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  1. Novice Magician DARK Level 1 Spellcaster / Pendulum / Tuner / Effect PE: Once per turn: You can target 1 face-up monster you control with a Level; its Level becomes any number between this card's scale and the scale of the other card in your Pendulum Zone. ME: If you control no monsters, you can Special Summon this card (from your hand). While your LP is equal or lower than your opponent's, this card is unaffected by your opponent's card effects. This card can attack directly. If this card inflicts battle damage to your opponent: You can reveal your opponent's hand, then Special Summon 1 monster to your opponent's field in it ignoring its Summoning conditions, and if you do, negate its effects, also it cannot be Tributed or used as material for a Summon, then you can have this card become any Level between that monster's Level and this card, but if you do, banish this card when it leaves the field. During your End Phase, you can return this face-up card you control to your hand. ATK 100 / DEF 100 And here it is... my first custom Pendulum Card ever. This little magician is (or at least that was the intention) pretty versatile and dangerous. The main treat comes from the monster effect, but I believe the Pendulum effect, while not spectacular, will be able to help greatly with Synchro and Xyz Summoning. I believe Pendulum Magicians tend to have low scales, but there's stuff like Performapal Celestial Magician with 8 among others. Then we have the super annoying Monster Effect. Originally you could also SS this card if your opponent controlled more monsters, but it was too much text, so I cut that part xD. Still, this card Special Summons itself with relative easy, and with almost the same ease, it can become impervious to your opponent's attempts to harm it, for a secure direct attack, which could be aid by equipments or other support, but more importantly, gives you intel on the opponent's card and Special Summons 1 of the mobs in the hand, to the opponent's zone you want, screwing their effects or material potential and blocking a zone of your liking. Then this girl can either change Level and use herself as material (she's a Tuner) and banish, OR be used as Xyz Material and save herself, OR return to the hand like a coward xD. Comments and critique welcome n.n P.D. I think the girl comes from a video game called Little Witch Nobeta xP. I just found the image randomly and said: This can work.
    5 points
  2. Clear Revival Jam WATER Level 4 [ Aqua / Effect ] ATK/ 1500 DEF/ 500 If a monster you control would be destroyed by battle, you can destroy this card instead. If this card is destroyed by battle or by its own effect: You can Special Summon it in Defense Position. Once while this card is face-up on the field: You can reduce 1 battle damage to 0. Jam of Safe Return [Continuous Spell] There is no limit to your hand size while this card is on the field. Once per turn, if a monster is Special Summoned from your GY during damage calculation: Draw 1 card, and and if a "Revival Jam" monster is on your field or GY, draw 1 more card for each "Jam of Safe Return" in your GY. You can only control 1 "Jam of Safe Return". - - - - NOTES: It is a retrain of the 5 card Slifer combo Marik pulled off in the manga: Revival Jam, Jam Defender, Card of Safe Return, Infinite Cards, Slifer the Sky Dragon. Of course, I didn't retrain Slifer here..... -Essentially made Revival Jam + Jam Defender into 1 card that functions more like the anime/manga where it did not have a LP cost to revive, did not have a delayed revival, and protected your monsters even during your own turn (in the manga/anime it was used against attack-looking effects like Magic Cylinder or Slifer's second mouth, and it even protected Slifer from stamping with its own regular ATK vs Buster Blader after Lightforce Sword weakened it enough to die from it). The battle damage protection is the way it is because battle damage happens before battle destruction so I couldn't make them the same effect, and if you block damage it HAS to die by its effect for you to reset that effect soooo use it as intended basically. -The other card is Infinite Cards + Card of Safe Return in 1 card. Inifinite Cards has never been worth the slot just for that effect alone. Meanwhile, original Card of Safe Return is just worst than Pot of Greed in this day and age. I wanted a condition where it could unlock the anime/manga's "draw 3 cards" functionality, and hopefully the damage calc restruction makes it useless to most revival out there... the intention there is that monsters that revive during the window of battle destruction... Vampire's Curse, Twin Headed Behemoth, Aurora Wing, and Zombina are the only samples I can think of off the top of my head.
    4 points
  3. Supreme Nullification Continuous Trap Activate this card by paying 2000 LP. Numerals that are less than 10 in the effect text of cards on the field become 0. Send this card to the GY at the end of the next turn. This card represents a gimmick that I plan to make into a whole archetype. In case the card doesn't make sense, the intent is for all card effects that specify any numeral from 0-9 to be treated as 0. For example: you chain this card when your opponent activates "Upstart Goblin". Your opponent will draw 0 cards (because the numeral "1" in the effect is replaced), but you still gain 1000 LP (because 1000 is not a single-digit number). Alternatively, you can use it to your benefit in rare circumstances. If you have it face-up on the field, you can activate cards like "Lightning Vortex", "Silent Graveyard", or Counter Traps that discard cards without actually having to pay for their costs. This turns off almost every searcher and draw spell as well as most targeting effects. I even found an "FTK"/OTK combo with it (a like to whoever can figure it out!). What would you use this for?
    4 points
  4. Insect's Sacred Turf [Trap Card] Target 1 Insect monster on the field; destroy all monsters on the field that are not being targeted by an effect. - - - - NOTES: -Inspired by the concept of "Needle Ceiling". The word "Insect" in the card was meant to instead be an archetype (that I haven't made so for now I'm posting this generic version instead) as I wanted the card to be supported by a search/recycle engine similar to that of Sky Striker Spells/Traps..... though for now, just look at it as a fun generic xD -Examples of monsters this card is meant to not kill are any monster with an Equip Card (Spell or Union Monster works) or with some connection to a card that is on the field such as the Traps "Metalmorph", "Fiendish Chain", "Call of the Haunted". Of course any player can add to a chain with any targeting effect on the game to save their own monsters from getting destroyed, which makes this card kinda deseptively weak I think. Of course many targeting effects for cards on the field tend to have the purpose of killing said cards sooooo maybe not xD Anyways, thoughts, comments, suggestions, corrections, w/e all welcome xP
    4 points
  5. Necro Magician lv 4 DARK Zombie/Effect If this card is Normal or Special Summoned while you control "Zombie World" or a Zombie Monster in your Extra Monster Zone: Set 1 "Super Polymerization" or "Necro Fusion" directly from Deck or GY, also, that card can be activated during the turn it was set. If this card is used as Material to summon a DARK Zombie Monster from your Extra Deck: You can Special Summon this card from your GY. You can only use each effect of "Necro Magician" once per turn. ATK/1800 DEF/0 Lich Empress DARK Link: D Zombie/Link/Effect 1 Level 4 or lower DARK Zombie Monster If you control another Zombie Monster, this card cannot be targeted for attacks. While you control this card, you cannot Special Summon monsters except Zombie Monsters. You can only use the following effects of "Lich Empress" once per turn * If this card is Link Summoned: Add 1 "Zombie World" from your Deck or GY to your hand. * (Quick Effect): You can banish 1 Spell Card from your Deck face-down; Special Summon 1 Level 4 or lower Zombie Monster from your hand or either players GY, also, if you control "Zombie World", your opponent cannot activate cards or effects in responce to the activation of this effect. ATK/1000 LINK-1 Dracofear the Nethersoul Dragon King lv 10 DARK Dragon/Fusion/Effect 3 Zombie Monsters Must be Fusion Summoned. If you control "Zombie World", your opponent cannot activate cards or effects in responce to the activation of this cards effects. Gains 300 ATK for each Zombie Monster on the field. You can only use the following effects of "Dracofear the Nethersoul Dragon King" once per turn. * (Quick Effect): Target 1 face-up Monster your opponnent controls; the targeted cards effects are negated and its ATK and DEF become 0 until the End Phase this turn, then, Special Summon 1 "Dark Soul Token" (Zombie/DARK/Level ?/ATK ?/DEF 0). (When Summoned, its Level and ATK become equal to the original Level and ATK of that monster.) * If this card is destroyed by battle or by an opponents card effect: Special Summon 1 "Dragonecro Nethersoul Dragon" from your Extra Deck (This Special Summon is treated as a Fusion Summon.) You can only control 1 face-up "Dracofear the Nethersoul Dragon King". ATK/4000 DEF/0 Necro World Field Spell Card (This card is always treated as "Zombie World".) After activation: Add 1 Level 4 or lower DARK Zombie Monster from your Deck to your hand. All monsters on the field and in the GYs become Zombie monsters. All Zombie Monsters you control gain 500 ATK, but lose 500 DEF. If this card would be destroyed, you can banish 2 Zombie Monster in either players GY instead. You can only activate 1 "Necro World" per turn. Necro Feast Counter Trap Card If you control "Zombie World", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a Zombie Monster. Negate the activation and banish it, then, you can banish this card; Special Summon 1 Zombie Monster from either players GY to your side of the field. You can only activate 1 "Necro Feast" per turn.
    4 points
  6. Sparkstorm (Sparks) Spell Inflict 200 damage to your opponent, then inflict 200 damage to your opponent, then inflict 200 damage to your opponent, then inflict 200 damage to your opponent.
    3 points
  7. No option for "in moderation" in the polls huh? Look, everyone you ask on this site (or any other for that matter) that actually had good grip on how the game and the business revolving it will say the same thing no matter how many times you ask: power creep is inevitable, but ultimately can be and prefered to be controlled in moderarion Economically If cards is power-crept each set > its become chase item > irrationally sky-rocket its price > less people can actually afford it > the ones that actually manage afford it will be subjected to bubble crash next set > nobody is happy, because its bad investment Game-wise, its polarizing demographics of the player base, the the collector struggle to acquire the cards, the casual/rouge/jank players get sidelined, the competitor has to waste money for chasing the deck component in order to compete only to be get dunked on the next format per new set, and the spectator get bored to death that the tournament only consist 2-3 deck with high chances of even more boring mirror match at finals These is not theories, it has happened before: its the disgusting dragon ruler format, You either play full power DL or Spellbook (heck even Danger! Dark World format still have about 3-4 other deck) sure im praising Flundereeze the other day, but that deck has a fair weakness. Konami relatively getting good at moderating the effects and its powercreep now days. The meta consistently has +4-5 deck at minimum with good chuck of "other" variant and we like that
    3 points
  8. @Sleepy, this Furret is worried about your health, so it's offering you a flower in the hope it makes you feel a bit better
    3 points
  9. This card came from a submitted suggestion from my suggestion box. If you'd like to see certain cards/content on this page, drop it in the suggestion box. You can access the link to the suggestion box from this post. Please read rules/clarifications before submitting your suggestion. ________________________________________________________ ________________________________________________________
    3 points
  10. Ecclesia, the Virtuous in White lv 4 LIGHT Spellcaster/Tuner/Effect If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Ecclesia, the Virtuous in White" once per turn this way. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 “Xiangjian” monster or 1 “Fallen of Albaz” from your hand or Deck. During the End Phase, if a Fusion Monster(s) is sent to your GY this turn: You can add this card from your GY to your hand. You can only use each effect of "Ecclesia, the Virtuous in White" once per turn. ATK/1500 DEF/1500
    3 points
  11. Fat Pompadourian Lady Trap If your opponent controls 3 or more monsters than you do, and the total ATK of all monsters your opponent controls is greater than or equal to your LP, you can pay half your LP; Special Summon this card as an effect monster (Fairy/WATER/Level 12/ATK 0/DEF 0). This card gains ATK and DEF equal to the total ATK of all monsters your opponent controls, also, it is unaffected by your opponent's card effects the turn it is Summoned. If you control no monsters when this card is activated, your opponent cannot activate monster effects in response to this card. If you have no other cards in your Spell/Trap Zones when this card is activated, your opponent cannot activate Spell/Trap cards in response to this card. "The game is not over until the Fat Pompadourian Lady sings!" Next: Sublimineel (Subliminal + Eel)
    3 points
  12. Gradius EX LIGHT **** Scale: 4<>4 Machine/Pendulum/Effect PE: Once per turn: You can Special Summon 1 LIGHT Machine monster with 1200 ATK from your hand. LIGHT Machine monsters with 1200 original ATK gain 800 ATK and they cannot be targeted by your opponent's monster effects. ME: If a LIGHT Machine monster you control inflicts battle damage to your opponent: You can target 1 Spell/Trap your opponent controls; destroy it. If another LIGHT Machine monster declares an attack: Special Summon 1 Option EX Token". Its Type, Attribute, Level, and ATK/DEF are always the same as this card, but destroy it if this card is no longer face-up on the field. You can only use each effect of "Gradius EX" once per turn. 1200/1200 B.E.S. Constructed Core LIGHT 6* Scale: 9<>9 Machine/Pendulum/Effect PE: You can Special Summon 1 "B.E.S." monster from your hand, and if you do, place 1 counter on it. You can target 1 Spell/Trap you control and 1 monster your opponent controls; return those targets to the hand. You can only use each effect of "B.E.S. Constructed Core" once per turn. ME: When this card is Normal Summoned, you can change this card's battle position, regardless, put 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn: You can remove 2 counters from this card and target 1 card on the field; destroy it. 1800/2400 Random Pendulums for a random series + archetype.
    3 points
  13. Water Girls appear that serve as generic WATER support, but the full depths of their strategy is unknown. Note: Hisui’s Kanji means literally “Ice Water” but it’s being used here as a foreign name due to Katakana. Also it sounds like “Jade” in Japanese. So. Icejade. BODE-JP008 Hisui no Acty (Acty of the Icejade) Level 4 WATER Aqua Effect Monster ATK 1000 DEF 1000 You can only use the (1) and (2) effect of this card’s name once per turn, each. (1) If this card is Normal or Special Summoned: You can send 1 WATER monster from your hand to the GY; draw 1 card. (2) If a face-up WATER monster you control is destroyed by battle or card effect and this card is in your GY: You can banish this card; Special Summon 1 “Icejade” monster from your hand or GY, except “Acty of the Icejade”. BODE-JP009 Hisui no Tinola (Tinola of the Icejade) Level 4 WATER Aqua Effect Monster ATK 1000 DEF 1000 You can only use the (1) and (2) effect of this card’s name once per turn, each. (1) You can send 1 card from your hand to the GY, then target 1 WATER monster in your GY; send this card from the field to the GY, and if you do, Special Summon that target. (2) If a face-up WATER monster you control is destroyed by battle or card effect and this card is in your GY: You can banish this card; Special Summon 1 “Icejade” monster from your hand or GY, except “Tinola of the Icejade”. BODE-JP010 Hisui no Tremolat (Tremolat of the Icejade) Level 5 WATER Aqua Effect Monster ATK 1500 DEF 1500 You can only use the (1) and (2) effect of this card’s name once per turn, each. (1) You can send this card from your hand to the GY; Special Summon 1 WATER monster from your hand. (2) If a face-up WATER monster you control is destroyed by battle or card effect and this card is in your GY: You can banish this card; Special Summon 1 “Icejade” monster from your hand or GY, except “Tremolat of the Icejade”. BODE-JP056 Hisui Youran (Icejade Cradel) Normal Spell Card (1) Add from your Deck to your hand, 1 “Icejade” monster with a different name from the cards you control or in your GY. Source: https://ygorganization.com/bode-icejade/ If im not mistaken @Rayfield Lumina you like water themes? Well these 4 is quite potent decent stuff if not a bit clunky to setup Im curious though they so generic as an archetype i wonder what kind of gimmick it konami stored for us... beside the potent floating feature they have of course The search spell though...seems hinting highlander strategy
    3 points
  14. I roughly agree with what Mickey said, anyhow he mixed up some PSCT stuff, so I'm here to fix that. 1 Tuner + 1+ non-Tuner monsters Once per turn: You can activate 1 of these effects. ● Banish 1 Normal Trap Card that meets its activation requirements from your field or GY; this effect becomes that card's effect when it is activated. ● Excavate cards from the top of your Deck until you excavate a Trap, then add that card to your hand, also shuffle the remaining cards into your Deck. So this would allow you to use cards like Reckless Greed the turn you set them by banishing them from your field for the cost of a - 1. I think regarding the amount of different cards you could use with this, you don't actually need the option to draw a card instead. The effect could be pretty helpful with outing cards like Dragoon by using IDP in your initial turn going 2nd and would actually be pretty rewarding if played in a GY reliant (milling) Deck as you could get strong Traps in your GY quickly and not even go negative to use the copying effect. It's definetely a fun concept but I would recommend adding a hard once per turn condition to the card to restrict unfair abuse. That would go like this: You can only use this effect of "Trap Master Dragon" once per turn. Best regards, Messoras
    3 points
  15. Thanks Horu. I'm now gonna post an unrelated sketch. The above one of Azalee is in a sketchbook I use at home when I can work on something with materials and more time. The one I'm gonna drop in this post is in s sketchbook I carry in my bag for the rare occasion I might be able to doodle something during lunch break at work. Still hopefully in progress. Patsy/Rainboots/my OC that I currently have as my avatar.
    3 points
  16. Assault on Enemy Territory! Continuous Spell Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, conduct 1 attack as if it was your own Battle Phase. You can only activate this effect if your LP is lower than your opponent's. After you have activated this effect thrice: Destroy this card. If this card is destroyed by your opponent's card effect: You can target 1 monster you control and 1 monster your opponent controls; send both targets to the GY, then you take 400 damage, also, after that, your opponent takes 800 damage. You can only control 1 "Assault on Enemy Territory". Here's a funny card that pretty much popped up suddenly in my mind as I was watching a WWII documentary xD. I didn't think too much on the consequences, I just said, let's go. The card is flavourful everywhere. The main effect is pretty obvious, but there's stuff like the fact it only lasts 3 times, which you can consider the limit of a Special Force doing their best on enemy's territory, causing a lot of damage until finally caught or defeated. It can only be used if your LP is lower as a wink to the idea that you're at a disadvantage in a military conflict and decide to use a risky tactic to gain the upper hand. Lastly, a suicidal mission. A hero that manages to take down a foe with themselves. You take damage, but as it's the opponent's base, they take more damage than you. The damage seems pretty smol, but if you manage to catch an opponent's Level 8 or so mob, it's not that bad. So yeah, hopefully there's no precedent to you attacking during your opponent's battle phase, making this card original and fun to use, but probably not that competitive. Perhaps @Horu will find this card appealing as he was in the militia.
    3 points
  17. Jutte Soldier lv 2 EARTH Warrior/Effect If this card is Normal or Special Summoned: Special Summon 1 "Jutte Fighter" from your hand, Deck or GY, also, for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except EARTH Warrior Monsters. You can only use this effect of "Jutte Soldier" once per turn. ATK/900 DEF/700 Jutte Guardna lv 4 EARTH Warrior/Effect This cards name is treated as "Jutte Fighter" while in your GY. If this card is Normal Summoned: You can Special Summon 1 Level 4 or lower EARTH Warrior Monster from your hand in Defense Position, and if you do, switch this card to Defense Position. If this card was used as Synchro Material to Synchro Summon a "Goyo" Synchro Monster: You can Special Summon 1 "Goyo Defender" from your Extra Deck (This Special Summon is treated as a Special Summon), also for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except EARTH Warrior Monsters. You can only use this effect of "Jutte Guardna" once per turn. ATK/1000 DEF/2000 Goyo Rider lv 4 EARTH Warrior/Synchro/Effect 1 EARTH Warrior Tuner Monster + 1+ non Tuner Monsters If this card is Synchro Summoned: You can target 1 monster your opponent controls; equip the targeted card to this card. This card gains ATK equal to half the ATK of monster(s) equipped to this card by this effect. If this card would be destroyed by battle or by an opponents card effect, destroy 1 monster equipped to this card instead. If this card destroys a monster by battle: apply 1 following effects. * Equip the destroyed monster to this card. * Special Summon the destroyed monster to your side of the field in Defense Position. ATK/2000 DEF/800 Jutte Alert Quick-Play Spell Card Special Summon 1 Level 4 or lower EARTH Warrior Monster from your hand, Deck or GY, also, for the rest of this turn, you cannot Normal or Special Summon monsters except EARTH Warrior Monsters. If a EARTH Warrior Synchro Monster(s) you control would be destroyed by battle or by an opponents card effect, you can banish this card from your GY instead. You can only activate each effect "Jutte Alert" per turn. Goyo Capture Counter Trap Card If you control a EARTH Warrior Synchro Monster, you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a EARTH Warrior Monster. Negate the activation and apply the following effect depending on that cards type. * Monster: Take control of that card. * Spell/Trap Card: Set that card on your side of the field. If you control a Level 6 or higher "Goyo" Synchro Monster, set this card instead of sending it to the GY. You can only activate 1 "Goyo Capture" per turn.
    3 points
  18. https://ygorganization.com/everybugwascardfufighting/ BODE-JP029 擬態する人喰い虫 Gitai-suru Hitokui Mushi (Mimetizing Man-Eater Bug) Level 4/EARTH/Insect/Flip/Effect (1) FLIP: Target 1 monster on the field; destroy it, and if you do, this card gains ATK equal to that monster’s original ATK, then you can make this card’s Type become the same as the destroyed monster’s original Type. (2) This card on the field cannot be destroyed by battle, and cannot be destroyed by the effects of monsters with the same Type. 450/600
    3 points
  19. I'm all for adding some new ones as well. When I react to something, I usually use the regular "like" and the "thanks" icons. For me, I just use one as a more intense version of the other, so some different colors for a simple "like" sounds nice as a cleaner way to differentiate. In addition to that I'd also like to see some kind of "medal" icon to go along with the trophy one. I like the idea of adding a Surprised/Shocked reaction, and a lighthearted/animal one sounds like it would be fun too.
    3 points
  20. I took this long to reply because I've been asking left and right what would people like. The absolute consensus is "YES, we want more reactions!", but everyone has their own ideas, which are pretty hard to condense into one or two new reactions. Being this the case, my take would be pretty similar to Sleepy's: A pink/red heart that denotes an "I love it" of sorts. Another one could be an Astonished/Amazed reaction, to show your admiration/respect for other people's posts. And personally, the one I'd like the most is a... dog reaction *blushes*. Yeah, I know it sounds childish, but this kind of... mainstream cuteness is pretty popular nowadays, and considering there are a lot of young people coming here to post their cards, it might be a good idea. Evidently, this idea comes from that "Meow" reaction I saw in the other forum. Just an example. Obviously we'd need to make our own, as this is copyrighted. I believe we could have the top left or top right as a "friendly alternative" to the classic blue heart reaction. Or make Pink/Red heart replace Blue heart and have this one as the normal "Like"? The plan is to make it as appealing as possible, and let's be honest, who dislikes freaking Shiba Inus?
    3 points
  21. Yep, pretty much this . Though in both cards you target the attacking monster, so I'd say it's good measure to do the same here. Here's a suggestion: Separate the effects. With this I mean, the current effect is using the "and" conjunction, and this forces you to apply both effects, or none. If you used a conjunction such as "also", you needn't either effect for the other to go off. So, for instance, if your opponent chains something to this card and provides the attacking monster with destruction immunity, yep, it won't be blown to pieces, but the direct damage will go through. This card needs this, because it's relatively hard to use and not exactly thaaaat game changing unless your opponent is at killing range from the dd (something that you could achieve with simple cylinders in a much easier way. Honestly, I'd make this card a combination of the Cylinders and Dimensional Prison.
    2 points
  22. Stressed with final projects and guess what i do to relieve myself? Make a custom card heh An idea i have for such a long time, but kinda stopped, and forgotten, now i revived again after i found around my old custom archive This might changed into archetype? Who knows Idea lore, he is a Master Summoner (Golem Master), that he can transform basically any non-living things into Golem, for him to defend or to attack? Levi, Alterspell Summoner EARTH/Level 4 Spellcaster/Effect Once while face-up on the field (Quick Effect): You can target 1 Spell/Trap on the field; Special Summon it as a Normal Monster (Rock/EARTH/Level 1/ATK 0/DEF 2000) (That card is NOT treated as a Spell/Trap.) If Set Spell/Trap is targeted this way, it cannot be activated in response to this effect activation. You cannot Special Summon any monster during the turn you activate this effect, except EARTH Rock monster or EARTH Spellcaster monster. 1700/1700
    2 points
  23. Healing Tides Normal Spell Choose any number of Player(s) other than you, they gain 1000 LP then you gain 1300 LP for each player(s) you choose. I wont expect yugioh politic game to be as intricate as MTG does but we have to start somewhere, this spell can either group hug or single out potential threat on the table by helping other players that may help you defeat them while providing assurance to yourself Mystic Quadrupling Continuous Trap You can Banish 1 Quick-Play Spell in your hand face-up: until the end of this turn replace this card effect with the banished card and the following effect ● You must target/apply the effect of "Mystic Quadrupling" on either different players OR cards in the possesion of different players with each proceeding activation. You can only control 1 "Mystic Quadrupling". You can only activate the effects of "Mystic Quadrupling" up to 4 times per turn. Not really sure how to word this, but the idea is you "copy" the spell and used it on the different players Patron of Riots, Vandel'va EARTH / Level 6 / Fiend/ Synchro / Effect 1 Tuner + 1+ non-Tuner Monster If this card is Synchro Summoned: you can Choose a player other than you; Draw cards equal to number of other player(s) you didn't choose. then apply the following effect until your next turn. ● All monster(s) the chosen player control must attack during his/her turn if able. Also whenever a monster controlled by the chosen player attack, you and the chosen player can shuffle 1 card from their hand and draw a card You can only use this effect of "Patron or Riots, Vandel'va" once per turn 2600 / 600 Probs gonna add more later
    2 points
  24. Meutering lv 4 EARTH Cyberse/Effect If a Field Spell is activated: You can Special Summon this card from your hand, then, if face-up cards are in both players’ Field Zones, this card cannot be destroyed by battle or card effects this turn. You can only use this effect of "Meutering" once per turn. Negate the effects of any face-up card in your opponent’s Field Zone during your turn, also negate the effects of any face-up card in your Field Zone during your opponent’s turn. ATK/1400 DEF/1100
    2 points
  25. https://ygorganization.com/whatyoumeanihavetoreadreadingisfornerds/ BODE-JP031 Soldrapom Fengli Level 1/FIRE/Plant/Tuner/Effect You can only use this card name’s 1st effect once per turn. (1) If this card is sent from the Deck to the GY by a monster effect: You can Special Summon this card, then, if you control another Plant monster, you can halve the ATK/DEF of 1 face-up monster on the field. (2) The first time this card on the field would be destroyed by battle or card effect each turn, you can send 1 Plant monster from your Deck to the GY instead. 800/0 BODE-JP032 Dualize Lord – Goldknight Level 4/EARTH/Warrior/Gemini/Effect (1) This card is treated as a Normal Monster while face-up on the field or in the GY. (2) While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects. ● If this card is Normal or Special Summoned: You can add 1 Spell/Trap with “Gemini monster” in its text from your Deck to your hand. You can only use this effect of this card’s name once per turn. ● This card becomes a Machine monster, also it gains 500 ATK. 1500/500 BODE-JP033 Fukutsu no Juuboku (Indomitable Beast Servant) Level 2/FIRE/Beast/Effect You can only use this card name’s 1st effect once per turn. (1) During the Main Phase, if your opponent Special Summoned 3 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. (2) This Attack Position card cannot be destroyed by battle while you control no other monsters. 900/2000 BODE-JP035 Meiken Mary (Outstanding Dog Mary) Level 1/LIGHT/Beast/Effect You can only use this card name’s effect once per turn. (1) If this card is sent to the GY: You can activate 1 of these effects; ● Place this card on the bottom of the Deck. ● Add 1 “Outstanding Dog Marron” from your Deck to your hand, and if you do, place this card on the top of the Deck. 100/100 BODE-JP046 Louis Cupid (Cupid Pitch) Level 4/LIGHT/Fairy/Synchro/Tuner/Effect 1 Tuner + 1+ non-Tuner monsters You can only use this card name’s 3rd effect once per turn. (1) If this card is Synchro Summoned: Increase or Decrease its Level by the Level of the Tuner used as material for its Synchro Summon. (2) Gains ATK equal to its Level x 400. (3) If this Synchro Summoned card is sent to the GY as Synchro Material: Inflict damage to your opponent equal to Level of the Synchro Monster that used this card as material x 100, and if you do, you can add 1 Level 8 or lower monster with 600 DEF from your Deck to your hand. 0/600 BODE-JP067 Choushizen Keikai Kuiki (Supernatural Danger Zone) Spell/Continuous You can only use this card name’s 1st and 2nd effects each once per turn. (1) If a non-Effect Monster(s) is Special Summoned face-up: You can target 1 card your opponent controls; destroy it. (2) If this card in your Spell & Trap Zone is destroyed by an opponent’s card effect: You can Special Summon 1 non-Effect Monster from your hand, Deck, or GY. BODE-JP068 Night Flight Spell/Quick-Play (1) Target 1 face-up monster you control; return it to the hand, and if you do, neither player can activate cards, or the effects of cards, with that name for the rest of this turn. BODE-JP069 Small World Spell You can only activate 1 card with this card’s name per turn. (1) Reveal 1 monster in your hand and reveal 1 monster in your Deck with its same Type, Attribute, Level, ATK, OR DEF (only exactly 1 of these), banish that first revealed monster face-down, then add to your hand 1 monster from your Deck with the same Type, Attribute, Level, ATK, OR DEF (only exactly 1 of these) as that second revealed monster, and if you do, banish that second revealed monster face-down. BODE-JP078 Seija no Stained Glass (Stained Glass of the Valiant) Trap You can only activate 1 card with this card’s name per turn. (1) Apply these effects, in sequence, based on the Types of Effect Monsters you control. ● Fairy: Draw 3 cards, then place 2 cards from your hand on the bottom of the Deck in any order. ● Fiend: Your opponent draws 1 card, then they discard 1 random card, then, if they have any other cards in their hand, discard 1 more card of their choice. BODE-JP080 Laudry Trap (Laundry Trap) Trap/Continuous You can only use this card name’s 2nd effect once per turn. (1) If a monster(s) is Normal or Special Summoned to your field: You can send the top card of your Deck to the GY. (2) If this card is sent from the Deck to the GY by card effect: You can target 1 card in your GY that was sent there this turn, except “Laundry Trap”; add it to your hand, but you cannot activate cards, or the effects of cards, with that name until the end of your next turn.
    2 points
  26. One-Hit Wonderman (One-Shot Wonderman?) LIGHT **** Thunder/Effect If this card is Summoned: You can banish 1 card on the field. This effect cannot be negated. You can only activate this effect of "One-Hit Wonderman" once per Duel. 2000/0
    2 points
  27. https://ygorganization.com/theirpowerisyetunknown/ DBGC-JP001 Uk-P.U.N.K.娑楽斎 (ウキヨエ-パンク しゃらくさい) Ukiyoe P.U.N.K. Sharakusai Level 3/EARTH/Psychic/Tuner/Effect You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) You can pay 600 LP; Fusion Summon 1 “P.U.N.K.” Fusion Monster from your Extra Deck, using monsters from your hand and/or field as Fusion Material. (2) During your opponent’s turn (Quick Effect): You can pay 600 LP; immediately after this effect resolves, Synchro Summon 1 “P.U.N.K.” Synchro Monster. 1200/600 DBGGC-JP002 Ga-P.U.N.K.ワゴン (ガガク-パンク ワゴン) Gagagku P.U.N.K. Wagon Level 3/EARTH/Psychic/Tuner/Effect You can only use the (1) and (2) effects of this card’s name once per turn. (1) You can pay 600 LP; Add 1 “P.U.N.K.” Spell Card from your deck to your hand. (2) When a “P.U.N.K.” monster you control is targeted for an attack or by an opponent’s card effect (Quick Effect): You can draw 1 card. 900/600 DBGC-JP003 Jo-P.U.N.K.Mme.スパイダー (ジョウルリ-パンク マダムスパイダー) Joururi P.U.N.K. Madame Spider Level 3/EARTH/Psychic/Tuner/Effect You can only use the (1) and (2) effects of this card’s name once per turn. (1) You can pay 600 LP; Add 1 “P.U.N.K.” Trap Card from your Deck to your hand. (2) When you activate a “P.U.N.K.” card, or “P.U.N.K.” card effect, that targets a card your opponent controls (Quick Effect): You can target 1 face-up monster your opponent controls; halve its ATK until the end of this turn. 900/600 DBGC-JP004 No-P.U.N.K.セアミン (ノウ-パンク セアミン) Noh P.U.N.K. Seamin Level 3/EARTH/Psychic/Tuner/Effect You can only use the (1) and (2) effects of this card’s name once per turn. (1) You can pay 600 LP; Add 1 “P.U.N.K.” monster from your Deck to your hand, except “Noh P.U.N.K. Seamin”. (2) If this card is sent to the GY: You can target 1 “P.U.N.K.” monster you control; it gains 600 ATK. 600/600 DBGC-JP005 No-P.U.N.K.フォクシー・チューン(ノウ-パンク フォクシー・チューン) Noh P.U.N.K. Foxy Tune Level 8/LIGHT/Beast/Effect You can only use the (1) and (2) effects of this card’s name once per turn. (1) You can Tribute 1 “P.U.N.K” monster; Special Summon this card from your hand. (2) You can send this card from your hand or field to the GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 Level 8 or lower “P.U.N.K.” monster from your Deck. (3) Once per turn, when this card destroys a monster in battle: You can gain LP equal to the original ATK of that monster. 2300/2600 DBGC-JP007 Uk-P.U.N.K.カープ・ライジング(ウキヨエ-パンク カープ・ライジング) Ukiyoe P.U.N.K. Carp Rising Level 8/WATER/Fish/Fusion/Effect 2 “P.U.N.K.” monsters You can only use the (1) and (2) effects of this card’s name once per turn. (1) You can Tribute this Fusion Summoned card: Special Summon up to 2 Level 8 or lower “P.U.N.K.” monsters with different names from your hand or Deck in Defense Position. (2) If this card used as material for a Synchro Summon: You can target 1 “P.U.N.K.” monster you control; this turn, it can attack twice during each Battle Phase. 1000/2600 DBGC-JP008 Uk-P.U.N.K.アメイジング・ドラゴン(ウキヨエ-パンク アメイジング・ドラゴン) Ukiyoe P.U.N.K. Amazing Dragon Level 11/WIND/Sea Serpent/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters You can only use 1 effect among the (1) and (2) effects of this card’s name per turn. (1) If this card is Synchro Summoned: You can target a number of cards your opponent controls up to the number of Level 3 Psychic monsters with different names in your field and GY; return them to the hand. (2) You can target 1 “P.U.N.K.” monster in your GY, except “Ukiyo P.U.N.K. Amazing Dragon”; Special Summon it. 3000/2800 DBGC-JP009 Ga-P.U.N.K.ワイルド・ピッキング(ガガク-パンク ワイルド・ピッキング) Gagaku-P.U.N.K. Wild Picking Spell/Continuous You can use the (1) effect with this card’s name only once per turn. (1) At the start of the Damage Step, if your “P.U.N.K.” monster is battling an opponent’s monster: You can destroy that opponent’s monster. (2) If this card in its owner’s Spell & Trap Zone is destroyed by an opponent’s card effect: You can activate this effect; for the rest of this turn, “P.U.N.K.” monsters you currently control cannot be destroyed by battle. DBGC-JP010 Ga-P.U.N.K.クラッシュ・ビート(ガガク-パンク クラッシュ・ビート) Gagaku-P.U.N.K. Crusher Beat Spell/Continuous You can use the (1) effect with this card’s name only once per turn. (1) If your opponent activates a card, or a card effect, that targets a “P.U.N.K.” monster in your possession: You can target 1 card your opponent controls; destroy it. (2) If this card in its owner’s Spell & Trap Zone is destroyed by an opponent’s card effect: You can activate this effect; for the rest of this turn, “P.U.N.K.” monsters you currently control cannot be targeted by, or destroyed by, your opponent’s card effects. DBGC-JP011 Jo-P.U.N.K.デンジャラス・ガブ(ジョウルリ-パンク デンジャラス・ガブ) Joururi P.U.N.K. Dangerous Gabu Trap You can activate a card with this card’s name only once per turn. (1) Target 1 Effect Monster your opponent controls; negate its effects (for the rest of the turn), then, if you control a “P.U.N.K.” monster, gain LP equal to the targeted monster’s original ATK. DBGC-JP012 Jo-P.U.N.K.ナシワリ・サプライズ(ジョウルリ-パンク ナシワリ・サプライズ) Joururi P.U.N.K. Nashiwari Surprise Trap You can activate a card with this card’s name only once per turn. (1) Target 1 face-down card your opponent controls, or, if you control a “P.U.N.K.” monster, you can target 1 face-up card your opponent controls; destroy it.
    2 points
  28. Clear Crystal lv 1 DARK Rock/Effect You are unaffected by the effect of "Clear World". You can only use the following effects of "Clear Crystal" once per turn. * If this card is Normal or Special Summoned: Add 1 "Clear World" and 1 "Clear" Continous Spell/Trap Card from your Deck or GY to your hand, also, for th rest of this turn, you cannot Special Summon Monsters except DARK "Clear" Monsters. * (Quick Effect): You can tribute this card; Special Summon Level 5 or higher 1 DARK "Clear" monster from your hand, also, the summoned monster cannot attack directly this turn. ATK/0 DEF/0 Clear Elemental lv 4 DARK Spellcaster/Effect You are unaffected by the effect of "Clear World". All DARK "Clear" Monsters you control gain 200 ATK for each different Attribute on the field. You can only use the following effect of "Clear Elemental" once per turn. * If this card is Normal or Special Summoned: Add 1 DARK "Clear" Monster from your Deck to your hand. * If this card is destroyed by battle or by an opponents card effect: Declare an Attribute, destroy all monsters with the declared Attribute except DARK "Clear" Monsters. ATK/1800 DEF/400 Clear Chimera lv 6 DARK Beast/Effect You are unaffected by the effect of "Clear World". This cards maximun number of attacks during each of your Battle Phases is equal to the number of different Attributes on the field. Your opponent cannot target or destroy "Clear" Spell/Trap Cards with card effects. ATK/2400 DEF/600 Clear Rainbow Continous Spell Card After activation: Special Summon 1 Level 4 or lower "Clear" Monster from your hand or GY. During each of your Standby Phases: Gain 500 LP, also, if you control "Clear World", gain 1000 LP instead. All monsters your opponent controls loses 300 ATK for every different Attribute on the field. You can only activate 1 "Clear Rainbow" per turn. Clear Control Continous Trap Card If you control a Level 5 or higher DARK "Clear" Monster, you can activate this card from your hand. Target 1 face-up monster your opponent controls; take control of the targeted card, and if you do, it gains the following effects. * This card is unaffected by the effect of "Clear World". * At the start of the damage step, if this card battles an opponents monster with the same Attribute: double this cards original ATK. When that monster leaves the field: Destroy this card. You can only activate 1 "Clear Control" per turn.
    2 points
  29. i am finding a good card maker and i think this is the best one for me. i love creating a custom card and apply them to ygopro, and i really want you to sign me up thank you.
    2 points
  30. Xtra HERO Zombrya Revenger DARK Link: L, R 2 "HERO" Monsters, including 1 DARK Monster When this card is Special Summoned and during each of your Standby Phases: Place 1 "Zombrya" Counter on this card. "HERO" Monsters this card points to gain 200 ATK for each "Zombrya" Counter on this card. If this card points to a "HERO" Monster, it cannot be targeted for an attack or by your opponents card effects. (Quick Effect): You can banish 1 non-Link DARK "HERO" Monster in your GY; Special this card form your GY, also, for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except "HERO" Monsters. You can only use this effect of "Xtra HERO Zombrya Revenger" once per turn. ATK/2100 LINK-2 So a retrain of Zombrya the Dark as a Xtra HERO since the OG Zombrya was based on a superhero this card fits Zombrya's design where instead of losing attack it gives all your other HERO's a power boost based on the number of counters on it. Lastly it can make a comeback by banishing a DARK HERO Monster from your GY.
    2 points
  31. These guys are partially inspired by the fact that Leverage Redemption is coming out this week and partially a spiritual revival of the Dark Scorpions. They have an alternate revenue source - I mean win condition so its important that the number of cards stolen by the Boss monster is balanced. Spell/Trap support coming later. Phantastic Thief Hitter - Dark Warrior **** 1800/1500 Your opponent can’t attack “Phantasm Thief” monsters or target them with effects except “Phantastic Thief Hitter”. When this card inflicts battle damage to your opponent: activate one of the following effects: · Increase your life points by the amount of damage your opponent took. · Return 1 monster your opponent controls to their hand. Phantastic Thief Hacker - Dark Cyberse **** 1500/1800 If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When this card inflicts battle damage to your opponent: activate one of the following effects: · Target 1 Spell/Trap card your opponent controls; place it in a vacant Spell/Trap zone on your side of the field. · Target 1 Spell/Trap Card your opponent controls; destroy that target. Phantastic Thief Burglar - Dark Beast-Warrior **** 1000/1000 This card can attack your opponent directly. When this card inflicts battle damage to your opponent: activate one of the following effects: · Select one card in your opponent’s hand: add it to your hand. · Change the battle position of one monster on your opponent’s side of the field. Its effect is negated until your next End Phase. Phantastic Thief Grifter - Dark Spellcaster **** 1600/1400 When this card inflicts battle damage to your opponent: activate one of the following effects: · Take control of 1 monster your opponent controls. It cannot attack this turn. · Add 1 “Phantastic Thief” card from your deck to your hand. Phantastic Thief Scrounger - Dark Psychic **** 1400/1600 When this card inflicts battle damage to your opponent: activate one of the following effects: · Add 1 Spell/Trap card from your opponent’s GY to your hand. · Add 1 “Phantastic Thief” card from your GY to your hand. Phantastic Thief Inside Man - Dark Fairy * 100/0 You can Special Summon this card from your hand to your opponent’s side of the field. This card cannot be used as material in the summoning of a monster from the Extra Deck. This card cannot be destroyed in battle with a “Phantastic Thief” monster. Inflict piercing damage in any battle involving this card. Extra Deck Legendary Phantastic Thief Mastermind – Dark Fiend XYZ 2300/2000 Rank 4 2+ Phantastic Thief monsters When this monster is summoned: add all cards on your side of the field that originally belonged to your opponent to this card as XYZ materials. Once per turn, you can remove two XYZ materials from this card: add 1 face up card on your opponent’s side of the field to this card as a XYZ material. When this card inflicts battle damage to your opponent: add the top card of their deck to this card as a XYZ material. This card cannot be used in the summoning of an XYZ monster. When this card has 11 or more XYZ materials that originally belonged to your opponent: you win the duel. Support Phantastic Hideout – Field Spell Increase the ATK of all “Phantastic Thief” monsters by 200 for each card (or XYZ material) you control that originally belonged to your opponent. You can add 1 card you control to one “Legendary Phantastic Thief Mastermind” you control as an XYZ material. You can only activate this effect once per turn. Phantastic Getaway – Counter Trap When your opponent activates a card effect that would remove 1 “Phantastic Thief” monster from the field: send 1 card (or XYZ material) you control that originally belonged to your opponent to the GY; negate that effect and if you do; destroy it. Phantastic Calling Card – Spell All “Phantasm Thief” monsters you control can attack directly this turn. Your opponent cannot activate any card effects in response to attacks this turn. All damage your opponent receives this turn is reduced to 400 points of damage. Phantastic Break In – Continuous Spell Once per turn, while you control a "Phantastic Thief" monster: excavate the top 5 cards from your deck; special summon one excavated “Phantastic Thief” monster and place the rest on the bottom of the deck in any order. Phantastic Fence – Spell Send any even number of cards (or XYZ material) you control that originally belonged to your opponent to the GY: draw 1 card for every 2 cards sent to the GY by this effect. Phantastic Big Score- Spell Detach 1 material from "Legendary Phantastic Thief Mastermind": roll 1 die and attach material from the appropriate places based on the number of the die: 1. 2 cards from the top of your opponent's deck. 2. 2 cards from the top of your opponent's GY. 3. 1 monster card and 1 Spell/Trap card from your opponent's side of the field. 4. 1 card from each player's hand. 5. 1 card from your side of the field. 6. roll 2 dice and activate the appropriate effect above for each die. If you roll a 6; reroll. You can't conduct your battle phase or detach materials from "Legendary Phantastic Thief Mastermind" to activate other effects the turn you activate this card.
    2 points
  32. I like these! New age Dark Scorpions with a special twist! In general, I feel like the alternate win condition runs into a similar "problem" as Vennominaga (i.e. It's probably much easier to knock the opponent's LP to 0 than pull off the alternative win condition). Of course, the special win condition is purely optional anyway, so it shouldn't interfere with how the rest of the deck functions. I do have 1 question though: are these "Phantasm Thieves" or "Phantastic Thieves"? The names say one thing, but most of the cards' effects list the other.
    2 points
  33. Messoras and Mickey, Thank You two for your input on fixing the text parts of the card! It was pretty silly of me to forget materials but you two both had valuable points about the possible uses of Trap Master Dragon. On the topic of continuous traps, I think the effect should only last the turn its used. In my head I could only imagine having Trap Master Dragon be a Call of the Haunted base thats harder to remove while using trap hole effects at the same time. That might be a bit too much. The whole concept behind the deck was to make trap cards powerful effects more immediate and have more staying power than a simple one and done effect. I'm glad the idea does not seem ridiculous even if i cant quite type out everything correctly.... (again thats my bad) once again, thank you two for your input and I hope to see you on my future posts! -Jman
    2 points
  34. This one looks pretty cool, though I haven't seen much of Drytrons and Ursarctic to know the complete deal about them. I know that the former are mostly Lv 1 Effect Mons which cannot be Normal/Summoned Set, so there's one of the materials, but the Bears can be Normal Summoned normally, so I'm unsure what's the plan... though I guess Moulinglacia can be one... no wait, if it's going to have also Drytrons... IDK xD. What I know is that here -> "While you control this Fusion Summoned monster that use either "Ursartic" or Drytron" Monsters as material" I think you should swap use with used. Also, when you talk about target and destruction immunity of mobs of the highest level of each "card type", I'm unsure what's your intention (monster type as in Machine or Beast or card type as in Fusion, Synchro, Ritual, etc). Perhaps you ought to add that in parenthesis? Aaaand, perhaps because I'm dumb, but I dunno if you should make an specification about that -2000 ATK effect. I mean, I'm unsure, but could it be that you can keep targeting a card with 0 ATK to apply the effect? What I'm saying is, it doesn't say that it HAS to lower the ATK, it just lowers the ATK if that makes sense.
    2 points
  35. Welcome aboard! There's no problem with not having pictures, but make sure you write out the card description under the card in case people can't read it. You don't even need the blank card, just the description and maybe the word [Written] in your thread title. My attempt at polishing the OCG language of the card: 1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish one 1 Trap card from your field or GY; activate one of the following effects; activate the banished Trap card's effect as this monster's effect until your End Phase. excavate cards from your deck until you excavate a Trap card; add that card to your hand and shuffle your deck. I assume you are mostly thinking basic traps like Trap Hole and Mirror Force types (cards that activate to opponent actions) but how do you want the card to treat continuous traps like Gozen Match? Do you want the effect to wear off like I made it, wear off only if you banish another trap card, or make it permanent (and probably stackable)? Personally, I prefer the first and think the third is broken but the second is a nice compromise. Or do you want continuous traps to not be elligible in which case you need to specify what kind of traps work for the effect on the card. About the drawing a Trap Card, most excavation cards these days either dump cards into the graveyard or place them on the bottom of the deck. I like the latter over shuffling because one, it is less work and two, it has a hidden cost in that any card excavated you know you won't be drawing anytime soon. Finally, make sure to add the Synchro requirements. I'm looking forward to seeing the rest of your Trap Masters.
    2 points
  36. Wait a second, @Dokutah Jolly... you're showing me a WATER archetype of Aqua Waifus? ... ... ... Checks their effects Now... mmmh... these effects... you mention they're potent, but I didn't like 'em, tbh (at least not Tinola and Tremolat). I feel a little down after checking 'em, but I know I'm jumping to conclusions because we barely know what's gonna be the actual gimmick. Acty looks pretty good. Combined with Atlanteans, it'll work nicely. But it frustrated me that none of the effects allows Special Summoning from Deck, yet they have steep costs. Tinola wants a discard and herself to be sent to the GY to just Special Summon a generic WATER from the GY (F, why only the GY?). Then Tremolat wants a discard to Special Summon... from hand. How the heck do these guys expect us to have so many hand resources, just to make a couple of pitiful summons? And the Spell... it's a bad Medallion of the Ice Barrier. What the hell? Anger escalates And then Level 4/5, so no targets for Surface, well done Konami. And they're Salvage targets, but ta-dah, they banish themselves. Good freaking work, Konami. I feel furious. That doesn't mean I won't buy them, WATER waifus are WATER waifus
    2 points
  37. Could it be more legal if worded like this though: "Number listed on the text that less than 10 becomes 0" As for the card sleepy pretty much summerize it, pseudo-negation with suprisingly wide range of uses
    2 points
  38. https://ygorganization.com/bode-sunvine-sowing/ Sunvine Sowing Spell You can only activate a card with this card’s name once per turn. (1) Special Summon 1 “Sunseed” monster from your Deck, and if you do, take 1000 damage. If you do not control a “Sunavalon” Link Monster, you can only Special Summon “Sunseed Genius Loci” with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters from your Extra Deck, except Plant monsters. (2) If a Plant Link monster you control would destroyed by battle or by an opponent’s card effect, you can banish this card from your GY instead.
    2 points
  39. Hello everybody, I bring you a random sketch of Rayfield's Pokemon Gym Leader character Azalee and 2 of her Pokemon:
    2 points
  40. Well @Rayfield Lumina there actually a couple more irl monsters that does special summon itself from the deck: https://yugipedia.com/wiki/Special_Summons_itself_from_your_Deck To be fair, there an obvious reason that konami rarely print this type of ability As for the card, 1st effect is strong, be careful in balancing when working the full archetype 2nd effect either require HOPT or adding stipulation of not banish another copy of itself because it can cause infinite loop
    2 points
  41. By day these Pirates sail the Cursed Sea looking to plunder from the Decks of enemy ships. But at night they show their true selves. New Archetype based on pirates and especially the premise of the first Pirates of the Caribbean movie. Will be posted piecemeal unlike my previous Archetype, the Ionic Spirits, as these guys are less structured and I'm hoping for some feedback to help me know what effects they need. Dark Moon over the Cursed Sea – Field All monsters face up on the field become Zombie type. Negate any card effect that would move a card in the Graveyard to another place – except “Cursed Sea” cards. During the End Phase of each turn: the turn player must send the top card from their deck to the Graveyard. Jolly Roger, Revenant of the Cursed Sea – Water Zombie Tuner * 0/0 When this card is used in the Synchro summoning of a Zombie monster: send the top 2 cards from your opponent’s deck to the graveyard. When a “Cursed Sea” Synchro monster is sent from the field to the graveyard: Special summon this card from the Graveyard. Each effect of “Jolly Roger, Revenant of the Cursed Sea” may only be activated once per turn. Cursed Sea Marauder – Water Warrior **** 1700/600 When this card inflicts battle damage to your opponent: send the top card of their deck to the Graveyard. If this card’s type is Zombie: replace its effect with the following: · Increase this card’s ATK by 100 for every card sent from your opponent’s deck to the GY by card effect. When this card inflicts battle damage to your opponent: send the top 2 cards from your opponent’s deck to the Graveyard. Cursed Sea Lookout – Water Psychic*** 1200/400 Once per turn: you can discard 1 card; send the top card from your opponent’s deck to the Graveyard. Then, if this card’s type is Zombie; add 1 “Cursed Sea” card of the same type (Monster, Spell, Trap) as the card sent to the Graveyard by this card’s effect to your hand. Cursed Sea Buccaneer – Water Warrior **** 1600/600 When this card destroys an opponent’s monster in battle: send the top card of their deck to the Graveyard; then if this card is Zombie type; special summon 1 “Cursed Sea” monster with equal or less ATK as the destroyed monster from your hand or deck. Cursed Sea Parrot – Water Winged Beast ** 400/0 If you control 1 “Cursed Sea” monster; you can special summon this card from your hand. If it is a Zombie type; you can special summon this card from your Graveyard instead. You can only activate 1 “Cursed Sea Parrot” effect a turn and each effect can only be activated once per turn. Cursed Sea Shipwright – Water Spellcaster Tuner *** 800/400 A Synchro summoning using this card may use Zombie monsters on either side of the field as the other materials. Once per turn: if a "Cursed Sea" Synchro monster would be destroyed by battle or card effect: banish this card from your side of the field or GY instead. Cursed Sea Gunner – Water Pyro *** 1400/400 Once per turn: you can send this face up card to the GY; shuffle 1 monster your opponent controls into their deck. Then, if this card’s type is Zombie; send the top 2 cards from their deck to the Graveyard. Acheron, Clipper of the Cursed Sea – Water Zombie Synchro ***** 2400/800 1 "Cursed Sea" Tuner + 1 or more non-Tuner monsters All monsters you control become Zombie type. When this card destroys a monster in battle: send cards from the top of your opponent's deck to the Graveyard equal to its level. Phlegethon, Gunboat of the Cursed Sea – Water Zombie Synchro ****** 2500/700 1 “Cursed Sea” Tuner + 1 or more non-Tuner monsters All monsters you control become Zombie type. During damage calculation in a battle involving this card: excavate the top 5 cards from your opponent’s deck; send any monsters revealed by this effect to the Graveyard and return the other cards to the top of the deck in any order. This card gains ATK equal to the number of cards sent to the Graveyard by this effect X 300 for damage calculation only. Eridanus, Rowboat of the Cursed Sea – Water Zombie Synchro *** 1200/500 1 Tuner + 1 or more non-Tuner monsters All monsters you control become Zombie type. When this card is Synchro summoned: special summon 1 monster with 1000 or less DEF from your Graveyard; you may not special summon other monsters this turn except Water monsters. Lethe, Galleon of the Cursed Sea – Water Zombie Synchro ***** 2200/600 1 "Cursed Sea" Tuner + 1 or more non-Tuner monsters All monsters you control become Zombie type. Once per turn, when a "Cursed Sea" Spell or Trap would be destroyed; negate that effect. Place 1 "Cannonball Counter" on this card each time a card is sent from your opponent's deck to the GY by card effect. Remove 3 "Cannonball Counter"s from this card; destroy 1 Spell or Trap card from the field. Kocytos, Frigate of the Cursed Sea – Water Zombie Synchro ******* 2600/1000 1 “Cursed Sea” Tuner + 1 or more non-Tuner WATER monsters All monsters you control become Zombie type. When a card is sent from your opponent’s hand or deck to the GY: lower the ATK of all monsters your opponent controls by 100 for each card sent to the GY. If a “Cursed Sea” monster attacks; your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Styx, Flagship of the Curse Sea – Water Zombie Synchro ******** 2800/1200 1 "Cursed Sea" Tuner + 1 or more Zombie type (non-Tuner) monsters All monsters you control become Zombie type. While your opponent has more than 8 cards in the GY: this card can't be targeted by card effects. When this card is sent from the field to the GY by battle or opponent's card effects: you can banish 2 cards from either player's GY; special summon this card. Salvaged from the Cursed Sea – Trap Special summon 1 monster from either players’ Graveyard and equip it with this card; it is now Zombie type. When this card is removed from the field: destroy the equipped monster. When the equipped monster is removed from the field: destroy this card. You cannot Special Summon any monsters the turn you activate this card – except for Zombie type monsters. Hidden Treasure of the Cursed Sea – Continuous Spell All "Cursed Sea" monsters on the field are Zombie type. The first time your opponent sent cards from their Hand or Deck to the Graveyard by a card effect: draw 1 card. You may only control 1 "Hidden Treasure of the Cursed Sea". Plunder on the Cursed Sea! If you control a “Cursed Sea” monster: send cards from the top of your opponent's deck to the Graveyard equal to the difference of monsters you control; add “Cursed Sea” cards from your graveyard to the hand equal to the number of cards sent to the Graveyard by this effect. Skip your next Battle Phase. You can only activate 1 “Plunder of the Cursed Sea” per turn. Mutiny on the Cursed Sea! – Counter Trap When your opponent’s card effect would remove 1 or more “Cursed Sea” cards from the field: negate the activation and destroy it.; then send the top card from your deck to the GY. Shanghaied to the Cursed Sea! – Quick Play Spell When a monster is sent from your opponent’s deck to the GY: special summon it to your side of the field. It cannot attack and its effect is negated. It is now Zombie type. Marooned on the Cursed Sea! Both players send 1 monster from their decks to their respective GY then draw 1 card.
    2 points
  42. A bit note: put all your card in original post via edit fuction instead accidental spam when you put it on replies. Thank you and happy card making
    2 points
  43. Oooof, I completely forgot about TDS, it's quite the olde relic. But it'd be definitely fun to attack with a def position mob AND in the opponent turn. The world upside down xD Damn, Mist (can I call you Mist?) your idea is extremely intriguing! I've been pondering for a while about it. Could it be implemented? I think it could, but It'd require a hell of a paragraph. Here's what I thought (but I'm no great expert of rules or PSCT, so I might be wrong): The main problem I'm seeing here is certain game mechanics related to the Battle Phase. I could make a "simple" wording to do what you suggest, but I'm unsure if that would be enough. Before going further, the wording. Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, treat your opponent's Battle Phase as if it was your own and conduct an attack, then your opponent proceeds with their Battle Phase as usual. Since this effect has no precedence, we can use some invented wording. As long as it's clear and doesn't lend itself to controversy, we're good to go, But my thinking is, this won't be as simple. The reason would be, you're entering your Battle Phase as part of an effect, it's not exactly the same as a "normal Battle Phase", so to speak. For this reason, it has no "Start" or an "End". You kinda teleport at the middle of it, perform 1 lone attack and run away laughing your ass off. Now, Mischief of the Time Goddess states: "At the end of your Battle Phase", but you're not reaching the end, the effect takes you outside of the Battle Phase before that, in a sense. Am I stupid or I'm explaining myself properly? lol. If what I've said is correct, then we need a more complex wording: Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, start your Battle Phase. You can only perform 1 attack during this Battle Phase. After the attack is done, or if you couldn't perform an attack, or if you decide not to attack, end your Battle Phase, then your opponent proceeds with their Battle Phase as usual. Mmm... first thinking was it would be a pretty lengthy text, but it ended up decently. I'm still unsure about some stuff... After the attack is done, or if you didn't perform an attack is pretty unorthodox, specially the second and third part, but I'd say we can't afford only mentioning the first part. A lot of stuff can happen once you activate the effect. If your opponent screws your attack somehow, or the status of the board changes and you don't want to attack anymore, then after the attack is done is not enough, because if the attack is not performed, without the other clauses the game would get locked since it couldn't go past that Battle Phase. Ooof, this kind of effects are delicate. @Dokutah JollyAs the specialist Experimentation Extraordinaire, what do you think about this idea?
    2 points
  44. Daily reminder for me to check the card twice when sleep depraved before commenting Yep much more balance
    2 points
  45. @SleepyYou don't have to open upstart or pay lp because it includes =life
    2 points
  46. Mentor Magician EARTH ** Scale: 0<>8 Spellcaster/Pendulum/Effect PE: Unless you have a "Magician" card in your other Pendulum Zone, this card’s Pendulum scale becomes 4. If you control a Special Summoned monster(s) whose Levels are between this card's scale and the other card’s scale, you can Special Summon this card. ME: Once per turn: If your LP are equal or higher than your opponent's, you can target 1 monster you control and pay up to 1000 LP (in multiples of 200); increase that target's Level by 1 and ATK by 100 for every 200 LP paid. If your opponent controls a monster(s) Special Summoned this turn, you can declare 1 card name and look at your opponent's hand. If the declared card is in their hand, you can send 1 Special Summoned monster your opponent controls to the GY. You can only use this effect of "Mentor Magician" once per turn. 800/800
    2 points
  47. So these set of cards focus on supporting the idea of Link Spells and make the concept playible in TCG/OCG standards. Link Magician lv 4 DARK Cyberse/Effect If you control a Cyberse Link Monster, you can Special Summon this card (from your hand or GY), also, for the rest of this turn, you cannot Special Summon Monsters except Cyberse Monsters. You can only Special Summon "Link Magician" once per turn this way. If you control a Link Monster in a Main Monster Zone that points to a Spell/Trap Card Zone: You can banish this card from your GY; add 1 "Link Spell" Card from your Deck or GY to your hand. You can only use this effect of "Link Magician" once per turn. ATK/1000 DEF/1500 Link Knight lv 4 DARK Cyberse/Effect If this card is used as Link Material for a Cyberse Link Monster: You can Special Summon this card from your GY, also for the rest of this turn, this card cannot be used as Link Material and you cannot Special Summon Monsters except Cyberse Monsters. You can only use this effect of "Link Knight" once per turn. Your opponent cannot activate cards or effects in responce to the activation of a "Link Spell" Card. ATK/1500 DEF/1000 Back Dancer WIND Link: DR Cyberse/Link/Effect 1 Level 4 or lower Cyberse Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to. If a "Link Spell" Card is activated in a Spell/Trap Card Zone this card points to: Draw 1 card. You can only use this effect of "Back Dancer" once per turn. ATK/1000 LINK-1 Support Dancer WIND Link: DL Cyberse/Link/Effect 1 Level 4 or lower Cyberse Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to. If a "Link Spell" Card is activated in a Spell/Trap Card Zone this card ponts to: All Link Monsters you control gain 1000 ATK. You can only use this effect of "Support Dancer" once per turn. ATK/1000 LINK-1 Link Legionary LIGHT Link: L, D, R Cyberse/Link/Effect 3 Cyberse Monsters, including 1 Link Monster If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to, and if you do, add 1 "Link Spell" Card from your Deck to your hand. Gains 300 ATK for each "Link Spell" Card in your GY. If you have 3 or more "Link Spell" Cards in your GY with a different name. This card cannot be destroyed by battle or by your opponents card effects. You can only Link Summon 1 "Link Legionary" per turn. ATK/2500 LINK-3 Link Supremacist LIGHT Link: L, DL, D DR, R Cyberse/Link/Effect 3+ Cyberse Link Monsters Must be Link Summoned. If this card is Link Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone this card points to, and if you do, add 1 "Link Spell" Card from your Deck or GY to your hand. Gains 500 ATK for each "Link Spell" Card in your GY with a different name. (Quick Effect): You can banish 1 "Link Spell" Card you control or in your GY and target 1 face-up card your opponent controls; negate the targeted cards effects and its ATK becomes 0 until the End Phase this turn. You can only use this effect of "Link Supremacist" once per turn. You an only Link Summon 1 "Link Supremacist" per turn. ATK/3000 LINK-5 Link Spell - Thunder Arrows Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Destroy cards your opponent controls up to the combined Link Rating of the Link Monster(s) that points to this card, then, inflict 500 points of damage to your opponent for each card destroyed by this effect. You cn only activte "Link Spell - Thunder Arrow" once per turn. Link Spell - Drawing Point Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Target 1 Link Monster you control that points to this card; draw cards equal to its Link Rating. You can only activate 1 "Link Spell - Drawing Point" per turn. Link Spell - Revival Arrows Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. Target 1 Monster in your GY; Special Summon the targeted card, then, gain LP equal to the combined Link Rating of Link Monsters(s) that point to this card x 500. You can only activate 1 "Link Spell - Revival Arrows" per turn. Link Spell - Judgement Arrows Continous Spell Card Activate this card in a Spell/Trap Card Zone a Link Monster points to. At the start of the damage step, if a Link Monster you control that points to this card battles an opponents monster: Double your monsters ATK during damage calculation only. If their are no Link Monsters that point to this card, destroy this card. You can only control 1 "Link Spell - Judgement Arrows".
    2 points
  48. This is available right now, Tink. If you go to your profile and click on your Rep, you'll see a log recording all reactions received and given, divided by type. What's funny is, unless I'm wrong, that earlier this didn't work properly. I remember checking it once or twice a year ago or something, and the total reactions recorded were never equal to your total rep, but now that I went there to double check for this answer, it now seems to work perfectly. Update: Perfectly my ass, it shows my reaction activity correctly, but looking at one or two people with higher react count, the total is not correct at all xD. Don't ask me why.
    2 points
  49. Thanks! Links are a really versatile mechanic, but they are not very straightforward. To summon a Link monster, you have to have monsters that add up to the link rating of a monster you're trying to summon. All non-Link monsters have a rating of 1. So to summon a link-2 monster, you can use 2 non-Link monsters (Link rating 1 + Link rating 1). To summon a Link-3 monster, you can use 3 non-Link monsters, or a Link-2 + a non-Link monster. Just like with Synchros the monsters get sent to the GY. The summoning requirements on the Link monsters show the limitations and the minimum number of monsters needed to summon something. So if a Link 4 monster says 3+ LIGHT monsters, you can use 4 LIGHT monsters, or 2 non-Link LIGHT monsters + 1 Link-2 LIGHT monster. However, you cannot use 2 LIGHT Link-2s because that isn't enough monsters. There are other points to understand, but that's the basic idea.
    2 points
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