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Showing content with the highest reputation since 06/26/2021 in all areas

  1. Furret Stuff Week 7 - A Fluffy Hug Special Guest Star: Linoone! @Sleepy
    5 points
  2. Went 2-2 today. Honestly, it was a complete surprise. I basically just built my deck this morning out of 3 of the Ice Barrier structure deck + 1 of the Slifer structures. 0-2 vs Plunder Patroll 2-0 vs Spell Counter Pendulums 0-2 vs Subterror Control (ft. Dark Dragoon) 2-0 vs Virtual World Had a lot of fun!
    5 points
  3. 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
  4. Furret Stuff Week 5 - Gigantamax Furret and Rayquaza @Sleepy
    5 points
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. @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
  12. 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
  13. 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
  14. 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
  15. Oh dammit, I was so busy yesterday I forgot to post this. Well, they say better late than never, so: Scyther Slashing Saturday (on Sunday) Week 2 - Fated Battle @Dokutah Jolly
    3 points
  16. 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
  17. 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
  18. Lore/Story lovers and yugioh conspiracy theorist! Konami has grace us to short lore for some cards: https://ygorganization.com/vbex-lore-number-11-other-cards/ I hope you get inspired using these lore in your card making, fan fic writing, and set predicting! Happy reading~
    3 points
  19. Furret Stuff Week 6 - Snake Furret @Sleepy
    3 points
  20. 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
  21. Two Faced Archetype- I wanted to post the idea for this before making this as it is really weird. This deck was going to have a slow/fast gimmick. Depending on if you went first or second. -Going ? it would be rank 3 and 4s 7 11, synchro 7/11 (with the 7s being tuners), and Fusions -Going ? The deck would be main deck focused with archetype specific cards that allow the extra deck a seperate purpose (negate, boost, advantage, etc.) The deck focused on whether you went first or second would be focused on extra deck plays or Tribute based. I'm worried about wordy card text when only half maters each duel with a couple cards that can allow you to switch mid game (changing faces). I've experimented with turn count in the past with time sorcerers, but at this point I'm literally making a flip flop archetype. I hope to have the first 5~ cards out in the next couple of weeks but I'm really planning this one out.
    3 points
  22. 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
  23. 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
  24. Omg, season 2 of Miss Kobayashi's Dragon Maid starts soon (07.07.) and i am soooo hyped! So here a video with some memes about it hehe
    3 points
  25. 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
  26. 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
  27. So just a thought but Duelists Kingdom and Battle City must take place more than a decade after the initial release of Duel Monsters. Just think about this for a minute. Solomon was playing Duel Monsters with Arthur before he ever found the Millennium Puzzle and we all know Yugi has had the puzzle for nearly a decade by the time he solved it. Kaiba had Duel Monsters cards in the orphanage. Raphael's ship sank 10+ years prior to his duel with Yugi/Atem. Just a lot of situations like this that say Duel Monsters has been around far longer than Duelists Kingdom and Battle City.
    3 points
  28. Friends, we're right now trying to convince YCMaker to add more types of reactions to the forum! If you agree with this idea I invite you to post at the Reactions thread at "Comment and Suggestions" (and support the Shiba Inu reaction idea xD)
    3 points
  29. 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
  30. 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
  31. I kept seeing these cute avatars pop up on reddit so I made my own, kinda fun! I'm sure I'm late to the party though.
    3 points
  32. Alright. It's been well over a week. And I haven't seen much discussion on the topic at hand. Not to say there hasn't been. But it seems the focus has very much been lost.
    2 points
  33. So konami gonna release a official new format of 4 player battle royale with Crossduel There no further news whenever it use new card pool like rush duel need or adapting master duel pool but if the latter is happen then it can open alot of new design possiblity. Probs like MTG's commander
    2 points
  34. Scyther Slashing Saturday Week 3 - Mega Scyther @Dokutah Jolly
    2 points
  35. Glass Cannon Crew Continuous Spell Activate only if you control no monsters with 3000 or higher ATK. When this card is activated: Switch all monsters your opponent controls to Defense Position. Monsters you control deal piercing battle damage. Monsters you control cannot attack directly. If you control no other cards, you can send this card to the GY: destroy all Defense Position monsters on the field. ---===--- just thought i'd post something in CC to try and get interested in the game again - locals been down for a year thanks COVID. havent even seen a card since so i'm unsure about the official wording for this stuff, and i posted in casual b/c unsure about how balanced it would be, but they can't all be all-stars. thoughts?
    2 points
  36. 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
  37. Honestly, even though the idea of the restriction is probably flavourful to the archetypes it's inspired from, I believe Itsu's idea is right on track, that part always made me a bit uncomfortable, even if we consider the Lv 7 that cannot be Normal Summoned/Set any Extra Deck mob with level, and not necessarily a card which explicitly mentions the No NS/Set in their card text.
    2 points
  38. 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
  39. YES im not bamboozling you guys with CaCs. These are real, somehow. BODE-JP040 Tenkyoku Kikan – Beartron / Ursatron, the Celestial Polar Illuminaship WATER Machine / Fusion / Effect LV7 2000/700 (This card is always treated as an “Ursarctic” and “Drytron” card.) Must be Special Summoned with “Ursarctic Drytron”. (1) Once per turn, if another Effect Monster(s) is Special Summoned to your field: You can add 1 “Ursarctic” or “Drytron” monster from your Deck to your hand. (2) Once per turn: You can target 1 of your banished “Ursarctic” or “Drytron” monsters; add it to your hand. BODE-JP066 Bearcti Drytron / Ursarctic Drytron Normal Spell You can only use this card name’s 2nd effect once per turn. (1) Banish 1 “Ursarctic Big Dipper” and 1 “Drytron Fafnir” from your hand and/or field, and if you do, Special Summon 1 “Ursatron, the Celestial Polar Illuminaship” from your Extra Deck. If you control “Ursarctic Polari” or “Drytron Alpha Thuban”, you can banish 1 of the above cards from your Deck instead. (2) If you would Tribute a monster(s) to activate an “Ursarctic” or “Drytron” monster’s effect, you can banish this card from your GY instead. source: https://ygorganization.com/mostambitiouscrossoverinccghistory/ its not the first time yugioh have fusion made from non-monster material but i believe this is the first one that actually fusing 2 different spells as entire material. also pretty convenient the fusion spell just straight up Chain Material itself using each archetype respective main play pieces
    2 points
  40. 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
  41. Hello everybody, I bring you a random sketch of Rayfield's Pokemon Gym Leader character Azalee and 2 of her Pokemon:
    2 points
  42. My card knowledge is somewhat lacking (hence the AFAIK and not a categorical affirmation), so nice pointing out those cards. Then my brain started working and I remembered the Familiar Possessed series can also Special Summon themselves from hand or Deck, but they require you to send their own "Charmer" version and a monster of the same Attribute you control to the GY to be Summoned.Which in turn made me thing of the new Awakening of the Possessed Cards, which also have this kind of effect. So yeah, as you can see, they have their steep price to be SS, so what you mention about hardening the conditions is right on track EDIT: Holy moly, @Dokutah Jolly we pretty much posted at the same time lol. But yep, there were more. I definitely didn't remember Metalzoa or the Sphinx, but in all fairness they're trash xD.
    2 points
  43. 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
  44. Sunvine Wolf EARTH Link: L, R Plant/Link/Effect 2 Plant monsters, including 1 Link Monster This cards maximum number of attacks during each of your Battle Phases is equal to the Link Rating of a "Sunavalon" Link Monster(s) you control in the Extra Monster Zone. This card cannot be used as Link Material for a Link Summon except for Plant Monsters. You can only use the following effects of "Sunvine Wolf" once per turn. * If this card is Special Summoned while you control no "Sunavalon" Link Monsters: You can Special Summon 1 "Sunseed" Monster form your hand, Deck or GY, also, for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except Plant Monsters. * If a "Sunavalon" Link Monster you control leaves the field by card effect: You can Special Summon this card from your GY. ATK/2200 LINK-2
    2 points
  45. @Rayfield Lumina I think the second one works fine. You don't need that part about "after the attack" etc., since that card would already state you're limited to 1 attack. Your Battle Phase still has to end for it to revert to the opponent's Battle Phase, and, despite being your opponent's turn, you'd still choose when to end it, so that's when "Time Goddess" would be able to activate. Also, yes, Mist is fine. Everyone tends to shorten it to that anyway.
    2 points
  46. Ugh. Made a bunch of archetypes over the week, but none of 'em are really "popping" for me. Can't even bring myself to post 'em. Planning to go to a locals tomorrow; haven't played ygo in person in like 2.5 years? Maybe playing irl will get the inspiration flowing again.
    2 points
  47. I dunno how I forgot to mention this, but here's a reminder: It's been some years since Konami started using GY instead of Graveyard. It'd be a hassle for you to swap each Graveyard with GY at this point, but keep it in mind for future creations. The Parrot is king, man, I loved that you included one in the archetype lol. Buccaneer and Sea Lookout: I liked 'em both . Specially Lookout because it contains one of my suggestions lol. Phlegethon: A lil' uncommon to see an excavating effect during damage calculation. I'll be honest: battle phase/battle step/damage step/damage calculation is not my forte, so I'm unsure if this can be done, so eh, let's go with it xD. Eridanus: Alrighty, I guess. The Special Summon is generic, and that's always pretty potent. The materials required are also generic, so you could say part of this card's power is that it could see some presence in other Zombie decks. It's truly a pity that its restricted to Zombies, tho, because it could see more play in other places For instance, Atlanteans. Diva + Neptabyss = Eridanus, which would revive most Atlanteans. And talking about Atlanteas (which reminded me of Tatsunoko), Tatsunecro could help this deck with some nice plays.
    2 points
  48. I condone of the idea of new reactions, but I'm personally unsure of what all to suggest, beyond approval of the Shiba Inu idea.
    2 points
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