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  1. 3 points
  2. 2 points
    https://ygorganization.com/muchchu2veryedge/ DARK/Level 12/Fiend/Fusion/Effect “Uria, Lord of Searing Flames” + “Hamon, Lord of Striking Thunder” + “Raviel, Lord of Phantasms” (1) This card’s name becomes “Armityle the Chaos Phantasm” while on the field. (2) Once per turn: You can give control of this card to your opponent. (3) Once per turn, during the End Phase, if this card’s control changed this turn: Banish all cards you control, then this card’s owner can Special Summon 1 “Armityle the Chaos Phantasm” from their Extra Deck, ignoring its Summoning conditions. 0/0
  3. 2 points
    What's this? A Jolly Glot topic that doesn't have the (unneeded) first line from the Org article in the thread? In all seriousness, it's nice to see the three Beast types under one umbrella. In theory this looks to be Cockathorium's home (rather than Dragunity as V-Jump claimed), though in practice it probs won't
  4. 2 points
    1 Tuner + 1+ non-Tuner monsters Unaffected by card effects that would move this card from your field to a different place. When this card destroys a monster by battle: Destroy all monsters on the field whose ATK is less than or equal to the destroyed monster's original ATK. You can only control 1 "Calculated Destroyer". "Unaffected by card effects that would move this card from your field to a different place." Necrovalley PSCT: "Negate any card effect that would move a card in the Graveyard (GY) to a different place." Trying various obscure wording to create some effects that we wouldn't know whether or not we could make otherwise. I'll be posting my findings every so often. This is one of the various I've found over the past week. Other than that, I wanted to make the 2 effects involved somehow so I made a sort of Red Dragon Archfiend more along the lines of Burst Breath, except your destroying a monster by battle instead of Tributing it.
  5. 2 points
    YCMaker still hasn't given a generic "yeah, okay" public statement about YCM supporting black people. Could YCMaker be a...a...
  6. 2 points
    I'm going to post my first drawing of a Pokemon ever. Since there's nothing in this world that looks less like a Pokemon, for the people who doesn't know, this lady is a 100% female Legendary Pokemon. Her name's Thundrania, she's Ice/Electric, governs over Apathy but the electricity inside her body makes her pretty moody. She's a terrifying Pokemon to battle with, but normally spends her days lazily in her Icy realm. Despite being pretty hard to deal with due to her powers and appearance, there are times when the apathy gets balanced by the electricity, and during those times she's rather pleasant. She is in a relation of love and hate with another Legendary of the region, a Fire / Water king.
  7. 2 points
    Ah, btw... I have this Bunny Girl / Power Ranger character that I drew a while ago..... I'm thinking about inking and coloring her, soooooooo.. I want to ask the people in this club how they imagine the suit's color as? The bunny herself is white, and I think so are the boots and gloves, but the main body I can't decide.... and potentially the hair is also giving me a bit of a hard time xD
  8. 2 points
    Oof, doc, this card sounds evil as hell, the implications of the second effect sound extreme, way too much for my limited knowledge of the meta, but it seems like this would allow crazy broken combos along with cards with certain restrictions that have them exactly to prevent that crazyness xD. The first effect seems very dangerous too, but more manageable, but I believe certain Ritual based Decks would kill to have this at hand. I like this thing, but it's scary, no wonder it's in casual ^_^''
  9. 2 points
    https://ygorganization.com/number3againwow/ Number 3: Cicada KingRank 3/WIND/Insect/Xyz/Effect2 Level 3 monstersYou can use each effect among the (1)st and (2)nd effects with this card’s name only once per turn.(1) If this card’s battle position is changed: You can Special Summon 1 Insect monster from your hand or GY in Defense Position.(2) When a monster effect is activated on the field (Quick Effect): You can detach 1 material from this card, then target that 1 monster; negate its effects, then choose 1 Insect monster on the field, and either change its battle position or make it gain 500 DEF. 1200/2500 So we can now expect the other 3 fake Numbers (and the other Kraken Xyz) used by Heartland's blokes in next year's Collection Pack.
  10. 1 point
    So these two cards were inspired by the new Archetype called Draitron, which have an interesting Ritual Summoning method, so I figured I would try something out, and as such, the Ritual Spell I made requires you to use a single monster, but its Level is doubled for the purposes of the Ritual Summon, also you can banish 2 Machines to get it back to your hand. The Ritual Monster that is tied with it is a Level 10 Machine/LIGHT monster, so you can probably guess that I intended for Cyber Dragon to be used with these. It gets to be DARK on the field because Chaos, and you get two effects that can be Quick Effects while it is the only monster on the field. The first is able to return banished monsters and destroy cards on the field, the other is able to boost its own ATK/DEF by banishing monsters from your GY.
  11. 1 point
    DBGI-JP024 Draitron Ban-Alpha Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Monster from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after α Draconis (Thuban) DBGI-JP025 Draitron Ras-Beta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can return 1 of your banished “Draitron” monsters to the GY. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after β Draconis (Rastaban) DBGI-JP026 Draitron El-Gamma Light Machine / Special Summon / Effect LV1 2000/0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can Special Summon 1 “Draitron” monster with 2000 ATK from your GY, except “Draitron El-Gamma”. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after γ Draconis (Eltanin) DBGI-JP027 Draitron Lta-Delta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can reveal 1 Ritual Monster or 1 Ritual Spell from your hand to draw 1 card. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after δ Draconis (Altais) DBGI-JP028 Draitron Al-Zeta Level 1 LIGHT Machine [Special Summon] Effect Monster ATK 2000 DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned with a “Draitron” card’s effect. You can only use this card name’s effect once per turn. (1) You can Tribute 1 other “Draitron” monster or 1 Ritual Monster from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Spell from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except monsters that cannot be Normal Summoned/Set. Note: This card is named after ζ Draconis (Aldhibah) DBGI-JP029 Draitron Meteornis=DRA Level 12 LIGHT Machine Ritual Effect Monster ATK 4000 DEF 4000 You can Ritual Summon this card with “Meteonis Draitron”. You can only use this card name’s 3rd effect once per turn. (1) Your opponent cannot target this card with monster effects. (2) If this card was Ritual Summoned using monsters whose total Levels equal 2 or less, it can attack all opponent’s Special Summoned monsters once each. (3) During your opponent’s turn (Quick Effect): You can banish any number of monsters from your GY whose total ATK equal 2000 or 4000, then target 1 face-up card your opponent controls for every 2000 ATK; send it to the GY. DBGI-JP031 Draitron Fafnir Field Spell Card You can only activate 1 of this card’s name per turn. (1) When this card resolves, you can add 1 “Draitron” Spell/Trap from your Deck to your hand, except “Draitron Fafnir”. (2) The effects of Ritual Spell Cards and their activation cannot be negated. (3) Once per turn, if a monster(s) is Normal or Special Summoned face-up while you control a “Draitron” monster: You can decrease the Levels of those face-up Summoned monsters by 1 for every 1000 ATK they have (min. 1), for the rest of this turn. Note: This card is named after the Norse dragon Fafnir. DBGI-JP032 Meteornis Draitron Ritual Spell Card This card can be used to Ritual Summon any 1 Ritual Monster. You can only use the 2nd effect of this card’s name once per turn. (1) Tribute Machine monsters from your hand or field whose total ATK equal or exceed the ATK of the monster you Ritual Summon, and if you do, Ritual Summon that Ritual Monster from your hand or GY. (2) If this card is in your GY: You can target 1 “Draitron” monster you control; it loses exactly 1000 ATK until the end of your opponent’s turn, and if it does, add this card to your hand. DBGI-JP033 Draitron Nova Normal Spell Card You can only activate 1 of this card’s name per turn. You cannot Special Summon monsters the turn you activate this card, except monsters that cannot be Normal Summoned/Set. (1) Special Summom 1 “Draitron” monster from your Deck, but destroy it during the End Phase. DBGI-JP034 Draitron Eclipse Normal Spell Card You can only use this card name’s 1st and 2nd effects once per turn each. (1) Target 1 “Draitron” monster in your GY; add it to your hand. (2) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “Draitron” monster you control; it gains 2000 ATK until the end of your opponent’s turn. DBGI-JP035 Draitron Asterism Quick-Play Spell Card You can only activate 1 of this card’s name once per turn. (1) During the Main Phase: Target 1 “Draitron” monster or 1 Ritual Monster you control, and 1 face-up monster your opponent controls; the target you control loses exactly 1000 ATK until the end of your opponent’s turn, and if it does, destroy that opponent’s monster. DBGI-JP036 Draitron Meteor Shower Counter Trap Card You can only activate 1 of this card’s name per turn. (1) When your opponent would Normal or Special Summon a monster(s) while you control a Ritual Monster: Negate the Summon, and if you do, shuffle that monster(s) into the Deck. Source: https://ygorganization.com/soiguessthisisreimaginedkaisermangadeck/
  12. 1 point
    I recently made a Fossil and Adamancipator Deck, and I was in the mood for some Rock support, so here's a Fusion Monster that support Rock Decks! So, simply it is able to send a Rock monster from your Deck to your GY, which is very helpful for Fossil, and it boosts its ATK and changes its Level based on what you send. It's mainly meant to be used with Instant Fusion, but if you want to keep it around, it can be used to lock down your opponent's monster, and it has some protection effects as well. EDIT: Dang it, posted it in the wrong section. Please move to single cards!
  13. 1 point
    PHRA-JP006 Tribrigade Navel Level 1 WIND Winged Beast Effect Monster ATK 0 DEF 2000 You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. (2) If this card is sent to the GY: You can add 1 “Tribrigade” monster from your Deck to your hand, except “Tribrigde Naval”. PHRA-JP007 Tribrigade Ceras Level 2EARTH Beast EffectMonster ATK 1200 DEF 1500 You can only use the 1st and 2nd effect of this card’s name once per turn each. (1) You can discard 1 other Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card from your hand. (2) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. PHRA-JP008 Tribrigade Fractaur Level 4 FIRE Beast-Warrior Effect Monster ATK 1900 DEF 1600 You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) You can send this card from your hand or field to the GY; send 1 Level 3 or lower Beast, Beast-Warrior, or Winged Beast monster from your Deck to the GY. (2) You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck, with a Link Rating equal to the number of cards banished. PHRA-JP046 Tribrigade Midahana no Felidgette (Tribrigade Felidgette the Fruitless Flower) Link 2 EARTH Beast Link Effect Monster ATK 1600 Links: Left, Bottom Left Materials: 2 Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effectd of this card’s name once per turn each. (1) During your Main Phase: You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand, but you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters. (2) If this card is sent to the GY: You can draw 1 card, then place 1 card from your hand to the bottom of the Deck. PHRA-JP047 Tribrigade Kindan no Lugal (Tribrigade Lugal the Silver Bullet) Link 3 EARTH Beast-Warrior Link Effect onster ATK 2300 Links: Right, Bottom Right, Bottom Materials: 2+ Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) During your opponent’s Main Phase (Quick Effect): You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand or GY, but negate its effects, also return it to the hand during the End Phase. (2) If this card is sent to the GY: You can make all face-up monsters your opponent currently controls lose 300 ATK for each different Type of monster you currently control, until the end of the turn. PHRA-JP048 Tribrigade Kyouchou no Shrike (Tribrigade Shrike the Wicked Wings) Link 4 DARK Winged Beast Link Effect Monster ATK 3000 Links: Left, Bottom Left, Bottom Right, Right Materials: 2+ Beast, Beast-Warrior, and/or Winged Beast monsters You can only use the 1st and 2nd effects of this card’s name once per turn each. (1) If this card is Special Summoned, OR if another Beast, Beast-Warrior, and/or Winged Beast monster(s) is Special Summoned to your field: You can banish 1 card on the field. (2) If this card is sent to the GY: You can add 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck to your hand whose Level is equal to or less than the number of your banished Beast, Beast-Warrior, and Winged Beast monsters. PHRA-JP052 Tribrigade Line Continuous Spell Card You can only use the 2nd effect of this card’s name once per turn. (1) You cannot Special Summon monsters from the Extra Deck, except Beast, Beast-Warrior, and Winged Beast monsters. (2) You can send 1 monster from your hand or field to the GY; add 1 “Tribrigade” monster from your Deck to your hand with a different original Type than the sent monster. (3) If this card in your Spell & Trap Zone is destroyed by an opponent’s card effect: You can activate this effect; your opponent cannot declare an attack for the rest of this turn. PHRA-JP053 Tribrigade Airborne Quick-Play Spell Card You can only activate 1 card with this card’s name per turn. (1) Target 1 Beast, Beast-Warrior, or Winged Beast monster you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters, also Special Summon 1 Beast, Beast-Warrior, or Winged-Beast monster from your Deck, whose ATK is equal to or less than the targeted monster and is a different Type, but negate its effects until the end of this turn. PHRA-EN070 Tribrigade Revolt Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) Special Summon any number of your Beast, Beast-Warrior, and/or Winged Beast monsters that are banished and/or in your GY, but negate their effects (if any), and if you do, immediatly after this effect resolves, Link Summon 1 “Tribrigade” Link Monster using only those monsters. PHRA-JP071 Tribrigade Oath Normal Trap Card You can only use 1 of the 1st and 2nd effects of this card’s name per turn, and only once that turn. (1) Target 1 Link Monster you control; Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster from your hand or GY with a different Type. (2) If you control at least 1 each of Beast, Beast-Warrior, and Winged Beast monsters: You can banish this card from your GY, then target 1 face-up Spell/Trap your oppponent controls; negate its effects until the end of this turn. Source: https://ygorganization.com/forestfriends/
  14. 1 point
    Cynet Realization Skill/Yusaku If your starting deck contains 5 or more Cyberse monsters, and your Extra Deck contains a Cyberse Fusion, Synchro, or Xyz monster, reveal one of those monsters in your Extra Deck, then shuffle 1 card from your hand into the deck and add the following cards) to their respective locations from outside the Duel: Fusion: Add "Cynet Fusion" to your hand. Synchro: Add "Cyberse Synchron" to your hand. Xyz: Add "Parallel eXceed" to your hand and another copy into your Deck. You can only use this skill once per Duel. Choose a type, and make a skill that supports it: Beast Wyrm Rock
  15. 1 point
    Sticky Fingers Quick-Play Spell This turn, cards can only move from a player's hand to the field and can only move from the field to the GY. If a card(s) would be moved to a place restricted by this effect after this effect resolves, they cannot be moved, also during the next Standby Phase, shuffle them into the Deck if they are in the same location when this card resolved. This card kinda sprung fully-formed in my head when I woke up. It's primarily a hate card for hand-traps, but it can be activated proactively to restrict stuff like REDMD's Self Summon effect or preventing usage of cards that banish themselves when they leave the field. I wanted it to be handtrap hate, but also have its own odd niche that makes it format dependent. I really had no idea how to word the second part of the effect. Basically it was meant to stop handtraps from sending themselves to the GY when this is chained to 'em, but also shuffle them into the deck during the next Standby Phase if they don't find a way onto the field first. It gives the player a choice to either use this card early as preventative or chain it to something as a way to make the card itself a +0.
  16. 1 point
    Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing. Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards. Main Deck Monsters: Marinemech Searcher Aqua/WATER Level 1 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn. 700/300 Marinemech Diver Aqua/WATER Level 2 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn. 900/1100 Marinemech Underknight Sentry Aqua/WATER Level 3 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn. 1000/1500 Marinemech Catcher Aqua/WATER Level 4 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn. 1800/1100 Marinemech Underknight Warden Aqua/WATER Level 5 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects. 1600/2000 Marinemech Explorer Aqua/WATER Level 6 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn. 1900/1900 Marinemech Underknight Troop-leader Aqua/WATER Level 7 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn. 1700/2400 Extra Deck Monsters: Marinemech Underknight Apprentice Aqua/WATER/Link Link Arrows: Bottom 1 Aqua monster, except a Link Monster Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 800/LINK-1 Marinemech Underknight Crusader Aqua/WATER/Link Link Arrows: Bottom Left, Bottom Right 2 Aqua monsters When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 1500/LINK-2 Marinemech Underknight Treasure-keeper Aqua/WATER/Link Link Arrows: Left, Right, Bottom 2+ Aqua monsters Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 2200/LINK-3 Marinemech Underknight Harbinger Aqua/WATER/Link Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right 3+ Aqua monsters If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect. 3000/LINK-5 Spells/Traps: Marinemech Underverse Field Spell Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Turbosuit Equip Spell Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Surfacing Quick-Play Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn. Marinemech Catch Normal Trap Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand. Marinemech Repairs Continuous Trap Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
  17. 1 point
    That card is not (Create a Card) That may be worth $250.00 buut that looks like a proxy and or a misprint. https://www.trollandtoad.com/yugioh/legend-of-blue-eyes-white-dragon-1st-edition-singles/tri-horned-dragon-lob-000-secret-rare-1st-edition/132016?gclid=Cj0KCQjwo6D4BRDgARIsAA6uN19MCNWbrt6RyaZyLXy7M0QvpocpvhnyjurNRvmhBiT1RjKa0WdyE9IaAuCNEALw_wcB
  18. 1 point
    So there's a new Archetype in town called Tribrigade, and they focus on the three "beast" types, so here's a card that supports not just them, but Beast, Beast-Warrior and Winged Beast, so this one supports them in being able to boost its ATK by quite a bit, as well as protecting them, and is able to bring back banished monsters, which plays into their playstyle of banishing monsters.
  19. 1 point
    here is another card of my design, this time is a spirit monster to help a little bit this kind of monsters, since they sen few use in metagame, tell me what do you think, and yeah, i made the artwork by myself, @Rayfield Lumina :
  20. 1 point
    Just an archetype with a unique gimmick i can think of, based on the cygames lore of lapis, tho not all the art are related, but still follow the lapis lore but not an exact copy As usual, art taken from cygames ccg Missing 1 Link (Lapis Link) and possibly 1 more S/T, who knows Soo, thoughts?
  21. 1 point
    So Ultimate Charmers are the boss monster forms of the OG charmers which can be summoned by tributing 1 monster of a matching type or a Charmer, gain ATK and DEF equal to the number of Attributes in your GY and have their own unique effects. Ultimate Charmer - Eria the Tidal Fist lv 7 WATER Spellcaster/Effect You can Special Summon this card (from your hand) by tributing 1 "Charmer", "Familiar Possessed" or WATER monster. Gains ATK and DEF equal to the number of cards in your GY with a different Attribute x 300. You can only use the following effects of "Ultimate Charmer - Eria the Tidal Fist" once per turn. * If you tributed a "Eria" monster to Special Summon this card: Return all Spell/Trap cards on your opponents side of the field to the Deck, also your opponent cannot activate cards or effects in response to the activation of this effect. * You can target 1 monster your opponent controls: Gain LP equal to the targeted monsters ATK. ATK/1850 DEF/1500 Ultimate Charmer - Hiita the Burning Cloak lv 7 FIRE Spellcaster/Effect You can Special Summon this card (from your hand) by tributing 1 "Charmer", "Familiar Possessed" or FIRE monster. Gains ATK and DEF equal to the number of cards in your GY with a different Attribute x 300. You can only use the following effects of "Ultimate Charmer - Hiita the Burning Cloak" once per turn. * If you tributed a "Hiita" monster to Special Summon this card: Destroy all monsters your opponent controls, then, inflict damage to your opponent equal to the number of monsters destroyed by this effect x 800, also your opponent cannot activate cards or effects in response to the activation of this effect. * You can inflict 500 points of damage to your opponent for each card in their hand. ATK/1850 DEF/1500 Ultimate Charmer - Wynn the Soaring Wings lv 7 WIND Spellcaster/Effect You can Special Summon this card (from your hand) by tributing 1 "Charmer", "Familiar Possessed" or WIND monster. Gains ATK and DEF equal to the number of cards in your GY with a different Attribute x 300. You can only use the following effects of "Ultimate Charmer - Wynn the Soaring Wings" once per turn. * If you tributed a "Wynn" monster to Special Summon this card: Return all monsters your opponent controls to the Deck, also your opponent cannot activate cards or effects in response to the activation of this effect. * You can target 1 other monster you control; the targeted monster can attack directly this turn, but if it does using this effect, all battle damage dealt by the targeted monster is halved. ATK/1850 DEF/1500 Ultimate Charmer - Aussa the Shattering Staff lv 7 EARTH Spellcaster/Effect You can Special Summon this card (from your hand) by tributing 1 "Charmer", "Familiar Possessed" or EARTH monster. Gains ATK and DEF equal to the number of cards in your GY with a different Attribute x 300. You can only use the following effects of "Ultimate Charmer - Aussa the Shattering Staff" once per turn. * If you tributed a "Aussa" monster to Special Summon this card: The ATK and DEF of all monsters your opponent controls become 0 and their effects are negated, also your opponent cannot activate cards or effects in response to the activation of this effect. * You can target 1 other monster you control; the targeted monster can attack all monsters your opponent controls during the Battle Phase this turn. ATK/1850 DEF/1500
  22. 1 point
    Insect Swarm Spell Card Target 1 Level 3 or lower Insect monster you control; Special Summon up to 2 monsters from your Deck with the same name as the targeted monster. You can banish this card from your GY; Special Summon 1 Level 3 or lower Insect monster from your Deck. For the rest of the turn, after either of this cards effects resolves, you cannot summon monsters except Insect monsters. You can only activate 1 "Insect Swarm" effect per turn and only once that turn. So Insect Swarm acts as a Machine Dupe for Insect and A HERO Lives for insects where it locks you in to Insects and you can only use 1 of this cards 2 effects during a turn.
  23. 1 point
    This is pretty much another big cheaty mccheats card. It pretty much forces an additional tribute for monsters and doubles effect costs.
  24. 1 point
    Reversal Squad Continuous Spell Once per turn: If your LP is reduced; draw 1 card. Once per turn: If your LP is increased; discard 1 card. As rulings and for clarification, you will get a card draw when your LP goes down in any method, including battle damage, effect damage, paying costs, LP-halving effects, effects that give you a fixed LP amount such as Life Stream Dragon, and so on. Likewise, you discard a card if your LP goes up through any way. This means paying LP for cards like Qliphort Scout and Solemn Judgment would net you a draw, and gaining LP from your opponent using Upstart Goblin will result in you discarding a card. No hard OPT to enable bouncing shenanigans and making multiple copies live. Sounds risky and with FTK/OTK potential, but if the opponent finds ways to counter the strategy with cards that increase your LP, it may balance itself, IDK. Flavor-wise it's a weird take on Backup Squad. Thoughts?
  25. 1 point
    If you kill a dog by accident, you gotta double down and kill a person and if you do no one will remember the dead dog.
  26. 1 point
    Made the slight nerf on it by making it so if you use the first effect of Chaos Entry your opponent takes no damage that turn.
  27. 1 point
    I edited the text and the effect based on your response, Thyte. Thanks for your advice.
  28. 1 point
    The card is better than what it was this morning. I'm glad to see you took Jolly's advice! Here is a text edit for how the card works right now: ...the overall text is a bit confusing though. Here's a way to make the card functionally similar while letting the text be a bit easier to understand: There were a few changes with this. I limited the Spell types to Normal/Quick-Play since one of the best things you could pull with this is "Secret Village of the Spellcasters". I also changed the wording so you are able to search searchers, but you can't use them. All that said, the card is still very strong. Normal/Quick-play spells are extremely powerful because they are nearly unsearchable. While the limitation prevents you from using cards that would add more advantage to your hand, you can still get around it by using cards that summon directly to the field or cards that make your opponent lose advantage (Scapegoat, Monster Reborn, Raigeki, Super Polymerization, etc.). Simply put, there's a lot of open ends for this card. Unless you make it extremely difficult to use, it will almost always be worth the cost. Even with my added changes/limitations, the card would still be too strong. I'm not sure if there's a reasonable way to balance it out...
  29. 1 point
    1. Add a hard OPT saying "You can only use the effect of "Enchanted Library" once per turn." 2. Sending the spellcasters to grave doesn't do much because you can just tutor cards to bring them back. 3. While the need to control 2 Spellcasters helps with slowing it down, it doesn't really affect it that much if you were to drop this in a modern Spellcaster themed deck. 4. This card would likely be right at home in a Dark Magician deck which means it would assist in backrow field control. But could also fit into a Blue-Eyes deck since a vast majority of "Eyes of Blue" monsters are Spellcasters. So this card is total field control in that perspective.
  30. 1 point
    Thanks for telling me which are it's problems. So do you think i should put a cost like paying 1500 lp or sending 2 spellcaster to the GY, and make that you can't search other cards that let you add or draw cards? I'm going to change it based on what you write. So if there is a problem with it you can tell me.
  31. 1 point
    Yeah, they're sketches. More concept art though. Although, I must admit that they do look quite nice.
  32. 1 point
    Transposed Archetype of WATER Psychic monsters and next generation of Gemini monsters. Unlike traditional Geminis, these monsters are treated as Normal anywhere, including the hand and Deck, as long as they are not in their Gemini form, and thus benefiting from Normal support such as Rescue Rabbit, Summoner's Art, etc. At the same time, they introduce effects that can treat them as Effect Monsters and gain their effects while in public knowledge zones such as the GY and while banished. For example a take on Alloy Beast Raptinus for the GY, or by built-in effects. Furthermore,they can become Effect Monsters through other conditions, not only with extra Normal Summons. In their Gemini form, their type changes to Cyberse, making a nod at their ability to get in and out of the virtual world/plane, and thus representing a form of transposition. Most of their effects rely on controlling other Cyberse monsters, so normally their opening plays are either fielding a Cyberse monster along them, or Geminizing them. Transposed Teleporter WATER/Psychic/Gemini/Level 2 800/1000 This card is treated as a Normal Monster while in the hand, Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster, also it is treated as a Tuner. During your Main Phase: You can target 1 "Transposed" monster in your GY, except "Transposed Teleporter"; Special Summon it, and if you do and it is a Gemini monster, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Jumper WATER/Psychic/Gemini/Level 4 1800/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can add 1 "Transposed" card from your Deck to your hand, then, if it is a Gemini monster and you control a Psychic monster, you can Special Summon it, and if you do, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). Transposed Skipper WATER/Psychic/Gemini/Level 3 1000/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can Special Summon up to 3 "Transposed" monsters from your hand, except "Transposed Skipper", and if you Summon more than 1 monster by this effect, their effects, except for 1 of your choice, are negated. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). [This effect may be confusing so to give an example, if you Summon 3, you choose 1 that keeps its effect and thus becomes an Effect Monster due to you controlling this card as a Cyberse monster, and the rest remain as Normal Monsters, and thus Psychic-Type.] Next: Shellcore
  33. 1 point
    Those are beautiful, are you sure you just sketched them up during work? xD The nun is my favorite one. They look super clean.
  34. 1 point
    Such an unique destruction effect, haha. Card is in a weird position IMO: it has an edge for its non-targeting destruction effect, but it has to target specifically a monster to destroy another else without targeting it. The cost makes me think of "A Forbidden Droplet", but it's missing perks from the latter, namely the Quick-Play card type and the pseudo spell speed 4 trait, plus this card is locked to spending only monsters. Overall it's an awkward board-breaker and would rather run cards like Lightning Storm or Ruler No More before this. If it was a Quick-Play, however, you would be onto something.
  35. 1 point
    I will take a ban on Linkross and even Auroradon over Halqifibrax any day.
  36. 1 point
    Banned because Dragon Ball, Yu-Gi-Oh! an Pokemon are pretty much the trinity of anime.
  37. 1 point
    https://ygorganization.com/ocg-v-jump-fall-2020-subscription-promos/ Samsara Dragon LIGHT/Level 1/Dragon/Effect You can only use this card name’s (2) effect once per turn. (1) This card can be treated as 2 Tributes for the Tribute Summon of a Dragon monster. (2) You can banish this card from your GY, then target 1 Level (5?) or higher Dragon monster in your GY; add it to your hand, then, immediately after this effect resolves, you can Tribute Summon it. 0/0
  38. 1 point
    So... not sure on rulings but wouldn't this card effectively lock your ED if you don't have any monster that can use it as material, nor any Tribute Summonable monster at hand to get rid of it? That sounds unfair.
  39. 1 point
    This card is weird and insane. It's practically a stronger SKill Drain vs. non-Rituals. The 2nd effect is strange, but sadly due to BKSS rulings you still won't be able to Special Summon monsters from the GY if they have not been properly Summoned first. Even the "ignoring summoning conditions" won't bypass it, otherwise Dark Flattop would be crazy good.
  40. 1 point
    Dark Alligator Level 8 DARK Reptile Effect Monster 2500 ATK / 2300 DEF -You can Tribute Summon this card by Tributing 1 Reptile monster. (1) When this card is Tribute Summoned: You can Special Summon "Alligator Tokens" (Reptile/DARK/Level 1/ATK 2000/DEF 0) equal to the number of Reptile monsters Tributed for this card's Summon.<Trigger> (2) If this Tribute Summoned card is destroyed by battle or an opponent's card effect: You can add 1 Reptile monster from your Deck to your hand, except "Dark Alligator".<Trigger> Reptia Egg Level 1 EARTH Reptile Effect Monster 0 ATK / 0 DEF -You can only use this card name's (2) effect once per turn. (1) Cannot be destroyed by battle.<Continuous> (2) During the Standby Phase of your next turn, after this card was Normal Summoned: You can Tribute this card; Special Summon up to 3 Level 4 or lower Reptile and/or Rock monsters from your hand and/or Deck (they must have the same name if you Special Summon 2 or more), but banish them during the End Phase.<Trigger>
  41. 1 point
    Craning Curtain Craning Curtain is an archetype of Machine type monsters based on various combinations of stage equipment and birds, with the designs usually based on various forms of stage equipment. Craning Curtain monsters are themed around supporting other monsters and summoning "Craning Curtain Actling" tokens when certain conditions are met. A subarchetype of monsters, called Craned Curtain, are played face-up in the Spell and Trap zone, acting as continuous spells until summoned in response to an effect via the destruction of a token. The monster form of Craned Curtain cards are Zombie and Machine type monsters based on an existing Craining Curtain card, with a new, more offensive effect. Craining Curtain - Flaminglo LIGHT *** Machine/Effect When this card is summoned, summon 1 "Craining Curtain Actling - Flaminglo" token (*/LIGHT/Machine/ATK:200/DEF:500/When this card is destroyed, draw a card). Other Craining Curtain monsters you control cannot be affected by the effects of DARK attribute monsters. 400/1000 Craned Curtain - Incandescent Flaminglo LIGHT ***** Machine/Effect (This card also acts as a Zombie type Monster) This card cannot be normal summoned, and must be special summoned by its effect. This card may be played in the Spell and Trap zone as a continuous spell. When an opponent would summon a Dark-type monster, you may discard a "Craning Curtain Actling" token, negate that summon, and special summon this card to the Monster Card Zone as a monster. When in the Monster Card Zone, any non-LIGHT attribute monsters cannot target this card with their effects. When this card battles a monster, choose a different monster of the DARK attribute and reduce its defense by 100 times the number of "Craning Curtain Actling" tokens destroyed this game. If this reduces the monster targeted by this effect to 0 defense, that monster is destroyed. This effect cannot be negated 1100/800 Flaminglo is a direct counter to many DARK attribute decks, and sets up for the very powerful Incandescent Flaminglo, who can absolutely wreck opposing DARK monsters with its incredibly powerful effect. I might expand this into a full archetype these were so fun to do. Next Archetype: Astrofugids (Astro + Solifugids, aka camel spiders)
  42. 1 point
    Was wondering why it Tributes from the Deck, but yeah, it enables Harpist. Card looks good enough to me. It's easy to get on board, and from what I have noticed, Harpies appreciate more ways to reach the board, to enable cards like and the Hunting Grounds, Feather Storm, and Level 5 is welcomed for the aforementioned Oracle and Perfumer. The only drawback is that Level 5 makes it difficult to work for the Synchro Summon of Cyber Slash, but the pros outweigh the cons in this case, IMO.
  43. 1 point
    Just a nitpick, but 2900 ATK on a Level 6 simply looks wrong. I would be more fine with it if it was Level 8 but could be Tributed with 1 Tribute. Besides, it already requires you to not run any non-Spirits so a big Level 8 1-Tribute monster with such condition isn't outrageous. Other than that, looks good and fun to me: unique effect, gives Spirits a huge boost even if you have to forsake non-Spirits techs as well as the ED, but so do Erupt True Dracos and they were good. This card actually would encourage Erupt Spirit builds. Ironically this is a card fit for my personal standards for Advanced Section, and yet it's in the Casual section.
  44. 1 point
    Trimurti's Avatar of Tri-fold Destructions LIGHT / Level 6 / Psychic / Spirit / Effect Cannot be Special Summoned. Cannot be Normal Summon/Set except all face-up monsters you have on field, GY, and Banished that can be Normal Summoned/Set are Spirit monsters. You can Tribute Summon this card to either side of the field by tributing monster on that side of the field. If this card is Tribute Summoned: Your opponent can banish 1 monster on the zone adjacent to this card (Horizontally) then you must Destroy the other monster that also adjacent to this card. additionally, if all of your monster that Destroyed and/or Banished this way is Spirit monster(s), this card gain the effects of those monster also it cannot returned to your hand by its own effect. Once per turn, During the End Phase of this card controller after this card is Summoned or flipped face-up: Return this card to your hand. ATK 2900 / DEF 0
  45. 1 point
    I don't like this one. The ability to Xyz Summon it during the opponent's turn is sketchy and a rulings nightmare with open and closed game states since it doesn't start a chain. Also, I have seen a couple of gameplays where Numeron Dragon is dropped through Dragublion and comes with an insanely high ATK to drop an OTK, so IDK what exactly is Numeron Dragon missing. This comes to me as a Draglubion on crack for Numbers just for greed. As if that wasn't enough, this doesn't follow typical summoning conditions for Number Cs, nor any additional effect if it has regular Draglubion as material. In other words, it's missing flavor from its "Number C" side.
  46. 1 point
    Never said I didn't like it. It just reminded me of that episode in season 3 where Tea spent the day with Serenity. It didn't accomplish anything more than giving the animators a little extra time to work on the plot for the next season.
  47. 1 point
    I don't know what kind of video you saw or the date it was made, but the thing is the Card Maker is not working properly and you need a certain process for it to generate the pic. First, upload the pic to a image hosting site, such as Imgur (or FB, if you don't care about the pic losing some quality). Once it's uploaded, right click over the pic and choose "Open Image in a New Tab". Now move to the new tab, copy the full URL shown below the tabs (including the .JPG or .PNG, (this is important). Paste the URL in Picture URL, click Generate and the pic should be uploaded.
  48. 1 point
  49. 1 point
    well, i will participate :the first one is angelique bijou, an oc i created, the second one is sofia, from sofia the first, combined with a winx fantrasformation called garderix(that don't belong to me) and some pokemon from my creation:
  50. 1 point
    So I just joined a while ago and I don’t know where to post cards of an arch-type that I made so here’s this! Tell me what I should improve on if you can.
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