 10 WATER monsterMust first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 Aqua monster with 0 ATK (in which case you do not use “Polymerization”).(1) This card can be treated as 3 Tributes for a Tribute Summon.(2) Cannot be destroyed by battle. Your opponent cannot target monsters you control for attacks or with card effects, except “Egyptian God Slime”.
  31. 1 point
    Mir'Phalanax, Infinipede's High-archon EARTH / level 9 / Insect / Fusion / Effect 1+ Insect monster + 1 monster. Including 2 non-Token monster on the field Must be Fusion Summoned. Cannot be use as Tribute or Material to Summon a monster. While this card is face-up on your field or in your Extra Deck (Quick Effect): Immediately after this effect resolved, you can Fusion Summon this card that either face-up on the field OR from your Extra Deck to your side of the field by sending the above cards you control to the GY. You can only use this effect of "Mir'Phalanax, Infinipede's High-archon" once per turn. If this card is Fusion Summoned: you can destroy 1 card on the field. This card gain 300 ATK for each monster in either GY that used as Fusion Material to summon "Mir'Phalanax, Infinipede's High-archon". If this card would be destroyed or Banished by card effect: you can Banish 1 of its Fusion Material from either GY, instead. ATK 2300 / DEF 3100
  32. 1 point
    *I do not own this artwork Edits done by me Template Cred: grezar (DeviantART) ________________________________________________________ NOTES: I guess pretty self-explained. Mainly used to stop those pesky hand traps. The card may not be considered fast-pace but I guess it could do. ________________________________________________________ To see more of my custom cards, you can check out my DeviantART
  33. 1 point
    Seven in One Blow Trap Discard 7 random cards from your opponent's hand. You can only activate 1 "Seven in One Blow" per turn. I think I posted this before under a different name on NCM, but I was inspired to repost it here b/c Godbrand's story reminded me of it.
  34. 1 point
    New monster to support Fish Strategies appears, as it works the Grave. ROTD-JP033 揺海魚デッドリーフ Youkaigyo Deadreef (Deadreef the Ephemeral Fish) Level 4 WATER Fish EffectMonster ATK 1500 DEF 1600 You can only use each effect of this card’s name once per turn. (1) When this card is Summoned: You can send 1 Fish monster, except “Deadreef the Ephemeral Fish” from your Deck to the GY. (2) You can banish this card from your GY, then target 3 Fish monsters in your GY; shuffle them into the Deck, then draw 1 card. Note: This card is forcing 揺海 (Flickering Sea) to sound like Youkai (you know, the native otherworld creatures of Japan, similar to the Fae of Britain). Note 2: This card was revealed on March 18th, 2020. This is “Spirit Day”. Konami has a sense of humor. Source: https://ygorganization.com/cantcatchwhatisntthere/
  35. 1 point
    A CXyz form for Utopic Dark Infinity, huh. I didn't even know such card existed. The card looks fine to me. It doesn't actually get Utopia support, like short-cutting into it through Utopia Double, and thus I don't see a way to exploit this card, at least not yet, so it should be good to go.
  36. 1 point
    I found the way you wrote the list of material rather confusing, but one can make sense of it. Still, it would be more intuitive if you write it as: 1 monster + 1+ Insect monster on the field, including 1 non-Token monster The effect is a bit confusing as well, since it says that while it is face-up on the field, you can Special Summon it. I can only assume this applies when the card is treated as an Equip, most likely by the handful of Equip-turning effects that Insects got, but it is also not as intuitive and you may want to make it more clear or drop a PSCT on it. That aside, not a big fan of the card. Putting the complexity aside, it's an easy quick effect pop of 2 cards that can be done even during the opponent's turn for the disruption power, and all it needs is 2 monsters including an Insect. That's like Gladiator Beast Gyzarus on crack. Maybe it would have been acceptable pre MR2020, but that's changing next month. Also, I don't understand why it Summons itself after the effect resolves, and yet it's still treated as a Fusion Summon, You could just keep it simple and Fusion Summon it by effect. Or are there any advantages of these hoop jumps that I'm missing?
  37. 1 point
  38. 1 point
    HQ, that becomes a problem for my protagonist as a counter measure. This is due to Buzzard being able to utilize the grave to gain power, Cardinal summons a monster from the grave, etc. So this would actually combo with Access Denied and do more harm than good. But the story (like the manga/anime) doesn't use a banlist, so cards like Pot of Greed and Graceful Charity are a thing in that universe. Also, as Jolly pointed out, this card is evil for the sake of being evil. It is specifically designed to screw the protagonist. Also, it's important to put the protagonist in bad positions because it's a chance to show how good they really are.
  39. 1 point
    Meklord Emperor Wisel Infinity - Synchro Absorption Level 1 DARK Machine Special Summon Effect Monster 2500 ATK / 2500 DEF -Cannot be Normal Summoned/Set. Must be Special Summoned by this card's effect. -You can only use this card name's (1) effect once per turn. (1) During your opponent's turn (Quick Effect): You can send 1 face-up "Meklord" monster you control to the GY; Special Summon this card from your hand. (2) If this card is Special Summoned: You can target 1 monster your opponent controls; that monster cannot attack this turn.<Trigger> (3) When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. Source: https://yu-gi-oh.jp/index.php?page=details&id=767
  40. 1 point
    All the Zero star monsters that are level 0, and do not count for your normal normal summon. Zero star Darkwarrior Level 0 / DARK Warrior / Effect This card does not count for your normal summon. 100 / 200 Zero star Windcreature Level 0 / WIND Winged-Beast / Effect This card does not count for your normal summon. 100 / 210 Zero star Necromancer Level 0 / DARK Spellcaster / Effect This card does not count for your normal summon. Twice per turn: You can Special summon 1 "Zero star" monster From your GY (This is always treated as a normal summon) 50 / 100 Zero star Dark Master Level 0 / DARK Spellcaster / Effect This card does not count for your normal summon. After 3 turns; Tribute this card: Special summon 1 "Dark Magician" from the hand, Gy or deck. This card cannot be normal summoned from the GY (This card is always treated as a "Dark Magician") (This card is always treated as a "Magician") 0 / 35 Take that @Dr. Jolly Glot the III.
  41. 1 point
    I CTRL C and Ctrl V'd the word of you, @HQCardmaker
  42. 1 point
    1) Thx~ 2) I believe so , tho i rarely play ygo rn, only on db if im bored 3) [copy and paste this topic's title text here] 4) Im scared if i make it too useful, it ended up powercreeped the old cards like CotH, tho ik that reasoning is kinda weak, no one run CotH nowadays, so i will change the trap to be better/more useful then without the need of kinda hard condition 5) I was thinking of avoiding the abuse of this card's cheap summoning condition, then i realized when u replied that, "wait wtf, it already needs 6 ed monsters be banished fd, so it doesnt need opd" The only thing this card has a unique value other than the other bosses cards is the "You take no battle or effect damage", why? I design it with an idea of "emergency boss monster if i already used a lot of ed assets", and "no battle or effect damage" simply means it kinda saving ur ass of getting hurt lel and flipping the table of current gamestate 1) Simple, a) find a 2 similar but different arts, b) make 2 cards, in which same effects, but has different arts, c) make the gif and voila~, plenty of gifmaker flying around the net 2) Thx, tho i consider "can be negated with solemn or summon negation" as its weakness, because its already cheap card in an ed spam deck. As for OPD, yeah i will remove it 3) The thing with destruction proof is, from my perspective: a) too mainstream b) no one runs dark hole and torrential tribute nowadays, and targeting effects flies around heavily, but hmm . . . okay will change to destruction proof then Anyhow, updated* Monsters: > Added "OPT: You can send 1 [The Tree Trap] from Deck to the GY" to make Yggdrasil goes strong easily. > Removing "Once per Duel" summoning clause. > Changing hexproof effects > destruction proof > Making Yggdrasil gains effects based on the banished [The Tree Trap], instead of the [The Tree Trap] in the GY, so you can activate the Trap's GY effect without worrying it wont buff Yggdrasil. Trap > Changing GY effect, now without the need of taking damage, but limited to 1.5k ATK, negated effects, and destroyed during the EP Also thx guys for the reply/input!
  43. 1 point
    Enseikishi – Astolfo / Flame Noble Knight Astolfo Fire Warrior / Effect LV1 500/200 You can only use this card name’s (1) and (2) effects once per Duel each. (1) You can banish 1 FIRE Warrior monster from your hand or GY; Special Summon this card from your hand, then you can make this card’s Level become the banished monster’s Level. (2) You can banish this card from your GY; during your 2nd Standby Phase after activating this effect, Special Summon this banished card, then you can Special Summon 1 of your FIRE Warrior monsters that is banished or in your GY. Enseikishi – Ogier / Flame Noble Knight Ogier Fire Warrior / Effect LV4 1500/2000 You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is Normal or Special Summoned: You can send 1 FIRE Warrior monster or 1 “Noble Arms” card from your Deck to the GY, except “Flame Noble Knight Ogier”. (2) If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that target you control. (3) A monster equipped with this card cannot be destroyed by card effects. Enseikishi – Olivier / Flame Noble Knight Olivier Fire Warrior / Tuner / Effect LV4 1000/1500 You can only use this card name’s (1) and (2) effects once per turn each. (1) You can send 1 FIRE Warrior monster or 1 Equip Spell from your hand or face-up field to the GY; Special Summon this card from your hand, and if you do, its Level becomes 1. (2) If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that target you control. (3) Your opponent cannot target a monster equipped with this card with card effects. Enseikishi – Maugis / Flame Noble Knight Maugis Fire Warrior / Effect LV4 1500/1000 You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is sent to the GY: You can shuffle 3 of your other FIRE Warrior monsters and/or “Noble Arms” cards that are banished and/or in your GY into the Deck; draw 1 card. (2) If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that target you control. (3) A monster equipped with this card cannot be destroyed by battle. Enseikishidou – Roland / Flame Noble Knight Leader Roland Fire Warrior / Synchro / Tuner / Effect LV5 2000/500 1 Tuner + 1+ non-Tuner monsters You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is Synchro Summoned: You can activate this effect; during this turn’s End Phase, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. (2) During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that target you control as an Equip Card with this effect. ● The equipped monster gains 500 ATK. Enseikishitei – Charle / Flame Noble Knight Emperor Charle Fire Warrior / Synchro / Effect LV9 3000/200 1 Tuner + 1+ non-Tuner monsters You can only use this card name’s (1) and (2) effects once per turn each. (1) If a monster on the field becomes equipped with an Equip Card (even during the Damage Step): You can destroy 1 card on the field. (2) During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Card with this effect. ● The equipped monster gains 500 ATK. 「Enseiken – Durandal」/ “Flame Noble Arms – Durandal” Spell Equip You can only use 1 of this card name’s (1) and (2) effects per turn, and only once that turn. (1) While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. (2) If this card is sent to the GY because the monster it was equipped to was sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon for the rest of this turn, except Warrior monsters. 「Enseiken – Hauteclere」/ “Flame Noble Arms – Hauteclere” Spell Equip You can only use 1 of this card name’s (1) and (2) effects per turn, and only once that turn. (1) While this card is equipped to a monster: You can target 1 face-up monster you control; this turn, you cannot declare attacks with other monsters, also it can make a second attack during each Battle Phase, then destroy this card. (2) If this card is sent to the GY because the monster it was equipped to was sent to the GY: You can target 1 face-up monster on the field; destroy it. 「Enseiken – Joyeuse」/ “Flame Noble Arms – Joyeuse” Spell Equip You can only use 1 of this card name’s (1) and (2) effects per turn, and only once that turn. (1) While this card is equipped to a monster: You can target 1 FIRE Warrior monster in your GY; add it to your hand, then destroy this card. (2) If this card is sent to the GY because the monster it was equipped to was sent to the GY: You can Special Summon 1 FIRE Warrior monster from your hand. Olifant no Tsunofue / Olifant Horn Trap Normal You can only activate 1 card with this card’s name per turn. (1) Activate 1 of these effects; ● Banish 1 Equip Spell from your field or GY, then destroy 1 card on the field. ● Destroy 1 “Roland” monster you control, then Special Summon up to 3 FIRE Warrior monsters from your Deck in Defense Position, whose total Levels equal 9, but negate their effects, also you cannot Special Summon until the end of your next turn, except Warrior monsters.
  44. 1 point
    They’re cute and cuddly and squish and hug them and love them forever and they’d never harm a soul. ROTD-JP016 メルフィー・ラビィ Merfae Rabby Level 2 EARTH Beast Normal Monster ATK 0 DEF 2100 ラビィはこの切り株がいちばんのお気に入り。いつも登ってまわりをきょろきょろ。 メルフィーの森には個性豊かでかわいい動物たちがいっぱい。 切り株を見つけるとついつい座りたくなっちゃうそこのあなた! さぁ、ラビィといっしょにメルフィーのお友達を探しに行きましょう♪ (Rabby likes this stump the most. They’re always climbing it and going around it, round and round. The Merfae forest is full of adorable yet unique creatures. When you find a stump, you’ll happily want to sit down, and then you’ll find them there. Now, let’s go and find Rabby’s Melfae friends with them by your side ♪) ROTD-JP017 メルフィー・フェニィ Merfae Fenny Level 2 EARTH Beast Effect Monster ATK 100 DEF 300 You can only use each effect of this card’s name once per turn. (1) If your opponent Normal or Special Summons a monster OR if this card is targeted for an attack by an opponent’s monster: You can return this card to its owner’s hand, then, you can Special Summon 1 Beast monster from your hand, except “Merfae Fenny”. (2) During your End Phase: You can Special Summon this card from the hand. ROTD-JP018 メルフィー・キャシィ Merfae Cathy Level 2 EARTH Beast Effect Monster ATK 200 DEF 200 You can only use each effect of this card’s name once per turn. (1) If your opponent Normal or Special Summons a monster OR if this card is targeted for an attack by an opponent’s monster: You can return this card to its owner’s hand, then, you can add 1 Beast monster from your Deck to your hand, except “Merfae Cathy”. (2) During your End Phase: You can Special Summon this card from the hand. ROTD-JP019 メルフィー・パピィ Merfae Pappy Level 2 EARTH Beast Effect Monster ATK 300 DEF 100 You can only use each effect of this card’s name once per turn. (1) If your opponent Normal or Special Summons a monster OR if this card is targeted for an attack by an opponent’s monster: You can return this card to its owner’s hand, then, you can Special Summon 1 Level 2 or lower Beast monster from your Deck, except “Merfae Pappy”. (2) During your End Phase: You can Special Summon this card from the hand. ROTD-JP020 メルフィー・ポニィ Merfae Panny Level 2 EARTH Beast Effect Monster ATK 400 DEF 0 You can only use each effect of this card’s name once per turn. (1) If your opponent Normal or Special Summons a monster OR if this card is targeted for an attack by an opponent’s monster: You can return this card to its owner’s hand, then, you can add 1 Level 2 or lower Beast monster from your GY to your hand, except “Merfae Panny”. (2) During your End Phase: You can Special Summon this card from the hand. ROTD-JP044 森のメルフィー Mori no Merfaes (Merfaes of the Forest) Rank 2 EARTH Beast Xyz Effect Monster ATK 500 DEF 2000 Materials: 2 Level 2 monsters You can only use each effect of this card’s name once per turn. (1) You can detach 1 material from this card; add 1 “Merfae” card from your Deck to your hand. (2) If another face-up “Merfae” monster(s) you control return to the hand: You can target 1 face-up monster your opponent controls; while that monster is face-up on the field, it cannot attack, nor activate its effects. ROTD-JP045 メルフィー・マミィ Merfae Mammy Rank 2 EARTH Beast Xyz Effect Monster ATK 1000 DEF 1000 Materials: 2+ Level 2 Beast monsters (1) (Quick Effect) Once per turn: You can attach 1 Beast monster you control or in your hand as material to this card. (2) You can detach any number of Xyz Materials and apply the following. • 3+: This card cannot be destroyed by battle. • 4+: You take no battle damage from battles involving this card. • 5+: When this card declares an attack that battles with an Attack Position monster: Inflict damage to your opponent equal to the ATK of that Attack Position monster. ROTD-JP056 メルフィーのおいかけっこ Merfae no Oikakekko (Merfae Tag) Quick-Play Spell Card You can only activate a card with this card’s name once per turn. (1) Target 1 “Merfae” monster in your GY; Special Summon that monster. ROTD-JP057 メルフィーのかくれんぼ Merfae no Kakurenbo (Merfae Hide-And-Seek) Continuous Spell Card You can only activate the (2) effect of this card’s name once per turn. (1) Each turn, the first time each Beast monster you control would be destroyed by an effect, it is not destroyed. (2) Target 3 Beast monsters (each with a different name) in your GY; shuffle those monsters in the Deck, then, draw 1 card. ROTD-JP073 メルフィータイム Merfae Time Normal Trap Cad (1) Detach any number of Xyz Material from a Beast Xyz Monster you control; target up to an equal number of cards your opponent controls; return those cards to the hand. All Beast Xyz Monsters you control gain 500 ATK for each material detached to activate this card until the end of the turn. Note: I think the theme’s name comes from “Merveille” and “Fae” Source: https://ygorganization.com/thoushaltnotojama/ Gotta admit though, muh soft side triggered and peak at sight of Pappy On serious note Forest and Unicore together is one hell of a lock though
  45. 1 point
    I honestly love these cards but honestly have no way to test them out which is a bit of a bummer. Although, I'm working on that, it will take a while. Also, I saw the cards but haven't been able to give them enough attention to give an opinion on them individually due to work. Monday's are always extremely busy for me.
  46. 1 point
    Ah beautiful work as always Long time no see btw In a sense its a more expensive Sophia that sacrifice the anti-respond immunities for several new effect and once per turn field wipe. For the most part is a fair trade other than the trap being bricky and the expensive summon cost still need that "summon cannot be negated" Trap, decent i guess? Its not really amazing and the summon effect is quite risky. EDIT: I MISREAD THE SUMMON CONDITION LOL, its actually cheaper. While i still doubtful about the trap, at least the monster does better. On the second review im actually think this maybe dont need the once per duel tag. Outside the field wipe, all the effects are pretty common place in irl modern bosses so its pretty much safe
  47. 1 point
    Cyber Gremlin lv 1 EARTH Machine/Effect (Quick Effect): You can discard this card from your hand; Special Summon 1 Level 5 or lower EARTH Machine "Cyber" monster from your GY in Attack Position. You can only use this effect of "Cyber Gremlin" once per turn. ATK/100 DEF/100 Cyber Goblin lv 2 EARTH Machine/Effect If this card is Normal Summoned: Special Summon 1 Level 5 or lower EARTH Machine "Cyber" monster from your Deck in Attack Position. ATK/800 DEF/400 Cyber Orc lv 3 EARTH Machine/Effect The names of all face-up EARTH Machine monsters you control become "Cyber Ogre". If this card is Normal or Special Summoned: Add 1 Level 5 or lower EARTH Machine "Cyber" monster from your Deck to your hand. You can only use this effect of "Cyber Ogre" once per turn. ATK/1500 DEF/500 Cyber Troll lv 4 EARTH Machine/Effect This cards name becomes "Cyber Orge" while face-up on the field or in your GY. You can Normal Summon 1 Level 5 or lower EARTH Machine "Cyber" monster in addition to your Normal Summon/Set (You only gain this effect once per turn.) If this card attacks a Defense Position monster, inflict piercing battle damage. ATK/1900 DEF/1200 Cyber Ogre 3 lv 9 EARTH Machine/Fusion/Effect "Cyber Ogre" + "Cyber Ogre" + "Cyber Ogre" Must be Fusion Summoned with the listed Fusion Materials. Cannot be destroyed by card effects. At the start of the Damage step, if this card battles an opponents monster: The ATK of the monster this card battles is halved and this card gains the same amount of ATK during damage calculation only. ATK/3000 DEF/2600 Cyber Ogre MAX lv 12 EARTH Machine/Fusion/Effect 1 "Cyber Ogre" Fusion monster + 2+ EARTH Machine monsters (Max. 4) Must be Fusion Summoned. Cannot be destroyed by battle or by card effects, also, this card cannot be targeted by card effects. At the start of the damage step, if this card battles an opponents monster: The ATK of the monster this card battles becomes 0 and this card gains ATK equal to that monsters original ATK during damage calculation only. ATK/3700 DEF/3100 Factory of Mechanical Monsters Field Spell Card All EARTH Machine "Cyber" monsters you control gain 300 ATK and DEF. You can only activate the following effects of "Factory of Mechanical Monsters once per turn. * Special Summon 1 Level 5 or lower EARTH Machine "Cyber" monster from your hand. * Discard 1 EARTH Machine "Cyber" monster from your hand; Draw 1 card. Mecha Ogre Fusion Spell Card Fusion Summon 1 EARTH Machine Fusion monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand, field and/or GY, and if its a "Cyber Ogre" Fusion monster, its maximum number of attacks on monsters during each of your Battle Phases is equal to the number of Fusion Materials used to Fusion Summon it. Cyber Shadow Power Hacking Counter Trap Card Activate this card when your opponent activates a card or effect while you control a EARTH Machine "Cyber" monster. Negate the activation and destroy it, then, target 1 EARTH Machine "Cyber" monster you control: The targeted monster gains 2000 ATK until after damage calculation of its next battle. You can only activate 1 "Cyber Shadow Power Hacking" once per turn.
  48. 1 point
    Thanks! Since the story was a bit more anime-esque than practical, I'd think that irl something like Blackout would be necessary for the deck. For now, though, I think I'll stick to the bare bones and I'll figure out if I wanna expand the archetype later. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Speaking of which, I guess I should get on to the MC's archetype, shouldn't I? Before I show the cards, I should explain a little. I had made this a long time ago when the only card (I think) that banished things face-down was Ghostrick Skeleton. Because that concept had not been explored further at the time, I decided to jump on it and create the idea of the "Deep Graveyard" and the "Deep Banished Zone" (Yes, I know Banished Zone is not a thing, but it made writing cards easier, so work with me on this ). Basically, cards that are in the Deep GY/BZ, are face-down and are always under the face-up cards in the GY/BZ. In the game, you are not technically allowed to mix up the order of stuff in your GY/BZ, so this would enable you to reorder things. That said, stuff in the Deep GY/BZ operate in the same way as face-down banished cards work. The player can look at them, but the cards are not considered to have any card type/attribute/level/etc. It's not super revolutionary, but it allowed for some interesting stuff and made the MC's boss monster way ahead of its time. Without further ado, onto the cards! The "Hiddens" are supposed to use the Deep GY, while the "Deeps" are meant to use Deep Banishment. Character/Story Stuff I'm not really sure I like how the Level 4s turned out, but w/e. There's a ton of cards I could make for Hiddens/Deeps and a few of 'em are probably saved on my account whenever YCMaker restores the saved cards. Anyways, as always, CnC much appreciated! I think the next character had one of my favorite archetypal concepts so I should definitely try to do it justice.
  49. 1 point
    OMG that crab design is great. I like how 3D it is, and it does nail the appearance of a PS controller. I remember the written left/right moving crabs too. It's been a while. - - - - I've had a bit of a hectic week to say the least, but here's catching up on drawings: I ended up doing this request from a member of the Duel Portal Discord server. [spoiler=Mermaid Request] Then there's this concept sketch for a casual Link Monsters archetype I made [spoiler=Storm riding girl] Then there's sketch ideas that use characters of a mine from a little comic that I'm still working on, and tries to cover the Inktober challenge keywords. I just have the up-to-date pencil though. I'll only think on inking and uploading them on my other social media if/when I finish the 31 arts for them. Last year I could only cover 9 out of 31. [spoiler=1-Poisonous] [spoiler=2-Tranquil] [spoiler=3-Roasted] [spoiler=4-Spell]
  50. 1 point
    [spoiler=Some drawings in progress]
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