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Showing content with the highest reputation since 04/08/2019 in all areas

  1. 4 points
    Can we get an Admin Report as to the current changes to YCM, updates to come, and what to expect of this site? This is the second time this site has been down this year, for longer than a week. I want to know what is to actually come of this site now and I think that is deserving for what has come of this site this year.
  2. 3 points
    Oh... I'm officially stuck on the colors of the clothes. I don't want it all pink so I've been thinking about it for a few hours now. Here's the update on my Fairy Gym Leader.
  3. 3 points
    first virus test negative. I think the protocol is 2 more negatives and I'll be "clear" After that I should be able to donate plasma to people who badly need antibodies
  4. 3 points
    I want to show a creation I made two or three years ago. It's made of foamy, but I painted the background and used wet colored pencils for the shadows and highlights. I make my foamy "paintings" by cutting the pieces so they fit together like a puzzle ^_^. And of course, I made this as tribute to my favourite Pokemon, Meloetta! For those who are into the Pokemon TCG, you'll recognize the card this "painting" is based on.
  5. 3 points
    When are old saved cards gonna be available??? It has been soooo long
  6. 3 points
    Chaos Core Level 3 DARK Fiend Effect Monster 0 ATK / 0 DEF -You can only use this card name's (1) effect once per turn. (1) When this card is targeted with a card effect, or when this card is targeted for an attack (Quick Effect): You can send up to 1 each "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" from your hand and/or Deck to the GY, and if you do, place the same number of Phantasm Counters on this card, and if you do, you take no battle damage this turn. (2) If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead.<Continuous> Chaos Summoning Beast Level 1 DARK Fiend Effect Monster 0 ATK / 0 DEF -You can only use each of this card name's (1) and (2) effects once per turn. (1) You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your hand, ignoring its Summoning conditions.<Ignition> (2) You can banish this card from your GY; add 1 "Fallen Paradise" from your Deck to your hand.<Ignition> Opening by the Seven Spirits Continuous Spell -You can only activate 1 card with this card name per turn. (1) When this card is activated: You add 1 "Uria, Lord of Searing Flames", 1 "Hamon, Lord of Striking Thunder", 1 "Raviel, Lord of Phantasms", or 1 card that specifically lists any of those names in its text, from your Deck to your hand. (2) Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK/DEF from your GY.<Ignition-like> (3) Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand.<Ignition-like> Awakened Sacred Beasts Continuous Trap (1) Apply these effects depending on the number of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" with different names you control.<Continuous-like> ● 1+: Each time your opponent Normal or Special Summons a monster(s), gain LP equal to the combined ATK of those monsters. ● 2+: Negate all monster effects activated on your opponent's field. ● 3: Any monster sent to your opponent's GY is banished instead. (2) Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand.<Quick-like>
  7. 2 points
    Adamancipator Friends Normal Spell (1) Excavate cards from the top of your Deck, equal to the number of Rock monsters you control +5, and if you do, you can add 1 excavated Rock monster whose Level is equal to or lower than the number of excavated cards to your hand, also place the rest on the bottom of your Deck in any order. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Rock monsters.
  8. 2 points
    Idioms teach us the difference between “translate” and “localize” ROTD-JP079 天龍雪獄 Tenrou Setsugoku / A Draconian Prison of Snow and Sky Normal Trap You can activate only 1 card with this card’s name per turn. (1) Target 1 monster in your opponent’s GY; Special Summon it to your field (but negate its effects, if any), then you can banish 2 monsters on the field that have the same type (1 from each player’s field). Name TL note: It seems to have a play on 天牢雪獄, also pronounced Tenrou Setsugoku. It seems to convey the idea of being so snowed in that you might as well be in a prison constructed by the heavens themselves. The “rou” used in the idiom is replaced in the card’s case with a “rou” that utilizes a specific kanji often used for dragons, and is ALSO a prison idiom. Further, the “rou” and “goku” sound like terms in the name of “Trishula, the Dragon of Icy Imprisonment”. Furthermore, the dragons seem to be taking each other out, perhaps sealing each other away. This is 4D chess levels of puns and namesakes, we are doing our best to localize with them in mind! Source: https://ygorganization.com/ascalontrishprison/
  9. 2 points
    Oh, that's cute. Reminds me I drew my characters in pajamas a few years ago, though I aged them up a little bit for that so for the plans I have for them this could be considered "non-canon" xD
  10. 2 points
    Oh interesting. The card is actually pretty fragile because as I read it, you have to meet both actions: Having a copy of itself still in the Main Deck to set is the first thing it has to achieve, then it has to have a copy of itself in the GY to return to the Deck. The moment any copy(or copies) is banished or you draw into the one you wanted to set from the deck, the dream is dead. Furthermore, even if the chance is very small, it exists, that your numbers noted end up equal and being unable to get even a Level 1 out xD Though at the very least it has a draw effect (that has a slight chance of killing the cycle) to fall back on. At first it sounds like the extra copy is just gonna be dead weight until you build up enough cycles to generate advantage, and I don't know how many cycles you'll achieve throughout an average duel nowadays. That makes this more than fair. Needlefiber helps to not trigger the self-destruction if it ever becomes an actual issue (though I don't think it would be) and Foolish Burial Goods sounds like a must to help things get started. If anything, I suggest returning the GY copy to the bottom of the Deck instead of shuffling it. I think if you can last enough cycles of it, it deserves to not be potentially disrupted by its own progression by drawing you the garnet copy xD Also, I really dig the energy theme going on with this card. I could see an archetype similar to Koa`ki Meiru being built around this concept, with monsters' maintenance costs being "if you activated an "Ener D Gear" this turn".
  11. 2 points
    The Grass starter for my region.
  12. 2 points
    Excel Gravity Continuous Spell You can only control 1 "Excel Gravity". Synchro/Fusion/Xyz/Link monsters your opponent controls lose ATK equal to the number of materials used for its Special Summon x 400. If this card is destroyed by your opponent's card effect: You can target 1 monster your opponent controls; apply 1 of the following effects, depending on the type of card (Fusion, Synchro, Xyz, or Link) of the targeted monster. Fusion: Special Summon up to 2 "Scrap Orb Tokens" (Rock/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your opponent's field. These Tokens cannot be Tributed or be used as material. Synchro: Negate that target's effect until the end of your next turn. Xyz: Detach all materials from that target. Link: Destroy all monsters that target points to. If this card is in your GY: You can banish this card and 1 monster in your GY that was Special Summoned from the Extra Deck, then target 1 monster your opponent controls; apply 1 of the above effects according to the target's type of card (Fusion, Synchro, Xyz, or Link). Well, this stuff suddenly popped-up in my head and said, what the hell, let's post it. Just an annoying card to screw Decks that rely on Extra Deck Summoning (meaning, 98% of the Decks in the world), and a heavy penalty if your opponent decides to get rid of it at a bad moment.
  13. 2 points
    *I do not own this artwork Edits done by me Template Cred: grezar (DeviantART) ________________________________________________________ NOTES: I guess pretty self-explained. Mainly used to stop those pesky hand traps. The card may not be considered fast-pace but I guess it could do. ________________________________________________________ To see more of my custom cards, you can check out my DeviantART
  14. 2 points
    During my free time once in a while, I've been trying to concrete this project in a notebook. Here are the concepts I have in mind so far: The field and energy. The board is 4 x 4 zones in size, and at the beginning of the game it is just an empty grid (hollow). You have something called "Zone Cards" whose size is bigger than your regular cards (enough to fill a zone in the board). They go on their own separate Zone Deck pile. At the beginning of your turn, before anything else, you will pick up your Zone Deck and choose 1 of these cards, and put it anywhere you like. A Zone Card has a Level (from 1 to 3, and sometimes maybe even 4) and an Attribute/Element. The Level in all your zones combined is the amount of energy you can spend each turn, which is the cost to play all of your cards. Some cards ask for some energy of a certain element(s) so keep that in mind. Players can only play cards on Zones that have a Zone Card to stand on, as the field develops. Zones also have a text box, for a potential effect some of them could have which affects whoever is there. Finally, Zones have arrows... In fact, ALL kinds of cards in this game have arrows, similar to those of Link Monsters in Yugioh, but not for the same purpose. Monster Cards. The arrows in monsters represent the directions in which they can attack or target cards with effects. During your turn, you can pay a set amount of energy to have monsters be moved to other of your zones to better suit the strategy you are going for. I'm still debating on if this payment is gonna be a universal function with the same cost across everything, or if the "move" cost will vary from card to card and be printed in each... Once your card enters a Zone Card, the Zone's arrows are used by the card you played in them. If a monster has multiple arrows in the same direction, it means its target/attack range can go up to that many zones in those directions, so there's a meaning to stacking them up. Monster Levels can use the "Tribute" system, but here's how it works: The Levels go from 1 to 12, and every set of 3 levels puts them at a different "stage" Levels 1 - 3 are "stage 0" Levels, and you can just pay the energy and they need 0 Tributes. Levels 4 - 6, are "Stage 1 Levels, and you have the option of paying the total energy and no need for anything else, OR you can Tribute 1 monster, and if you do, you don't need to worry about the cost of the Stage 1 stars (you still pay for the first 3 Levels in energy though) (these are colored slightly different than the first 3), and the Tributed monster gets attached to the new one, lending its arrows. Levels 7 - 9, follow the same pattern. Then Levels 10 - 12 as well. Monsters also have ATK, HP, and SP stats. If a monster attacks, damage to a players life functions the same as in Yugioh, but there's an HP bar now, and the attacker hits full force to the attack target's HP. This damage remains as long as your card is face-up on the field, and if you Tribute your monster for a bigger Summon, the newly Summoned monster will take on the damage of the Tributes. (HP damage refers to the difference between a card's current HP vs their original/printed HP. If your card has 300 HP but the card says their full HP was 1000, this means it has 700 HP damage on it). The monster attacked also retaliates with 1/2 its own ATK towards the aggressor's HP, because even when monsters lose the battle, it doesn't mean they just sit there and let themselves get hit. SP stands for (Speed), and the standard is that mostly all monsters will have 2 SP. It dictates who conducts the damage to the player's LP and the enemy's HP first. The bigger the number, the quicker the blow, and if you kill the other monster before they could attack, they won't get a chance to retaliate. If a monster has 0 SP, it doesn't have attacking speed and therefore can't do any damage or even continue its own attack. This is so cards don't outright "negate the attack" but instead slow down or speed up a monster little by little. If a card's HP becomes 0, it is destroyed, and it'll be destroyed "by battle" or "by an effect" depending on what caused the HP to hit 0.... Notes: Energy doesn't accumulate over turns. At the start of your turn, you produce all the energy from your Zones (yes you can put a Zone in play and immediately get their Energy) and it is yours to spend throughout your turn and your opponent's turn... and only until your turn comes around again, you forget everything that went unused and reset to whatever the total zones produce of any given element(s). No DEF stat. I kinda wanted to but there's a lot of stuff to keep track of as it is, and DEF interactions are pretty much unique to Yugioh as a game so it didn't sound wise to implement it. I don't know how I'd call or branch out on these things but I do wanna have an equivalent to Spell/Trap cards... maybe not as 2 different mechanics like Yugioh does, but something.... In which case it'd also come with energy/level, attribute/element, arrows, and HP..... IDK if it'd have SP, depends on what I come up with. - - - - ^This is so far what I have, and it might seem a little complex to keep up with.... I myself have a bunch of dice to keep track of the HPs and all Energy points and stat modifying stuff.... which makes me think this is the sort of thing that would work best in digital, a la Heartstone, although I personally wouldn't mind doing all the little actions xD Is it too complicated? Too comboluted? What are your thoughts people?
  15. 2 points
    Actually, Lumina's the flirt. Melody is the cute one. Ramona's the relatable one. Cecilia is the prim and proper one. I will list them again on this drawing that I finished last week (because I worded that last one wrong): From Left to right: Cecilia, Melody, Ramona, and Lumina.
  16. 2 points
    Holy shit I got through them all! Kingdom Hearts 3 is finished, no more Kingdom Hea-what's that? There's DLC for KH3? FUUUUUUUUU
  17. 2 points
    I just remembered that today is the so called "Blue Monday". If anything, I've been feeling in good spirits the whole day. What about you?
  18. 1 point
    The archetype tries to fight using their own strength. I could take making a little bit available but ultimately I hope and expect that in practice the owner will almost never want to go into the Extra Deck options because of how it'd weaken their field and setup with the way these cards run. This is a representation of what the monsters' vibe is: No wimpy Extra Deck fodder.
  19. 1 point
    DP24-JP031 Kyoui no Jinzou Ningen – Psycho Shocker (OCG: Menacing Android – Psycho Shocker/TCG: The Menacing Jinzo) Level 7 DARK Machine Effect Monster ATK 2400 DEF 1500 You can only use each effect of this card’s name once per turn. (1) If either player controls a Trap Card or there is a Trap Card in the GY: You can Special Summon this card from the hand, but its Level becomes 6 until the end of the turn. (2) During either player’s Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 “Jinzo” from your hand or GY, then, destroy all Traps your opponent controls (If those cards are Set, reveal them.) DP24-JP032 Makyoudoushi Psycho Bounder (OCG: Magical Mirrorist Psycho Bounder/TCG: Psycho Bounder) Level 4 LIGHT Machine Effect Monster ATK 1700 DEF 1000 You can only use each effect of this card’s name once per turn. (1) If this card is Normal or Special Summoned: Add 1 “Jinzo” or 1 Spell/Trap that specifically lists “Jinzo” from your Deck to your hand. (2) If another monster you control is attacked, before damage calculation: You can activate this effect; destroy the attacking monster and this card. DP24-JP033 Psycho Gigacyber Level 6 DARK Machine Effect Monster ATK 2200 DEF 1200 You can only Special Summon a card with this card’s name once per turn via its (1) effect, and you can only use the (2) effect of this card’s name once per turn. (1) If your opponent controls more Spell/Traps than you, you can Special Summon this card (from your hand). (2) If you control “Jinzo”, when this card declares an attack on an opponent’s Effect Monster: You can Tribute this card; place that opponent’s monster face-up in the opponent’s Spell & Trap Zone as a Continuous Trap Card. DP24-JP035 Uchuu no Housoku (Law of the Cosmos) Normal SpellCard You can only activate 1 card with this card’s name per turn. (1) Your opponent can Set 1 Trap Card from their hand or Deck directly to their Spell & Trap Zone. If they do Set, Special Summon 1 “Jinzo” from your Deck. If they do not Set, add 1 “Jinzo” or 1 card that specifically lists “Jinzo” from your Deck to your hand. DP24-JP036 Uchuu tono Koushin (Contact with the Universe/Cosmic Wavelength/At One with the Universe) Continuous Spell Card You can only use the (1) and (2) effect of this card’s name once per turn. (1) Send 1 monster you control that your opponent originally owns to the GY; Special Summon 1 Machine monster from your hand or GY. (2) If you control “Jinzo”, when your opponent conducts their normal draw during their Draw Phase: You can declare a card type (Monster, Spell or Trap); the drawn card is revealed, then if it is the declared type, send that card to the GY, and you draw 1 card. https://ygorganization.com/atonewiththepsychicforcesoftheuniverse/
  20. 1 point
    "You" still refer to the controller. Like how Lava Golem works. but to make it even more clear especially since the card also involving moving (when it destroyed thus moved to GY) you can also used "Controller" You can Activate this card on your opponent Spell/Trap Zone other than the left-most or the right-most zone while you control 2 "Deerglebell" Monster. Once per turn, during your Standby Phase: Place 1 counter on this card. If this card is destroyed by card effect: Controller of this card take damage equal to the number of counter on this card x50. Double the amount of damage for each "Deerglebell" Monster your opponent control
  21. 1 point
    Timefold Counter Trap card Active only as Chain Link 3 or higher. Declare 2 names that among cards in the same Chain Link as this card and both has Chain Link number lower than this card, switch the Chain Link number of those declared cards.
  22. 1 point
    Not to keen on a Counter Trap that doesn't negate, IIRC there is no precedence of a Counter Trap that doesn't negate anything but IDK for sure. Still, looks like an amusing card, and can get silly when the opponent counters with its own copy to put yours at the end of the chain link.
  23. 1 point
    RD/KP01-JP017 クリボット Kuribott Level 1 DARK Fiend Effect Monster ATK 300 DEF 200 Requirement: If you control no other monsters, you can pay 500 LP. Effect: Choose 1 “Kuribott” from your Graveyard, and add it to the hand.'' Check it out, it's a mother trucking steampunk Kuriboh! Aarrrh I like him a lot, what a chap.
  24. 1 point
    Oh, this is pretty cute, imo. If Thomas Zero reads this, he'll probably kill me, but, I have almost no knowledge of how HEROs work, except they use Quick-Play Spells and lots of Fusions, so I was wondering if they can be recovered after being banished. The multiple Attribute effects looks pretty solid and appropriate, although I'm feeling the banishing effect is a bit too costly is they can't be recovered somehow. For some reason, you made me remember the Starman Jr. from Earthbound/Mother, lol. I wanna see a LIGHT/DARK Jr., since the 4 element effects were nicely assigned, I wonder which effects you'd give to those Attributes.
  25. 1 point
    Seven in One Blow Trap Discard 7 random cards from your opponent's hand. You can only activate 1 "Seven in One Blow" per turn. I think I posted this before under a different name on NCM, but I was inspired to repost it here b/c Godbrand's story reminded me of it.
  26. 1 point
    Stay safe and healthy folks.
  27. 1 point
    Meklord Emperor Wisel Infinity - Synchro Absorption Level 1 DARK Machine Special Summon Effect Monster 2500 ATK / 2500 DEF -Cannot be Normal Summoned/Set. Must be Special Summoned by this card's effect. -You can only use this card name's (1) effect once per turn. (1) During your opponent's turn (Quick Effect): You can send 1 face-up "Meklord" monster you control to the GY; Special Summon this card from your hand. (2) If this card is Special Summoned: You can target 1 monster your opponent controls; that monster cannot attack this turn.<Trigger> (3) When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. Source: https://yu-gi-oh.jp/index.php?page=details&id=767
  28. 1 point
    i guess Rayfield was right after all...unfortunately somebody has to do things when the better person is absent you took my advice of unifying them...but in a pretty blatant sarcastic way. now most of them unified by 2 game-bending effect (Level 0 and not counted as normal summon...on what i assume is normal summon) which luckily for you, you indeed post it in experimental. BUT AHA! now you need to explain it in detail how exactly those 2 effect interact! other than that since most of them pretty much the same ill review the 3 that actually different: Necromancer: Do you realize how overpowered this is? while the card has this weird special summon that treated as normal. but all Zero Star can dodge the normal limitation since their summon don't count as normal assuming you really meant it that way. even worse this is not HOPT nor SOPT, its actually a Soft-Twice-Per-Turn effect. that can summon another copy of Necromancer. the combination of this 2 effect can be translated as possible infinite loop that even in experimental setting like this is unfair Dark Master: you expect monster that weak to survive for 3 turns? with just battle protection from Red Scale? yugioh is pretty brutal game by nature even in its alternate formats like Duel Links. Great Moth has way better stat for just extra 1 turn. and look what happen to that card. Red Scale: now here's the thing about irl pendulum. pendulum summon can only summon monster that the level is exclusively in between the scale (you need to make another scale to make it work) the key here is in the rule "exclusively in between". example: -You have 5 monster in hand -2 of them is Pendulum with one have scale 13 and the other scale 1 -the rest of the monster is a level 1, 8, and 12. - you set the two scale as the rule dictate - now you can pendulum -but wait you cannot pendulum the level 1. because the rule of pendulum can only summon the monster with level that exclusively in between the scale (in this case with scale 1 and 13: you can only summon monster whose its level is 2 through 12. the level 1 cannot be summon since its the same as the scale 1 thus not in between) what the deal with my card? you ask. well since the Level of these guys is 0 your Scale 0 cannot pendulum summon them because whatever another scale complete the the full-scale 0 cannot be the "in between" the other natural number
  29. 1 point
    1) Thx~ 2) I believe so , tho i rarely play ygo rn, only on db if im bored 3) [copy and paste this topic's title text here] 4) Im scared if i make it too useful, it ended up powercreeped the old cards like CotH, tho ik that reasoning is kinda weak, no one run CotH nowadays, so i will change the trap to be better/more useful then without the need of kinda hard condition 5) I was thinking of avoiding the abuse of this card's cheap summoning condition, then i realized when u replied that, "wait wtf, it already needs 6 ed monsters be banished fd, so it doesnt need opd" The only thing this card has a unique value other than the other bosses cards is the "You take no battle or effect damage", why? I design it with an idea of "emergency boss monster if i already used a lot of ed assets", and "no battle or effect damage" simply means it kinda saving ur ass of getting hurt lel and flipping the table of current gamestate 1) Simple, a) find a 2 similar but different arts, b) make 2 cards, in which same effects, but has different arts, c) make the gif and voila~, plenty of gifmaker flying around the net 2) Thx, tho i consider "can be negated with solemn or summon negation" as its weakness, because its already cheap card in an ed spam deck. As for OPD, yeah i will remove it 3) The thing with destruction proof is, from my perspective: a) too mainstream b) no one runs dark hole and torrential tribute nowadays, and targeting effects flies around heavily, but hmm . . . okay will change to destruction proof then Anyhow, updated* Monsters: > Added "OPT: You can send 1 [The Tree Trap] from Deck to the GY" to make Yggdrasil goes strong easily. > Removing "Once per Duel" summoning clause. > Changing hexproof effects > destruction proof > Making Yggdrasil gains effects based on the banished [The Tree Trap], instead of the [The Tree Trap] in the GY, so you can activate the Trap's GY effect without worrying it wont buff Yggdrasil. Trap > Changing GY effect, now without the need of taking damage, but limited to 1.5k ATK, negated effects, and destroyed during the EP Also thx guys for the reply/input!
  30. 1 point
    https://ygorganization.com/tcg-toon-chaos/ Inspired by the first animated series’ Duelist Kingdom storyline, Toon Chaos introduces brand-new world premiere cards for the themes played by Yugi and Pegasus during their final rounds! The very first “Chaos” monsters were used by Yugi in his Duels against Mai and Pegasus, but the new Toon Black Luster Soldier has a lot more in common with the upgraded Envoy of the Beginning model from Invasion of Chaos – complete with the ability to banish your opponent’s monsters! In addition to this towering titan of toonacity, Toon Chaos has more new cards for your Toon Decks to vastly increase their speed and stability! Having trouble tuning in to the Toons you were looking for? Check out the new Spell Cards in Toon Chaos that let you channel surf until you find the Toons you want, right out of your Deck! For the ever-popular Chaos theme, Toon Chaos also introduces new Chaos versions of older monsters, like the Chaos Creator that can simultaneously Special Summon a banished monster and return other banished monsters to the Deck! Toon Chaos has 3 new Chaos monsters for Decks full of LIGHT and DARK monsters, including a boss monster that fits perfectly into the “Dream Mirror” strategy from Rising Rampage and Chaos Impact, plus new cards to help you find those monsters and Summon them. Let the chaos commence! In addition, you can prepare for the Rise of the Duelist booster set with a pair of fiery new Noble Knights and get ready for the biggest competitions of the Summer with another chance to pick up Pot of Extravagance! Toon Chaos will also debut the long requested “Collector’s Rare” rarity for the first time outside of Asia. Fifteen cards will appear in a glorious new form you’ll have to see to believe! The complete Toon Chaos booster set contains 60 cards: 10 Ultra Rares 15 Super Rares 35 Rares *15 cards in the set are also available as Collector’s Rares Each booster pack contains 7 cards: 1 Foil card per pack 6 Rare cards per pack *Name and contents subject to change. Source. Thoughts: There's no way that Extrav won't be short printed in this product (and will likely get a subsequent reprint in the Mega Tins), and I'm sure people will be clamouring for this products for Extravs as it'll come out before the NA WCQ, and I think it'll come in Collector's Rare as well. As for the other stuff, the fiery Noble Knights are surely talking about Roland (from SR09) and Renaud (VJUMP promo), and whilst we knew that SR09 was skipped in TCG this is the first product that will have cards from SR09 shoehorned in and it looks like other cards from SR09 will be imported in Rise of the Duelist. It's nice to see Dream Mirror support here as well as hopefully it'll make them a better deck than what it is, and as for the Toons, they defo need more level 4 or lowers in addition to the Spells to improve them as a casual strategy. Overall, this is more of a casual orientated product with a desirable reprint to help sell it. Seeing Rares here initially made me skeptical seeing as Konami did away with them in core sets, and the Collector's Rares finally coming in TCG will be interesting, if not pricey.
  31. 1 point
    RD/KP01-JP037 貫通! Kantsuu! (Piercing!) Spell Card Requirement: None Effect: Select 1 face-up monster you control. During this turn, its attacks pierce (when it attacks a Defense Position monster, inflict battle damage equal to how much its ATK is higher than the DEF of the monster). This feels like the closest to a reset YGO will probably get, these cards are all basic and do things we have had already, clearly they want to reset the game in some sort of way, without fully doing it, which I suppose is for the best, since a lot of players would hate a full reset, so yeah, this card literally just makes your monster pierce, very Magic the Gathering to have a spell just for something like that.
  32. 1 point
  33. 1 point
    While there is no precedent for writing it like that specifically (as far as I know), listing it out does follow certain conventions, so it's perfectly fine. As long as you use yugioh terminology and it's understood what your card does, most peeps here won't really care a ton if the grammar is bent a bit. That said, since you asked, I figured I'd help clean the text a little:
  34. 1 point
    RD/KP01-JP022 Akatsuki no Yuusha Lydacross (Brave of Dawn, Lydacross) Level 7 LIGHT Warrior Effect Monster ATK 2100 DEF 1500 Requirement: Return 2 monsters (Spellcaster) in your Graveyard to the Deck to activate. Effect: Special Summon up to 2 monsters (Level 5 or lower/Spellcaster) from the hand to your side of the field in face-up position. RD/KP01-JP016 Max Raider Level 7 EARTH Warrior NormalMonster ATK 2400 DEF 1400 オノを持つ戦士。極限まで自分を追い込み、肉体を鍛え上げた。二挺のオノを振り回す攻撃はかなり強い。 (A warrior who wield axes. He has trained his body, pushing himself to the limits. His attacks that swing two axes are quite strong.) I am not sure what position Brave of Dawn, Lydacross Summons the monsters in here, it was just like that on the Org, anyone who knows? Also Axe Raider retrain is fun, I guess with Blue-Eyes being a part of the anime, there may be more legacy support coming. https://ygorganization.com/axeraidergotswole/
  35. 1 point
    Finished the Gen 7 living dex, complete with regional forms. Not going to worry to much about Gen 8 since I don't know how I want to build everything (plus not everything has there HA that I want) and I'm not moving the Living Dex forward until doing so won't trap most of the Pokemon in Home. Going to start on breeding work. Been a LONG time since I was actively breeding competitive Pokemon instead of accidentally getting them while working on the Living Dex. Plus I'm going to end up doing some Gen 8 stuff so I'll still end up with a bit of a head start.
  36. 1 point
    Vassal of Eldlich lv 4 LIGHT Zombie/Effect If this card is Normal or Special Summoned: Add 1 "Cursed El Dorlando" from your Deck to your hand. During your Main Phase: You can tribute this card or send 1 Spell/Trap card in your hand to the GY; Special Summon 1 "Eldlich the Golden Lord" from your hand, and if you do, the summoned monster cannot be targeted or destroyed by card effects. You can only use each effect of "Vassal of Eldlich" once per turn. ATK/1800 DEF/1500 So Vassal supports the newly revealed Eldlich theme by giving the deck an additional main deck monster that helps search Cursed El Dorlando and also lets you tribute it to bring out Golden Lord from your hand with a bit of ease with protection from targeting and destruction effects. In addition being a Level 4 Eldlich monster helps make the Eldlixir cards more playable.
  37. 1 point
    You're not my friend anymore. May the evil and caustic waves of envy that my body is expelling right now reach you, damn burger.
  38. 1 point
    @Horu Ishayuki You have 6 YP and a "Skip". Do you want to buy?
  39. 1 point
    He was killed by Yami Bakura who murdered him by taking the millennium eye Correct . Here's a "Skip" and 2 YP @Bluvista has 2 YP @Horu Ishayuki has 4 YP and a "Skip" Question 5: Who is Mokuba Kaiba (Manga/S0)
  40. 1 point
    New Stock: Clue- 1 YP Question- 10 YP Wish- 107.50 YP (25 % off) Uno skip card- 5 YP (Buy 1 get 1 Free)
  41. 1 point
    Kiniko is skipped and instead of freeing Horu, he freed a blind version of Horu that uses Dark/Water monsters to destroy his opponents. I wish I had an idea of what to create for this version.
  42. 1 point
    Hello! This is is the first cards I post in the forum. I hope you like them! (Original artwork: https://www.zerochan.net/2056225) Neo Space Wanderer (LIGHT) Warrior/Link/Effect 1 "Neo-Spacian" monster This card's name becaomes "Elemental HERO Neos" while on the field. If this card returns from the field to your Extra Deck, you can activate 1 "Neos" or "Neo Space" Spell/Trap from your Deck. During the End Phase: Shuffle this card into your Extra Deck. ATK 1700/LINK-1 (Original artwork: https://infinitealchemist.wordpress.com/2013/09/30/the-lotus-flower/) Neo Space Flowering Normal Spell Card Special Summon 1 "Neo-Spacian" monster from your Deck. When you shuffle your Deck, except by the effect of "Neo Space Flowering", if this card is in your GY: you can shuffle this card into your Deck. My objective was to create something that could solve the constistency problems of the Neos achetype. I wonder, though, if these two cards don't make for somewhat too good of an engine, especially when splashed in other decks.
  43. 1 point
    ❇❇❇Waifu Card of the Week - Yuki-Onna, the Ice Mayakashi❇❇❇ The good - An excellent friend to hang out with during those summer days, an endless supply of ice for your drinks, shaved ice and the like, loves penguins <- (info source, a Shiranui guy stalking her). The bad - You can't invite her to warm places, she'll melt (and not for you). At the very least, be polite and bring an umbrella to protect her delicate skin from the sun.
  44. 1 point
    art for another pikeru card note to self thought polka was the actually name suppose pikeru i just thought name was polka for some reason
  45. 1 point
    I've had over 40 pizzas in the last 30 days. Stay tuned. The day of reckoning will come. The record will be straight. Stay tuned.
  46. 1 point
    To Ryusei: Thanks for your efforts on this site. Keep up the good work.
  47. 1 point
    " Facts don't care about feelings. I have literally never had one feeling in my entire life. I have never known joy, anger, sorrow, or fear. Only facts. On my wedding day the marriage guy asked "Do you take this woman to be your lawfully wedded wife?" All I could say in response was a rough estimate of how many train conductors are employed by Transport for London. My fiancee cried and ran out. I don't understand, why was she upset with the facts?" -YouTube comment
  48. 1 point
    I’m gonna headbutt ya, ya freakin’ cow!
  49. 1 point
  50. 1 point
    It's good to be back in a familiar setting. Now, about this trade war...
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