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Showing content with the highest reputation since 10/18/2019 in Posts

  1. 2 points
    I create yugioh custom cards for a long time now, i really love the game in general so to have a chance to put my ideas into it and create cards is a dream for me. So this is one of my favourite archetypes that i've created. I have tested it a lot in Dueling Book and i changed a lot from their texts to have this result. You will notice that is has many ways to search cards but due to it's gimmick (revealing monster that haven't been revealed from the hand) it needs that much searching cause it's really easy to just summon 2 monsters and pass, maybe make an Xyz. Overall i think they are balanced and i would love to hear your thoughts.
  2. 2 points
    Silly idea I had, I don't think it would be super fair as a real card, so that's why I'm putting it here. Basically if your opponent were to destroy this card while it was Set, it ends your turn, but you can also use it to end your opponent's turn. Skip Tripper Cyberse/DARK Level 4 You can Set this card from your hand in your Spell & Trap Zone as a Spell. If this card is destroyed by your opponent's card effect and sent to the GY while it was Set in your Spell & Trap Zone: Special Summon this card from, then it becomes the End Phase. 500/2000
  3. 2 points
    Scud it is then: Prepare for a D-Boyz Concert like none you've seen before! D-Leopardz/EARTH/Fiend-Type Flip Effect Monster/Level 1/600 ATK/400 DEF Lore: FLIP: Draw 1 card for each "D-Leopardz" you control +1, also once this turn, if this card is sent to the GY, you take 1500 damage and you can Set 1 "D-B" Spell/Trap from your GY. If this card is Summoned: You can Special Summon 2 Fiend Flip monsters from your hand or GY whose total Levels equal 6 or less to the field (1 on each side), but shuffle them into the Deck when they leave the field. If this card leaves the field by a card effect: All monsters your opponent controls lose 100 ATK/DEF for each different Attribute among the Flip monsters in your GY. You can only use each effect of "D-Leopardz" once per turn. D-Sisterz/WATER/Fiend-Type Flip Effect Monster/Level 1/800 ATK/200 DEF Lore: FLIP: Send 2 Flip monster with different names from your hand or Deck to the GY, and if you do, you gain LP equal to their combined ATK. If you control 2 monsters with the same name (Quick Effect): You can target 1 of those monsters: Special Summon this card from the GY, and if you do, return that target to the hand. You can only use this effect of "D-Sisterz" once per turn. This card can attack directly while in Defense Position if its ATK is 3000 or less. If it does, apply its ATK for damage calculation. D-Scendentz/FIRE/Fiend-Type Flip Effect Monster/Level 2/1000 ATK/0 DEF Lore: FLIP: Destroy cards on the field, up to the number of "D-Scendentz" you control, then you take 500 damage for each monster destroyed this way. During the Main Phase: You can reveal this card in your hand, then target 1 Fiend Flip monster on the field; apply its Flip effect, then Special Summon this card and any monsters with the same name as that target from your hand. You can only use this effect of "D-Scendentz" once per turn. Gains 300 ATK for each different Attribute among the Flip monsters in your GY. All Flip monsters you control cannot be destroyed by card effects. D-Emceez/WIND/Fiend-Type Flip Effect Monster/Level 2/0 ATK/1000 DEF Lore: FLIP: Target monsters on the field, up to the number of Flip monsters you control; you choose 1 of those targets to change to face-up Defense Position, and the others are changed to face-down Defense Position. If this card is sent to the GY while your LP are lower than your opponent's: You can reveal 1 Fiend Flip monster in your hand, except "D-Emceez"; apply its Flip effect, then discard it, and if you do, you can add 1 "D-B" Spell/Trap from your Deck to your hand. Gains 300 DEF for each different Attribute among the Flip monsters in your GY. D-Progidiez/LIGHT/Fiend-Type Flip Effect Monster/Level 3/500 ATK/500 DEF Lore: FLIP: Special Summon 1 Level 2 Flip monster from your Deck. Once per turn: You can target 1 Level 2 or lower Flip monster in your GY; apply its Flip effect, then add it to your hand. If a Flip monster(s) is Summoned: You can target 1 face-up Flip monster you control; it is unaffected by monster effects this turn, except this card's effects, also it gains ATK/DEF, until the End Phase. This ATK/DEF gain begins at 200 and is doubled each following time this effect is activated this turn. You can only use this effect of "D-Prodigiez" up to four times per turn. You can only control 1 "D-Prodigiez". D-Boyz Are Back in Town/Normal Trap Card Lore: Apply these effects in sequence, depending on the number of different Attributes the Fiend Flip monsters you control and/or in your GY have. You can only activate 1 "D-Boyz Are Back in Town" per turn. • 1+ Your opponent takes all battle damage this turn that is 500 or higher. • 2+: Special Summon 1 Fiend monster from your hand or GY with 1000 or less ATK. • 3+: The effect of the next activated Spell this turn becomes "You gain 1500 LP.". • 4+: Banish all monsters your opponent controls with 2000 or more ATK. • 5+: Your opponent cannot Summon monsters with 2500 or more ATK this turn. • 6: Your opponent takes 3000 damage, also they cannot gain LP this turn. Battle of D-Bandz/Continuous Trap Card Lore: If this card is added from your Deck to your hand by a monster effect: You can activate it, and if you do, you gain 1000 LP. Once per turn, if a monster on the field activates its effect: You can send 1 other Fiend Flip monster from your hand or field to the GY; change that monster's battle position, also the activated effect becomes "Change 1 other monster you control to face-down Defense Position, or if you control no other monsters, discard 1 random card from your hand." You never take effect damage by a monster effect if its ATK is 1000 or less. You can only control 1 "Battle of D-Bandz". D-Bandz Encore/Counter Trap Card Lore: When your opponent activates a Spell/Trap effect while you control a Fiend Flip monster: Banish 1 Fiend Flip monster from your Deck with a different name from the monsters you control or in your GY; negate that activation, plus the effects all all cards in your opponent's possession in that Chain if you have 3 or more Fiend Flip monsters with different names in your GY, and if you do, apply that banished monster's Flip effect. If you control 3 or more Fiend Flip monsters with different names, this effect cannot be negated. You can only activate 1 "D-Bandz Encore" per turn. NEXT UP: Fiendish Fury! DM: PaniK (Yamimakai/Vanilla Fiends) GX: Sarina (Mirror/Silver Spirit) 5DS: Commander Koda (Profile Burn) ZEXAL: Dr. Faker (Garbage) ARC-V: Sergey Volkov (Thorn Prisoner or Earthbound Fusion/Synchro, your choice) VRAINS: Akira Zaizen (Tindangle)
  4. 2 points
    Hello, fine peoples! It's story time! Ok so... I remember getting the first Kaiba structure deck for Christmas way back when. There are a lot of cards in that original deck that I still have good memories of. Pale Beast is one of the ones that stuck out to me most of all though. I'm still not sure why; maybe because it looks like more of a "monster" than most of the other cards? Or maybe... I always felt like there was some weird connection between it and BEWD. Well, I wanted to make that connection real, so... here it is. Blue-Eyes Pale Beast LIGHT **** Beast/Effect If you Summon a "Blue-Eyes" monster, you can target 1 Spell/Trap on the field; destroy it. If you control a Level 8 monster, this card's original ATK and DEF are doubled and its original Level becomes 8. 1500/1200
  5. 2 points
    Prodigy of Darkness/DARK/Zombie-Type Effect Monster/Level 1/0 ATK/1900 DEF Lore: If this card is targeted by a Spell/Trap or monster effect, while it is in the GY or banished (Quick Effect): You can Special Summon this card, and if you do, negate the effects of all other cards in this card's Chain. You can only use this effect of "Prodigy of Darkness" once per Duel. Once per turn, if a monster's ATK changes, you can make 1 face-up Zombie monster you control immediately gains ATK equal to half that ATK change, until the End Phase. Princess of Darkness/DARK/Zombie-Type Effect Monster/Level 2/500 ATK/1800 DEF Lore: If you Normal Summon a Zombie monster: You can Special Summon this card from your hand. Once per turn: You can target 1 card on the field or in the GY; during the next turn, your opponent loses 1000 LP if it is moved to a different place. If your opponent activates a card or effect that would discard a card(s) to activate a card effect, or by a card effect, you look at your opponent's hand and choose which cards they discard. Punisher of Darkness/DARK/Zombie-Type Effect Monster/Level 3/1000 ATK/1700 DEF Lore: If you would Tribute Summon a Zombie monster face-up, you can Tribute this monster in your hand, instead of a monster on the field. Once per turn: You can banish 1 Zombie monster from your hand or GY, and if you do, add 1 Zombie monster from your Deck to your hand with exactly 500 more or less ATK than that banished monster. You select the targets of your opponent's card effects that targets a card(s) in the GY. Prefect of Darkness/DARK/Zombie-Type Effect Monster/Level 4/1500 ATK/1600 DEF Lore: If this card is Special Summoned from the GY, returned from the GY to the hand, or banished from the GY: You can Set 1 "Patrician's Parlor" or "Patrician's Penance" directly from your Deck. If this card is Summoned: You can declare 1 card type (Monster, Spell or Trap): while there are only Zombie monsters on your side of the field, you select the targets of your opponent's cards and effects of the declared card type that targets a card(s) on the field. You can only use each effect of "Prefect of Darkness" once per turn. Patrician's Parlor/Continuous Spell Card Lore: During the turn this card was activated, decrease the Levels of all Level 2 or higher Zombie monsters in your hand by 1 (even after being Summoned/Set.) If a Zombie monster you control is destroyed and sent to the GY: You can Special Summon 1 Zombie monster from your Deck or GY with exactly 500 less ATK than that monster, but banish it when it leaves the field. You can only use this effect of "Patrician's Parlor" once per turn. You can only control 1 "Patrician's Parlor". Patrician's Penance/Continuous Trap Card Lore: Until the end of the next turn this card was activated, the effects of all Zombie monsters you control cannot be negated. Once per turn, if a Zombie monster you control battles: You can target 1 Zombie monster in your GY; banish it and if you do, 1 of those battling monster gains 1500 ATK, also destroy it during the End Phase. You can only use this effect of "Patrician's Penance" once per turn. You can only control 1 "Patrician's Penance". Who needs a wincon when your opponent's play will give it to you? NEXT UP: Since its closing in on Halloween time, let's give the spotlight to a card as fitting in decision as kids are when they say "Trick or Treat!": Ms. Judge
  6. 1 point
    Serqet: there a bit of wording problem with Serqet's monster destruction effect since its vague on which monster on battle that should destroyed. of course implying that it meant the destroy the one owned by opponent its should be ( Destroy the battling opponent monster). another problem is discarding cards from deck can actually translated to "send" wording which apply to both hand or deck better than discard. there fore this is the rough fix: "Before the Damage Calculation, if a Monster you control battles: You can shuffle 1 Monster from your GY to your Deck; Destroy the battling opponent monster. Whenever a monster card is sent to GY: Your opponent must send 1 card from either his/her hand OR top of the Deck to GY. Opponent cannot send cards from their top of the deck this way unless he/she has no cards in his/her hand. as for the card design, im not really agree with Serqet being potentially OP. destruction effect is ok but on a bit harder to summon monster. not a normal summoned Level 4. last effect is practically begging for unfair abuses, its trigger on any instances a monster is sent to GY from anywhere and anytime. i can see this summoned as part of opening a combo and then you do your shenanigans which responded by this card effect that clear opponent hand with no chances whatsoever to play Anubis: "When this card destroy a monster by battle: Gain LP equal to differences between this card ATK and the ATK or DEF of the destroyed monster (whichever apply for damage calculation on that battle). You can pay LP in multiples of 500: Discard a card from your hand for each multiple of 500 LP paid; draw that many cards. additionally if you discard any "Egyptian God" card(s) for this effect, reduce the amount of card you would draw for each of those cards and then add 1" Egyptian God" card from your Deck to your hand" last effect is not really experimental but its quite hard to find its equivalent. that being said, the draw effect is too good. its a 3+ hand fixer that combo as a super-searcher. Dangers! and GY dependable effects are still in the game and this card can provide even more power to it
  7. 1 point
  8. 1 point
    I've seen this topic for a couple years now. I'll bite. Here's what I was listening at the moment:
  9. 1 point
    To answer the question, the card is based on a game I played called "Onmyoji", a Turn-Based RPG where Abe no Seimei, the Onmyoji, summon a spirit (or small ghost by the Wikipedia) by using a blank amulet. This is also the reason why I made "Black Emissary from the Underworld" and "White Emissary from the Underworld" (they were called "Kuro Mujou" and "Shiro Mujou"). Apparently Sealmaster Seimei is based on Abe no Seimei, since "Meisei" is an anagram of "Seimei"
  10. 1 point
    I love the fact that I can just rank up dark rebellion into this, but it does nothing else. This was a wasted opportunity.
  11. 1 point
    3 new main deck cards and some reprints SD37-JP001 Qadoshaddoll Keios Level 2 LIGHT Spellcaster Flip Effect Monster ATK 900 DEF 100 You can only use one effect of this card’s name per turn. (1) FLIP: You can Special Summon 1 “Shaddoll” monster from your hand in face-down Defense or face-up Defense Position. (2) If this card is sent to the GY by an effect: You can send 1 “Shaddoll” monster from your hand to the GY, then apply the following effect. • Monsters you control gain ATK and DEF equal to the original Level of the monster sent to the GY by this effect times 100. Note: This card seems to derive its name from Qados, “Holy” in Hebrew or a similar related word. SD37-JP002 Laishadoll Wendi Level 3 WIND Psychic Flip Effect Monster ATK 1500 DEF 1000 You can only use one effect of this card’s name per turn. (1) FLIP: Special Summon 1 “Shaddoll” monster from your Deck in face-up Defense or face-down Defense Position, except “Laishadoll Wendi”. (2) If this card is sent to the GY by a card effect: You can Special Summon 1 “Shaddoll” onster from your Deck in face-down Defense Position, except “Laishaddoll Wendi” Note: Apparently this card’s name should be referencing wings or flight in hebrew but I am not versed enough in the matter. Wendi is of course, Wen is Hebrew for something wicked or evil, and is also part of Wendigo, an man-eating spirit of the folklore of the Algonquian people of North America. SD37-JP033 Lashaddoll Incarnation Normal Trap Card You can only use one effect of this card’s name per turn. (1) Target 1 “Shaddoll” monster in your GY; Special Summon that monster in face-up or face-down Defense Position. (2) Banish this card and 1 “Shaddoll” monster from your GY, then apply one of the following effects. • Change 1 face-down Defense Position monster you control to face-up Defense Position. • • Change 1 face-up Defense Position monster you control to face-down Defense Position. Note: I have no clue, don’t ask. The Kanji says “Chosen Holy One of Shadow-Light”, but I am not versed in Hebrew Source: https://ygorganization.com/scorchedearthscorned/ @Ryusei the Morning Star
  12. 1 point
    U - Union Carrier is clearly the best generic piece we've seen in Vrains Pack 3 (the Predaplant one as probably the second best). My only question about Carrier is whether or not the "+1000" effect overwrites any other effects the original card had. If not... Well, I could see it being used to set up a really suppressing board alongside Dragon Buster Destruction Sword. Otherwise, I could see this as being really strong support for Burning Abyss. EDIT: Other interesting cards Carrier could make way better: Block Dragon - Free search of up to 3 Rocks when sent from field to GY (SFFTG). Spyral Master Plan - Searches the field spell and a monster when SFFTG. The entire Gouki Archetype - Search a Gouki card when SFFTG. Colapserpent + Wyverburster - Not as impacting now, but they can search the other. Dawn Knight - Wanna Foolish a LIGHT off of Carrier, but want to Special Summon it afterwards? Use this to bypass Carrier's restriction! Goblin Zombie/Glow-up Bloom - Can search out Zombies/Summon high-leveled Zombies when SFFTG. Sangan + Witch of the Black Forest - both can be triggered from the Spell/Trap Zone. BA - Self-explanatory. Cute things this works with: Guardian Dreadscythe - It has a hard nomi clause which Carrier actually helps bypass. Retaliating "C"/Resonance Insect - Can search out low/high level Insects respectively. Superheavy Sams - There are a few cards that would benefit from the equip effect, a few that can be used from GY, and Soulpiercer can be used when SFFTG. Only issue is summoning Carrier while not locking yourself into SHS's for the turn. Phantom Knights - Use Carrier to help load them into the GY. Low Leveled Witchcrafters - They all have banish effects from GY. A bit more awkward to use though since summoning out 3 monsters isn't their strong suit. There's way, way more stuff this works with too. This is the stuff that caught my eye when running through YGOPRO.
  13. 1 point
    I forgot one... "The Tricky Madcap" Rank 5/Dark [Spellcaster / Xyz / Effect] 2 "The Tricky" Once per turn, you can romove 1 Xyz material from this card to Special Summon one "Tricky" monster from your deck. If this card has no XYZ material, you take 500 points of damage each time you Special Summon. ATK: 2300/DEF: 1800
  14. 1 point
    Thanks to an idea one of the YCM members gave me, here is my variation of a new "Tricky" Archetype
  15. 1 point
    I genuinely love what you've come up with here. It adapts the Ghostrick style nicely while still being its own thing, and it does a really good job at keeping your onslaught coming. The only problem is keeping spell/trap zones open to place your trap monsters in for the field spell. Also, even if your opponents monsters are all rock type monsters once the field spell hits the field, not only will it not get a chance to hit the field by the time your opponent is done with their turn if you go second, which is when your wanna play the field spell, or preferably on turn three when you've played a few monsters yourself, but also you have nothing to stop your opponent from killing you, while giving your opponent what is essentially a free turn to kill you thanks to the field spell's halving effect, even if you control fox on your turn. Your opponent does not have their damage cut in half, while you have your damage split down the middle, so unless you control 5 or 6 monsters with decent attack, you can't close the game.
  16. 1 point
    Just to note your missing this cards ATK and DEF values still its a nice retrain over the OG Rank-Up DRXD.
  17. 1 point
  18. 1 point
    Noble Knight Richtor Level 4/Light Warrior/Effect Once per turn, if this card is equipped with a "Noble Arms" spell card, draw 1 card for each "Noble Arms" card you control. Once per turn, you can destroy 1 card equipped to this card. All "Noble Knight" monsters you control gain 100 ATK for each "Noble Arms" card in either players GY.
  19. 1 point
  20. 1 point
    It's a fun little harmless card. Having both this card and The Tricky in your hand at the same time would be the worst thing about it but it could maybe spark a Tricky archetype or something.
  21. 1 point
    Forbidden Memories, Duelists of the Roses, Battle City and the one that was released on the Gamecube.
  22. 1 point
  23. 1 point
    I do like that it helps get over the troublesome monsters. The other thing I like is that this card resolves almost no matter what. There are ways to prevent it from resolving and keeping that monster banished (like either banishing or bouncing this card). But your opponent isn't very likely to kill this before it times out if they failed to negate it altogether. But allow me to explain: If I were to activate this, I likely set my opponent up to drop their biggest monster so I could get rid of it and hit a really nice OTK combo OR I have another plan altogether and I just need my opponent's ace off the field for a bit longer while I prep for my real strategy.
  24. 1 point
    https://open.spotify.com/album/0pN7Pj0loPxU8pRcMXSHZq Etrian Odyssey II OST Just linked what I was listening to instead of fetching YT because when I saw they had these games' soundtracks I was like well, it'll give me less ads than YT (I'm not paying for either of them).
  25. 1 point
    I think I figured out how to make a more playable version of Leviathan. Will post soon. Added a playable version.
  26. 1 point
    no, thats a condition that is checked during the resolution of the effect so you would still need for the opponent to have an extra deck monster to use cards from the deck. still a good way to search for your shaddoll fusions tho.
  27. 1 point
    Tinker Gnome are a group of LIGHT Fairy type monsters that all revolve around Synchro summoning and getting tuners on your field but they all struggle in ATK but are pretty strong in DEF their archtype could all revolve around keeping a field spell of a that can flip their ATK and DEF around during the battle Phase Example Tinker Gnome Guard ATK 500/DEF 1800 level 3 effect monster Effect: When this card is summoned add 1 tuner monster to your hand. If this card is destroyed by a card effect summon another Level3 or lower 'Tinker Gnome' monster from your deck to the filed in face-up defence position Field Spell Tinker Gnome Rebellious Hideout Effect: If you control a face up 'Tinker Gnome' Card on your side of the field this card cannot be destroyed. During either player's battle phase Switch the ATK and DEF of all 'Tinker Gnome' monsters and switch all DEF posistion 'Tinker Gnome' monsters to ATK Behemoth
  28. 1 point
    Xtra HERO Neo Space Surfer LIGHT Link: D Warrior/Link/Effect 1 "HERO", "Neo Space" or "Neo-Spacian" monster If this card is Link Summoned: Add 1 "Neos Fusion" from your Deck to your hand. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except "HERO" monsters. If you would take damage: You can banish this card from your GY; increase your LP equal to the damage you would of taken instead. You can only Link Summon "Xtra HERO Neo Space Surfer" once per turn. ATK/800 LINK-1
  29. 1 point
    It can go either way, depending on how the RP’s host allows. Also, this isn’t just for Yugioh RPs.
  30. 1 point
    Suspiria 6/LIGHT/Spellcaster/?/? Gains ATK equal to the highest DEF among the monsters on the field. While this card is in your hand or field (Quick Effect): You can Tribute 1 monster with ? DEF in your hand or this card on the field; you cannot Tribute monsters for the rest of the turn, also apply 1 of these effects. ● Special Summon 1 monster with ? ATK from your hand, or if this card was Tributed on the field to activate this effect, you can Special Summon that monster from your Extra Deck instead. ● Banish 2 Normal Spell/Trap Cards from your hand and/or the GYs with the same name, and if you do, apply the effect of 1 of those banished Spell/Trap Cards. Happy Halloween! Some inspiration from a 1977 horror movie and an even more bizarre set of inspirations card-wise later, we have Helena Markos herself personified. Fortune Ladies come to mind, but I'll let everyone else have fun with the bizarre possibilities here! This card's possibilities and interesting angles are about as versatile as the soundtrack of the movie that inspired it
  31. 1 point
    Scrap-Iron Catapult Trap Card Activate this card while you control a "Synchron", "Warrior" or "Stardust" Synchro monster. Target 1 monster your opponent controls; return the targeted card to the hand, also after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Catapult" per turn. So this card in Yusei themed decks acts as a infinite Compulsary evacuation device that has a hard OPT to balance its unlimited amount of bouncing.
  32. 1 point
    Night Number Seven, and this time, we've got a different entity from yesterday about to crash down upon us. Blind Destruction and Blind Obliteration now have a prologue, folks. (extremely Robbie voice) We did it. Story aside, this alien invasion is effectively Orgoth the Relentless, the Counter Trap. 2 or more similar rolls, you Solemn your opponent, and regardless of what you roll, the heads of your opponent's front line will be one of them. Knocking off up to 3 cards on the field, in the hand, or in the Extra Deck, is brutal. Of course, you'll need to get the unholy trinity of Extra Deck sides to prepare for this and possibly extend (Herald of the Arc Light, Elder Entity N'Tss, and Toadally Awesome). Other cards may vary. Speaking of which, until the next one, folks... BD'S, signing off.
  33. 1 point
    Sandestructor is an archetype that consists of EARTH Machine main Deck monsters and EARTH Rock Link-1 monsters. Their main gimmick is to destroy other "Sandestructor" cards in order to activate their effects. Their continuous Spells/Traps have this common trait where they all Summon a "Sandestructor Evil Effigy of *name* Token" when destroyed. Those tokens are used as materials for their Link-1 monsters as they all require a "Sandestructor Evil Effigy of *name* Token" as materials, each with a different name. Being Link 1 monsters mean they have low stats but they compensate that with their protection & control-drifted effects. Appearance/Design wise: Imagine the main deck cast as shadowy humanoid figures wearing Construction workers' clothing and equipment, while some are riding construction machines. The Extra Deck monsters are giant living rock status, each represents a mythological creature from a different mythology, like The Sphinx, Ymir, Goliath, Simorgh, etc. The Spell/Trap lineups describes the "journey" of the main deck "Sandestructor" monsters as they destroy the statues that seals away the destructive power of the "Sandestructor" giant Link Monsters. Next: Simorai (Simorgh + Samurai)
  34. 1 point
    Grandion, Creator of the Golden City 10/LIGHT/Warrior/Xyz/2500/3800 2 Level 10 monsters If this card is Xyz Summoned: Attach to this card as material, as many other face-up cards you control as possible that were face-up when this effect was activated. You can detach 10 materials from this card; for the rest of this Duel, the original ATK of all monsters you control is doubled. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Grandion, Creator of the Golden City" once per Duel. Next: An evolution of an OCG-original Xyz Monster.
  35. 1 point
    Model Mk. Model Mk. are a series of Machine FLIP monsters whose gimmick revolves around anticipating how your opponent will get rid of your cards. Each monster places another "Model Mk." underneath it face-down. When the monster on top leaves the field, it flips up the one under it and that one triggers if a certain removal condition is met (difficult to explain; see sample cards). The backrow largely consists of equip spells that pigeonhole your opponent into removing your cards in the "proper" way while also strengthening your monsters to enable them to beat over threats. Sample: Destruction Model Mk. I FIRE *** Machine/Flip/Effect FLIP: If this card is flipped by the effect of a monster that was destroyed by battle: Destroy all face-up monsters your opponent controls. If this card is Summoned: Place 1 "Model Mk." monster from your hand or Deck underneath this card face-down. (You can only gain this effect once per turn.) If this card leaves the field, flip the monster underneath this card into face-up Attack Position (this is treated as a Flip Summon). 1300/1000 Destruction Model Mk. II FIRE **** Machine/Flip/Effect FLIP: If this card is flipped by the effect of a monster that was destroyed by your opponent's monster effect: Inflict 3000 damage to your opponent. If this card is Summoned: Place 1 "Model Mk." monster from your hand or Deck underneath this card face-down. (You can only gain this effect once per turn.) If this card leaves the field, flip the monster underneath this card into face-up Attack Position (this is treated as a Flip Summon). 1900/600 Next: Talismania
  36. 1 point
    It's being updated Please refer to this thread
  37. 1 point
    Utopia - The War that Never Ends Field Spell While this card is face-up on the field, cards and effects cannot be activated during the Battle Phase. If this card is in your GY during the Battle Phase when your opponents activates a card or effect (Quick Effect): Banish this card face-down, then negate the effect and end the Battle Phase. You can't activate this effect on the same turn this card was sent to the GY. pretty simple, pretty effective Next: A card that supports Normal Monsters. The catch is it must not contain any kind of effect related to Normal or Special Summoning.
  38. 1 point
    Third Night of Fright, and welp, its a good thing Pit's illiterate or else The story for this comes from another familiar source: Creepy_Pasta_Reader, a rather chillingly compelling short story poster on Ifunny. Specifically, its centered on this insight into the mind of one of the last remaining survivors of the Sleep Plague. The Trap itself, however? Well, at the simple cost of a DARK monster Tributing, this card puts both Red-Eyes Flare Metal Dragon conditions and OTK blockage on a Monster Type for three turns. Not completely neutralizing, but certainly a hassle for any uni-Type Decks to navigate, like Saladbois, Cyber Dragons, Thunder Dragons....especially them. Trap Trick and Lilith search it, the latter can be Tributed for it (or any weenie card can under Lair of Darkness conditions) and it basically turns Borrelswords into not-easy-bake-aggroboxes. Here's hoping we find some use for these cards. Until the next Night of Fright, tricks, treats, you know the drill. BD'S, signing off.
  39. 1 point
    While having experimental mechanics is great, it does help to have the cards that go along with that mechanic that much easier to understand. But yeah, sometimes we come up with card concepts without mechanics and mechanics without cards. I totally know where you're coming from. I have done it a few times. So yeah, give a new atrribute, type or subtype, nobody works with it. Give a new game mechanic and presto, you have a gajillion cards being made. But I'm not a mod. I just share a mutual understanding.
  40. 1 point
    That's... literally a choice of 12 cards. 5 if you remove all the Dragons. Armityle - Chaos Incarnation LIGHT 10* Fiend/Ritual/Effect Can be Ritual Summoned using "Sacred Beast's Blood Heart". This card's name on the field becomes "Armityle the Chaos Phantom". This card is unaffected by your opponent's card effects during your opponent's turn. If this card is sent to your GY or banished by your opponent's card (by battle or card effect), during the End Phase: You can Special Summon 1 "Armatyle the Chaos Phantom" from your Extra Deck ignoring summoning conditions, and if you do, equip this card to that monster. A monster equipped by this effect is unaffected by your opponent's card effects during your opponent's turn. 4000/4000 Sacred Beast's Blood Heart Ritual Spell Can be used to Ritual Summon "Armityle - Chaos Incarnation". You must also Tribute 1 "Uria, Lord of Searing Flame", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" in your hand or on your side of the field; Ritual Summon 1 "Armityle - Chaos Incarnation" from your hand or GY. During your Main Phase: You can banish this card from your GY and reveal 1 "Armatyle the Chaos Phantom" from your Extra Deck; add 1 "Armityle" monster, or 1 monster that is listed as Fusion Material on the revealed monster from your Deck to your hand. Make a Ritual that must be summoned using a Token(s) as tribute.
  41. 1 point
    First Night of Fright, and you're getting a mutated Duel Terminal Titan in your stocking this pre-Halloween season. This time, we venture deeper into Duel Terminal - as yet another Deck before has - and find ourselves with a frightening sight. For even though Guardragon Andrake was a fearsome sight, it was but the defeated version of this horror. With Mardark's malice and Almarduke's power, this monster is what razed most of the world around the great Crusadia/Orcust battle, only to be subdued by the Crusadia to a more manageable state. As it is now...well, there's a reason the card most likely to bring this creature out is called "World Legacy Monstrosity". And this card basically can run circles around Decks with the right configuration. Harmonizer Gradielle has nothing on this. For starters, this can assimilate monsters and gain effects, and bring them back if it goes out to a card effect -good luck, Kaijus and Nibiru. But yeah, this card's both good at giving and taking, though, as it can disrupt your opponent's GY play, and its ease of Link Summon could easily translate into more goodies for the Dragons. However, this is where the story for this Halloween night ends. Until the next card, folks and folkettes. BD'S, signing off.
  42. 1 point
    Thanx @BatMed @Byakuya Not very good imo however The Fusion is cumbersome to summon and using an existing fusion to summon it means you already have your fusion card. If it were an IF target it would be amazing The MD monster needed to be a tele target
  43. 1 point
    Add the option to dislike comments
  44. 1 point
    Just run it as the 41th card forehead
  45. 1 point
    Hello, fine peoples! In my trend of continuing to make stuff for DM characters, I thought "what if Joey got one of those 2016 structure decks?" Just like with the Kaiba and Yugi ones, I decided to build off a theme that didn't focus on his ace monster. I also needed to make a field spell that fit into this new theme. So I decided to run on his gambler theme (specifically die rolls rather than coin tosses) and ended up on the following set of cards: Squire of the Dice-Blade WIND *** Warrior/Effect When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Negate the attack, then Special Summon 1 monster from your hand. 4-5: Negate the attack, then add 1 "Dice" spell/trap from your Deck to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and its original ATK/DEF is doubled. 1200/500 Tiger Soldier of the Dice-Claws EARTH **** Beast-Warrior/Effect Inflicts piercing damage. When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Activate 1 "Graceful Dice" or 1 "Skull Dice" from your hand, Deck, or GY, then you can negate the attack. 4-5: Return 1 monster with a dice rolling effect from your GY to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and battle damage it inflicts is doubled. 1800/1000 Gardna of the Dice-Shield WIND * Warrior/Effect If a monster you control with a dice roll effect battles, during the Damage Step, you can Special Summon this card from your hand and roll 1 six-sided die; your battling monster gains 500 ATK/DEF x the die result until the End Phase. If you control a Level 7 monster, this card's Level becomes 7, it cannot be destroyed by battle, and it gains the following effect: - Once per turn: You can target 1"Dice" Spell/Trap from your GY; Set it. 800/1000 Dragon Soul of the Dice-Flames FIRE 7* Wyrm/Effect If you activate a card that has a die roll effect OR: If you activate a monster effect that requires a die roll, you can Special Summon this card from your hand. Once per turn: If you activate an effect that requires a die roll: You can reduce this card's Level by up to 6; the roll's result equals the Levels reduced. If this card is used as Xyz Material, the Xyz monster gains the following effect: - If this card is targeted by a card effect, you can detach 1 Xyz Material and roll 1 six-sided die. If the result is 1 or 6, inflict 1000 damage to your opponent. Otherwise, negate the effect and attach that card to this monster as Xyz Material. 2000/2400 Realm of Probability Field Spell When this card is activated: Roll a six-sided die and add 1 monster with a die roll effect whose Level is equal to the result from your Deck to your hand. If you cannot, take 1000 damage. All monsters you control gain 200 ATK for each "Graceful Dice" in your GY. All monsters your opponent controls lose 200 ATK for each "Skull Dice" in your GY. Face-up Spell/Trap cards you control with a die roll effect cannot be targeted by your opponent's card effects except "Realm of Probability". Dice Draw Quick-Play Spell Send 1 card with a die roll effect you control or in your hand to the GY; roll 1 six-sided die and apply the appropriate effect: 1: Until the End Phase, the effects of cards with die roll effects cannot be negated. 2: Draw 1 card. 3-5: Draw 2 cards. 6: Draw 3 cards. Red-Eyes Dice Magic Dragon DARK R7* Dragon/Xyz/Effect 2 Level 7 monsters When this card is Special Summoned: Roll 1 six-sided die then attach cards from the top of your Deck to this card equal to the result. If this card would be destroyed (by battle or card effect), you can roll 1 six-sided die. If the result is less than or equal to the number of Xyz Materials under this card, you can detach that number of Xyz Materials from this card instead of destroying this card, then you can destroy a number of cards on the field up to the number detached. If this card has no Xyz Materials: You can tribute this card; inflict 1400 damage to your opponent. 2800/2400 I think the wording might be a bit off, but for the most part, I think things are pretty self explanatory. Thanks for the look-through and, as always, CnC is much appreciated! Cheers!
  46. 1 point
    people wipe standing up?
  47. 1 point
    I'm here to break up the archetype, but I'll finish this one out, poorly or otherwise. I looked up Seker and he seems to be associated with the dead. Also a hawk, but when has being the wrong animal ever stopped Yu-Gi-Oh? Figured this archetype would want its own Fusion card anyway. Sekerabbit, the Principled Scholastimal DARK Beast Level 1 ATK 0/DEF 0 Effect: If this card is in your GY when the ATK of a Beast monster you control is changed so that it has 2000 or more ATK, Special Summon this card to your side of the field in face-up Defense Position. (Quick Effect): Once per turn and only once that turn, while this face-up card on the field has been Special Summoned by its own effect, you can Fusion Summon 1 Beast Fusion monster from your Extra Deck using this monster and other Beast monsters you control as material. ------------------------------------------------------------------------------ Next up: Wrong Move
  48. 1 point
    TCG is gay that aside, why no upstart?
  49. 1 point
    Oh, that's funny! I made Psychic Counter support cards a few days before the site went down. I don't think I ever followed up on 'em though. Honestly, this card feels like it'd end up becoming an engine starter rather than being used for those ol' LP-Psychics: - Search Lab - Use Lab to NS a Psychic > place a counter - Banish this > SS Kozmo Tincan (Kozmo plays), Raremetalfoes Bismugear (Metalfoe/Pendulum/Super Poly plays), Psi-Reflector (Assault Mode plays), or Re-Cover (Combo off). Admittedly, these kinds of combos are more fragile than they used to be, but this definitely opens some interesting stuff. As for the actual LP-paying psychics... It's helpful? Looking 'em up now, it looks like most of 'em have slow OPT effects that either are meant to secure the battle phase (altering stats, manipulating attacks, etc.) or work during the battle phase (battle floaters, destruction protection, etc.). Better LP-paying Psychics are needed for this to really shine.
  50. 1 point
    Cards are saved, nothing will be lost.
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