Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 07/19/2021 in all areas

  1. 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
  2. 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
  3. 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
  4. @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
  5. remember that super searcher from BODE? Small World a.k.a RotA for beeg brain 500 IQ? well here some yugitubers hillarously struggling to make sense of it, pretty much made my day:
    2 points
  6. On my birthday just some music lalala
    2 points
  7. https://johnglidden.com/2021/07/20/wife-blocks-release-of-vallejo-man-accused-of-plotting-to-bomb-democrat-hq/ https://www.kcra.com/article/jarrod-copeland-sacramento-democratic-headquarters-detention-hearing/37081688 I realize that I'm asking a lot from you by linking articles, especially when the second has a pop-up that you could easily ignore and still read the substance of the article. The evidence includes messages from both men's phones. Copeland's wife's defense was that it was just talk between two "macho" guys. Now that you're moving the goalposts to whether two people openly talk about something like this, there is literally evidence that they were talking about it. However, no one was saying that they were talking about it in public. This was all done through text, which you would have known if you actually bothered to read the article at the beginning of the thread instead of imagining something else, then reacting to the fictional coverage you created for an alternate version of these events. So no, this isn't applying a bit of logic to it. You want these men to be innocent, and then you're trying to retroactively add excuses so you can blame pretty much anyone except Rogers and Copeland. https://abc7news.com/ian-rogers-napa-man-arrested-british-auto-repair-benjamin/10070341/ You'll probably dismiss this report offhand as you do with everything else, but I still prefer to at least back up my arguments. Rogers had already been arrested back in January. Copeland is a more recent addition because the FBI was investigating him due to his connection to Rogers. In Rogers's case, I'd say six months is a bit too long to just "wait and watch" for it to suddenly turn out to be propaganda. I'm fine with just saying that they're idiots. Maybe you should actually start looking at what's going on instead of constantly jumping from fantasy to fantasy. As much as you keep acting like there's some other shoe that needs to drop that "reveals" whether this story is true or false, that already happened six months ago. You can't pretend to keep your mind open for this to go either way after it's already gone one way.
    2 points
  8. Yeah, I honestly prefer this direction of innovation within existing mechanics. New mechanics are generally pretty cool and they're especially interesting to speculate in the beginning, but once they're established, Konami doesn't tend to innovate the mechanic as much as the anime implies (Dark Synchros, Fusing with Spells/Traps, etc.) or as much as people speculate (Pendulum Traps). This break from a new mechanic has allowed them to focus a lot more on interesting interactions.
    2 points
  9. FTK plants wow this is way too ridiculously OP but somehow I can't break it. You better believe this would make plants competitive, sunvine, aromage, sylvan. I don't know why but there is a beauty to this. This would 100% get lonefire blossom banned. Life tree: (1) Any damage you take from cards and effects, you gain that much LP, instead, also while this card is face-up on the field, you cannot Special Summon monsters, except Plant monsters. Either only have this during your turn or only work on effect damage ●Randomly send 1 card from your opponent's hand to the GY, but it cannot activate its effects. Maybe consider taking out the it cannot activate it's effects? Trap: (1) During the Main Phase: You can banish 1 card on the field. Please make this a card you control. Cosmics: (2) If this card is sent to the GY: You can Special Summon from your Extra Deck 1 Plant monster, except "Tree" Fusion monsters, also you cannot activate monster effects or Special Summon monsters for the rest of this turn, except Plant monsters. I don't know how to fix this but the wording isn't very clear on whether or not you get no monster effects or only plant monster effects for the rest of the turn. Disasters: (3) Once per turn, when a card or effect is activated (Quick Effect): You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK, then if you control another Plant monster you can draw 1 card. Maybe only destroys the card that activated and instead of drawing a card if you control a plant you can pick any card and deal flat ~1000 damage idk. Trees: Must be either Fusion Summoned, or Special Summoned by shuffling the above monsters into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. Please specify where you can summon from (I hope only from extra deck)
    2 points
  10. 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
  11. I find the monsters and some of the spell/trap effects interesting but I don't think you'd appreciate a more in depth review as you came out as very in support of Power Creep whereas virtually all my suggestions for improvements would be to tone down the cards in some way. At the least, I think this one would be helpful to you - your Dark Cosmic Trees should specify they must be fusion summoned or be Special Summoned by the effect of a Plant monster then have "You can special summon this card from your Extra Deck (without Polymerization) by returning the above materials from your field, GY or that were banished face up to your deck" as another clause. That way it is clear that Mystical Tree of the Cosmos can summon them with its 2nd effect which I assumed was the intent.
    2 points
  12. Yep, pretty much this . Though in both cards you target the attacking monster, so I'd say it's good measure to do the same here. Here's a suggestion: Separate the effects. With this I mean, the current effect is using the "and" conjunction, and this forces you to apply both effects, or none. If you used a conjunction such as "also", you needn't either effect for the other to go off. So, for instance, if your opponent chains something to this card and provides the attacking monster with destruction immunity, yep, it won't be blown to pieces, but the direct damage will go through. This card needs this, because it's relatively hard to use and not exactly thaaaat game changing unless your opponent is at killing range from the dd (something that you could achieve with simple cylinders in a much easier way. Honestly, I'd make this card a combination of the Cylinders and Dimensional Prison.
    2 points
  13. Our deck Continuous spell instead of conducting their normal draw both players can reveal the top card of their opponent's deck and apply the appropriate effect: -monster that can't be normal summon/set: return that monster to the top of the deck. -spell/trap- set it to your side of the field -monster that can be normal summoned/set- summon/set the revealed monster this is a normal summon if the monster is higher than level 5 this counts as a tribute summon. Our hands continuous spell both players play with their hands revealed and can play cards from either players hand as if it were their own. This card is unaffected by the controllers card effects. Our bosses spell banish 15 face down cards in your extra deck; you can use your opponent's extra deck as if it were your own. Set up spell place 1 card from your hand on top of your opponent's deck; draw 1 card everything is ours spell If you control at least 1 monsters and 1 spell/trap: discard your entire hand; switch control of all cards both players control
    2 points
  14. Stressed with final projects and guess what i do to relieve myself? Make a custom card heh An idea i have for such a long time, but kinda stopped, and forgotten, now i revived again after i found around my old custom archive This might changed into archetype? Who knows Idea lore, he is a Master Summoner (Golem Master), that he can transform basically any non-living things into Golem, for him to defend or to attack? Levi, Alterspell Summoner EARTH/Level 4 Spellcaster/Effect Once while face-up on the field (Quick Effect): You can target 1 Spell/Trap on the field; Special Summon it as a Normal Monster (Rock/EARTH/Level 1/ATK 0/DEF 2000) (That card is NOT treated as a Spell/Trap.) If Set Spell/Trap is targeted this way, it cannot be activated in response to this effect activation. You cannot Special Summon any monster during the turn you activate this effect, except EARTH Rock monster or EARTH Spellcaster monster. 1700/1700
    2 points
  15. The Shield theme is a 0 ATK & high DEF EARTH Warrior theme that focus's around Millennium Shield. Anniversery Shield lv 1 EARTH Warrior/Effect (Quick Effect): You can tribute this card you control or from your hand; Normal Summon 1 Level 5 or lower EARTH Warrior Monster with 0 ATK from your hand. You can only use this effect of "Anniversery Shield" once per turn. During your Stanby Phase, while this card is in your GY: Gain 100 LP for each EARTH Warrior Monster you control and in your GY with 0 ATK. ATK/0 DEF/100 Xth Shield lv 3 EARTH Warrior/Effect If you control a EARTH Warrior monster with 0 ATK, you can Special Summon this card (from your hand.) You can only Special Summon "Xth Shield" once per turn. While you control this card, all EARTH Warrior monsters with 0 ATK gain the following effect. * Once per turn, if this card would be destroyed by battle: It is not destroyed. ATK/0 DEF/1000 Century Shield lv 4 EARTH Warrior/Effect If this card is Normal Summoned: Add 1 EARTH Warrior monster with 0 ATK from your Deck to your hand, and if you do, Switch this card to Defense Position. All other EARTH Warrior monsters you control with 0 ATK gain 500 DEF for each EARTH Warrior monster on the field with a different name. ATK/0 DEF/2000 Millennium Shield A.G.E. lv 8 EARTH Warrior/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by banishing 1 "Millennium Shield" and 2 EARTH Warrior monsters with 0 ATK control or from your GY. Cannot be destroyed by battle or by your opponents card effects, also, this card cannot be targeted by your opponents card effects. All EARTH Warrior monsters with 0 ATK you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. You can only control 1 face-up "Millennium Shield A.G.E.". ATK/0 DEF/4000 Shield Draw Quick-Play Spell Card Discard 1 EARTH Warrior Monster with 0 ATK; Draw 2 cards. If you would take damage from battle or by an opponents card effect: You can banish this card from your GY; damage you take becomes 0 instead. You can only activate each effect of "Shield Draw" once per turn. Quick Shield Quick-Play Spell Card Activate this card during your opponents Battle Phase while you control no monsters. Special Summon 1 Level 5 or lower EARTH Warrior Monster with 0 ATK from your Deck or GY in Defense Position, also, the summoned monster cannot be destroyed by battle or by your opponents card effects this turn. You can only activate 1 "Quick Shield" per turn. Shield Bash Counter Trap Card If you control a "Millennium Shield" Monster, you can activate this card from your hand. Activate this card when your opponents monster attacks while you control a EARTH Warrior monster with 0 ATK. Negate that attack, and if you do, inflict damage to your opponent equal to a monster you control with the highest DEF (if tied you choose.) You can only activate 1 "Shield Bash" per turn. Magic Shield Counter Trap Card If you control a "Millennium Shield" 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 with 0 ATK. Negate the activation and destroy it, and if you do, set this card instead of sending it to the GY. You can only activate 1 "Magic Shield" per turn.
    2 points
  16. Healing Tides Normal Spell Choose any number of Player(s) other than you, they gain 1000 LP then you gain 1300 LP for each player(s) you choose. I wont expect yugioh politic game to be as intricate as MTG does but we have to start somewhere, this spell can either group hug or single out potential threat on the table by helping other players that may help you defeat them while providing assurance to yourself Mystic Quadrupling Continuous Trap You can Banish 1 Quick-Play Spell in your hand face-up: until the end of this turn replace this card effect with the banished card and the following effect ● You must target/apply the effect of "Mystic Quadrupling" on either different players OR cards in the possesion of different players with each proceeding activation. You can only control 1 "Mystic Quadrupling". You can only activate the effects of "Mystic Quadrupling" up to 4 times per turn. Not really sure how to word this, but the idea is you "copy" the spell and used it on the different players Patron of Riots, Vandel'va EARTH / Level 6 / Fiend/ Synchro / Effect 1 Tuner + 1+ non-Tuner Monster If this card is Synchro Summoned: you can Choose a player other than you; Draw cards equal to number of other player(s) you didn't choose. then apply the following effect until your next turn. ● All monster(s) the chosen player control must attack during his/her turn if able. Also whenever a monster controlled by the chosen player attack, you and the chosen player can shuffle 1 card from their hand and draw a card You can only use this effect of "Patron or Riots, Vandel'va" once per turn 2600 / 600 Probs gonna add more later
    2 points
  17. 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
  18. Stumbled upon this just now xD
    1 point
  19. The benefit here is that Goblin Attack Force can trade with or beat in battle any monster that isn't a Monarch or BLS that people play. Basically every card can trade with or trade up on any monster the opponent will play. https://i.imgur.com/dVGklr1.png This one is a spin on the traditional Reasoning Gate deck, but is pure DARK unlike most chaos variants. AlephYa2 has gotten 1st place twice in a row with different decks, and gotten 2nd and 3rd place in tournaments too. He is very good at crafting his decks to combat the meta, and play cards that most people don't.
    1 point
  20. So...this flavor, I take it. Any other flavors?
    1 point
  21. Ultimate mirror force (mirror force) Trap. Destroy all the monsters your opponent controls
    1 point
  22. I mean the Michigan fellows didn't have grounds to claim entrapment until the stuff about the main bomb maker and planner being an FBI agent came out At the very least you cannot argue that the FBI is above this stuff. I'm going to wait and watch rather than cast stones right away
    1 point
  23. Anyone remember Akiza's Plant Deck? Something tells me Akiza would've loved to have this against Yusei when he wiped the floor with her in Season 1. Konami has 1 word for this card: banlist. The first 3 effects are fine but that draw 2 every turn is just an engine effect. So the first effect is essentially a conditional Meteor of Destruction coupled with Change of Heart, Sangan, or Nightmare Wheel.... you see this is already OP. Also, the second effect is effectively a double Metalmorph. The summon requirement is "recycle the materials" - this is all fine and dandy (you see what I did there?) for plants.... but on to the effects. I'm fine with the trade effect of "sac this card to get a monster to your hand - but let's look at the fact that this trade can become a +2 from the GY of all places. So this can't summon another Tree. Oh well, I guess Flower Wolf will have to do.... Recycle materials to fusion summon, effect 1 is bounce + burn, effect 2 is bounce + heal, and effect 3 is destroy/burn and a conditional +1. Recycle materials to summon, anti-plant immunity, recycle + heal/burn, conditional negate/destroy + burn, discard/search + heal These few cards could be expanded into a very functional deck with each of these effects making a fairly decent stand alone and given that each effect is locked to plants, it already has something going for it.
    1 point
  24. Omega-Meteonic Dracursus, Ursatron's Dominance LIGHT / Level 12 / Machine / Fusion / Effect 1 Level 1 monster that cannot be Normal Summon/Set on the field + Level 7 or higher monster (This card is always treated as an “Ursarctic” and “Drytron” card.) Must be either Fusion Summoned, or Special Summoned by sending the above monsters you control to the GY (in which case you do not use "Polymerization"). While you control this Fusion Summoned monster that used either "Ursartic" or Drytron" Monsters as material: Monster(s) with the highest Level of each monster card type you control cannot be targeted or be destroyed by card effect (if tied, apply this effect to those monsters). Once per Chain, when your opponent activates a card effect (Quick Effect): You can have a monster you control lose 2000 ATK; the effects becomes "Special Summon 1 Ursatron Token to opponent side of the field in defense position (WATER/Level 7/Beast/ATK 0/DEF 700. This card is always treated as an “Ursarctic” and “Drytron” card.)" 4000 /4700
    1 point
  25. Wait which part is unnecessary? The only thing i welcome for the token fixing is the level 7 change. The rest i respectfully disagree since it will make it too OP. Drytron already good at cycling themselves even without the tokens help its just plain unfair if the token have 2000 atk to drop Herald of Ultimateness. negation cost to bouncing your stuff back is also counter-productive. Atk reducing its much more impactful to the drytron while its also small cost for the fragile and costly field presence of ursatric
    1 point
  26. Strange that there's absolutely no such protections that were implemented by Trump and overturned by Biden. If anything, I think Trump has done far more to restrict and condemn minorities, and Biden is overturning them to protect minorities from Trump's policies. Not that it matters. If you want to talk about those protections, there's a thread for the Biden administration's actions here. Or you could make a new thread instead of trying to derail this discussion with something that we've already beaten to death in other threads. Congratulations, Winter, you have made the most worthless post in this thread so far. A non-sequitur about a separate FBI investigation into a different group of MAGA domestic terrorists is irrelevant to this discussion. This is about as helpful as telling someone not to eat apples, and attempting to justify your position by pointing to some oranges without elaborating on anything. Like with Horu, complaining about something else is just going to derail the discussion. Ian Rogers and Jarrod Copeland have no grounds for claiming entrapment, so your false equivalence means nothing.
    1 point
  27. I actually need to double check thinking im getting lost at political section of YCM again lol Yeah these card are crazy. There certain argument about theme but we not getting there. I pretty much echo rayfield reviews but my highlight is "Everything is Ours" that card is bonkers since it doesnt care for your board state you. Sure you lost your hand, but it can switch a full board with just 2 cards you didnt need anyways
    1 point
  28. To be fair the clause you reference has other function, Tl;dr: Clause prevent cheat out from extra deck Rules prevent from anywhere else
    1 point
  29. Man, thank goodness these cards are in casual, because some of 'em are downright crazy lol. Imagine the fun of playing with both hands revealed (existent effect) but being able to play with your opponent's. Impossible to imagine a card that obliterates your entire Extra Deck to start using the opponent's. Everything is ours is just, I mean, these are reaaaally fun-looking. The consequences of each card are hard to gauge, so I will say the one that feels rather OP is Set Up. It can be extremely strong as you could easily give the opponent something 100% useles for their deck that you needn't at the moment, and they lose one turn while you accommodate your hand a little. Violent xD.
    1 point
  30. Caution Punisher Trap You can activate this card from your hand if you control no cards. If this set card is activated draw one card. If this set card is destroyed or banished draw one card. If this card is activated in response to your opponent: -having a monster that could negate effects on board during the fifth summon this turn: this effect can't be responded to, tribute all monsters on the field. -entering main phase 2 without attacking during the battle phase: summon a level 8 rock normal token with attack and defense equal to the attack of the monster with the most attack and inflict damage to your opponent equal to that attack. -enters the end phase without adding a card from their deck or GY to their hand or field: add a card from your deck or GY to your hand or field. After this card resolves set it to your opponent's field and allow them the option to draw a card.
    1 point
  31. Lol, I feel like I'm getting called out xD
    1 point
  32. Its good. At minimum its extender that make use of your brick Also it technically can "Kaiju-ed" opponent S/T, giving material on top the removal, making it even better for going 2nd Im strongly supporting attempt to make archetype out of this :)
    1 point
  33. Punishing players for playing sly. Sounds nice.
    1 point
  34. Those are the colored ones I found but my older computer has more (b&w sketches though) for reference xD These have quite a bit of time between them in terms on when I drew them though.
    1 point
  35. Blaster Buster Blader lv 8 LIGHT Warrior/Fusion/Effect "Buster Blader" + 1 Level 5 or higher Warrior Monster Must be Fusion Summoned. Gains 500 ATK for each Dragon Monster your opponent controls and in their GY. You can only use the following effects of "Blaster Buster Blader" once per turn. * If this card is Fusion Summoned: Send 1 Monster your opponent controls to the GY, also, if the sent card is a Dragon Monster, inflict damage to your opponent equal to the destroyed monsters original ATK. * If this card is destroyed by battle or by an opponents card effect: Special Summon 1 "Buster Blader" from your hand, Deck or GY, and if you do, equip 1 "Destruction Sword" Monster from your Deck or GY to it. ATK/2800 DEF/2500
    1 point
  36. If I were to choose one of the solutions, I'd choose 2, but that's not something that any of us can control. Points would provide a natural value to contests that it currently lacks, giving both incentive to participate as well as regaining some of the formality it has lost. Unfortunately, we haven't had points in... about 2 years now? And I think the shop had been broken for longer than that? It seems unlikely that YCMaker would devote himself to re-implement it. Option 1 has an active detriment to it. I (personally) think that the detriment to activity would outweigh the benefit. Option 3 doesn't really change the situation, just pushes it somewhere else (furthermore, Card Game Workshop tends to have a ton of misplaced traffic anyway... Wouldn't want to add to the confusion). Unfortunately, that leaves option 4 which kinda sucks for all the reasons you said. Perhaps the best way to change things would be from the inside? i.e. Showing people how contests should be run properly. That way there's an example to follow.
    1 point
  37. me and dae do be skype call smashin tho
    1 point
  38. The Planet Mercury Level 1 Earth Rock ATK/1100 DEF/100 When this card is Summoned, you can add 1 "The Planet Venus" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Venus" from your hand. You can only use this effect of "The Planet Mercury" once per turn. The Planet Venus Level 2 Earth Rock ATK/1400 DEF/400 When this card is Summoned, you can add 1 "The Planet Earth" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Earth" from your hand. You can only use this effect of "The Planet Venus" once per turn. The Planet Earth Level 3 Earth Rock ATK/1700 DEF/700 When this card is Summoned, you can add 1 "The Planet Mars" from your deck to your hand. Once per turn, you can add 1 "The Moon Luna" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Mars" From your hand. You can only use this effect of "The Planet Earth" once per turn. The Planet Mars Level 4 Earth Rock ATK/2000 DEF/1000 When this card is Summoned, you can add 1 "The Planet Jupiter" from your deck to your hand. Once per turn, you can add either 1 "The Moon Phobos", or "The Moon Deimos" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Jupiter" from your hand. You can only use this effect of "The Planet Mars" once per turn. The Planet Jupiter Level 5 Wind Wyrm ATK/2300 DEF/1300 When this card is Summoned, you can add 1 "The Planet Saturn" from your deck to your hand. Once per turn, you can add either 1 "The Moon Io", "The Moon Europa", "The Moon Ganymede", or "The Moon Callisto" from your deck to your hand. When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Planet Saturn" from your hand. You can only use this effect of "The Planet Jupiter" once per turn. The Planet Saturn Level 6 Wind Wyrm ATK/2600 DEF/1600 When this card is Summoned, you can add 1 "The Planet Uranus" from your deck to your hand. Once per turn, you can add either 1 "The Moon Titan", or "The Moon Enceladus", from your deck to your hand. When this card leaves the field except when it is used as material for a Summon,, you can Special Summon 1 "The Planet Uranus" from your hand. You can only use this effect of "The Planet Saturn", once per turn. The Planet Uranus Level 7 Wind Wyrm ATK/2900 DEF/1900 When this card is Summoned, you can add 1 "The Planet Neptune" from your deck to your hand. Once per turn, you can add either 1 "The Moon Titania", or "The Moon Miranda" from your deck to your hand. When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Planet Neptune" from your hand. You can only use this effect of "The Planet Uranus" once per turn. The Planet Neptune Level 8 Wind Wyrm ATK/3200 DEF/2200 Cannot be Normal Summoned or Set. Must first be Special Summoned by the effect of "The Planet Uranus", and cannot be Special Summoned by other ways. When this card is Special Summoned, you can add 1 "The Celestial Sun" from your deck to your hand. Once per turn, you can add 1 "The Moon Triton" from your deck to your hand. When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Celestial Sun" from your hand. You can only use this effect of "The Planet Neptune" once per turn. The Dwarf Planet Pluto Level 1 Water Rock ATK/100 DEF/100 When this card is Summoned, destroy this card. When this card is destroyed by a card effect, you can Special Summon 1 Rock "The Planet" card from your deck. You can only use this effect of "The Dwarf Planet Pluto" once per turn. The Celestial Sun Level 12 Fire Pyro ATK/3800 DEF/2800 Cannot be Normal Summoned or Set. Must first be Special Summoned by the effect of "The Planet Neptune", and cannot be Special Summoned by other ways. When this card is Special Summoned, send all cards your opponent controls to the GY, then your opponent takes 1000 damage for each card sent to the GY by this effect. when this card leaves the field, you can Special Summon 1 "The Galaxy" Xyz Monster from the extra deck and if you do, attach this card to that monster. You can only use this effect of "The Celestial Sun" once per turn. The Celestial Betelgeuse Level 12 Light Wyrm ATK/3500 DEF/2500 Cannot be Normal Summoned or Set. You can Special Summon this card from your hand by banishing 1 "The Moon" card, and 1 "The Planet" card from your hand. When this card is Special Summoned, your opponent cannot activate card effects until the End Phase of your opponents turn. Once per turn, you can banish 1 "The Celestial" monster from your GY, to target 1 monster in your opponents GY, Special Summon it to your side of the field. The Celestial UI Scuti Level 12 Pyro Wyrm ATK/4000 DEF/3000 Cannot be Normal Summoned or Set. Must first be Special Summoned by its own effect and cannot be Special Summoned by other ways. This cards Summon cannot be negated. When this card is Special Summoned, cards and effects cannot be activated. If the card "Supernova" resolves, you can Special Summon this card from your hand, deck, GY, or Banished Zone. Once per Duel, you can banish all monsters in your opponents deck face-down, then this card gains 100 ATK for each card banished by this effect. The effects of this card cannot be negated. The Pulsar Vela Level 10 Light Wyrm ATK/1500 DEF/0 If you control another "The Planet" Monster on the field, you can Special Summon this card from your hand. When this card is Special Summoned, your opponent cannot activate Spell or Trap cards until the end of this turn. Once per turn, you can Tribute this card, Special Summon 1 "The Planet" Monster from your deck and if you do, draw 2 cards, then discard 1 card. You can only use this effect of "The Pulsar Vela" once per turn. The Black Hole Sagittarius Level 12 Light Wyrm ATK/0 DEF/0 Cannot be Normal Summoned or Set. You can Special Summon this card from your hand by banishing 1 "The Planet" Monster from your hand. Cannot be destroyed by battle or card effects. Once per turn, you can target 1 Monster your opponent controls, equip that target to this card (Max 2), and if you do, this card gains ATK and DEF equal to half of the targets ATK and DEF. If your opponent activates a card effect in the hand, you can send 1 Equip card that's equipped to this card to the GY to negate the activation and if you do, destroy it. You can only use this effect of "The Black Hole Sagittarius" once per turn. The Galaxy Milky Way Rank 12 Light Wyrm ATK/4100 DEF/3100 2 Level 12 "The Celestial" Monsters Once per turn, you can detach 1 Xyz Material from this card; banish all cards in your opponents extra deck face-down, then inflict 500 damage to your opponent for each card banished by this effect. The Galaxy Andromeda Rank 12 Light Wyrm ATK/4200 DEF/3200 2 Level 12 "The Celestial" Monsters Once per turn, you can detach 1 Xyz Material from this card; Banish all other cards on the field face-down, then both players draw cards equal to the amount of cards that was banished by this effect. The Moon Luna Equip Spell You can only Equip this card to "The Planet Earth". The equipped monster gains 800 ATK, and is unaffected by Spell effects. The Moon Phobos Equip Spell You can only Equip this card to "The Planet Mars". The equipped monster gains 800 ATK and can make a second attack during each Battle Phase. The Moon Deimos Equip Spell You can only Equip this card to "The Planet Mars". The equipped monster gains 800 ATK. When the equipped monster battles an opponents monster, destroy it before the Damage Step. The Moon Io Equip Spell You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can target 1 Monster your opponent controls, destroy it. The Moon Europa Equip Spell You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can target 1 Spell/Trap card your opponent controls, destroy it. The Moon Ganymede Equip Spell You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can randomly send 1 card in your opponents hand to the GY. The Moon Callisto Equip Spell You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, when an effect is activated in the GY, negate the activation and if you do, banish it. The Moon Titan Equip Spell You can only Equip this card to "The Planet Saturn". The equipped monster gains 800 ATK and is unaffected by Trap effects. The Moon Enceladus Equip Spell You can only Equip this card to "The Planet Saturn". The equipped monster gains 800 ATK and is unaffected by Monster effects. The Moon Titania Equip Spell You can only Equip this card to "The Planet Uranus". The equipped monster gains 800 ATK. Once per turn, you can add 1 "The Planet" card from your GY to your hand. The Moon Miranda Equip Spell You can only Equip this card to "The Planet Uranus". The equipped monster gains 800 ATK. Once per turn, you can add 1 "The Moon" card from your GY to your hand. The Moon Triton Equip Spell You can only Equip this card to "The Planet Neptune". The equipped monster gains 800 ATK. Once per turn, you can target 2 cards your opponent controls, destroy it. The Rocky Planets Quick-Play Spell Card (This card is always treated as a "The Planet" card). Discard 2 cards, then Special Summon 4 Earth attribute "The Planet" Monsters from your deck in defense position. You can only activate 1 "The Rocky Planets" per turn. The Gas Giants Quick-Play Spell Card (This card is always treated as a "The Planet" card). Discard 3 Wyrm "The Planet" Monsters, then Special Summon 2 Wyrm "The Planet" Monsters from the deck in defense position. You can only activate 1 "The Gas Giants" per turn. Supernova Normal Spell Card (This card is always treated as a "The Planet" card). You can activate this card if you have 8 "The Planet" cards with different names in your GY. Banish all "The Planet" cards from your GY, then destroy up to 20 cards in your opponents deck and if you do, half the ATK of your opponents monsters and if your opponent summons monsters, half the ATK of the summoned monsters (These effects last for the rest of this duel). Your opponent cannot activate card effects in the GY that was destroyed by this effect for the rest of this duel. Oort Cloud Field Spell Card When this card is activated, you can either add 1 "The Moon" card from your deck to your hand, or send 1 "The Moon" card from your deck to your GY. "The Planet" cards you control cannot be targeted by an opponents card effects. Once per turn you can banish 1 "The Moon" from your GY, then target 1 "The Planet" card you control, it gains the effects of that card. When this card is destroyed by an opponents card effect, you can set 1 "Oort Cloud" directly from your deck to your Spell & Trap Zone. Solar Winds Continuous Trap Card When this card is activated, you can add 1 "The Planet" card from your deck to your hand. During each Standby Phase, monsters your opponent controls loses 500 ATK and DEF. Monsters on the field whos ATK is 1000 or Below are destroyed. When this card is destroyed by an opponents card effect, destroy 1 card in your opponents hand. Gamma Ray Burst Counter Trap Card When a Monster, Spell or Trap effect is activated; banish 1 "The Planet' card or 1 "The Moon" card from your hand or GY; negate the activation, and if you do, banish it, and if you do that, your opponent cannot activate cards with that name for the rest of this duel.
    1 point
  39. In general: welp classic wording problems, still understanable but need fixing Cosmic: if you have means to protect this, its too powerful to the point that it outvalue the risk of losing the duel so its pretty much overpower White demise: too niche which means its not strong at all Contract: we already have Toon Kingdom which better in any ways
    1 point
  40. Forgot HOPT for Oathbound and said deck instead of field for Geass Sorry. And I was definitely thinking of the Awakened as well as Lycanthrope while making Lycanthropic Geass.
    1 point
  41. That's nice, but all the media is doing is just reporting that these guys were arrested. If you have an issue with a trend of articles critical of Republicans, it isn't relevant to this discussion. I agree with this. I have no further comment to add, I just wanted to address each point individually and thought that it would be bad form to leave this part out. I was wondering when you'd blatantly lie about how you totally never said something in this thread, except I can directly quote you saying exactly that. So yes, you did mention the arrest being based on politics. You were explicitly trying to accuse the arrest of being based on politics. If you want to argue against my point, you can do so without lying. Note that I quoted your first post from this thread, so you were talking about arresting them based on politics and accusing this story of just being propaganda before ever expressing disgust with their plans. How is reporting that two men were arrested propaganda? https://www.justice.gov/usao-ndca/pr/two-charged-conspiracy-scheme-attack-democratic-headquarters-sacramento I'm sorry, but saying that they were arrested for planning to blow up a building is just a statement of fact. Wishing for this to be propaganda is just denying reality on a very basic level.
    1 point
  42. While having monarch stat seems greedy, the fact that it cannot be special summoned and shutdown your s/t (albeit wont stop cont effect of s/t) too pretty much justify the synergy need thus its okay for this card to have 1000 def As a whole, its pretty much on theme with the rest of the Majesty/Vanity stuff
    1 point
  43. Majesty's Angel Fairy / LV6 / LIGHT / ATK 2400 / DEF 1200 Effect: Cannot be Special Summoned. Spell and Trap card effects cannot be activated. --- so up until covid canceled the locals i was running a mundane (i.e. no monarchs support - or was it minimal support? IDR and i cant be bothered to check rn) version of a vanitys/majestys deck, and i always had a hard time protecting the two main monster cards from spell/traps as a ways to dispose of them. i don't plan on using it in locals, but i thought it would be an interesting idea to make something like this. originally before posting i had it 1000 DEF and without the "effects" clause but then reflected to change it, but if it isn't fit for the RC subforum (this is my first outing at the sub after not having played the game for over a year) i don't mind getting moved to casual. thoughts?
    1 point
  44. Upgrade of technically a member of number, Number XX: Utopic Dark Infinity: Number CXX: Utopic Darkest-Eternities DARK / Rank 11 / Warrior / Xyz / Effect 3+ Level 11 Monster / This cannot be targeted or be destroyed by opponent card effect. During your Main Phase While either this Xyz Summoned card is face-up on your field OR its in your GY and this Xyz Summoned card its sent there from your field : When this effect resolved, Both Player can Special Summon 1 Xyz Monster from either his/her Extra Deck, GY, OR Attached on Xyz Monster he/she control to his/her field (this is treated as Xyz Summon) then they can Attach all non-Xyz Special Summoned Monster their opponent control to their Summoned Monster. Also then, you gain LP equal to the ATK of your Summoned monster. You can only activate this effect of "Number CXX: Utopic Dark-Eternities once per turn also you can only Special Summon "Number CXX: Utopic Darkest-Eternities" this way once per Duel. ATK 4100 / DEF 4500
    1 point
  45. Won't Stop! Don't Stop! Equip Spell Card Equip to a Monster you control. The equipped Monster gains ATK equal to its Level/Rank/Link Rating x 100. If the equipped monster attacks, your opponent cannot activate cards or effects until after damage calculation. If the equipped monster would be destroyed by battle or by an opponents card effect, you can destroy this card instead. Each Monster can only be equipped with 1 "Won't Stop! Don't Stop!" at a time.
    1 point
  46. badass upgrade indeed it even can super-poly itself repurposing the mask spell limited uses i like backward-capability card like this due to its name treating it can equip remnant on top of able to set additional mask for further uses like the quick negation if anything for sake of a bit flexibility the super-poly effect could just said " and 1 monster equipped with mask spell/trap on either side of the field" so in a pinch you can tribute monster you control instead like tributing the monster that taken control by remnant
    1 point
  47. This one looks pretty cool, though I haven't seen much of Drytrons and Ursarctic to know the complete deal about them. I know that the former are mostly Lv 1 Effect Mons which cannot be Normal/Summoned Set, so there's one of the materials, but the Bears can be Normal Summoned normally, so I'm unsure what's the plan... though I guess Moulinglacia can be one... no wait, if it's going to have also Drytrons... IDK xD. What I know is that here -> "While you control this Fusion Summoned monster that use either "Ursartic" or Drytron" Monsters as material" I think you should swap use with used. Also, when you talk about target and destruction immunity of mobs of the highest level of each "card type", I'm unsure what's your intention (monster type as in Machine or Beast or card type as in Fusion, Synchro, Ritual, etc). Perhaps you ought to add that in parenthesis? Aaaand, perhaps because I'm dumb, but I dunno if you should make an specification about that -2000 ATK effect. I mean, I'm unsure, but could it be that you can keep targeting a card with 0 ATK to apply the effect? What I'm saying is, it doesn't say that it HAS to lower the ATK, it just lowers the ATK if that makes sense.
    1 point
  48. 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?
    1 point
×
×
  • Create New...