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  1. 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. ________________________________________________________
    6 points
  2. OMG she's super cute, I really like her design n.n I request that you make her a Leader in your TCG and make an archetype of knitted monsters. If by chance you think: but her attire has nothing to do with the TCG, you can just give her some sort of Magical Girl-ish costume and we all will be happy. Mini skirt powaa. And talking about Magical Girls, here's my finished drawing of Cocoa. Made to celebrate, as it says in the image, the first anniversary of the server of my club
    6 points
  3. I've been drawing a bunch of things lately though there's one drawing in particular I'm waiting to finish before I drop the others... but since it's been a while since I've contributed to moving my club along in activity, have this drawing of Karina (my first human OC I made back in middle school xD ) I update her once in a while as an improvemente/change milestone of sorts.
    5 points
  4. https://ygorganization.com/bach-irohamomiji/ BACH-JP042 いろはもみじ Irohamomiji Level 7/WIND/Fairy/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If this card is Special Summoned: You can declare 1 Attribute; this card gains this effect. ● All face-up monsters on the field become the declared Attribute. (2) You can target 1 monster in your opponent’s Main Monster Zone; they must send 1 card in its adjacent Monster Zones or Spell & Trap Zones to the GY. 2100/2600
    5 points
  5. @YCMaker These aren't quite on the same level as the previous changes I proposed. These are more to increase activity on the forum. Points & Shop I know you mentioned at some point that Points do exist. And you can donate them to another user. But so far...nothing further than that. Except maybe badges. Nothing else to do with them. So I suggest the Points & Shop system to incentivize users to post more. They could use the points they earn on the shop, and Points can be used as prizes for contests and events. Items eligible for purchase via the Points shop could include a VIP member group, a profile song, granting a user a pin on one thread of their choice for a week, an additional chance to change their username, and a custom member group. Which...brings me to my next one.... More member groups Aside from staff, the only member group is Beta Tester. Not only do I suggest this as something to purchase on the shop, I suggest this for event purposes. For years, there was an event called the Halloween Masquerade. That one requires a Monster member group. It made for some neat and amusing interactions on the forum. And perhaps a second member group for a certain event I wanted to try out. I don't know if Invision still has stuff like this on its platform or not. Or if there's some extra work that would have to be done. But we'd appreciate your feedback on these topics. Now, if anyone agrees, disagrees, or has a totally different suggestion to the platform, feel free to comment below.
    5 points
  6. 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. ________________________________________________________
    5 points
  7. Alrighty, you let us know which artwork you want to use first, and how much time we're supposed to be able to watch it n.n ~~~~~~~~~~ Contest Artwork Time
    5 points
  8. It's that time of the year, once again... Just as before: READ before submitting any card SO...what is the criteria for this second contest? What card should be designed? Well...a spooky card! Now, what would I deem s̴̡̪͎̫̹̣̦̤͍̪̖̥̏̀̄ͅp̵̘̈̔̏̊̾̒͛ȏ̸̱̩͔̘̰̫͉͠ọ̷̡̼̳̜̦̰͇̠̓̌͌̔̎̕k̵̡̹͙͖͛͗̾ẏ̴̮͔̩̪͈͋͠ in a custom card? Well, I will go into further detail in that in the grading part. But just know that "spooky" does not necessarily mean "scary" or "disturbing" in my book. It's a more general term. No entry requirements necessary. Just a minimum of three users participating to get the contest going. It's not much of a contest if there's only one or two users. Deadline Deadline will not go into effect until this thread gets at least three participants. If this thread fails to get at least three after a great amount of time, I'll just lock this thread. Prize More or less the same as before. Header Images. Tiers: 1st place: Any image of your choice! Well, provided I approve of it. Content that is NSFW would be denied, for example. 2nd place: You get to choose between a cool, cute, or attractive image for your Header Image. But...not quite the image itself. 3rd place: I'll just offer an image for your Header Image. If you don't like the Header Image, you can request I remove it. Judgment: I will actually be altering the scale for this contest. I feel it was a little to general or vague last time. So I will be taking away a point or two from Practicality. How will your card submission be judged? It will be judged on an out of 10 scale. This scale depends on these factors: 3: Practicality It doesn't matter how flavorful or cool-looking aesthetically your card is...if it's not something that people would want to use in real life. Now I'm not saying to make a broken card. But just something that is attractive from a practical gameplay standpoint. Which, brings me to my next Point criteria 3: Balance Your card should be at least somewhat realistic, and not something that would be on a banlist within a month. So don't go and make a Dragon or Super Saiyan with high ATK, a blanket of protection, and an instant win condition effect. You will not yield a single one of these 3 points if you do something like this. 1: OCG Is your card written properly? If you are unsure, ask another user who has experience on the card game. Or look it up. Proper wording yields half the point, and proper spelling yields the other half. The only exception is the card name. For example, if the card is named "Phantastic Girl", or "Synchkuro Drago", I can write it off as wordplay for the monster's name. But if it's name is reprised in the card effect, it must be spelled the same as well. 1: Art Art's not absolutely necessary, unless you want to aim for a perfect score. Half of this point will depend on whether or not I like the art. The other half will depend on how clear it is. It doesn't matter how majestic your dragon or how cool your demon lady is if it's one of the crustiest jpegs I've seen in a while, or has visible garbage area. 1:"Spookyness" Okay. So...what do I deem "spooky"? Horror or horror-themed. Horror would include art that is eerie, scary, or disturbing. Horror-themed however, means elements that relate to horror, rather than elements that invoke horror. Things like witches, masked figures, jack-o-lanterns, ect. They don't have to be scary. You want a cute anime witch as your art? That fits the bill for horror-themed. It works just as well for spookyness as a horrid monster for art would. But...be mindful of what I perceive as horror or horror-themed. And I URGE you to ask me for clarity. For example, let's say you want to use a yokai, or some other Japanese spirit. I'm not gonna give ANY points for spookyness if it's just some rando from the Edo period. No, no, no, no! I want EFFORT! The Jorogumo? THAT totally invokes spookyness. 1: Do I like how it plays? I URGE anyone who participates to ask me what I like in card playstyles. I don't feel that was done enough in the last contest. And regardless, I don't feel I elaborated enough when asked. And I want everyone to have a good shot in this contest. Other: Anything else? Yes. Don't submit cards that you've already posted elsewhere. If I find a card, that you posted in a different thread submitted here, I will give you chance to post a real submission. Else, you risk disqualification. Also, don't be lazy and repost an already existing card under a new name. Like copying Revival Jam's effect, but using a different Type, Attribute, name, and art. The only time it's permitted to use the exact same effect is if real life cards have done it multiple times, like Rainbow Flower and Jinzo #7, or Lancer Dragonute and Dark Driceratops. But...I urge you not to. As those would make for boring submissions. Also, don't post in this thread if you're not participating in the contest, or considering joining. I will do what I see fit with your replies if you aren't participating at all. My only exception is if you have any questions before you'd want to join. If you have a genuine question, you are free to ask that here. Well, with all that said, let us begin.
    4 points
  9. These cards 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. ________________________________________________________
    4 points
  10. Worm World Field Spell Reptile "Worm" monsters gain 300 ATK/DEF. Setting monsters does not count for a players Normal Summon. While you control a Level 5 or higher Reptile "Worm" monster, and all face-up monsters you control are LIGHT, your opponent cannot Normal Summon or Special Summon monsters in attack position. Just makin' a powerful Worm support card, don't mind me.
    4 points
  11. Helloe, fellow artist, I finished another drawing. If you see this one, I'd like to hear your opinion on her. She's Maisy, the OC of a friend of mine, and when he showed me a work he commissioned, I immediately felt the need of making fanart of her. He's concerned about what people think about his OC, so let me know please n.n
    4 points
  12. https://ygorganization.com/lundritydreams/ DP26-JP031 Marincess Springirl Level 4/WATER/Cyberse/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can banish 1 “Marincess” monster from your GY; Special Summon this card from your hand. (2) If this card is sent to the GY as material for a WATER Link Monster: You can send cards from the top of your Deck to the GY equal to the number of “Marincess” monsters you control, then inflict 200 damage to your opponent for each “Marincess” card sent the GY by this effect. 1200/1000 DP26-JP032 Marincess Sleepy Maiden Level 5/WATER/Cyberse/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can target 1 “Marincess” card you control; Special Summon this card from your hand, and if you do, it gains this effect. ● That target cannot be destroyed by your opponent’s card effects while this card is in the Monster Zone. (2) You can banish this card from your GY, then target 1 “Marincess” Link Monster you control; equip 1 “Marincess” Link Monster from your GY to that target. 500/2500 DP26-JP034 Marincess Aqua Argonaut Link 4/WATER/Cyberse/Link/Effect Top, Left, Right, Bottom 2+ WATER monsters You can only use the 2nd and 3rd effect of this card’s name each once per turn. (1) Your opponent’s monsters cannot attack other monsters while this card is in the Extra Monster Zone. (2) You can target 1 WATER monster you control and 1 card your opponent controls; return them to the hand. (3) When a Spell/Trap Card or effect is activated on the field during your opponent’s turn (Quick Effect): You can Special Summon 1 “Marincess” monster equipped to this card, and if you do, negate that effect. 2300/- DP26-JP035 Marincess Dive Spell You can only activate 1 card with this card’s name per turn. (1) Activate 1 of these effects, but you cannot Special Summon monsters for the rest of this turn after this card resolves, except WATER monsters. ● Target 1 non-Link “Marincess” monster in your GY; Special Summon it. ● If “Marincess Battle Ocean” is in your Field Zone: Special Summon 1 “Marincess” monster from your Deck. DP26-JP036 Marincess Circulation Trap If you control a Link-3 or higher “Marincess” monster, you can activate this card from your hand. (1) Target 1 WATER Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 “Marincess” Link Monster from your Extra Deck with the same Link Rating, but a different name, but this turn, it cannot attack directly, also it cannot be destroyed by battle. (This is treated as a Link Summon.) DP26-JP037 Marincess Bubble Ring Trap You can only activate 1 card with this card’s name per turn. (1) When a monster declares an attack: Negate that attack, and if you do, Special Summon 1 “Marincess Crystal Heart” from your Extra Deck or GY. (2) You can banish this card from your GY, then target 1 Link-2 or higher “Marincess” Link Monster you control; this turn, its maximum number of attacks per Battle Phase equals its Link Rating, but your opponent takes no damage from battles involving it. So Aoi is the third and final duelist here. Not gonna lie, I'm not too surprised Marincess is here. In the pack thread Aoi was one of the first three duelists I listed (Alongside Shark).
    4 points
  13. Enter the modern Domain of these Dinosaurs! Our chosen term for this group of cards – Dinoruffia (ダイノルフィア) – might be tentative. We will issue an update if we deem necessary. BACH-JP009 Dinoruffia Therizia Level 4 DARK Dinosaur Effect Monster ATK 1500 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can Set 1 “Dinoruffia” Trap directly from your Deck to your Spell & Trap Zone, then, if you have 2000 or less LP, this card gains 500 ATK. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Therizia”. BACH-JP010 Dinoruffia Diplos Level 4 DARK Dinosaur Effect Monster ATK 1000 DEF 0 You can use each effect among the (1) and (2) effects with this card’s name only once per turn. (1) If this card is Normal or Special Summoned: You can send 1 “Dinoruffia” card from your Deck to the GY, then, if you have 2000 or less LP, inflict 500 damage to your opponent. (2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Diplos”. BACH-JP038 Dinoruffia Kentregina Level 6 DARK Dinosaur Fusion Effect Monster ATK 4000 DEF 0 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) Loses ATK equal to your LP. (2) During the Main Phase (Quick Effect): You can pay half your LP, then banish 1 “Dinoruffia” Normal Trap from your GY; this effect becomes that Trap Card’s effect when that card is activated. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP039 Dinoruffia Stealthbegia Level 6 DARK Dinosaur Fusion Effect Monster ATK 0 DEF 2500 Fusion Materials: 2 “Dinoruffia” monsters with different names You can use each effect among the (2) and (3) effects with this card’s name only once per turn. (1) While you have 2000 or less LP, you do not pay LP to activate Trap Cards or “Dinoruffia” monster effects. (2) When your opponent activates a monster effect (Quick Effect): You can inflict damage to them equal to that monster’s original ATK. (3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY. BACH-JP068 Dinoruffia Domain Normal Trap You can only activate 1 card with this card’s name per turn. (1) During the Main Phase: Pay half your LP; Fusion Summon 1 “Dinoruffia” Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Material. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP069 Dinoruffia Alert Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; for the rest of this turn, you cannot Special Summon monsters, except “Dinoruffia” monsters, also Special Summon from your GY up to 2 “Dinoruffia” monsters whose total Levels equal 8 or less, but they cannot declare attacks. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP070 Dinoruffia Brute Normal Trap You can only activate 1 card with this card’s name per turn. (1) Pay half your LP; destroy both 1 “Dinoruffia” monster you control and 1 card your opponent controls. (2) When your opponent activates a card or effect, if you have 2000 LP or less: You can banish this card from your GY; you take no damage from your opponent’s card effects this turn. BACH-JP071 Dinoruffia Shell Counter Trap You can only activate 1 card with this card’s name per turn. (1) At the start of your opponent’s Battle Phase: Pay half your LP; Special Summon 1 “Dinoruffia Token” (Dinosaur/DARK/Level 10/ATK 0/DEF 3000), and if you do, your opponent cannot target other monsters for attacks while you control that Token this turn. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP072 Dinoruffia Sonic Counter Trap You can only activate 1 card with this card’s name per turn. (1) When your opponent activates a Spell/Trap Card, if you control a “Dinoruffia” monster: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy 1 “Dinoruffia” monster you control. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. BACH-JP073 Dinoruffia Reversion Counter Trap You can only activate 1 card with this card’s name per turn. (1) If you control a “Dinoruffia” Fusion Monster: Pay half your LP, then banish 1 Counter Trap from your GY; this effect becomes that Counter Trap Card’s effect when that card is activated. (2) During damage calculation, if you would take battle damage and you have 2000 LP or less: You can banish this card from your GY; you take no damage from this battle. Source: https://ygorganization.com/dinoruffia/
    4 points
  14. https://ygorganization.com/newagentvenus/ The Agent of Destruction – Venus Level 3/DARK/Fairy/Tuner/Effect You can use only 1 effect per turn among the (1) and (2) effects with this card’s name, and only once that turn. (1) You can banish 1 “The Agent of Creation – Venus” from your GY; Special Summon this card from your hand. (2) You can pay LP in multiples of 500, then target 1 of your “Mystical Shine Ball” that is banished or in your GY for each 500 LP paid; Special Summon them, but return them to the bottom of the Deck when they leave the field. 0/1600
    4 points
  15. The base form of Nasch’s new ace monster is revealed! DP26-JP003 N・As・H Knight (Nafil Asylum Heth Knight) Rank 5 WATER Aqua Xyz Effect Monster ATK 1700 DEF 2700 Materials: 2 Level 5 monsters You can only use this card name’s (2) effect once per turn. (1) Cannot be destroyed by battle if a “Number” monster is on the field. (2) During the Main Phase (Quick Effect): You can detach 2 materials from this card; take 1 “Number” Xyz Monster that has a number between “101” and “107” in its name from your Extra Deck and attach it to this card as material, then you can attach 1 other face-up monster on the field to this card as material. Note: Yes, it works with Number Cs before anyone clever asks.
    3 points
  16. @PETER CURRAN not to discourage you but Nyx kinda like "realistic" takes on his contest So you need to adjust couple of notches like that dark synchro frame into > actually synchro
    3 points
  17. Take Your Place Quick Play Spell Cards and effects cannot be activated in response to this card's activation. Send all cards in your deck to your GY, return all banished cards to their owner's deck, then banish face-down your Hand, GY, and monsters on your field, then draw a number of cards equal to the number of cards banished from your hand, then special summon a number of level 4 or lower monsters from your deck up to the number of monsters banished from your field by this effect. You cannot activate the effects of cards in your GY for the rest of the turn except this card. At the start of the end phase of this card's activation: return all cards in both player's GY to the deck. A classic tale of the dead become the living and the living become the dead.
    3 points
  18. https://ygorganization.com/abonddarkerthanblack/ BACH-JP049 An’ei no Yamireitsukai Dharc (Dharc the Dark Charmer, Umbral) Link 2/DARK/Spellcaster/Link/Effect BL, BR 2 monsters, including a DARK monster (This card is always treated as a “Familiar-Possessed” card.) You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can target 1 DARK monster in your opponent’s GY; Special Summon it to your zone this card points to. (2) If this Link Summoned card is destroyed by battle, or is destroyed by an opponent’s card effect while in its owner’s Monster Zone: You can add 1 DARK monster with 1500 or less DEF from your Deck to your hand. 1850/-
    3 points
  19. https://ygorganization.com/peopledreamingofritualdddblowntheheckout/ BACH-JP013 DD Griffon (D/D Griffon) Level 4/DARK/Fiend/Pendulum/Effect <1> Pendulum Effect: You can only use the Pendulum Effect of this card’s name once per turn. (1) You can target 1 Fiend monster you control; it gains 500 ATK for each “Dark Contract” Spell/Trap with different names you control and in your GY (until the end of this turn), then destroy this card. Monster Effect: You can only use the 1st, 2nd, and 3rd effect of this card’s name each once per turn. (1) If you control a “D/D” monster: You can Special Summon this card from your hand in Defense Position. (2) If this card is Pendulum Summoned: You can discard 1 “D/D” or “Dark Contract” card; draw 1 card. (3) If this card is Special Summoned from the GY: You can add 1 “D/D” card from your Deck to your hand, except “D/D Griffon”. 1200/1200 BACH-JP044 DDD Shachioh Death Machina (D/D/D Amnesty King Doom Makina) Rank 10/DARK/Fiend/Xyz/Pendulum/Effect <10> Pendulum Effect: You can only use this card name’s Pendulum Effect once per turn. (1) If you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that target in your Pendulum Zone. Monster Effect: 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a “D/D/D” monster you control as material. (Transfer its materials to this card.) (1) You can only control 1 “D/D/D Amnesty King Doom Makina” in the Monster Zone. (2) Once per Chain, when your opponent activates a Monster Card’s effect on the field (Quick Effect): You can detach 2 materials from this card or destroy 1 “Dark Contract” card you control, and if you do, attach that opponent’s card to this card as material. (3) Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone. 3000/3000 BACH-JP056 Tokkyoken no Keiyakushorui (Patented Dark Contract Documents) Spell/Field You can only use the 2nd effect of this card’s name once per turn. (1) If your opponent Special Summons a monster(s) of the same type (Fusion, Synchro, Xyz, Link) as a “D/D/D” monster you control: You can inflict 1000 damage to them, also they cannot Special Summon monsters of the same type as those Summoned monsters for the rest of this turn while this card is face-up on the field. (2) If this card is sent to the GY: You can add 1 “D/D” monster from your GY or face-up Extra Deck to your hand. BACH-JP075 DDD Headhunt (D/D/D Headhunt) Trap You can only activate 1 card with this card’s name per turn. (1) If you control a “D/D/D” monster: Target 1 face-up monster your opponent controls; take control of it (until the End Phase of the next turn), but its effects are negated, it cannot declare an attack, also if it was Special Summoned from the Extra Deck, it is treated as a “D/D/D” monster.
    3 points
  20. As usual, i searched for a silly card on the pool, then i found this "Move the turn count forward by 1 turn. The turn in which this card is activated continues as normal." Question is, 1) What the hell with that effect? 2) Can we do something with that gimmick/mechanic/turn-count based effect? 3) Konami haven't make something out of this yet, and i see no one here too making it? (at least what i am seeing) So here i am, albeit kind of busy, cant contain myself to see what kind playstyle if it were made as an archetype, as such, making the cards suddenly as of now Explanation wise, Chronous, portmanteau of Chronos/Khronos (Time) and Nous (Common Sense/Practical Intelligence), a bunch of guys/creature, able to control time, keeping the time intact for the balance of all universe Also art taken from CFV, Gear Chronicles As you can see, i am rushed to make this, so it is still unfinished (no effect for some cards), anyway, thoughts?
    3 points
  21. Hey there everyone. In this topic, I'll be showing you guys some cards for a new Archetype I came up with. I shall let you all know, this Archetype is still a 'work in progress', that's why I'm only posting a few of them. In fact, I already mentioned on a previous post about a NEW ARCHETYPE IDEA, where I posted some written cards, in order to share this idea with you all and see how much I can go with it. In other words, I needed some opinions/suggetions/ideas from you guys about it. In the end, I was able to make the cards visual, so there you have them (I made some alterations after some thinking and discussing it with someone else). Let me know what you guys think, and if you have any suggestions, also let me know. It will help me so much. NOTES: All monsters from the Deck (well most of them) will be High-Level monsters (from Level 10 to 12). But even so, they will have stats and effects that any Lower-Level monsters would have. And they all share the same summoning conditions and effects. The "Clockgear Token" are the most essential for this Archetype. From using them as materials for the summoing of monsters from the Extra Deck or any other; to activate effects; and also avoid destruction or any other problem. On the previous post, I named some of these cards with "T&S" (Time & Space), but I wasn't so sure about that name. So I changed it to "T/S/D" (Time/Space/Dimension). But even so, I'm still not so sure. What do you guys think? I'm thinking on adding Fusion, Synchro, and Xyz cards to this Archetype besides Link and Pendulum. But I have yet to think it through more. UPDATE: I've just made some changes to the cards, specially the Link Pendulum monsters. I'll write in '( )' the changes that I made. Let me know what you guys think. "Clockgear Quarter Knight" Level 10 - LIGHT Warrior/Effect ATK/2000 - DEF/2000 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). Once per turn, while face-up on a Monster Zone that a Link Monster or a Link Pendulum Card in the Pendulum Zone points to: You can target 1 face-up monster your opponent controls; change it's battle position, and if you do, reduce that monster's ATK or DEF (depending it's current battle position) to 0. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (On this one, I specified that it's effect only targets a face-up monster. I forgot to write that part XD. Also, I didn't knew if it was necessary, but I wrote that it's effect can be activated if it's in a Monster Zone that a Link Monster or a Link Pendulum Monster in the Pendulum Zone points to) "Clockgear Half-Pass Samurai Ryu" Level 11 - LIGHT Machine/Effect ATK/2400 - DEF/1700 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). When this card destroys a monster by battle, while face-up on a Monster Zone that a Link Monster or a Link Pendulum Card in the Pendulum Zone points to: It can make a second attack in a row on monsters during each Battle Phase. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (I did the same on this one like on "Quarter Knight". I also reduced it's ATK to 2400 instead 2600) "Clockgear Paladin O-Clock" Level 11 - Light Warrior/Effect ATK/2500 - DEF/2300 Monster Effect: Cannot be Normal Summoned/Set. This card can only be Pendulum Summoned or Special Summoned by the effects of a "Clockgear" or "T/S/D" card. You can shuffle this card from your hand back to the Deck; and if you do, Special Summon 1 "Clockgear Token" (Machine/LIGHT/Level 1/ATK 0/DEF 0). Once per turn, during either player's turn, when a Spell/Trap is activated (Quick Effect): Negate that card's effect, and if you do, change this card's current battle position. This card gains 300 ATK/DEF x each "Clockgear Token" on the field. If this card were to be destroyed by battle or by card effects, you can destroy 1 "Clockgear Token" you control instead. (On this one, I decided to change a little it's effect, along with it's Level. Turning it into a Level 11 instead) "Clockgear Token" Level 1 - LIGHT Machine/Token ATK/0 - DEF/0 Text: This card can be used as a "Clockgear Token". "T/S/D Chrono-Bot" LIGHT Machine/Link/Pendulum/Effect Pendulum Scale: < 9 - 9 > ATK/1500 - Link-1: U Pendulum Effect: During either player's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Clockgear Token" to your zone this card points to. During the Battle Phase: You can target 1 "Clockgear" or "T/S/D" monster you control (except Tokens); tribute 1 "Clockgear Token", and if you do, this turn that monster can inflict piercing battle damage to a Defense Position monster. You can only use 1 "T/S/D Chrono-Bot" effect per turn, and only once that turn. The monster this card points to gain 500 ATK. Monster Effect: 1 "Clockgear Token" Cannot be targetted for an attack. If this card is Link Summoned: You can place it in your Pendulum Zone. This effect cannot be negated. If you control Link Pendulum Cards in your Pendulum Zones with at least 1 difference between the Pendulum Scales: You can Pendulum Summon this face-up card in your Extra Deck, but send it to the GY when it leaves the field. Once per turn: You can Special Summon 1 "Clockgear Token", but destroy this card during the End Phase. "T/S/D Thermo-Bot" FIRE Machine/Link/Pendulum/Effect Pendulum Scale: < 13 - 13 > ATK/1300 - Link-1: UL Pendulum Effect: During either player's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Clockgear Token" to your zone this card points to. During either player's turn (Quick Effect): You can tribute 1 "Clockgear Token", destroy 1 Spell/Trap your opponent controls. You can only use 1 "T/S/D Thermo-Bot" effect per turn, and only once that turn. The monster this card points to cannot be targetted by card effects. Monster Effect: 1 "Clockgear Token" Cannot be targetted for an attack. If this card is Link Summoned: You can place it in your Pendulum Zone. This effect cannot be negated. If you control Link Pendulum Cards in your Pendulum Zones with at least 1 difference between the Pendulum Scales: You can Pendulum Summon this face-up card in your Extra Deck, but send it to the GY when it leaves the field. Once per turn: You can Special Summon 1 "Clockgear Token", but destroy this card during the End Phase. (Now on both Link Pendulum monsters, I only changed their Monster Effects. Now they can be placed in the Pendulum Zones "after" they are Link Summoned, which is an effect that cannot be negated. Also, I took away their effect of changing the direction of their Link Arrows if they were in the Monster Zones. Even so, they can still Special Summon 1 "Clockgear Token" to any of your Monster Zones, except the Extra ones of course XD, but the downside to this is that they are destroyed afterwards. Which leades us to the last change I made; I realized before that I didn't specified a way to Pendulum Summon them from the Extra Deck, so I made a way to do so: by taking into account the difference between the Pendulum Scales of the Link Pendulum Cards in your Pendulum Zones. For Example: If I have a "T/S/D Chrono-Bot", which is Link-1, face-up in the Extra Deck, and I have a Pedulum Scale setted with two Link Pendulum monsters, one with a Scale of 9 and the other with a Scale of 11, I can Pendulum Summon it. After all the difference between the Pendulum Scale of both monsters is 'One'. On another example: If a have setted a Pendulum Scale with "Chrono-Bot", scale of 9, and "Thermo-Bot", scale of 13, the difference will be 'Three', which means that I would be able to Pendulum Summon a Link-3 Link Pendulum Monster face-up in the Extra Deck) "T/S/D Time-Frame Core" Spell - Continuous Effect: All "Clockgear Tokens" you control are unaffected by your opponent card effects, nor cannot be destroyed by battle. This effect is also applied the turn this card leaves the field. Each time a "Clockgear Token" leaves the field, you can draw 1 card. While this card is in the Graveyard, except the turn it was sent there: You can Link Summon 1 Link-1 or 2 "T/S/D" Link monster, by banishing this card as it's only material. You can only have 1 "T/S/D Time Frame Core" on the field, and use it's effect once per turn. (I took away from this one the protection to battle destruction)
    3 points
  22. Beyond Time and Reality - Neitlinagi DIVINE Level 12 Creator Deity / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. At the start of your first turn's Main Phase 1, you can banish this card (from your hand or Deck). While it is banished, each time a monster activates its effect, you can note its Type OR Attribute. If you have 10 or more noted different Types and/or Attributes: You can Special Summon this card to your leftmost Main Monster Zone. This card's Summon cannot be negated. Unaffected by other card effects. Cannot be Tributed or used as material. If this is the only monster you control, your opponent can attack you directly. Once per turn: You can move this card to the immediate zone to its right (swap places with any other monster if needed). If this card is in your rightmost Main Monster Zone, you win the Duel. ATK 0 / DEF 8000 Lore And she was there, sitting in the place where no Light nor Shadow can reach. The land devoid of warmth and coldness, and where Love and Hatred was not even an idea. The Absolute All of Nothingness... but her. Simple mortals wouldn't be able to tell if she was there for the briefest of lapses or an eternity, her eyes closed... her heart still. But the moment came when The Time, extending its infinite arms, trying desperately to hold to any of the worlds that were to be, wept. Its lament so deep, the pain echoed in her heart, and for the first time, she opened her eyes. - Do I exist? - The Time said - I am here, and I am everywhere, and yet who is to notice? Why am I here? Why I am everywhere? And so I say... I am not. She took pity of The Time, and tried to tell it "I can hear you". But then she noticed: The Time was indeed out of reach. For she had no hope. She was only power... the power of beyond, segregated from everything and everyone. And then, understanding that her path was loneliness, she felt the ultimate pain, as well as the resolve to see that Time wouldn't suffer the same. Thus, she journeyed. One world, two worlds, a trillion worlds, and more. The branches of The Tree seemed endless, but not even once did her will wavered. She had a duty, and she'd see it to the end. Therefore, she studied the everything. Her need to look everywhere made her neck grow long and flexible. Her hair became almost as infinite as the cosmos, and every single hair was able to study matter and antimatter as the most sensible hand. The last grain of salt. The last speck of dust. The last drop of water. The last thought, the last feeling. The realms of the reverie and imagination. She learned it All. Knowledge and Wisdom overflowing, she felt the answer was very close, and rushed to revisit one of the worlds she had studied with utmost care. And it was a beautiful land of miracles and pureness. Feeling something was amiss, she inspected the souls of that world's dwellers... those dwellers that always wore smiles on their faces... scared at the emptiness, she left. In the second world, it was hard to distinguish Life and Death. The chaos was almost so perfect it was moving. Letting out a slight sigh, she moved on. The third world... - Alas, this is not the right one - she muttered to herself - Have I grown weary? I must go, before I fail. The third world held people in solitude. Every single one of them. It was not one of the possibilities she had narrowed down. She simply couldn't help but revisit that land of silence. She wanted to cling to the fact that, while everyone there was alone, they were alone in community. She shook her head. Her loneliness was different... it was absolute. And then she parted ways with those she had developed bonds with. Arriving at the fourth world, she saw a lone girl. She liked this girl. She had no pretensions, and no poses. No hypocrisy. She did what she wanted, said what she wanted, and felt what she wanted. She was incredibly kind at times, and also so hideously cruel it was terrifying to watch. She led hundreds, then thousands, and then millions of people, and taught them many things. Ultimately, she understood the reason that world wasn't the right one was precisely that girl. Her excitement was almost uncontrollable as she landed in the fifth world. How could she not notice before? Focused on studying the tiniest of things, she didn't see the whole picture. That world, so amazingly imperfect, was it. The Primordial World, the base of all the others, from which any other world in the multiverse derived from, almost identical, radically different and all the in-between. The final duty was at hand, and at that moment she realized that, unknowingly, all the knowledge she had accumulated in her hair was blooming in power, and she remembered. "Only power, the Power of Beyond". And then, her hair danced as if moved by the most sublime symphony, and the power was so great it broke the boundary between her realm of existence and reality. The hair continued the dance until the primordial world was shaped, and she herself was almost consumed. And now that the world existed, the Time gently embraced it, and people came to know it. But as she was drifting in the shadows, knowing that she had shaped the Everything but nobody would know, she heard a whisper from Time: - I shall remember you And she smiled. Effect / Flavour Relationship Alright, let's go step by step. The effect that allows herself to be banished even from Deck is a clear reference to Neitinagli's original state of being segregated from what we could call our own plane of existence, where Time flows and shows a pale representation of the world possibilities, but is in pain as nobody is there to be a witness of its existence. Neith then awakens and decides to help time, but in order to do, she must discover which is the Primordial World and give it shape. Therefore, she researches -> notes the "non-existence". That's why you require many different Types/Attributes of monsters, so she gathers enough intel to narrow down which is the Primordial World. Of course, many of her immunity effects have to do with her being beyond reality. Her Summon cannot be negated, and she can't be touched by other cards, not even the cheap tactic of Tributing her using Lava Golem and such. Strictly speaking, she shouldn't be vulnerable to battle destruction, but here's where game balance comes at play, because there should be no card or win-con strategy that doesn't have a weakness somewhere. At any rate, I stayed true to her incorporeal being as your opponent can attack you directly if you only control her, and regardless of this all, she had that absolutely insane DEF which represents her unwavering will to finish her duty, as well as a reference to a story of mine in which the universe is shaped in a similar way and it is made of 8 elements (8000 DEF). The rest should be pretty obvious, I'd say. The five worlds she visits represented by the five Monster Zones she visits. I have to say, I'd have loved to include some effect that was a reference to those worlds, but of course, that would have caused the card's effect to triple in size or something, and most likely destroy the delicate balance of a win-con card. The fact that you win the Duel as she brings the world to existence is a simple parallelism of reaching the ultimate goal no matter the hardships. In this case, since you're playing a card game, your ultimate goal is winning. Welp, there it is, @Nede, @Dokutah Jolly, @ITSUKOSOADO, thanks for insisting in me posting, I hope you like it n.n
    3 points
  23. So, recently, a user under the name of Kanashimi made an archetype, the Chronus Archetype, based on the concept of one of the dumbest cards to have ever existed, Pyro Clock of Destiny. The OG card has the ability to advance the Turn Counter, and the whole archetype they made was centered around effects triggering past certain turns, a win con once the turn counter reached a specific value, and a number of ways to advance turns. Seeing a card as dumb as Pyro Clock be adapted into something playable kind of inspired me to see if i could figure out a way to make something with the card. And then, i had an idea for a retrain of Pyro Clock Scorching Clockhouse of Fate Normal Spell If you have 3 or more cards in your hand: Discard your entire hand; Skip to your next Main Phase 1, but you cannot conduct your Battle Phase this turn You can only activate "Scorching Clockhouse of Fate" once per duel So, here is the final product of my particular take on a Pyro Clock retrain. The whole idea came up to me after thinking to myself, while reading Chronus cards "Thank god these cards affect the Turn Counter instead of advancing turns themselves. Could you imagine how broken they would be if they changed turns and refreshed HOPTs?". I almost inmediatly, after having that thought, went "wait a minute, you could make a card out of this". And thus, Clockhouse was born. This is, kind of a more casual take on the series of cards ive been slowly making where i try to see how far yugioh players are willing to go in exchange for certain powerful effects, in this case, getting to refresh your HOPTs, an absolutely disgustingly powerful effect. For obvious reasons this is less of a Realistic card that could actually exist on real yugioh card and kind of a more casual card, being mainly a thought experiment on the absolutely broken things certain decks could do with an extra turn to play around with. At the same time, though, there arent many decks that can just choose to give up 3 entire cards in had just because, so maybe it would be something like just a Prankids-esque deck playing Red Eyes Fusion, summoning Dragoon, playing this card to clear Fusion's effect and then going through their entire 1 card line. Or, y'know, doint their 1 card line twice I can almost inmediatly tell you that the Synchron nonsense going around probably can abuse the hell out of this card, given just how much they draw, giving them fodder for the cost, and the fact that using this card would clear Junk Speeder's Synchro lock while refreshing its HOPT, even if you would probably have a hard time messing with deck space in order to fit hat many targets. Maybe could be used for a 60 cards Synchron salad deck, or an FTK variant (Or, yknow, just refresh Halq and Co). A whole bunch of FTKs could also be born out of this card, trying to use it to get their key once per turns going again. GY centric decks, so long as they could pay the 3 cards minimum, would have a blast with this given that they would mainly care about getting to trigger all the GY effects again. Maybe that would include Eldlich? Idk Anyways, do you have any ideas for some disgusting nonsense that could be born out of this card? I would love to hear about them, this def is a weird card tbh
    3 points
  24. So, as a fan of Yu-Gi-Oh! and Final Fantasy, I created four cards based off the four Archfiends from Final Fantasy IV. Each Archfiend represents one of the four Elements of Nature, Water, Earth, Fire, and Air. Tell me what you think, and feel free to show cards you think would support any of them or build a deck centered around one of the four monsters. I say one because there's no way to build a balanced deck that is centered around more than one of the Archfiends.
    3 points
  25. https://ygorganization.com/thebeginningofawonderfuladventure/ BACH-JP060 Fuwandereeze to Tabijitaku (Floowandereeze and the Journey Preparations) Spell/Quick-Play You can only activate 1 card with this card’s name per turn. (1) Banish 1 Winged Beast monster from your hand or face-up field; add 1 “Floowandereeze” monster or Field Spell from your Deck to your hand, then gain 500 LP.
    3 points
  26. New Clear World Spell Card Target 1 face-up monster you control; destroy it, and if you do, Special Summon 1 monster with a different original Type and Attribute and a lower original Level from your Deck in Defense Position, but its effects are negated. You can only activate 1 "New Clear World" per turn.
    3 points
  27. https://ygorganization.com/thissureisthestartofascifihorrorflickwheretheblackguydiesfirst/ BACH-JP019 Hen’itai Myutria (Mutant Myutria / Myutant Mutator) Level 1/WATER/Psychic/Effect You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If you control a “Myutant” card: You can Special Summon this card from your hand. (2) You can Tribute this card, then banish 1 “Myutant” card from your hand or Deck; Special Summon 1 monster from your hand or Deck, based on the banished card, and if you do, you lose LP equal to that monster’s original ATK. ● Monster: “Myutant Beast” ● Spell: “Myutant Mist” ● Trap: “Myutant Arsenal” 0/0
    3 points
  28. Aww, yeah! The best monster in the game has another searcher! But in all seriousness, I'm looking through all the things that Alice, Lady of Lament can search. The list isn't particularly impressive, but it includes Token Collector, Infernity Necromancer, a few D/D cards, a few Plunder Patroll cards, and a few BA cards. Out of the rest of the supported archetypes, the only one that I actually tested out at some point was Ogdoadic. I gotta say, that support card looks really juicy. Easy way to put out the bigger ones alongside extra GY loading sounds like a good time.
    3 points
  29. DP26-JP016 Daiyousai Kujira (Mega Fortress Whale) Level 7 WATER Fish Effect Monster ATK 2550 DEF 2350 You can only use the 1st, 2nd, and 3rd effect of this card’s name each once per turn. (1) If “Umi” is face-up on the field: You can activate this effect; your WATER monsters can attack directly this turn. (2) During your opponent’s Battle Phase (Quick Effect): You can target 1 face-up monster they control; destroy it. (3) If this card on the field is destroyed by battle or card effect: You can take 1 WATER Warrior monster from your Deck or GY, and either add it to your hand or Special Summon it. DP26-JP018 Death Kraken (Doom Kraken) Level 4 WATER Aqua Effect Monster ATK 1400 DEF 1600 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If “Umi” is face-up on the field (Quick Effect): You can target 1 WATER monster you control, except “Doom Kraken”, and 1 monster your opponent controls; Special Summon this card from your hand, and if you do, return the first target to the hand, and if you do that, destroy the second target. (2) When an opponent’s monster declares an attack: You can return this card to the hand, and if you do, negate that attack. DP26-JP019 Denki Kurage – Physalia – (Electric Jellyfish – Physalia / Physalia) Level 4 WATER Aqua Effect Monster ATK 1400 DEF 1700 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) You can send 1 “Umi” from your hand, Deck, or face-up field to the GY; Special Summon 1 WATER monster from your hand. (2) When your opponent activates a Spell Card or effect, or a monster effect, and “Umi” is face-up on the field (Quick Effect): You can negate that effect, then this card gains 600 ATK/DEF. DP26-JP020 Fish Sonar Normal Spell You can only activate 1 card with this card’s name per turn. (1) Add 1 Level 7 or lower monster that is a WATER Normal Monster or specifically lists “Umi” in its text from your Deck to your hand, then, if “Umi” is face-up on the field, you can Special Summon 1 WATER Normal Monster from your Deck. DP26-JP021 Sea Stealth II Continuous Spell Card You can only use the 3rd effect of this card’s name once per turn. (1) This card’s name becomes “Umi” while face-up on the field or in the GY. (2) Your opponent cannot target WATER monsters you control with non-WATER monsters’ effects. (3) At the start of the Battle Phase: You can Special Summon 1 monster that specifically lists “Umi” in its text or 1 WATER Normal Monster from your hand or GY in Defense Position, but destroy it at the end of the Battle Phase. DP26-JP022 Angan no Leviathan (Leviathan of the Reef / Kairyu-Shin of the Reef) Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) Send 1 face-up “Umi” you control to the GY; you cannot Special Summon monsters until the end of your next turn, except WATER monsters, also Special Summon up to 2 WATER Normal Monsters, and/or monsters that specifically list “Umi” in their text, with different names from your hand or Deck in Defense Position, then, if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand or Deck. Source: https://ygorganization.com/thefreakyfishguyrises/ Looks like we've finally got some really solid WATER/Umi support! Personally, I kinda wish they supported WATER non-effect monsters rather than Normal monsters, just so that the original Fortress Whale could benefit from the support.
    3 points
  30. https://ygorganization.com/chaoticbirdofchaos/ Chaos Nephthys Level 8/DARK/Winged Beast/Special Summon/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use this card name’s (1) effect once per turn. (1) If this card is in your hand or GY and a card(s) on the field is destroyed by a card effect: You can banish 1 LIGHT and 1 DARK monster from your GY, except “Chaos Nephthys”; Special Summon this card. (2) If this card is Special Summoned: You can target 1 card your opponent controls and 2 cards in their GY; banish them. 2400/1600
    3 points
  31. Bottled Starkemist FIRE - Level 6 - Spellcaster/Synchro/Effect - 2200 ATK/1600 DEF 1 Tuner + 1+ non-Tuner monsters When this card or another monster(s) is sent to the GY, except the turn this card was Special Summoned: Special Summon that monster(s) to their owner's field, then place 1 Star Counter on this card, and if this card has 3 Star Counters, remove all Star Counters from this card and banish all other cards on the field. You can only control 1 "Bottled Starkemist". Looks insane at first. It can SS itself off of being sent to the GY, can SS anything sent to the GY, and is also a banish board clear if it wants to be. However, it can be easily exploited by the opponent, them being able to benefit from the SS and then being allowed to destroy this card after the fact. While it can SS after being sent to the GY, it can't use the effect again the turn its Special Summoned. I guess it's still insane, but I'm not sure if its broken per say. What do you guys think? I might put the Star Counters at 4 instead of 3 if it needs nerfing. Artist https://www.pixiv.net/en/artworks/86080031 Card https://www.duelingbook.com/card?id=2699501 (I tried posting the entire card but the upload failed)
    3 points
  32. You probably know from the topic title, so here you go: Was thinking on making a Ritual Monster with 2 Ritual Spells related to it. Not only that, but the Ritual Spell can act as a Normal Spell by discarding it and controlling the given Ritual Monster, thus, taking idea of Saber from fate series Originally planned on Casual section, but the effect i think is strong enough to be used competitively, while also the idea of 2 Ritual Spells for 1 Ritual Monster aren't that new breakthrough? Short lore wise, based on Artemisia I, Queen of Halicarnassus while mixing with Altria Pendragon from Fate. I hardly see word "holy" on YGO, but "divine", so i decided, to distinct her as a divine/god card related, i use holy instead
    3 points
  33. https://ygorganization.com/areyouhiiragirumiordaveighchase/ BACH-EN046 神隠し鬼火丸 Kamikakushi Onibimaru (Spiriting-Away Onibimaru) Rank 2/DARK/Fiend/Xyz/Effect 2+ Level 2 monsters You can only use this card name’s (1) and (2) effects once per turn each. (1) You can detach 1 material from this card, then target 1 monster your opponent controls; banish it until your opponent’s End Phase. (2) If this card is destroyed by your opponent: You can target any number of banished monsters, up to the number of materials that were attached to this card; shuffle them into the Deck. 1900/1600
    3 points
  34. Hi, my name is Yuo, im new here! I love making my own custom archetypes and i wish to duel with it! Please show me the way. This is my Ace Cards
    3 points
  35. Need help with text Kano - Leader Of The Black Dragon Clan . Level.4 Attribute.Dark Type.Warrior Attack.2000 Defence.1500 Effect. You have to pay 800 Life Points in order for "Kano - Leader Of The Black Dragon Clan" to attack. ". Kano - Leader Of The Black Dragon Clan can attack twice per battle phase but only if your opponent has a monster on the field . "Kano - Leader Of The Black Dragon Clan" has piercing . When "Kano - Leader Of The Black Dragon Clan" inflicts battle damage to your opponent they have to discard 1 card from their hand at random. If Kano - Leader Of The Black Dragon Clan has attacked this turn he gets destroyed and you take 1000 points of damage from how many cards your opponent discarded. Once Per Turn you can look at 1 random card in your opponents hand. When Kano - Leader Of The Black Dragon Clan is destroyed you can add 1 "Black Dragon Clan" from your deck to your hand . Need help as "Kano - Leader Of The Black Dragon Clan" is a SERIOUS mouthful ( The Name I mean) (Still read through his effect and tell me what you think) Liu Kang Level.4 Attribute.Light Type.Warrior Attack.1800 Defence.1100 Effect. During your Standby Phase your opponent takes 500 points of damage for every card in their hand when "Liu Kang" is on the field face up on the field. When "Liu Kang" attacks a Facedown monster on your opponents side of the field it's immediatley destroyed and if it's a "Dark" Attribute Or a "Fiend" Type monster your opponent takes 400 damage X the level of the destroyed monster . Everytime "Liu Kang" destroys a "Dark" Attribute or a "Fiend" Type monster it gains 300 attack . Once Per Turn you can send "Liu Kang" from yourside of the field to the Graveyard to look at your Opponents hand ( I do know this effect could be problematic ) and banish all "Dark" Attribute and "Fiend" Type monsters in their hand . Shang Tsung Level.6 Attribute.Dark Type.Spell Caster Attack.2400 Defence.1500 Effect/Tuner/Spirit. "Shang Tsung" returns to your hand during your end phase if you normal summoned a monster this turn . "Shang Tsung" cannot be Normal Summoned . "Shang Tsung" can only be Special Summoned by banishing 1 monster from your GY or your opponents GY . During your end phase you can Banish 1 monster on your opponents side of the field and "Shang Tsung" gains half the attack points of the banished monster and you gain life points equal to half the attack points of the banished monster . You can keep "Shang Tsung" on the field if you banished 1 monster in either players GY or field . (Once Per Turn" If "Shang Tsung" was going to be banished or destroyed you can banish 1 monster from your GY or your opponents GY to (Keep Shang Tusng on the field ???????) . Once Per Turn you can Banish 1 "Spirit" monster in your hand and then Banish 1 card in your opponents hand at random . Smoke Level.4 Attribute.Dark Type.Warrior Attack.2000 Defence.1200 Effect/Spirit. "Smoke" returns to your hand during your end phase if you normal summoned "Smoke" this turn. You can Banish "Smoke" from your hand to add 1 "Spirit" monster from your DECK or GY to your hand or you can Special Summon a "Spirit" monster from your hand without summoning conditions. The turn after "Smoke" is Banished you can banish 1 "Spirit" monster from your GY or hand to add "Smoke" back to your hand.
    3 points
  36. Alrighto, I'm getting pumped up, I really love to make flavourful cards. I'll cook up something for you once I'm done with my other pending contest n.n
    3 points
  37. Ah Gate Guardian, the Impossible to summon beat stick that has been off of Konami's Radar Since its release. I think its time this poor Boss Monster got some love, starting of course, with the pieces that make him up! Kazejin the Protector Level 7/WIND/Spellcaster/Effect/2400ATK/2200DEF This cards name is treated as "Kazejin" while on the field or in the GY. You can Special Summon this card from your hand by banishing Monsters from your hand, field, or GY whos levels equal or exceed 7. Once per turn, you may add 1 Spell card to your hand which specifically lists "Kazejin" In its text. Suijin the Defender Level 7/WATER/Aqua/Effect/2500ATK/2400DEF This cards name is Treated as "Suijin" while on the field or in the GY. You can Special Summon this card from your hand by banishing Monsters from your hand, field, or GY whos levels equal or exceed 7. Once per turn, if a Monster you control were to be destroyed by battle or card effect; negate its Destruction. Sanga the Preserver Level 7/LIGHT/Thunder/Effect/2600ATK/2200DEF This cards name is treated as "Sanga of the Thunder" while on the field or in the GY. You can Special Summon this card from your hand by banishing Monsters from your hand, field, or GY whos levels equal or exceed 7. Once per turn during the Battle Phase, if this Monster is involved in a Battle, you may reduce the ATK of an opponents monster to 0 for the rest of the turn. Gate Guardian in all Honesty is an awful card. Its upsides, are that it has very high ATK and Defense. Other than being a big Monster, Gate Guardian had Nothing going for it. it is quite honestly WORSE than its individual parts. Hell, it doesn't even have a positive effect! With this retrain, it would hopefully see at least some play around practically summoning it in a game. EDIT: This specific cards effects have been shortened on the card as to not crowd it with text, the full effects are in its text description Fully Powered Gate Guardian Link-5/DARK/Warrior/Link/Effect/3750ATK Link arrows- Left, Bottom Left, Bottom, Bottom Right, Right 3 Monsters, including at least 1 Level 7 Monster This cards Name becomes "Gate Guardian" while on the field or in the GY. Your Spell/Traps cannot leave the field due to your opponents Spell/Trap Effects. If this card isn't pointing to any Monsters by the end of your turn, Destroy this card. This card Gains the following Effects based on the Monsters used to SS it: •"Kazejin"-When this card is summoned, you may SS up to 3 Level 7 Monsters from your Graveyard. •"Suijin"-This Monster, and Monsters this card points to are unaffected by your opponents card effects. •"Sanga of the Thunder"-When this Monster is involved in a Battle, your opponent cannot activate card effects until after the Damage Calculation. Some spells would help this beast to get summoned, so I decided to whip up some simple searches and summons to help with consistency. Guardian Assembly Plant Continuous Spell Once per turn, you may Special Summon 1"Kazejin The Protector", "Suijin The Defender", or "Sanga The Preserver" from your deck or hand by Banishing 1 WIND, LIGHT, or WATER ATT card from your hand field or Graveyard. Apply the following effects for each listed Monster Faceup on the field. •"Kazejin"- This card is not Affected by Monster Effects •"Suijin"- This card cannot be destroyed by Spell/Trap Effects •"Sanga of the Thunder"- Once per turn, you may target 1 card on the field, Negate its effects for the rest of this turn. Emergency Guardian Recall Spell Card If you control no Monsters on the field and your opponent controls 1 or more Monsters, you may Banish 3 Level 7 Monsters from your Graveyard; Special Summon 1 "Gate Guardian" from your Graveyard.
    2 points
  38. 1789012182_yt5s.com-OVERTUREXI(MainTheme)DragonQuestXIEchoesofanElusiveAge_XI-(1080p).mp4 (https://www.youtube.com/watch?v=waH3uNlwMo4&t=53s) DRAGON QUEST "Dragon Quest, also known as Dragon Warrior prior to 2003, is a series of Japanese fantasy role-playing video games made by Square Enix, with character designs by Dragon Ball manga artist Akira Toriyama. The games typically follow a prophesied Hero on a quest to save the world from a powerful demon or Dragonlord; this is balanced with humour and comical-looking monsters for an overall lighthearted tone. There are recurring elements and monsters such as the Slime, Rockbomb, and Chimaera, but no direct continuity between games." (Dragon Quest Wiki) ----------------------------------------------------------------------------------------------------------------------------------------------------- Hey all, I just finished a very demanding and tiring work, so I decided to reward myself by playing Dragon Quest games, starting with the first one of the series. The game was made in 1986 I believe, it was simple and short but was fun as heck because I could complete it in one sitting. The whole story was so straightforward and it inspired me to create Yugioh cards based of it. The Hero must defeat Dragonlord to bring peace to Alefgard, so he started going on his journey, defeating monsters, discovering new weapons and item, and becoming strong enough to defeat the Dragonlord. And for the cards, I tried implementing the JRPG concept by having the "Hero" (Monster Card) that keeps "leveling up" (Monster Cards) by defeating "Monsters of Alefgard" (Monster Cards) with the help of his "Items, Weapons, and support of the people of Alefgard" (Monsters, Spells, and Traps) to finally be able to defeat "Dragonlord" (Monster Cards) and "bring peace to the world" (Win the duel). I tried my best to make it as JRPG and Dragon Quest 1 as possible, but I had to compromise a bit here and there to made it more sense and hopefully competitive. ----------------------------------------------------------------------------------------------------------------------------------------------------- PART 1 : HUMBLE BEGINNING After Dragonlord took over Alefgard and placed the world under his command by instilling fear to the people of Alefgard with monster he summoned to this world, Hero, Descendant of the Legendary Savior Erdrick, decided to stop Dragonlord and his wrongdoings to finally be able to regain back the peace Alefgard once had. He also made a vow to King Lorik of Alefgard to save Princess Gwaelin that was captured by Dragonlord. And so, he finally took his first step to his grandiose adventure without knowing what lies ahead... Hero of Alefgard LIGHT/Link-1 Warrior/Link/Effect ATK/500 1 monster When this card is Special Summoned: Add 1 "World of Alefgard" from your Deck or GY to your hand. Once per turn, you can Special Summon 1 "Blue Slime of Alefgard" from your Deck or GY to your zone this card points to. You can send this card with 2 Slime Counters (Quick Effect): Special Summon 1 "Armored Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Hero of Alefgard" once per turn. (The Hero starts his journey, with only Plain Clothes and Dagger, discovering the World of Alefgard to become stronger) World of Alefgard Field Spell Card "Hero of Alefgard" monsters you control gain 100 ATK. If this card would be sent to the GY: You can return 1 "Hero of Alefgard" Link Monster from your GY to your Extra Deck; shuffle this card into your Deck. You can use each of the following effects of "Alefgard" once per turn. ● Add 1 "Alefgard" or "Tantegel" from your Deck to your Hand, except "World of Alegard". ● Add 1 "Hero's Item" or "Hero's Spell" from your Deck to your Hand. (The world that still full of mystery where our hero meets new people and new discoveries but also new enemies) Blue Slime of Alefgard WATER/Level 1 Aqua/Effect ATK/100 DEF/0 (Quick Effect) You can send this card from your field or hand to the GY to target 1 face-up "Hero of Alefgard" monster on your side of the field: It gains 1 Slime Counter. Monsters on the field gains 1000 ATK for each Slime Counter on it. (One of the first enemies Hero encountered and it made him learned how to fight and became stronger) ----------------------------------------------------------------------------------------------------------------------------------------------------- PART 2 : THE GRAND ADVENTURE Hero gradually becomes stronger, as he slays more and more dangerous monsters that dared to stand on his path. Along the way, he found various Weapons, Armors, and Items that would help him on his journey. One day, he met the Stone Golem. It looked very strong, unlike opponents he faced before, is he ready to take on the Stone Golem? Armored Hero of Alefgard LIGHT/Level 4 Warrior/Fuson/Effect ATK/2000 DEF/2000 Must be Special Summoned with the effect of "Hero of Alefgard". When this card is Special Summoned: Add 1 "Stone Golem of Alefgard" and 1 "Hero's Item" card from your Deck or GY to your hand. You can send this card with 1 Golem Counter (Quick Effect): Special Summon 1 "Magical Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Armored Hero of Alefgard" once per turn. (Discovered new armors, weapons, and items, Hero has became stronger) Stone Golem of Alefgard WATER/Level 6 Rock/Effect ATK/2200 DEF/2400 (Quick Effect) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by battle: Place 1 Golem Counter on the monster that destroyed it. Monsters on the field gains 1000 ATK for each Golem Counter on it. You can only use each effect of "Stone Golem of Alefgard" once per turn. (Strong and sturdy, the Stone Golem blocked Hero's path on his journey but it must be defeated for Hero to be able to move forward) Hero's Item - Fire Blade Equip Spell Card Increase the ATK of the equipped monster by 1000 points. If the equipped monster destroys a monster by battle, inflict 1000 damage to your opponent. If the equipped monster would be destroyed, you can destroy this card instead. (A blade that burns the enemy upon defeating them) Hero's Item - Faerie Flute Trap Card Target 1 face-up monster your opponent controls; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack. If you control a "Hero of Alefgard" monster, you can activate this card from your hand. (The flute that put enemies to sleep) Hero's item - Rainbow Drop Quick-Play Spell Card You can only activate this card if you control a "Hero of Alefgard" monster: Special Summon 1 "Blue Slime of Alefgard" or "Stone Golem of Alefgard" or "Green Dragon of Alefgard" from your hand, Deck, or GY to your side of the field, but destroy it during the End Phase. (An item that bridges the human world and the world of monsters) ----------------------------------------------------------------------------------------------------------------------------------------------------- PART 3 : ROAD TO WORLD'S PEACE Having gone this far on this adventure, he already mastered magic spells he learned throughout his journey. In addition to his powerful Armor and Weapons, his Magic Spells has made him a very formidable warrior in Alefgard. The day has come, is he strong enough to take down the Green Dragon that guards the Dragonlord's Castle? Magical Hero of Alefgard LIGHT/Level 6 Warrior/Fusion/Effect ATK/2400 DEF/1600 Must be Special Summoned with the effect of "Armored Hero of Alefgard". When this card is Special Summoned: Add 1 "Green Dragon of Alefgard" and 1 "Hero's Spell" card from your Deck or GY to your hand. You can send this card with 1 Dragon Counter (Quick Effect): Special Summon 1 "Legendary Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Magical Hero of Alefgard" once per turn. (With magic spells up on his sleeves, he has became a formidable warrior in Alefgard) Green Dragon of Alefgard FIRE/Level 8 Dragon/Effect ATK/3000 DEF/2500 (Quick Effect) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 2 monster they control. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by battle: Place 1 Dragon Counter on the monster that destroyed it. Monsters on the field gains 1000 ATK for each Dragon Counter on it. You can only use each effect of "Green Dragon of Alefgard" once per turn. (Dragon that guarded the Dragonlord's castle and is ordered by Dragonlord himself to exterminate anyone that dared to step into his castle) Hero's Spell - Sizzle Trap Card If you control a "Hero of Alefgard" monster: Destroy all monsters your opponent controls. If you control only 1 face-up monster, you can activate this card from your hand. (A spell that burns all enemies that stands on Hero's path) Hero's Spel - Snooze Trap Card If you control a "Hero of Alefgard" monster: Change all face-up monsters your opponent controls to face-down Defense Position. If you control only 1 face-up monster, you can activate this card from your hand. (A spell that sends afflicted monsters into magical slumber) Hero's Spell - Glow Trap Card If you control only 1 face-up monster, you can activate this card from your hand. If you control a "Hero of Alefgard" monster: Look at your opponent's hand, an if you do, target 1 card in your opponent hand, then activate 1 of these effects depending on the targeted card type. ● Monster: It cannot be Summoned and it's effect is negated for the rest of this turn. ● Spell/Trap: It cannot be activated for the rest of this turn. (A spell that made Hero able to see what was hidden and unseen) Hero's Spell - Evac Trap Card Banish 1 "Hero of Alefgard" monser you control. During either player's turn, you can banish this card form your GY; Special Summon 1 banished "Hero of Alefgard" that was banished by this card. If you control only 1 face-up monster, you can activate this card from your hand. (A spell that instantly teleport Hero to safety when he is in danger) Hero's Spell - Zoom Trap Card If you control a "Hero of Alefgard" monster: Shuffle any number of cards from your hand into the Deck, then draw that same number of cards, and if you do, draw 2 cards. If you only control 1 face-up monster, you can activate this card from your hand. (A spell that made Hero able to fly to another place in an instant and meeting new people, enemies, and items along the way) ----------------------------------------------------------------------------------------------------------------------------------------------------- PART 4 : THE FINAL FIGHT This is it, the moment he has been waiting for all his life. He carried the world upon his shoulder as he about to face the Dragonlord, rescue the Princess, and bring peace back to Alefgard. He didn't know the fullest extent of the Dragonlord's power or how strong the Dragonlord is, but he believed the will of the People of Alefgard and his unwavering determination is stronger. Legendary Hero of Alefgard LIGHT/Level 8 Warrior/Fusion/Effect ATK/3000 DEF/2500 Must be Special Summoned with the effect of "Magical Hero of Alefgard". When this card is Special Summoned: Add 1 "Sword of Erdrick" from your Deck or GY to your hand and Special Summon 1 "Princess Gwaelin of Alfgard" from your Extra Deck. Once per turn (Quick Effect), you can add 1 "Hero's Item" or "Hero's Spell" card from your Deck or GY to your hand. There can only be 1 face-up "Legendary Hero of Alefgard" on the field. (Supposedly as strong as the Legendary Erdrick, Hero is prepared to take on the Dragonlord with the help of everyone and everything he experienced throughout his journey) Sword of Erdrick Equip Spell Card You can only activate this card to a "Hero of Alefgard" monster. Increase the ATK of the equipped monster by 1000 points. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card. If the equipped monster would be destroyed, you can destroy this card instead. There can only be 1 face-up "Sword of Erdrick" on the field. (The legendary sword that Erdrick himself used to save the world a hundred years ago) Princess Gwaelin of Tantegel EARTH/Level 4 ATK/1000 DEF/0 Must be Special Summoned with the effect of "Legendary Hero of Alefgard" or "King Lorik of Tantegel". When this card is Special Summoned: Add 1 "The Princess' Capture" from your Deck to your hand. You can banish this card from the GY (Quick Effect): Target up to 5 "Alefgard" or "Tantegel" cards in your GY, shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Princess Gwaelin of Tantegel" once per turn. (A cheerful princess of Alefgard and son of King Lorik who cheers up people if Alefgard and deeply in love with Hero) The Princess' Capture Trap Card Tribute 1 "Princess Gwaelin of Tantegel" from your field; Special Summon 1 "Dragonlord of Alefgard" to your opponent's field in Attack Position. If you control a face-up "Hero of Alefgard" monster: You can activate this card from your hand. (Dragonlord's evil plan to kidnap the Princess and marry her against her own will) Dragonlord of Alefgard DARK/Level 10 Spellcaster/Fusion/Effect ATK/4000 DEF/4000 Must be Special Summoned with "The Princess' Capture". Unaffected by other card effects. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by "Legendary Hero of Alefgard" as a result of battle, reveal 1 "True Dragonlord of Alefgard" from your opponent's Extra Deck; Special Summon it to your field. There can only be 1 face-up "Dragonlord of Alefgard" on the field. (The overlord that wanted the world just for himsel by instilling fear on people and placing them under his command) True Dragonlord of Alefgard DARK/Level 12 Dragon/Fusion/Effect ATK/5000 DEF/5000 Must be Special Summoned with the effect of "Dragonlord of Alefgard". Unaffected by other card effects. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by "Legendary Hero of Alefgard" as a result of battle, your opponent wins the duel. There can only be 1 face-up "True Dragonlord of Alefgard" on the field. (True form of the Dragonlord, only appears if he is angry or cornered and ready to bring wrath to anyone that dares to see his true form) ----------------------------------------------------------------------------------------------------------------------------------------------------- HERO'S SUPPORT People that supported Hero throughout his journey. And few random Spell and Trap Cards lol. King Lorik of Tantegel EARTH/Level 4 Warrior/Effect ATK/1000 DEF/2000 You can Tribute this card (Quick Effect): Special Summon 1 "Hero of Alefgard" from your GY that was sent there last turn, ignoring its Summoning conditions. You can banish this card and 1 "Tentagel" or "Hero of Alefgard" monster from your GY to Special Summon 1 banished "Princess Gwaelin of Tantegel" or from your Extra Deck. You can only use each effect of "King Lorik of Tantegel' once per turn. (A wise king of Tantegel that wholeheartedly supports people of Alefgard and ready to help Hero in every ways he can) Guards of Tantegel EARTH/Level 3 Warrior/Effect ATK/1000 DEF/1000 If a face-up Warrior-Type monster you control would be removed from the field, you can send this card to the GY instead. You can banish this card from the GY; add 1 "Guards of Tantegel' from your Deck to your hand. You can only use each effect of "Guards of Tantegel' once per turn. (Guards of Tantegel that are ready to risk their life for the safety of the people of Alefgard) Villagers of Alefgard Continuous Spell Card All Warrior-Type monster you control gain 500 ATK. You can send this card from your field to your GY: Add 1 "Alefgard", "Tentagel", "Hero's Item" or "Hero's Spell" card from your Deck or GY to your hand, except "Villagers of Alefgard". You can only use this effect of "Villagers of Alefgard" once per turn. (People that Hero met along his journey, helping him and supporting him bring peace to Alefgard) Venture Forth Spell Card You can only activate this card if there is a "Hero of Alefgard" in your GY and have 1000 LP or less: Return all banished cards, cards you control, in your hand, and GY to your Deck, then draw 5 cards. You can only use the effect of "Venture Forth" once per turn. (You're losing, it looked hopeless. Let's just restart the game) Journey of The Hero Trap Card If you control a face-up "Hero of Alefgard" monster: You can activate this card from your hand. Discard 1 card, then destroy 1 monster your opponent controls, and if you do, you can target 1 monster you control, then activate 1 of the following effects; ● Place 1 Slime Counter on it. ● Place 1 Golem Counter on it. ● Place 1 Dragon Counter on it. (The battle that Hero fought throughout his journey made him stronger) ----------------------------------------------------------------------------------------------------------------------------------------------------- HELP, IDK WHAT TO DO WITH THIS CARD... The artwork looks cool, but I don't know what to do with it, help please ----------------------------------------------------------------------------------------------------------------------------------------------------- Well that's it... There were so many cards so I don't know how each card compares to one another competitively, I just remembered having fun designing the cards. I hope you guys enjoyed the cards as much as I designed it and I can't wait to hear your thoughts on it. Cheers.
    2 points
  39. Oh, I use Gift Exchange and Exchange in one of my Duel Links Decks. I just give my opponent Exchange using Gift Exchange, if possible. Computer players basically always use Exchange and human players are stuck with deciding whether or not revealing their hand is worth seeing mine.
    2 points
  40. BACH-JP016 Security Force Lapswell / S-Force Lapswell Fiend/Effect, LIGHT, Lv 6, ATK 2400, DEF 2500 You can only use the 1st and 2nd effect of this card’s name each once per turn. (1) If this card is Special Summoned: You can target 1 “S-Force” monster in your GY, except “S-Force Lapswell”; Special Summon it. (2) You can banish 1 “S-Force” card from your hand; destroy all opponent’s monsters in the same columns as your “S-Force” monsters. BACH-JP017 Security Force Retroactive / S-Force Retroactive Warrior/Effect, LIGHT, Lv 1, ATK/DEF 0 You can only use the 1st, 2nd, and 3rd effect of this card’s name each once per turn. (1) If a monster you control would be used as Link Material for a “S-Force” monster, this card in your hand can also be used as material. (2) During the Main Phase (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 Level 2 or higher “S-Force” monster from your hand. (3) If a “S-Force” monster you control would banish a card(s) from the hand to activate its effect, you can banish this card from your GY instead. Source
    2 points
  41. So like the title says, its fun to play this Archtype. So suddenly i wanted to create support for it. Just one card for now, but i guess i will create more for that Archtype. A-Cell-Alieninvasion spell/Continuous If an "Alien"monster is summoned, you can place 1 A-Counter on a monster on the field. "Alien"monster you control gain 300x ATK and DEF for each A-Counter on the field. If an "Alien"monster is destroyed, you can Special Summon one "Alien"monster from your deck or hand. You can only use this effect once per turn.
    2 points
  42. Trying something a little different, using the idea of the Summoning Dark from Discworld lore. The Summoning Dark Dark, Fiend, Effect ********** 0/0 This card can't be normal summoned/set, or special summoned except by the effect of 'Curse of the Summoning Dark'. While this card is face up on your field you cannot activate the effects, or declare attacks, of other Monster Cards on your side of the field. This card cannot be destroyed by battle or effects that target. At the start of the damage step, destroy any Monster that battled this card without taking any damage. When this card destroys a Monster Card choose a Zone on your opponent's side of the field. They cannot use that Zone while this card remains face up on the field. When this card is sent to the GY, banish it instead, and you take damage equal to the number of Zones restricted by this card's effect x 500. --- --- Curse of the Summoning Dark Normal Trap This card can only be activated when your opponent destroys one of your Monster Cards and you currently have half, or less, of your original Life Points. Banish Monster Cards from the field, or from your hand, with a total combined Level of 10, then Special Summon 'The Summoning Dark' from your hand or GY. When 'The Summoning Dark' leaves the field and this card is in the GY, banish this card to return the Monster Cards banished by this card's effect to where they were originally banished from. Only one 'Curse of Summoning Dark' can be activated once per turn. --- --- According to lore the Summoning Dark is the most feared 'Dark' Curse in Discworld Dwarf society, and only used in desperate situations, so I'm wanting it to be powerful (but not crazy OP of course) and fearsome. The idea behind the restricted Zones is that the Darkness is slowly closing in. I erred on individual Zones over Columns as I thought that was the less broken option. Would love some feedback, these were made mostly for fun, but would love some insight into how this could be made viable.
    2 points
  43. Cloak of Illusion Quick Play Spell Card Target 1 face-up monster you control; the targeted card cannot be tributed by your opponents cards and is unaffected by your opponents card effects until the End Phase this turn. You can only activate 1 "Cloak of Illusion" per turn.
    2 points
  44. lets go with the curse first okay....that a loaded restrictions. its akin to "Rise of the Snake Deity" but its still equally slow, needing further requirement of half of LP and banish. it can give back what it banished sure , but its still not offset the problems the monster: so after all the effort you get monster that shutdown your own board for its first effect...okay. the immunity still not much worth it compare to like Vennominaga. the destruction effect dont need "no damage" line since before/start of damage calculation means you destroyed it before the damage is calculated anyway so no damage. zone lock seems strong and cool but its still battle dependent which is a bit slow not to mention the number of zone it could lock before taken out not gonna threatening enough except for link-based deck. TL:DR the idea is cool and can be a strong if done well. its just you overbalance it too much. Ghostrick Socuteboss is a thing and that card much more easier to summon and has proper protection for its effort at the time
    2 points
  45. while dont think this is balance much but at least its acceptable level of balancing tilt? idk. the thing about the hand ripping while completely of set in advantage by the draw 2 (draw 2 - hand rip 1= +1 advantage) is that you get to check opponent hand as per rule of such card without any randomizer cost. and as result you also get information of their hand which is a very powerful advantage
    2 points
  46. https://ygorganization.com/kachidokiagain/ Kaiza the Burial Star Level 5/EARTH/Warrior/Effect You can Special Summon only once per turn using the way written in the (1) effect with this card’s name. You can use the (2) effect with this card’s name only once per turn. (1) You can Special Summon this card (from your hand) by Tributing 1 LIGHT or EARTH Warrior monster, and if you do, this card gains ATK equal to the Tributed monster’s original ATK. (2) You can banish 1 Warrior monster from your GY; send 1 LIGHT or EARTH Warrior monster from your Deck to the GY. 1000/2100
    2 points
  47. Genuinely some really cool design here. I would actually love to see this expanded into an archetype, maybe generalizing the ritual spells to "any 'Holy Knight' monster" if you do? Even if the effect is a tad on the generic side, as in not really pertaining to any playstyle, I heavily enjoy the design of this little set. Sick!
    2 points
  48. Hello, fine peoples! I just wanted to make a (non-written) card post to show off the card maker w/o the watermark! It looks pretty clean Not much to say about the card. I just decided to grab a support card that I'd made for Duel Terminal. Text: Unaffected by card effects during the Main Phase. If this card is destroyed by battle: You can banish this card from your GY; Special Summon 1 "Jurrac" monster from your hand, Deck, or GY ignoring its summoning conditions. Normally, I'm pretty heavily against the "unaffected" condition, but for this design, I pretty much took inspiration from Ancient Gear Howitzer (since Jurrac is meant to also be a very battle-focused archetype).
    2 points
  49. In the event you cannot read English: Bitte posten Sie entweder eine Übersetzung unter der Karte oder posten Sie die Karte erneut auf Englisch.
    2 points
  50. Credits are not necessary, but very much appreciated. Please do not redistribute/re-upload/rip. ________________________________________________________ CREDITS/ELEMENTS GATHERED: Konami, tw6, Google Images ________________________________________________________ Alternatively, you can download the image from the art post on my DeviantArt (artwork quality may come out nicer). Just make sure you click the downward arrow right underneath the image and the download should begin. ________________________________________________________ Hope you all have fun with it! Share what you make with it in the comments below!
    2 points
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