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Showing content with the highest reputation since 07/28/2010 in all areas

  1. 4 points
    Can we get an Admin Report as to the current changes to YCM, updates to come, and what to expect of this site? This is the second time this site has been down this year, for longer than a week. I want to know what is to actually come of this site now and I think that is deserving for what has come of this site this year.
  2. 2 points
    I create yugioh custom cards for a long time now, i really love the game in general so to have a chance to put my ideas into it and create cards is a dream for me. So this is one of my favourite archetypes that i've created. I have tested it a lot in Dueling Book and i changed a lot from their texts to have this result. You will notice that is has many ways to search cards but due to it's gimmick (revealing monster that haven't been revealed from the hand) it needs that much searching cause it's really easy to just summon 2 monsters and pass, maybe make an Xyz. Overall i think they are balanced and i would love to hear your thoughts.
  3. 2 points
    Hello, fine peoples! It's story time! Ok so... I remember getting the first Kaiba structure deck for Christmas way back when. There are a lot of cards in that original deck that I still have good memories of. Pale Beast is one of the ones that stuck out to me most of all though. I'm still not sure why; maybe because it looks like more of a "monster" than most of the other cards? Or maybe... I always felt like there was some weird connection between it and BEWD. Well, I wanted to make that connection real, so... here it is. Blue-Eyes Pale Beast LIGHT **** Beast/Effect If you Summon a "Blue-Eyes" monster, you can target 1 Spell/Trap on the field; destroy it. If you control a Level 8 monster, this card's original ATK and DEF are doubled and its original Level becomes 8. 1500/1200
  4. 2 points
    Prodigy of Darkness/DARK/Zombie-Type Effect Monster/Level 1/0 ATK/1900 DEF Lore: If this card is targeted by a Spell/Trap or monster effect, while it is in the GY or banished (Quick Effect): You can Special Summon this card, and if you do, negate the effects of all other cards in this card's Chain. You can only use this effect of "Prodigy of Darkness" once per Duel. Once per turn, if a monster's ATK changes, you can make 1 face-up Zombie monster you control immediately gains ATK equal to half that ATK change, until the End Phase. Princess of Darkness/DARK/Zombie-Type Effect Monster/Level 2/500 ATK/1800 DEF Lore: If you Normal Summon a Zombie monster: You can Special Summon this card from your hand. Once per turn: You can target 1 card on the field or in the GY; during the next turn, your opponent loses 1000 LP if it is moved to a different place. If your opponent activates a card or effect that would discard a card(s) to activate a card effect, or by a card effect, you look at your opponent's hand and choose which cards they discard. Punisher of Darkness/DARK/Zombie-Type Effect Monster/Level 3/1000 ATK/1700 DEF Lore: If you would Tribute Summon a Zombie monster face-up, you can Tribute this monster in your hand, instead of a monster on the field. Once per turn: You can banish 1 Zombie monster from your hand or GY, and if you do, add 1 Zombie monster from your Deck to your hand with exactly 500 more or less ATK than that banished monster. You select the targets of your opponent's card effects that targets a card(s) in the GY. Prefect of Darkness/DARK/Zombie-Type Effect Monster/Level 4/1500 ATK/1600 DEF Lore: If this card is Special Summoned from the GY, returned from the GY to the hand, or banished from the GY: You can Set 1 "Patrician's Parlor" or "Patrician's Penance" directly from your Deck. If this card is Summoned: You can declare 1 card type (Monster, Spell or Trap): while there are only Zombie monsters on your side of the field, you select the targets of your opponent's cards and effects of the declared card type that targets a card(s) on the field. You can only use each effect of "Prefect of Darkness" once per turn. Patrician's Parlor/Continuous Spell Card Lore: During the turn this card was activated, decrease the Levels of all Level 2 or higher Zombie monsters in your hand by 1 (even after being Summoned/Set.) If a Zombie monster you control is destroyed and sent to the GY: You can Special Summon 1 Zombie monster from your Deck or GY with exactly 500 less ATK than that monster, but banish it when it leaves the field. You can only use this effect of "Patrician's Parlor" once per turn. You can only control 1 "Patrician's Parlor". Patrician's Penance/Continuous Trap Card Lore: Until the end of the next turn this card was activated, the effects of all Zombie monsters you control cannot be negated. Once per turn, if a Zombie monster you control battles: You can target 1 Zombie monster in your GY; banish it and if you do, 1 of those battling monster gains 1500 ATK, also destroy it during the End Phase. You can only use this effect of "Patrician's Penance" once per turn. You can only control 1 "Patrician's Penance". Who needs a wincon when your opponent's play will give it to you? NEXT UP: Since its closing in on Halloween time, let's give the spotlight to a card as fitting in decision as kids are when they say "Trick or Treat!": Ms. Judge
  5. 2 points
    Currently being updated, should be up soon
  6. 1 point
    To answer the question, the card is based on a game I played called "Onmyoji", a Turn-Based RPG where Abe no Seimei, the Onmyoji, summon a spirit (or small ghost by the Wikipedia) by using a blank amulet. This is also the reason why I made "Black Emissary from the Underworld" and "White Emissary from the Underworld" (they were called "Kuro Mujou" and "Shiro Mujou"). Apparently Sealmaster Seimei is based on Abe no Seimei, since "Meisei" is an anagram of "Seimei"
  7. 1 point
    I love the fact that I can just rank up dark rebellion into this, but it does nothing else. This was a wasted opportunity.
  8. 1 point
    I forgot one... "The Tricky Madcap" Rank 5/Dark [Spellcaster / Xyz / Effect] 2 "The Tricky" Once per turn, you can romove 1 Xyz material from this card to Special Summon one "Tricky" monster from your deck. If this card has no XYZ material, you take 500 points of damage each time you Special Summon. ATK: 2300/DEF: 1800
  9. 1 point
    Thanks to an idea one of the YCM members gave me, here is my variation of a new "Tricky" Archetype
  10. 1 point
    I genuinely love what you've come up with here. It adapts the Ghostrick style nicely while still being its own thing, and it does a really good job at keeping your onslaught coming. The only problem is keeping spell/trap zones open to place your trap monsters in for the field spell. Also, even if your opponents monsters are all rock type monsters once the field spell hits the field, not only will it not get a chance to hit the field by the time your opponent is done with their turn if you go second, which is when your wanna play the field spell, or preferably on turn three when you've played a few monsters yourself, but also you have nothing to stop your opponent from killing you, while giving your opponent what is essentially a free turn to kill you thanks to the field spell's halving effect, even if you control fox on your turn. Your opponent does not have their damage cut in half, while you have your damage split down the middle, so unless you control 5 or 6 monsters with decent attack, you can't close the game.
  11. 1 point
    Noble Knight Richtor Level 4/Light Warrior/Effect Once per turn, if this card is equipped with a "Noble Arms" spell card, draw 1 card for each "Noble Arms" card you control. Once per turn, you can destroy 1 card equipped to this card. All "Noble Knight" monsters you control gain 100 ATK for each "Noble Arms" card in either players GY.
  12. 1 point
  13. 1 point
    It's a fun little harmless card. Having both this card and The Tricky in your hand at the same time would be the worst thing about it but it could maybe spark a Tricky archetype or something.
  14. 1 point
    https://open.spotify.com/album/0pN7Pj0loPxU8pRcMXSHZq Etrian Odyssey II OST Just linked what I was listening to instead of fetching YT because when I saw they had these games' soundtracks I was like well, it'll give me less ads than YT (I'm not paying for either of them).
  15. 1 point
    To Ryusei: Thanks for your efforts on this site. Keep up the good work.
  16. 1 point
    I think I figured out how to make a more playable version of Leviathan. Will post soon. Added a playable version.
  17. 1 point
    Tinker Gnome are a group of LIGHT Fairy type monsters that all revolve around Synchro summoning and getting tuners on your field but they all struggle in ATK but are pretty strong in DEF their archtype could all revolve around keeping a field spell of a that can flip their ATK and DEF around during the battle Phase Example Tinker Gnome Guard ATK 500/DEF 1800 level 3 effect monster Effect: When this card is summoned add 1 tuner monster to your hand. If this card is destroyed by a card effect summon another Level3 or lower 'Tinker Gnome' monster from your deck to the filed in face-up defence position Field Spell Tinker Gnome Rebellious Hideout Effect: If you control a face up 'Tinker Gnome' Card on your side of the field this card cannot be destroyed. During either player's battle phase Switch the ATK and DEF of all 'Tinker Gnome' monsters and switch all DEF posistion 'Tinker Gnome' monsters to ATK Behemoth
  18. 1 point
    Suspiria 6/LIGHT/Spellcaster/?/? Gains ATK equal to the highest DEF among the monsters on the field. While this card is in your hand or field (Quick Effect): You can Tribute 1 monster with ? DEF in your hand or this card on the field; you cannot Tribute monsters for the rest of the turn, also apply 1 of these effects. ● Special Summon 1 monster with ? ATK from your hand, or if this card was Tributed on the field to activate this effect, you can Special Summon that monster from your Extra Deck instead. ● Banish 2 Normal Spell/Trap Cards from your hand and/or the GYs with the same name, and if you do, apply the effect of 1 of those banished Spell/Trap Cards. Happy Halloween! Some inspiration from a 1977 horror movie and an even more bizarre set of inspirations card-wise later, we have Helena Markos herself personified. Fortune Ladies come to mind, but I'll let everyone else have fun with the bizarre possibilities here! This card's possibilities and interesting angles are about as versatile as the soundtrack of the movie that inspired it
  19. 1 point
    " Facts don't care about feelings. I have literally never had one feeling in my entire life. I have never known joy, anger, sorrow, or fear. Only facts. On my wedding day the marriage guy asked "Do you take this woman to be your lawfully wedded wife?" All I could say in response was a rough estimate of how many train conductors are employed by Transport for London. My fiancee cried and ran out. I don't understand, why was she upset with the facts?" -YouTube comment
  20. 1 point
    Scrap-Iron Catapult Trap Card Activate this card while you control a "Synchron", "Warrior" or "Stardust" Synchro monster. Target 1 monster your opponent controls; return the targeted card to the hand, also after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Catapult" per turn. So this card in Yusei themed decks acts as a infinite Compulsary evacuation device that has a hard OPT to balance its unlimited amount of bouncing.
  21. 1 point
    Sandestructor is an archetype that consists of EARTH Machine main Deck monsters and EARTH Rock Link-1 monsters. Their main gimmick is to destroy other "Sandestructor" cards in order to activate their effects. Their continuous Spells/Traps have this common trait where they all Summon a "Sandestructor Evil Effigy of *name* Token" when destroyed. Those tokens are used as materials for their Link-1 monsters as they all require a "Sandestructor Evil Effigy of *name* Token" as materials, each with a different name. Being Link 1 monsters mean they have low stats but they compensate that with their protection & control-drifted effects. Appearance/Design wise: Imagine the main deck cast as shadowy humanoid figures wearing Construction workers' clothing and equipment, while some are riding construction machines. The Extra Deck monsters are giant living rock status, each represents a mythological creature from a different mythology, like The Sphinx, Ymir, Goliath, Simorgh, etc. The Spell/Trap lineups describes the "journey" of the main deck "Sandestructor" monsters as they destroy the statues that seals away the destructive power of the "Sandestructor" giant Link Monsters. Next: Simorai (Simorgh + Samurai)
  22. 1 point
    I’m gonna headbutt ya, ya freakin’ cow!
  23. 1 point
    It's being updated Please refer to this thread
  24. 1 point
    That's... literally a choice of 12 cards. 5 if you remove all the Dragons. Armityle - Chaos Incarnation LIGHT 10* Fiend/Ritual/Effect Can be Ritual Summoned using "Sacred Beast's Blood Heart". This card's name on the field becomes "Armityle the Chaos Phantom". This card is unaffected by your opponent's card effects during your opponent's turn. If this card is sent to your GY or banished by your opponent's card (by battle or card effect), during the End Phase: You can Special Summon 1 "Armatyle the Chaos Phantom" from your Extra Deck ignoring summoning conditions, and if you do, equip this card to that monster. A monster equipped by this effect is unaffected by your opponent's card effects during your opponent's turn. 4000/4000 Sacred Beast's Blood Heart Ritual Spell Can be used to Ritual Summon "Armityle - Chaos Incarnation". You must also Tribute 1 "Uria, Lord of Searing Flame", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" in your hand or on your side of the field; Ritual Summon 1 "Armityle - Chaos Incarnation" from your hand or GY. During your Main Phase: You can banish this card from your GY and reveal 1 "Armatyle the Chaos Phantom" from your Extra Deck; add 1 "Armityle" monster, or 1 monster that is listed as Fusion Material on the revealed monster from your Deck to your hand. Make a Ritual that must be summoned using a Token(s) as tribute.
  25. 1 point
    Thanx @BatMed @Byakuya Not very good imo however The Fusion is cumbersome to summon and using an existing fusion to summon it means you already have your fusion card. If it were an IF target it would be amazing The MD monster needed to be a tele target
  26. 1 point
    Ignore the side deck. It's just smoke screen shenanigans for locals. Nothing I would bring to a higher tiered event I would side something serious. This deck is fine going first or second. I personally like going second a lot because honestly that extra card can be nutty in here. Monsters: 6 2 Sky Striker Ace - Raye 2 Ignis Heat 1 Dinomight Knight 1 Spellbook Magician of Prophecy Spells: 27 3 Engage 3 Dragonic Diagram 3 True Draco Heritage 2 Disciples of the True Draco 2 Shark Cannon 2 Mystic Mine 2 Area Zero (Will be bumping to 3. Only have 2 on me at the moment) 2 Stormforth 1 Widow Anchor 1 Terraforming 1 Hercules Base (Filler for Area Zero, would play Upstart but I like the small grind it gives me with Disciples) 1 Spellbook of Knowledge 1 Spellbook of Power 1 Set Rotation 1 Multirole Traps: 7 3 There Can Be Only One 3 True Draco Apocalypse 1 True King's Return Raye: Only playing two because I don't want to be normal summoning it that often. Area Zero popping a True Draco spell is the main way Ignis: Two is fine. Anymore than 3 Dracos and the deck starts to get conflicting hands Magician of Prophecy: The best normal summon in the deck. It's fine if they Ash it, but who ashes this damn thing anyways. Stormforth: Playing two because it's actually pretty crazy in this deck. Normally would use a True Draco trap and Widow Anchor to steal a pivotal monster from our opponent and tribute it for a True Draco monster during their Main Phase, but now that Widow Anchor is hit this card takes it spot. Prefer to use this over the single Widow Anchor as well to save Widow Anchor for Borrelsword. This is maybe my favourite card in the deck. Mystic Mine: Trying to find room for a third copy but I think two for now is fine. Helps break boards going second and keeps me in the grind. This + There Can Be Only One and a Hayate a lot of the times can be a win condition vs a lot of decks. Shark Cannon: Normally I would play one and side in the second, but this card is pivotal for Borrelsword plays now. Very disruptive as well There Can Be Only One: I could play Nibiru for Salamangreats or Thunder Dragons, but TCBOO is good against all the same decks that Nibiru is good against. If I was to play hand traps Nibiru would be the only one I would play. Ash, Ogre etc don't really hit any decks hard enough to warrant taking out engine cards for them. Nibiru is a blowout verse certain decks. Will be siding. There Can Be Only One can stall if I brick or is a straight up win verse certain decks.
  27. 1 point
    Note to self: Never proclaim Woody Allen's innocence on Twitter, because then you will get mass reported by a bunch of angry bleeding hearts who get their information from Vice, Slate, and Ronan Farrow. Suspended for 3 days lol.
  28. 1 point
    Archival Mind EARTH ✪✪✪ (Level 3) [Psychic/Effect] ATK/ 1800 DEF/ 100 You can discard this card; add 1 "Brain Research Lab" from your Deck to your hand. You can banish this card from your GY; remove any number of Psychic Counters from a card you control, and if you do, Special Summon 1 Psychic monster from your hand or Deck whose Level is equal to the number of Psychic Counters you removed. You can only use this effect of "Archival Mind" once per turn. ___________________________________________________________________________________________________________________________________________________________ Search Target: https://yugipedia.com/wiki/Brain_Research_Lab So this is a meager attempt at trying to make LP paying Psychic relevant again. The idea is give Psychic their play making Field Spell, and then try and benefit from the Psychic Counters it generates in the form of a slower, yet potentially higher-rewarding pseudo- Emergency Teleport. That is if you don't get Ash'd, of course... If that happens you are stuck with the a Field Spell with a potentially lethal amount of Counters that could kill you. Obviously, those Psychics need way more though.
  29. 1 point
    Hello, fine peoples! In my trend of continuing to make stuff for DM characters, I thought "what if Joey got one of those 2016 structure decks?" Just like with the Kaiba and Yugi ones, I decided to build off a theme that didn't focus on his ace monster. I also needed to make a field spell that fit into this new theme. So I decided to run on his gambler theme (specifically die rolls rather than coin tosses) and ended up on the following set of cards: Squire of the Dice-Blade WIND *** Warrior/Effect When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Negate the attack, then Special Summon 1 monster from your hand. 4-5: Negate the attack, then add 1 "Dice" spell/trap from your Deck to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and its original ATK/DEF is doubled. 1200/500 Tiger Soldier of the Dice-Claws EARTH **** Beast-Warrior/Effect Inflicts piercing damage. When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Activate 1 "Graceful Dice" or 1 "Skull Dice" from your hand, Deck, or GY, then you can negate the attack. 4-5: Return 1 monster with a dice rolling effect from your GY to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and battle damage it inflicts is doubled. 1800/1000 Gardna of the Dice-Shield WIND * Warrior/Effect If a monster you control with a dice roll effect battles, during the Damage Step, you can Special Summon this card from your hand and roll 1 six-sided die; your battling monster gains 500 ATK/DEF x the die result until the End Phase. If you control a Level 7 monster, this card's Level becomes 7, it cannot be destroyed by battle, and it gains the following effect: - Once per turn: You can target 1"Dice" Spell/Trap from your GY; Set it. 800/1000 Dragon Soul of the Dice-Flames FIRE 7* Wyrm/Effect If you activate a card that has a die roll effect OR: If you activate a monster effect that requires a die roll, you can Special Summon this card from your hand. Once per turn: If you activate an effect that requires a die roll: You can reduce this card's Level by up to 6; the roll's result equals the Levels reduced. If this card is used as Xyz Material, the Xyz monster gains the following effect: - If this card is targeted by a card effect, you can detach 1 Xyz Material and roll 1 six-sided die. If the result is 1 or 6, inflict 1000 damage to your opponent. Otherwise, negate the effect and attach that card to this monster as Xyz Material. 2000/2400 Realm of Probability Field Spell When this card is activated: Roll a six-sided die and add 1 monster with a die roll effect whose Level is equal to the result from your Deck to your hand. If you cannot, take 1000 damage. All monsters you control gain 200 ATK for each "Graceful Dice" in your GY. All monsters your opponent controls lose 200 ATK for each "Skull Dice" in your GY. Face-up Spell/Trap cards you control with a die roll effect cannot be targeted by your opponent's card effects except "Realm of Probability". Dice Draw Quick-Play Spell Send 1 card with a die roll effect you control or in your hand to the GY; roll 1 six-sided die and apply the appropriate effect: 1: Until the End Phase, the effects of cards with die roll effects cannot be negated. 2: Draw 1 card. 3-5: Draw 2 cards. 6: Draw 3 cards. Red-Eyes Dice Magic Dragon DARK R7* Dragon/Xyz/Effect 2 Level 7 monsters When this card is Special Summoned: Roll 1 six-sided die then attach cards from the top of your Deck to this card equal to the result. If this card would be destroyed (by battle or card effect), you can roll 1 six-sided die. If the result is less than or equal to the number of Xyz Materials under this card, you can detach that number of Xyz Materials from this card instead of destroying this card, then you can destroy a number of cards on the field up to the number detached. If this card has no Xyz Materials: You can tribute this card; inflict 1400 damage to your opponent. 2800/2400 I think the wording might be a bit off, but for the most part, I think things are pretty self explanatory. Thanks for the look-through and, as always, CnC is much appreciated! Cheers!
  30. 1 point
    people wipe standing up?
  31. 1 point
    In which apparently heroes and rivals n’ villains have their ace monsters merged together. LGB1-JP001 Chou Madou Ryukishi Dragoon of Red-Eyes (OCG: Supreme Magical Dragon Knight – Dragoon of Red-Eyes / TCG: Dragun of Red-Eyes) Level 8 DARK Spellcaster Fusion Effect Monster ATK 3000 DEF 2500 Materials: “Dark Magician” + “Red-Eyes Black Dragon” or 1 Dragon Effect Monster (1) Cannot be destroyed by card effects, also neither player can target this card with card effects. (2) During your Main Phase, up to a number of times equal to the number of Normal Monsters that used as Fusion Material for this card: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. (3) Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK. Note: Chou Madou Ryuukishi is basically the same as Dark Cavalry (chou madou kishi, “Supreme Magical Knight”) but with “dragon” And of course Dark Cavalry is based off Dark Paladin (chou madou kenshi, “Supreme Magical Swordsman”) Source: https://ygorganization.com/expanddragong/
  32. 1 point
    Not even sure if it's depression because it's not diagnosed, but yeah I'd say so. It still lingers, but I've gotten much better at managing my emotions and not letting bad thoughts take over.
  33. 1 point
    Damn Pikachu, you thicc as hell!
  34. 1 point
    k-on is a thinking man's anime
  35. 1 point
    Crimson Senator FIRE 7* Warrior/Effect If this card is in your hand, you can reveal this card and declare a card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand then Special Summon this card. Otherwise, banish that bottom card from your Deck face-down. You can only use this effect of "Crimson Senator" once per turn. If this card is Normal or Special Summoned, you can destroy a number of cards on the field equal to the number of "Crimson Sen" monsters you control. Those destroyed cards are treated as being destroyed by battle. 2500/2000 Crimson Sentencer FIRE 6* Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then place 1 monster you control on the bottom of your Deck. Once per turn: You can declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, double this card's ATK until the End Phase. Otherwise, banish that card face-down, then halve this card's ATK until the End Phase. 2400/1000 Crimson Seneschal FIRE ***** Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then destroy 1 monster you control. A monster destroyed by this effect is treated as though it were destroyed by battle. If this card is destroyed by battle, you can add 1 "Crimson Sen" card from your Deck to your hand, then place this card on the bottom of your Deck. 2100/200 Crimson Sentinel FIRE *** Warrior/Effect If a monster you control was destroyed by battle this Phase (Quick Effect): You can target that monster in your GY; Special Summon this card from your hand, then place the target on the bottom of your Deck, and if you do, all monsters your opponent controls lose ATK equal to the target's ATK. 1000/2000 Crimson Sensei FIRE ** Warrior/Effect If a monster is placed on the bottom of your Deck, you can reveal it and reveal this card from your hand: Special Summon the monster on the bottom of your Deck, and if you do, place this card on the bottom of your Deck. You can only use this effect of "Crimson Sensei" once per turn. 800/1000 Crimson Senior FIRE * Warrior/Effect If this card is Normal or Special Summoned, you can excavate cards from the top of your Deck until you excavate a "Crimson Sen" card; add the excavated "Crimson Sen" card to your hand then place the remaining excavated cards on the bottom of your Deck in any order. If this card is destroyed by battle: You can place it on the bottom of your Deck; Special Summon 1 "Crimson Sen" monster from your hand. 100/1600 Crimson Sentiments Spell Declare 1 card name, then reveal the bottom card of your Deck. If the revealed card the one declared, add it to your hand. Otherwise, send it to the GY. Regardless, add 1 "Crimson Sen" monster from your Deck to your hand, then place 1 card from your hand onto the bottom of your Deck. You can only activate 1 "Crimson Sentiments" per turn. Crimson Sendals Continuous Trap "Crimson Sen" monsters cannot be destroyed, except by battle. Once per turn, if you control a "Crimson Sen" monster, you can target 1 monster you control and 1 monster your opponent controls; immediately after this effect resolves, conduct battle between those monsters, then, the controller of the monster(s) that remain on the field must place a card from their hand on the bottom of their Deck. Crimson Senescence Continuous Spell During each Standby Phase, increase the Levels of all "Crimson Sen" monsters by 1. "Crimson Sen" monsters are unaffected by the effects of monsters with a lower Level than them, or the effects of monsters without a Level. If a monster you control is destroyed, it is always treated as though it were destroyed by battle. During your End Phase, place 1 monster from your side of the field or GY onto the bottom of your Deck or destroy this card. Crimson Sensorium Field Spell While you control a "Crimson Sen" monster, face-up Spells/Traps you control cannot be destroyed. If a "Crimson Sen" monster is destroyed by battle, you can target 1 face-up card your opponent controls; negate its effects until the End Phase of the next turn. Once per turn: You can send 1 Continuous Spell/Trap or Field Spell from your hand to the GY, then declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand, otherwise, banish it face-down. Spell Canceller (Jinzo has an "archetype", why not one for its Spell-stopping counterpart?)
  36. 1 point
    I agree, I honestly go further, nothing that isn't meta dominant should get hit. But Konami does product push, and people do get tired, and instead of innovating they lazily rely on the banlist
  37. 1 point
    IGAS-JP031 Tune Knight (chuun knight, “chuu” being the sound mice make) FIRE/Beast-Warrior Union/effect Level 1 500/500 (1) If this card is Special Summoned: You can treat this card as a tuner for the rest of this turn, but you can only Special Summon one more time from the Extra Deck this turn. (2) Once per turn, you can either: equip this card to a face-up monster you control OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or a card effect, you can destroy this card instead.
  38. 1 point
  39. 1 point
    "Saving cards" refers to saving them unto an online database or otherwise storing them such that one does not need to individually open each card one by one from one's own computer.
  40. 1 point
    I can tag in on this. Other Decks that usually focus on big numbers to halt the Strikers now run a risk of getting a Double-powered Utopia to their face, thanks to this and Roze. But yeah, R4NK plays is looking to be the premiere Sky Striker tech now that they've only got one Widow Anchor.
  41. 1 point
    @Flame Dragon Two more people @Dr. Jolly Glot the III and @BGM キャノン are both having issues. Their NCM names are Jolly Glot and BGMキャノン respectively
  42. 1 point
    So the problem Skys have with the meta right now is they can't really out Thunder Dragon. Recently however, people have started playing 101 to eat the dragons. This make that a lot easier
  43. 1 point
    IGAS-JP026 Jack A’ Booran EARTH/Zombie Level 7 1500/2200 You can only use the (1) and (2) effects of this card’s name once per turn each. (1) You can discard 1 Zombie monster: Special Summon this card from your hand. (2) During your opponent’s Main Phase (Quick Effect): You can target 1 Zombie monster in either player’s GY; Special Summon it, then banish this face-up card until the End Phase. Banish the monster Special Summoned by this effect when it leaves the field.
  44. 1 point
    So obviously the site's just got a major update, which means there's bound to be issues, which I'll address here on my end. Anyone feel free to address yours here. 1. The textbox to post status updates in the main page is not showing for me. 2. Clicking "Reply" on a status only shows the pop-up for writing a response for one second before redirecting me to my profile. I tried turning off AdBlock Plus and I still run into this issue. 3. My custom usergroup was affected by the change. It was a bold New Courier with a rainbow gradient text color. As far as I know, Tormented had to code it himself, but if it can be fixed, then I would love that. 4. According to others, there seems to be formatting issues with spoilers and horizontal lines. Those two seem to be my biggest issues so far. So @YCMaker if you're reading this, I'm sure you're doing your best to address what you can, but if anyone else is willing to share their issues, this should be a good reference for you for any individual or shared issues with this update.
  45. 1 point
    Cheat Code - Extra Life Level 1 | DARK | Cyberse/Effect 0 ATK / 0 DEF If this monster is Tributed by the effect of an "Enemy Controller" card: You can Special Summon it from the GY, but banish it when it leaves the field. You can only Special Summon "Cheat Code - Extra Life(s)" this way once per turn. Cheat Code - Control Hacker Level 1 | DARK | Cyberse/Effect 1200 ATK / 0 DEF If this card is Normal Summoned: You can add 1 "Enemy Controller" Spell Card from your Deck to your hand. You can target 1 face-up monster your opponent controls; pay LP equal to double its ATK, and if you do, until the End Phase of this turn, you can Tribute that monster as if you controlled it for the activation of an "Enemy Controller" Spell Card (even if this card leaves the field). You can only activate this effect of "Cheat Code - Control Hacker" once per Duel. Cheat Coder Rank 1 | DARK | Cyberse/Xyz/Effect 2000 ATK / 1900 DEF 2 Level 1 Cyberse monsters If this card is Xyz Summoned: You can Set 1 "Enemy Controller" Spell Card directly from your Deck. You can detach 2 Xyz Material from this card; switch control of all other monsters the field until the End Phase of this turn, but negate the effects of monsters you control. You cannot activate other monsters' effects the turn you activate this effect. Enemy Controller Two Player Quick-Play Spell Tribute 2 monsters you control, then target 1 face-up monster your opponent controls; apply the appropriate effect, based on whether the target's ATK is higher or lower than the combined total ATK of the Tributed monsters. * Higher: Take control of that target. until the End Phase of this turn. * Lower or equal: Take control of that target. Enemy Controller Next Gen Quick-Play Spell Pay half your LP, then target 1 face-up monster your opponent controls in a Main Monster Zone; take control of it until the End Phase of this turn, but it cannot attack. If you control a "Cheat Code" monster, cards and effects cannot be activated in response to this effect's activation. You can only activate one "Enemy Controller Next Gen" per turn. Next: Five Brothers Explosion
  46. 1 point
  47. 1 point
    It's good to be back in a familiar setting. Now, about this trade war...
  48. 1 point
  49. 0 points
    We lost the YCM Classic theme. I'm leaving until we get it back.
  50. 0 points
    @Ryusei the Morning Star im back!
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