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  1. A little change in avatar to commemorate the week that ends in Halloween. Also, some art of an OC of mine in a mummy costume:
    5 points
  2. Sigh, lately I just don't have time for anything T_T. Welp, I'll make the Furret Stuff today or I won't make it ever @Sleepyis so shy in this image she hid behind the Furret, but we all know it's her xD Image courtesy of @The Nyx Avatar!
    5 points
  3. Jack'o's Cursed Path [Trap] Target 1 monster from your GY that was destroyed by battle this turn: Special Summon it with 1300 more ATK and DEF than what it had on the field when destroyed. If a monster you control is destroyed by battle while this card is in your GY: You can banish this card; Special Summon that monster with 1300 more ATK and DEF than what it had on the field when destroyed. You can activate this card from your hand if a monster you control was destroyed by battle or an effect this turn, but if you do, it cannot target that monster. - - - NOTES: The boost accumulates and the card isn't hard OPT so you can in theory use 3 copies at 2 uses each (GY and field effect) in the same turn for a whooping 1300x6= 7800 ATK boost if the stars aligned for you to do that and not die from all the battle damage that took xD Battle revival traps like Time Machine, Miracle's Wake and so on, they are all things that just get you back to where you were at minus the trap you are spending. Even the only IRL trap similar to this (Rope of Life) requires a full hand discard and that's not ideal tbh.... This as single use gives you a 2200 Masked Sorcerer, 2300 White Magical Hat, 2700 Don Zaloog, 1600 Spirit Reaper, 2300 to 2800 for any Watt monster, or give beefy status to old battle tricks like Hyper Hammerhead, Heraldic Basilisk, Amazoness monsters, D.D. Crazy Beast, etc. I was also thinking on a similar concept to this trap but instead of reviving with a stat boost, reviving either with some sort of protection, or reviving as a double use card for more proper value. (Yes I know Pinpoint Guard exists, I'm thinking on a bit of a different angle).... stuff like that for things that feel more like they are worth it for what they are for.... Thoughts/comments/suggestions/ etc. all welcomed~
    4 points
  4. 4 points
  5. Tech-Tonic Geodestruct Dragon DARK - Level 9 - Wyrm/Synchro/Effect - 3200 ATK/2800 DEF 1 Tuner + 2+ non-Tuner monsters If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. Banish any monster destroyed by battle with this card, also while that monster is banished, the zone that monster was in cannot be used and cards with the same original name have their effects negated. Lock your opponent's zones permanently! Sorta. Combination of Dimensionhole, Prometeor, and a bit of Prohibition on a level 9 Synchro with 3200 ATK. It can even lock Extra Monster Zones, but this notably locks the zones of monsters when it destroys by battle, so its pretty vulnerable to Main Phase disruption. Duelingbook: https://www.duelingbook.com/card?id=2754445 Artist: https://www.pixiv.net/en/artworks/67601497
    3 points
  6. Music so you won't get bored of reviewing^^ (if any) To start off, we have these handsome generic support for Fusion: What if, something/series/archetype linking them together? How broken/strong can it be? Well that is what i did right now here Also art taken from GBF (as usual using Cygames art)
    3 points
  7. A quick little something I made as thanks for all the Furret statuses since it is my favorite Pokemon. (Yes that's a cartoon "me", my pokemon team drawing was one of my first times using markers for skin tones so I darkened it a bit more than I should've... this one could still go a tiny bit darker but it is closer to IRL than the other drawing xD ) @Rayfield Lumina PD: I think the tag option is broken or maybe it just works different now....
    3 points
  8. Scyther's Slashing Saturday Week 11 - Scyther in the Dusk Holy moly, I'm running out of Scyther stuff *sweats* Welp, there you go, @Dokutah Gory, Woundslinger
    3 points
  9. In one hand, man this archetype's idea is among the cooler ones i've seen i quite some time. On the other, please explain, what the actual f*ck was going on that deck sample? I just, saw some random magnets and blue eyes and just, lost my sh*t. To be fair, even if ya might risk bricking, making a board that includes a Superconductive would be hilarious as all hell. Wonder if ya could turn this into like, an A to Z engine, or the weird Armed Dragon + XYZ fusion. Cant remember how those were worded, but if you could, it would be absolutely hilarious. Thank you, this is beautiful
    3 points
  10. So this is just something I've worked on for a little. It was meant to kind of fix some of the problems that the current card frame has like making the art frame+effect box bigger. The template is really customizable. There are different options/versions of layers inside the .psd file that you can toy around with to achieve something you like. So you might have to take your time going through the layer folders to see all the different options there are. I took inspirations from the Rush Duel Frame and the 4Kids Frame when making this. You can check out examples here. - Credits are not necessary, but very much appreciated - ________________________________________________________ LINK TO THE MEGA DOWNLOAD PAGE: https://mega.nz/file/cNVAVRxY#2bb3KwuNFowOOgfI4QtR8ixDc5go0RCvfHwADiLtdzM (This is a .psd file and will only work with photoshop). ________________________________________________________ For the Fonts, it is broken down into 3 categories: 1) Required Fonts (MUST have/download), Optional Fonts (different options for required fonts), and Extra Fonts (Not totally necessary, but if you want to toy with things around more in the file it will help you out). 1) Required Fonts: > MatrixRegularSmallCaps > Yugioh ITC Stone Serif > Stone Serif ITC Medium - Italic > YugiohRushDuelNumbersV4 - Optional: MatrixBoldSmallCaps - Optional: EurostyleCandyW01-Semi-Bold - Optional: Archive 2) Extra Fonts: > Aero ________________________________________________________ Keep in mind that this template is still very early in design and is practically in its beta form. Please expect changes to come in the future. I will denote changes to the template by updating this post. Currently in this version: Frames: - (Official) Effect, Normal, Ritual, Fusion, Synchro, Xyz, Pendulum, Link, Token, Obelisk, Ra, Slifer, Spell, Trap - (Unofficial) Half-Trap Frame, Green/Purple Frame, Green/Blue Frame I really want to thank 9558able, GraysonGoodwin, and Youssef-Mamdouh. Without their resources, this template would've been much harder to make. CREDITS/ELEMENTS GATHERED: Konami, Google Images Template Inspirations: 9558able Card Frame Textures: GraysonGoodwin Link Frame Texture: Youssef-Mamdouh
    3 points
  11. https://ygorganization.com/itsasmallworldafterall/ BODE-EN000 Heritage of the Light Spell/Continuous If a Monster is Ritual, Fusion, Synchro, or Xyz Summoned, while a monster with the same card type (Ritual, Fusion, Synchro or Xyz) is on the field: You can draw 1 card. You can only use this effect of “Heritage fo the Light” once per turn. BODE-EN081 Night Sword Serpent Level 4/WATER/Reptile/Effect If this card is sent to the GY by a card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of “Night Sword Serpent” once per turn. 500/600 BODE-EN082 D.D. Assault Carrier Level 8/DARK/Machine/Effect Cannot declare an attack unless you banish 1 card from your GY. If exactly 3 of your cards are banished: You can Special Summon this card from your hand. You can only use this effect of “D.D. Assault Carrier” once per turn. 2500/2500 BODE-EN083 Abyss Keeper WATER/Link 2/Fish/Link/Effect 2 Water Monsters Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can Special Summon 1 Fish monsters from your hand to your zone this card points to. You can target 1 other Fish monster you control and 1 card your opponent controls; Banish those cards. You can only use each effect of “Abyss Keeper” once per turn. 1500/- BODE-EN084 Apex Predation Trap If you control a Normal Summoned/Set Monster: Destroy all Special Summoned monsters on the field. Until the end of your next turn after this card is activated, you cannot Normal Summon/Set. You can only activate 1 “Apex Predation” per turn.
    3 points
  12. The base form of Nasch’s new ace monster is revealed! DP26-JP003 N・As・H Knight (Nafil Asylum Heth Knight) Rank 5 WATER Aqua Xyz Effect Monster ATK 1700 DEF 2700 Materials: 2 Level 5 monsters You can only use this card name’s (2) effect once per turn. (1) Cannot be destroyed by battle if a “Number” monster is on the field. (2) During the Main Phase (Quick Effect): You can detach 2 materials from this card; take 1 “Number” Xyz Monster that has a number between “101” and “107” in its name from your Extra Deck and attach it to this card as material, then you can attach 1 other face-up monster on the field to this card as material. Note: Yes, it works with Number Cs before anyone clever asks.
    3 points
  13. @PETER CURRAN not to discourage you but Nyx kinda like "realistic" takes on his contest So you need to adjust couple of notches like that dark synchro frame into > actually synchro
    3 points
  14. Take Your Place Quick Play Spell Cards and effects cannot be activated in response to this card's activation. Send all cards in your deck to your GY, return all banished cards to their owner's deck, then banish face-down your Hand, GY, and monsters on your field, then draw a number of cards equal to the number of cards banished from your hand, then special summon a number of level 4 or lower monsters from your deck up to the number of monsters banished from your field by this effect. You cannot activate the effects of cards in your GY for the rest of the turn except this card. At the start of the end phase of this card's activation: return all cards in both player's GY to the deck. A classic tale of the dead become the living and the living become the dead.
    3 points
  15. Throwing my hat in the ring. Name: "Twice Forgotten, Twice Recited, Once Finished" Type: Continuous Spell Text: Can only be activated at the start of your Main Phase 1 by banishing 1 card from your hand, also, you cannot activate other Spell effects the turn you activate this card. Once per turn, during your Standby Phase, you must banish 1 card from your hand, then place a "FINAL" counter on this card (max. 5), or this card is destroyed. When the 5th counter is placed on this card, if "Destiny Board" and 4 "Spirit Message" cards with different names are banished, you win the duel. Otherwise destroy this card. You can only control 1 "Twice Forgotten, Twice Recited, Once Finished". Design Notes (Fluff): "Tales forgotten are being recited once again - 'tis an ill omen..." Creepiest thing I remember from the series is that one duel where the guy plays the destiny board cards, so I tried to emulate the tension/horror a bit better compared to the "inevitability" the strategy is currently going for. These are abstract concepts that are difficult to put a finger on, so I hope I hit the mark. The art in this case played a big role in the naming of the card, which is good because it ended being far less generic then I'd originally intended, and quite a bit more in line with abstract horror themes. The "Twice" references the card's intended role as a plan B of sorts - a harmony to the melody of the main goal of completing the ritual. Twice-Twice-Once counts to five (five destiny board cards, five turns, etc.) Mechanical Notes (Crunch): It's worth noting that I despise alternate win cons, so this is sort of an attempt make one that won't see play... but could see some fringe nostalgia fueled play. The card has some big down-sides to play - no pots or lightning storms or feather dusters etc. the turn you activate it, it's a -7 over the course of 5 turn; but on the bright side, you can use whatever alternative method you want to banish the destiny and message cards by it's due time (before or while it's face up). I don't think any think any card should unilaterally and the game, which is why it doesn't make you lose if you fail the win con. Just try again.
    2 points
  16. Snowy Moontrail [Field Spell] When this card is activated: You can add 1 Tuner monster with 0 ATK from your Deck or GY to your hand. If a Tuner monster's effect is activated by sending itself from the hand to the GY, you can draw 1 card. Once per turn: You can target 3 Tuner monsters with 0 ATK from your GY; shuffle them into the Deck and draw 1 card. - - - - NOTES: Yeah, it's a field spell that supports handtrap ghost girls. To be honest, I think for a while they've been somewhat lame. The more of them you play, the less of your actual deck's strategy you get to have in exchange so you either play incomplete combos or a deck that can 1 card combo into everything you'll need. What's more, you don't tend to really control which ones you have at any time as they aren't typically related to anything else you are running.... other than playing with ratios in deck building and hoping for the best. Finally, I've seen decks play through like 4 handtraps in a turn and still end up with a full board in the worse cases. I originally wanted to give it different effects like "destroy 1" or "banish from GY" but thought it'd get a bit too crowded and too versatile. Hopefully this isn't too much yet. And little tip: You can use it with "Metaverse" and "Demise of the Land" for a quick activation/search of a handtrap that's not hard OPT. Thoughts, comments, suggestions all welcomed~
    2 points
  17. Artwork for Nyxo's contest. Sorry about double post xD
    2 points
  18. Here's my entry: Hostess of Terror - Spooky DARK Level 3 Zombie / Tuner / Effect If you control no monsters, or if your opponent controls more monsters than you do: You can banish this card from your hand; Special Summon 1 Level 4 or lower Zombie or Fiend monster from your Deck in Attack Position or face-down Defense Position, but you cannot Special Summon monsters, except Zombie or Fiend monsters, for the rest of this turn. While this card is banished, if a monster you control is destroyed by your opponent's card and sent to the GY: You can banish it; Special Summon this card. ATK 1500/ DEF 500 Alrighty so, a simple card with a simple artwork and a pretty straightforward effect. Lil' Spooky will serve to help you with field presence, courtesy of Halloween-esque typed critters while she oversees everything out of reach. Once the critter has been taken care of, she comes floating to take the matters in her own hands. No HOPT. I'm pretty confident that the first effect, while pretty strong and generic, is unable to cause great issues in the meta, as most of the archetypes it can suppost are kinda irrelevant right now bar Knightmares, perhaps, and this card would only serve them to give them the little push they might need (some Fabled and Ghostricks will smile), plus the type lock is there to avoid Formula Synchron shenanigans and similar. I think that's it, so keep calm and enjoy Spooky!
    2 points
  19. I don't find anything to say in regard of this card but gud yob. From the PSCT to the effect seems perfect. If anything, I went to investigate the number of possible targets for the card's effect 1 and 3, and the result is whooping 74, including OCG exclusives and banned stuff. Of course, effect 2 is very juicy and if you were to run this boi you'd better do it when focused in the Ghost Girls but it's nice to see it can have so many comapnions. IDK, Maiden with Eyes of Blue is coming to mind, but perhaps because she's cute xD.
    2 points
  20. 2 points
  21. I made these two spell cards myself, what do you all think? The "Instant Hole" card came from The Ant and The Aardvark.
    2 points
  22. Heroic Challenger - Whetstone EARTH * Warrior/Effect You can tribute this card: Special Summon 1 "Heroic" monster from your Deck. While this card is in the GY: You can send 1 "Heroic" monster from your Deck to the GY; the name and Level of all "Heroic Challenger - Whetstone" in your possession become the sent monster's name and Level until the End Phase, then take damage equal to half the sent monster's ATK. You can only use one effect of "Heroic Challenger - Whetstone" per turn and only once that turn. 100/100 Does anyone even remember Heroics? Besides Rhongo? Decided to make a support card for 'em. Won't put 'em in top tiers, but this should actually enable them to Xyz Summon consistently each turn. The first effect is kinda a placeholder. It's good, but maybe it would be better if it was replaced with a Warrior/Heroic version of Honest.
    2 points
  23. Replacement Spell Card Tribute 1 Level 8 or lower monster you control that can be Special Summoned from the Deck; Special Summon 1 monster from your Deck with the same name as the tributed card. You can only activate 1 "Replacement" per turn.
    2 points
  24. Hello, friends! I don’t think I’m breaking anyone’s heart when I say that Arcana Force are…not the greatest. Which is a shame because an archetype based around tarot cards is a truly ingenious idea. But ultimately, two big factors hold Arcana Force back from being playable. The first is that their effects are unreliable, as their negative effects are incredibly detrimental to the point that one bad coin toss can cost you the duel, and even their “positive” effects are mediocre by modern-day standards. The second is that the deck is still a slow, bricky GX-era deck that struggles to generate power and field presence. The purpose of these cards is to mitigate these two problems, with some more Main Deck monsters, a few support cards, a new Field Spell, and even some Extra Deck support! (Side note: For the artwork I simply used art of lesser-known monsters that fit the general “aesthetic” of Arcana Force. Hope that isn’t jarring for anyone!) Luckily, KONAMI makes it easy for us to name these new Arcana Force monsters, since they actually left out a lot of the major arcanas when making the original monsters. So, these new monsters will simply be the 11 major arcanas not covered by the existing cards. The Fool and The Magician already exist, so the first missing arcana is the High Priestess. Obviously, the purpose of this card is to help Arcana Force make use of the Extra Deck. But we all know how KONAMI feels about Level 4 Tuners. That is, they can become problem cards if they don’t have enough restrictions. Which is why The High Priestess locks you out of summoning anything other than Arcana Force. As for the stats, another convention of Arcana Force is that each monster’s ATK/DEF is (their arcana number x 100) + 1000. I made High Priestess a combo piece to compensate for its rather low stats. The Emperor and Empress already exist, so the next missing Arcana is The Hierophant. This may be the most important card in this set, as it gives Arcana Force both swarming and searching capabilities. I realize that Speedroid Terrortop is Limited for similar reasons, but I hope the strength of this effect is mitigated by the fact that you can’t always control which effect you’ll get, as well as the fact that The Hierophant can only be summoned once per turn. I also allowed it to search Light Barrier, as that card is vital for Arcana Force to work. (Don’t worry, this includes the new field spell as well!) The Lovers, The Chariot, and Strength already exist, so next is The Hermit. Hopefully this card is rather straightforward, it’s all about protection, something else Arcana Force are in desperate need of. Of course it also may not be on the field for long, so I gave it Superheavy Samurai Flutist’s Graveyard effect for good measure. Next is the first Extra Deck monster—Wheel of Fortune. This card I feel most clearly shows off the new approach I took to Arcana Force's coin toss mechanic. The tails effect isn't bad, but not quite as good as the heads effect. I made this card's effect about affecting other monsters on the field since Wheel of Fortune's stats are rather low for a Level 8 Synchro. Taking control of an opponent's monster can sometimes be a game-winning turnaround--much like how the upright Wheel of Fortune represents a turning point in one's life, which is why I gave the heads effect the drawback of the monster losing 1000 ATK. But some other Extra Deck Arcana Force I've created have somewhat generic materials, so you could take advantage of the monster becoming a LIGHT Fairy. It also thematically fits with Arcana Force, as you can imagine your stolen monster is being brainwashed by the Light of Destruction. Next arcana is the first Level 5 monster--Justice. For any Laval players reading this, think of the heads and tails effects as Molten Conduction Field vs. Dustflame Blast. Justice is all about the Graveyard, with the heads effect being good for early in the game and the tails effect being good for late in the game. I thought about making the tails effect banish all Arcana Force from the Graveyard like Dustflame Blast, but as this effect is banishing your opponent's cards, not just destroying them, I worried that would be too powerful. The Hangman already exists, so the next arcana is Death... ...but KONAMI has consistently censored that word in the TCG, so here's The Reaper. As expected, The Reaper also deals with the Graveyard. Now, I have to be careful giving Arcana Force all these Special Summon conditions, because I can't make it too easy for them to summon The World and two other monsters. For those who don't know, Arcana Force XXI - The World's heads effect is that you can tribute two monsters during the End Phase to skip your opponent's turn. Giving Arcana Force too many ways to consistently set up this effect could lead to...troublesome combos that, in a real-world context, would likely result in The World getting banned. (This is why I decided against giving them Pendulums.) So, no matter what the result of the coin toss, Death must always tribute itself to activate its effect. Is that a waste of a 2300 ATK monster? Perhaps, but I feel I've given Arcana Force enough high-power monsters to make up for that. Temperance already exists, so the next arcana is The Devil... ...but KONAMI has consistently censored that word in the TCG, so we hop back over to the Extra Deck to look at The Archfiend. (Technically, the Fiend already exists as an anime-only card, but I was unaware of this at first, so...think of this as a retrain!) The main idea behind the Archfiend is removal, to either backrow or monsters depending on the coin toss. Like with The Hermit, I feel this card is fairly straightforward. I also gave it a battle-oriented effect because, not many Arcana Force monsters have those. From one Extra Deck monster to another, the next arcana is The Tower. One effect is more defensive, while the other is more offensive. Do you steal your opponent's monster or focus on powering up your own? Equipping your opponent's monster represents the upright Tower: sudden change and upheaval. And raising its ATK by combining with your own Arcana Force represents the reverse Tower: personal transformation. Next arcana is The Star: The "100 ATK for every Arcana Force in the GY" boost is there to give The Star stats more fitting of a Level 8, 3-material Fusion, but not too out of hand. This card is designed for dealing heavy damage to your opponent, and both the heads and tails effects make that easier. I chose to limit the tails effect to Level 4 or lower Arcana Force, as being able to target the world and drop all your opponent's monsters' ATK by 3100 seemed like just a bit too much. The Moon already exists, so the next Arcana is The Sun: As you might expect, The Sun can burn your opponent. Alternatively you can focus on protecting your field from whatever backrow the Archfiend couldn't destroy. Since The World already exists, the next arcana is the last of the monster lineup: Judgement. Much like another certain Synchro monster with Judgement in its name, this card's heads effect serves as a field wipe, though not quite as potent since it only sends monsters to the Graveyard. However, it also avoids setting off monster effects that trigger when they're destroyed. Meanwhile the tails effect acts as a Gottoms' Second Call of sorts, but without the Battle Phase lockout. Again, I acknowledge that these are rather potent effects, but you won't always have Light Barrier on the field to guarantee the effect you want! This new support gives Arcana Force a sense of unpredicatability--for both you and your opponent! With all the monsters out of the way, time to cover Spell/Trap support. I noticed Arcana Force don't have many cards representing the minor arcanas, besides Cup of Ace. So I made a couple more, and decided to make them equip spells. One helps with power, one with Graveyard support, and one with protection...or more power depending on the coin toss. The all-important archetypal Fusion Spell. Using monsters from the Deck to Fusion Summon is very strong, so I balanced that out with the Special Summon restriction. But unlike, say, Red-Eyes Fusion, it only locks you out of Special Summoning for the remainder of the turn. This is the new Field Spell, which treats itself as "Light Barrier," so it's searchable by the Hierophant. It also helps with floating and searching, though not without a cost. And of course, if this Field Spell is active, you can't have the original Light Barrier active to control your monsters' effects. That helps balance it out, I feel. And just because I felt they didn't quite have enough negates, I threw in an Arcana Force hand trap. But with a hard once per turn. And that is my full wave of support for Arcana Force. I truly feel this could be a competent deck, while still maintaining its uniqueness, if this support were to be implemented. But what do all of you think? Is this too much? Not enough? Is there any way I could improve these cards, or do you have alternative ideas for certain arcanas altogether? I'm very excited to get this discussion going!
    2 points
  25. monster mix: ok the thing about link monster is due to their generic nature even a link 1 can be consider powerful material pieces. especially since the card dont negate their effects also 1500 LP is chump change of cost in this game for essentially +0 that ladders. the only thing that balance this card is that it requireyou to have link monster already on Extra Monster Zone since to unlock the zone in which this card can summon on. but ultimately i still worried about the big value here and might change my opinion depending on other replies instant hole: require target and life but its still SS2 non-destruction removal. cant say its overpowered but i does feel too cheap
    2 points
  26. I finally got my second vaccine! Now, if the side effects are worse than the first, I will undoubtedly be sent to the GY, but hopefully that won't be the case xD
    2 points
  27. If the xyz ones has good special from gy to summon the Xyz going on then go for it Otherwise Fusion has better GY synergy in the pool and tbh kinda scary that it semi generic in a way
    2 points
  28. Oh god its ghost girl hand traps series crux piece lol Being field spell actually balanced it, since you cant combo of Mystic Mine for further more generic lockdowns Maybe Super Crashbug style boss so the girls can be use for offensive?
    2 points
  29. Why it must be a counter trap? The only reason i can grasp is balance-wise, so that it can still be negated/disrupted with SS2 effects, otherwise as counter trap, can only be chained with another counter traps, narrowing the list of cards that can answer. Also i think its better that way. Bamboo as a strong draw-engine, yes, with that, gathering all of your "stance" cards as fast as possible, fully acquired, then Mr. Trainee here is a one-man army. Since i already here, might as well review it . . . .
    2 points
  30. *something something Empanada timezone* Thank god i dont have any plans (So far) on doing any changes to my submision, every time i have to deal with figuring out how timezones work i have an aneurysm In a completely unrelated topic, Infinity y la pvta madre que te pario, ya no quiero ser de latinoamerica
    2 points
  31. Ah yes. About that. Most users seemed indifferent to whether it be October 31st or November 3. But I did get one user who preferred November 3. So while out of place as it may be, that is the due date. 8:00 p.m. CDT. If you fear you live in a different timezone, make a note of this and compare it to your timezone.
    2 points
  32. Thanks for the guide, surge. I'd like to add a couple of talking points to it, based on my own experience. 1. When coming up with archetype concepts, I try to imagine the hand movement of the player // flow of cards when resolving the cards. Are my cards // hands doing something that hasn't been done to death already? Can I imagine a player resolving a mechanic and having fun doing it? A few examples to try and explain what I'm saying. - Witchcrafters want you to discard a hand full of spells to power their abilities, only to have those resources come back in the EP. Causing massive swings in card advantage. - Codetalkers / Prankkids want to vomit their main deck to power their extradeck climbs - VW mill their combo pieces, then banish those, then shuffle them back. Then do it again next turn. 2. Is there a large amount of things you do to resolve your cards // between cards? would an opponent be able to follow what's happening? IMHO, walls of text should be kept to minimum. It's one thing if your boss // payoff // main combo piece is doing a whole bunch of things for you, but if you've got more then one or two of those in the deck... then it's very likely you - a. are trying to explain a mechanic that's too complicated or b. made cards that simply do too much, on their own You should try simplify the text, or split the mechanics in between multiple cards. Hopefully you find a way to do these in a satisfying way without breaking anything, as things can get very interesting with a bit of creativity. ----------- hope this helps! have fun coming up with cool ideas.
    2 points
  33. Very interesting stuff here indeed. Also, I made a card in Dueling Book called Beyond Polymerization that fusion summons from the Extra Deck (under the name Arada). Experiment with that card in mind if you want.
    2 points
  34. So ummmm.......guys don't make it too personal. Your comments were good Its just that I posted another card
    2 points
  35. But keep in mind that having less than 3 cards in your deck (i.e. 2 or less) means you do not want those cards in hand. This is true for a custom archetype. For example, who plays Combination Attack? That card is so situational as it activates its effect during a Battle Phase.
    2 points
  36. Okay, so I think I've played my IB at locals 6-7 times now. I'm officially known as the Ice Barrier guy, and I've continued tweaking the deck whenever I'd get new cards. I've added pulls from the mega tins and traded around quite a bit for things that I figured would help a lot. I haven't explicitly bought any singles specifically for the deck (though I did purchase AA - Zeus as an ED staple which I slotted in), so the deck probably isn't at the level it could be. Still, I am extremely pleased with how it ended up turning out, and - surprisingly - no matter what decks turned up at locals, my IB has retained a perfect record of X-2 each time. Monsters (19) 2 General Wayne of the IB - If opp controls a mons, and you control an IB, can SS self from hand. On Summon, can search an IB spell/trap. (Cont. eff) any spell/trap sent to opp's GY is banished instead. 3 Revealer of the IB - Discard 1; SS 1 IB tuner from Deck. Can banish itself if an IB monster would discard a card. (Cont. eff) Opp can't tribute summon. 3 Speaker for the IB - Can SS self from hand if you control an IB. Can banish self from GY to summon an IB token. (Cont. eff) Opp can't change battle position of def. position monsters. 2 Silent Angler - Can SS itself from hand if you control WATER. Cannot SS from hand for rest of turn. 1 Warlock of the IB - (Cont. eff) Anti-Spell Fragrance 2 Defender of the IB - (Cont. eff) opp cannot attack w/ monsters with greater/equal ATK than Defender's DEF. 3 Zuijin of the IB - Can tribute self; SS 1 Level 5+ IB monster from hand. Can SS self from GY by reducing WATER monster's Level by 2. 3 Hexa Spirit of the IB - Send 1 Level 3 or lower IB from Deck > GY, this card becomes that card's Level. (Cont. eff) -500 ATK/DEF to opp monsters. Backrow (21) 3 Winds over the IB - Tribute any number of IB; Special Summon same number of Level 4 or lower IB monsters from Deck (no same name). Can banish self from GY; add 1 IB from GY to hand. 1 Harpie Feather Duster 1 Monster Reborn 3 Medallion of the IB - Search 1 IB monster (no OPT) 1 Salvage - add 2 WATERs with 1500 or less ATK from GY to hand. 1 Called by the Grave - Banish opp's mon from GY negate effs of mons with same name 3 Freezing Chains of the IB - On activation, SS 1 Level 4 or lower IB from GY. While I control 3+ IB monsters, they are unaffected by opp's mons that were SS'd from Extra Deck. 1 Terror of Trishula - TRAP - If I control an IB Synchro, banish 1 card opp controls. If an IB Synchro is targeted, banish self from GY; negate that eff. 1 Ice Dragon's Prison - TRAP - SS 1 mon from opp's GY (eff negated). Then, I can banish 2 mons with the same type from both player's fields. 3 There can be Only One - CONT. TRAP - Neither player can control 2+ monsters with same type. Cannot summon another monster w/ same type as monster you control. 3 Crackdown - CONT. TRAP - Take control of 1 opp monster. If mon leaves field, destroy Crackdown. Extra 2 Big Trish - When Sync'd: Banish up to 3 cards opp. controls. If destroyed by opp card, summon OG Trish, give it an ATK boost, halve ATK of opp's mons, and negate their effs. 1 OG Trish - When Sync'd: Banish 1 from opp's hand, field, and GY. 2 Gungnir - OPT: Discard up to 2; pop that number. 1 Wind Pegasus @Ignister - HOPT: Destroy (1) Spell/trap opp controls. If card(s) you control is destroyed, banish self from GY; shuffle 1 opp card into Deck. 1 Coral Dragon - OPT: Discard 1; pop 1. If sent from field > GY: Draw 1. 2 Brionac - HOPT: Discard any number of cards; bounce the same number of cards opp controls. 1 Dewloren - HOPT: Return face-up cards you control to hand; it gains 500 ATK for each until end of turn. 1 AA-Zeus - Can be overlayed over an Xyz if an Xyz battled this turn. (Quick Eff): Detach 2; send all other cards on board to GY (not OPT). If another card you control is destroyed by opp card: You can attach 1 card from Deck or ED to Zeus as material. 1 Drill Driver Vespenato - Can be overlayed on a Rank 4, but cannot be used as Xyz Material. Piercing. If destroyed by opp card, SS 1 level 5 or lower monster from GY. 1 Bahamut Shark - OPT: Detach 1; SS Toadally Awesome from ED. Cannot attack if you use eff. 1 Toadally Awesome - Omni-Negate by tributing 1 Aqua from hand or field, also Set the negated card on your field. If sent to GY, can add 1 WATER from GY > hand. Side 3 Mind Drain (Side) 3 Heavy Storm Duster (Side) 1 Silent Angler (Side) Cards traded for/received today Mind Control, Solemn Warning, Lost Wind, Borreload Dragon, Mistar Boy, Knightmare Phoenix/Cerberus, Cross-Sheep, Puzzlomino Strategy: When I first built the deck, there was no good option for going first. Now... it's still not great, but TCBOO and Crackdown make for excellent turn 1 power setups. Going first, the play is usually to set up with one of those + Toad, or try to slow down the opponent's ability to respond by using something like Warlock of the IB. Really though, the turn 1 board is variable; it is entirely dependent on what you have and what deck you're facing. While I still like having extra options going second, I am becoming more willing to choose to go first with this deck. Going second, plays are typically more obvious, as long as you have a decent understanding of what you're facing. Break the opponent's board if you are in a position to, try to set up a lock if you aren't. For the latter strategy, Defender of the IB is the MVP of the deck. Given IB's status and people's expectations, opponents are usually willing to set up for the OTK and enter the Battle Phase before realizing they cannot attack because of Defender. Since Defender is a continuous effect, it can sometimes be amusingly difficult for opponents to get around it, especially if you have the full lock (Defender + 2 IBs + Freezing Chains). Thanks to Revealer of the IB, the deck has a pretty high rate of turning trash into Trishula. Breaking the opponent's board is usually not too difficult if you have Revealer, however getting past hand traps or negation effects is the difficulty. I can't really give any more advice here, but do everything you can to bait out opponent's stuff. If you know the opponent's deck and what they likely have/can do, use that to your advantage as much as possible, because they likely won't know what you can do.
    2 points
  37. This is more or less the deck ratios i've thought of so far, based on the idea that Hasso is always good to draw due to the eff in GY, Waki being any card you want, Jodan being self looping and the Chudan and Gedan being kind of reactive cards that you get only when you know you'll need them. The rest is all just to ensure ya get Trainee, specially the Duality (Kinda worrying the deck can play the card no problem whatsoever ngl) and then some protection to ensure that your normal summoned Trainee resolves. Dont know if the Duality is too much or if the Broken Bamboo Sword is necessary at 3 instead of 2/1. Might be able to cram a few more handtraps there, like, have 3 ash 3 imperm 2 droll (Given that droll can be a miss somewhat often in the custom metagame) if ya make those cuts, dont know which would be better. The only reason im not packing here an Ogre is because it doesnt see that much play. I also just noticed, i forgot to shove in a Gamma, brb That's about my ideas for the list, if ya have any good recommendations for tech cards, please do so, i'll be playtesting the deck a bit
    2 points
  38. Gentleman's Agreement Normal Spell At the start of your Main Phase 1: look at your opponent's Deck and Extra Deck, then your opponent looks at your Deck and Extra Deck; Both players declare 1 card name, for the rest of the duel, card's with that name and their effects cannot be activated Nothing to say here. Just a dumb card idea i had while rembembering some pretty terrible decks i've seen played in the past
    2 points
  39. https://ygorganization.com/itsasmallworldafterall/ BODE-EN085 Beetrooper Assault Roller Level 4/EARTH/Insect/Effect You can Special Summon this card (from your hand) by banishing 1 Insect monster from your GY. You can only Special Summon “Beetrooper Assault Roller” once per turn this way. Gains 200 ATK for each Insect monster you control, except this card. When this card is destroyed by battle: You can add 1 “Beetrooper” monster from your Deck to your hand, except “Beetrooper Assault Roller”. You can only use this effect of “Beetrooper Assault Roller” once per turn. 1600/1400 BODE-EN086 Beetrooper Light Flapper Level 6/WATER/Insect/Effect If this card is Normal or Special Summon: You can target 2 of your “Beetrooper” monsters with different names, that are banished and/or in your GY; add them to your hand, but for the rest of your turn you cannot activate their effects, or the effects of cards with their names. When an opponent’s monster declares an attack: You can return this card to your hand, and if you do, negate that attack. You can only use each effect of “Beetrooper Light Flapper” once per turn. 2000/2200 BODE-EN087 Heavy Beetrooper Mighty Neptune Level 8/EARTH/Insect/Effect Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 3 of your banished Insect monsters into the Main Deck. During the Main Phase, if this card in it’s owner’s control is destroyed or banished by an opponent’s card effect: You can Special Summon this card. You can only use this effect of “Heavy Beetrooper Mighty Neptune” once per turn. Once per turn, during the End Phase: You can target 1 other Insect Monster you control; it gains 1000 ATK. 3000/3000 BODE-EN088 Ultra Beetrooper Absolute Hercules Level 11/EARTH/Insect/Fusion/Effect 4 Insect Monsters After this card is Fusion Summoned, it is uneffected by other cards’ effects until the end of your next turn. At the end of the Battle Phase: You can target 1 Insect Monster with 3000 or less ATK in your GY; Special Summon it. You can only use this effect of “”Ultra Beetrooper Absolute Hercules”” once per turn. 4000/4000 BODE-EN089 Beetroper Descent Spell Special Summon 1 “Beetrooper Token” (Insect/EARTH/Level 3/ATK 1000/DEF 1000), then if you control an Insect monster with 1000 or less ATK, you can destroy 1 Spell/Trap on the field. You can only activate 1 “Beetrooper Descent” per turn. BODE-EN090 Beetrooper Landing Spell Fusion Summon 1 Insect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card is in your GY, except the turn it was sent there: You can banish 2 Insect Monsters from your GY; Add this card to your hand. You can only use this effect of “Beetrooper Landing” once per turn. BODE-EN091 Beetrooper Squad Trap Tribute 1 non-Token Insect monster; Special Summon up to 1 “Beetrooper Token” (Insect/Earth/Level 3/ATK 1000/DEF 1000) for every 1000 original ATK of that tributed monster. You can only activate “Beetrooper Squad” once per turn.
    2 points
  40. Triple Z. Revival Spell Card Activate this card while your LP has 3 "0" in it. Special Summon 3 Level 4 or lower monsters with different names from your GY or that are banished. This card cannot be activated during your first turn. You can only activate 1 "Triple Z. Revival" per turn.
    2 points
  41. I'm so happy we finally have a Ghost-Normal type. 3 immunities, 2 resistances, and only 1 weakness. Such a great type and Zoroark getting love is really cool too.
    2 points
  42. Swap Trap Card If you control exactly 1 monster, you can activate this card from your hand. When your opponent targets exactly 1 monster you control (and no other cards) for an attack, or with a Spell/Trap effect: Return the targeted card to your hand, then, Special Summon 1 monster from your hand with a different name from that card that would be an appropriate target; that attack/Spell/Trap now targets the summoned card. You can banish this card from your GY; Shuffle 1 card from your hand into the Deck, then, draw 1 card. You can only activate this effect of "Swap" once per turn. So Swap is inspired by Shift where it allows you to change targets by switch a monster you control with a monster in your hand where the new monster summoned from your hand becomes the new target. In addition you can also activate this card if you control exactly 1 monster and it can banish itself to shuffle 1 card into the deck to let you draw a new card.
    2 points
  43. @GALAXY DUELIST ah despite the delivery dont take that to the heart much. Nobody accuse you as cheater Nyx care about realistic take on cards because thats a tangible way to see effort. And from what i see. A super boss design is a risky take on realistic. Its not like complicated card= bad realism though, Nyx actually like that too. You havent see my entry and my previous contest submission really says much about the length i go for unique effects lol Drowsy is evidently super passionate about Ghostrick. Drowsy has good intention though, despite the context of contest drowsy willing to point out things in hopes your submission upheld nyx standards that sportmanship in my book. Though i can understand intricate reviews can be overwhelming and easily misunderstood as cornering Contest or even cardmaking in general should be fun for everyone despite its technically requirement. Cheer up and may the best maker win
    2 points
  44. Deck Gimmick: The goal of this deck is to combo Dark Doriado's stacking effect with Enchanting Fitting Room. Doriado lets a player stack 1 each of FIRE, WATER, WIND, and EARTH monsters on top of the deck. Fitting room excavates the top 4 cards of the deck and summons all Level 3 or lower Normal monsters. The Huge Revolution series are all level 3 or lower Normal monsters (1 is WATER, 1 is FIRE, and 1 is WIND) and so you can stack them - alongside Tune Warrior - for a huge +3 with Fitting Room. Deck Choices: Obviously, the problem here is gathering 2 disparate combo pieces. That's where the modern twist came in. Small World is the glue that sticks this together. I just needed to figure out an appropriate Level 1, 2, & 3 DARK or Spellcaster monster. Since DARK would've taken too long, I just chose some of the best Spellcaster engines I could find. Basically, once I decided to use Small World, the deck more/less built itself. Brave Token Summoner Lady is the Level 3 representative and she enables me to access most of the Brave Token package if everything else goes wrong. Blue Boy is the Level 2 Spellcaster. He's... Not the greatest, but the draws come in handy sometimes. Veiler and Droll are the Level 1s. I went heavily with Veiler just because it's a Tuner. Halq access is huge since it gives quick access to the Tenyi Link. Tuner status pretty much forced me to choose Tune Warrior as the level 3 or lower EARTH Normal representative. It isn't all bad though. Because it is Level 3, I can access Cherubini to mill the Brave Token Spellcaster (thereby enabling the Brave Token package). Even after increasing the odds of getting the combo, actually going for Huge Revolution is difficult for 1 main reason: You can only activate it during YOUR Main Phase. You have to set HR the turn before you actually use the combo.
    2 points
  45. After posting in this thread, I decided to try rebuilding the strategy I'd described in the post. As it turns out, a few modern tricks/strategies makes the deck quite a lot better than when I first saw it in action. (sorry, can't tell the image quality. It's my own phone's screenshot so it looks perfect on my phone) :/ Deck list: 6 (2 of each Huge Revolution monster) 2 Tune Warrior 1 Brave Token Griffin 1 Brave Token Warrior 3 Dark Doriado 3 Brave Token Summoner Lady 3 Spellbook Blue Boy 1 Droll & Lock 3 Effect Veiler 3 Brave Token Summon Spell 2 Spellbook of Knowledge 3 Enchanting Fitting Room 3 Small World 3 Spellbook of Secrets 1 Brave Token Cont. Spell 2 Huge Revolution (important Extra Deck stuff) Saryuja Draco Masters of the Tenyi Crystron Halq Cherubini Link Spider
    2 points
  46. Alright. I think we've already surpassed the 3 participant minimum. Not to say other users can't participate anymore. They still can. But, now to decide on a deadline. Would you all generally prefer the deadline to be Halloween Day 8:00 p.m. CDT? Or two weeks from now like my last contest? November 3 8:00 p.m. CDT.
    2 points
  47. Having only a tuner monster disregards how a synchro summon works (a tuner tuning non tuners) and a this point should just be a Link 1 that requires a level 12 tuner (It doesn't need DEF at all I think it's just better). Also the "If this card is destroyed by battle..." is that supposed to be " If this monster destroys another monster by battle because that would be better? The last effect isn't worded very well because I would suggest replacing it with immunity until the end of the turn, piercing battle damage and then destroy itself. For the dispersal counters 5 is also really high I would almost say the effect should activate each standby phase, have max 3 counters and grant 3k ATK.
    2 points
  48. Go ahead. He seems eager, but pretty lost. I'd have given advice, but...I feel there's only so much the host should do to intervene.
    2 points
  49. its kinda weird that the quick-play has targeting protection. any scenario you can elaborate? activate only while both player control monster(s) equipped with equip card(s). this card activation cannot be negated. neither player take effect damage for the rest of this turn also monster(s) either player cannot attack or target a monster for attack other than monster equipped with equip card(s). also then all monster can inflict piercing battle damage until the end of this turn. During the End Phase, while you control monster(s) equipped with equipped card: you can return this card to your hand i kinda get the idea for it be wild west honor standoff. and you can equip your own equip spell to opponent's monster provided your equips is generic. but admittedly its niche IMO. not the hardest niche to be fair as i mention before you can setup even opponent card yourself but after all the effort unless you got opponent monster to have debuff on their stat as low as possible you ultimately only deal not that big of a damage while restricting yourself more than before
    1 point
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