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  1. Yu-Gi-Oh Card Maker v4 Beta Sign Up The latest iteration of the Yu-Gi-Oh Card Maker is nearing completion, and I'll soon be opening it up for beta testing. What's new, you may ask? Link, Pendulum, and many more card types and attributes Updated, higher-res graphics More accurate fonts and foil effects Realtime preview while editing Easier saving and sharing of your cards The card maker has been completely rewritten, which is why I'll be doing a small beta test before opening it up to the general public. I'm looking for members who are excited to try out the new card maker before anyone else, and are willing to report any bugs they come across, inconsistencies with the rules of the TCG, or aspects of the user experience that can be improved. What I'm looking for in beta testers: Excellent communication skills Well-versed in the Yu-Gi-Oh TCG Huge plus: Prior experience doing QA for a product launch If this sounds like you, please respond to this post with a short message explaining why you'd like to be chosen as a beta tester. I will select a maximum of 10 testers initially, finalizing my selections within 2 weeks. Those who are selected will become part of the Beta Tester user group, giving them access to the new card maker as well as an exclusive forum dedicated to this beta test. Please keep in mind, this is the very earliest phase of testing I'm doing for this card maker, so you will come across bugs and missing features. I am hoping that with your help, we can resolve these issues promptly and open the new Card Maker up to the rest of the community in the coming weeks! Oh, and there's one more thing, although I can't go into much detail yet. The launch of this new Yu-Gi-Oh Card Maker is actually just a small part of a much bigger project I've been developing over the past year. More details to come soon!
    18 points
  2. It has officially been 7 years since I started this account. Quite a bit has happened in that span of time. For those of you who have who have supported me, enjoyed my content, or made me smile, thank you.
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  3. Happy Easter, Community!
    8 points
  4. Furret stuff Week 2 - Furrevolutions @Sleepy
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  5. Dina wishes you all a Happy Easter!
    6 points
  6. Oh, wow, looks like Nyx beat me to it, but I'm still on time, so Happy St. Patrick's Day Meloetta wishes for you! n.n
    6 points
  7. Yeah, this is public. I am not going to be only voice that is actually pissed off. YCMaker, what do you mean "doesn't add value to the site"? The only legitimate value held here is that the community has been around for so long. At this point, you're just trying to deem yourself as any cursor toward the aimless discontent you seem to parade around with. There is nothing of value on the side of the forum if you decide that the members that bring continuous activity, the ones that make the forum a community, are "spamming", when it is your position that is attacking the very nature of the forum that we have cultivated long since your absence. Anything you are doing to break away from the community we foster on the forum, because you deem it as "spamming" or "not of value" understands nothing about the forum. If anything, then the forum is not of value, and you should just get rid of it. Or stop trying to parade whatever role you want here, because you are taking away from the only thing that holds and retains value through the forum, which is the community and the environment we have created. I will not defend my language, but while you are attacking Joseph for his voice against your actions while not hindering the atmosphere of this forum, you are doing nothing but sparking an idea of how much you are disconnected from us as a community. There is nothing you are going to do, when it comes to affecting the atmosphere and nature of the community within this forum, that will be seen in good light until you stop trying to foster your power above it and spend the time to get to know it. Or delete this forum, since there is clearly nothing of value. If you do not want to do that, then you have only the right to position a framework to which we can act, while adapting that frameword around our words. until you actually recognize that this forum has been a community that has its own idea of value in the voices we share with each other. And on that, there is nothing of value here in the forum outside of the community and the members that make it. If you cannot understand that, then either fuck off or do something to garner recognition under the appearance of the many continuous members that come here and bring consistent and return atmosphere to this forum.
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  8. I want to be a mod so I can put it on my resume
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  9. everyone please like this status so i know how many people see it thank you
    6 points
  10. Furret Stuff Week 7 - A Fluffy Hug Special Guest Star: Linoone! @Sleepy
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  11. Went 2-2 today. Honestly, it was a complete surprise. I basically just built my deck this morning out of 3 of the Ice Barrier structure deck + 1 of the Slifer structures. 0-2 vs Plunder Patroll 2-0 vs Spell Counter Pendulums 0-2 vs Subterror Control (ft. Dark Dragoon) 2-0 vs Virtual World Had a lot of fun!
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  12. Novice Magician DARK Level 1 Spellcaster / Pendulum / Tuner / Effect PE: Once per turn: You can target 1 face-up monster you control with a Level; its Level becomes any number between this card's scale and the scale of the other card in your Pendulum Zone. ME: If you control no monsters, you can Special Summon this card (from your hand). While your LP is equal or lower than your opponent's, this card is unaffected by your opponent's card effects. This card can attack directly. If this card inflicts battle damage to your opponent: You can reveal your opponent's hand, then Special Summon 1 monster to your opponent's field in it ignoring its Summoning conditions, and if you do, negate its effects, also it cannot be Tributed or used as material for a Summon, then you can have this card become any Level between that monster's Level and this card, but if you do, banish this card when it leaves the field. During your End Phase, you can return this face-up card you control to your hand. ATK 100 / DEF 100 And here it is... my first custom Pendulum Card ever. This little magician is (or at least that was the intention) pretty versatile and dangerous. The main treat comes from the monster effect, but I believe the Pendulum effect, while not spectacular, will be able to help greatly with Synchro and Xyz Summoning. I believe Pendulum Magicians tend to have low scales, but there's stuff like Performapal Celestial Magician with 8 among others. Then we have the super annoying Monster Effect. Originally you could also SS this card if your opponent controlled more monsters, but it was too much text, so I cut that part xD. Still, this card Special Summons itself with relative easy, and with almost the same ease, it can become impervious to your opponent's attempts to harm it, for a secure direct attack, which could be aid by equipments or other support, but more importantly, gives you intel on the opponent's card and Special Summons 1 of the mobs in the hand, to the opponent's zone you want, screwing their effects or material potential and blocking a zone of your liking. Then this girl can either change Level and use herself as material (she's a Tuner) and banish, OR be used as Xyz Material and save herself, OR return to the hand like a coward xD. Comments and critique welcome n.n P.D. I think the girl comes from a video game called Little Witch Nobeta xP. I just found the image randomly and said: This can work.
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  13. Furret Stuff Week 5 - Gigantamax Furret and Rayquaza @Sleepy
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  14. Lurine invites you all to splash into Summer!
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  15. F*** I almost forgot Furret Stuff Week 4 - Saving a Sub from loneliness @Sleepy
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  16. Furret Stuff Week 3 - Stronk Furret @Sleepy
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  17. @YCMaker There's a few concerns I have with the state of the site as it is. And I would like to propose a few changes, and see if you would be able to implement any. First on the agenda: The Spoilers. I think I speak for everyone when I say that the spoilers on this forum are bad. First off, we can't name them like the ones that came before it. Now, this is a nitpick that can be glanced over. What can't be glanced over is how else the spoilers falter compared to their predecessor. The spoilers eat one another. Anything below the top spoiler will be eaten by the top spoiler. I did manage to have two on screen without the other being eaten. But it was by total accident. I've no idea how one can have more than one visible. Next: Altering Registration I don't know if this is still possible to do. It was changed a few years ago to include some physics questions, but that was undone on account of not everyone knowing physics, or adding the extra step of using something like Wolfram Alpha just to solve the registration questions. Now, I'm not asking for math questions to be added to registration. What I'm suggesting is a couple of trivia questions relating to the franchise to be posed at the person registering. Stuff like, "What color is Yusei's Duel Runner?" and, "How much ATK does "Kuriboh" have?" just to give a few examples. Stuff that fans of the franchise would know, and stuff non-fans could easily look up! The reason I propose this is to lessen the number of spambots on the forum. Now, if anyone agrees, disagrees, or has a totally different suggestion to the platform, feel free to comment below.
    5 points
  18. I really wish this site was just about card games, but that isn't going to happen, is it?
    5 points
  19. Laval Archetype Lavals are a Synchro focused archetype that are very strong at controlling their graveyard. Based on many years of play and experience with the archetype, Their effects are extremely dependent on this Graveyard setup, and you may not be able to make plays if you dont get cards like Molten Conduction Field in the first turn. Once their Graveyard has been established, they can use up their hand rather quickly, with no way to replenish it, and result in top decking after one or two plays. Finally, Lavals are great at filling their Graveyard once they get going, but lack recursion and lack effects that bring them back once they are there. That makes them entirely dependent on cards like Rekindling. Setting up the Graveyard Molten Conduction Field and Lavalval Dragun are the primary ways to set up the grave using Laval Volcano Handmaiden. Lavalval Chain would be an invaluable resource for Lavals if available. There are other cards like Laval Blaster, Laval Magma Cannoneer, and Laval Miller that can put Lavals in the grave, but the first two cause Laval Volcano Handmaiden to miss timing, as well as discard from the hand or require Lavals in the Graveyard already, respectively. Laval Miller requires destruction by battle to get his effect off and is typically too slow. Laval Archer is one of the new Laval cards and is extremely helpful in creating first turn Synchro plays to allow you to set up your grave, if you draw him. Resources in your hand A few Laval monsters are able to Special Summon themselves from your hand if you have three different named Lavals in your Graveyard. So once your Graveyard is set up, you can Special Summon monsters like Laval Coatl, a level two tuner, and Laval Burner, a level 5 non-tuner. Most plays require at least two if not three cards from your starting hand to create a Synchro monster. Some of these Synchro monsters have an effect that requires you to discard when being summoned, which can help set up your grave, but is hard on your hand. Cards like Pot of Avarice can help, but are not good in your first hand and can give you hand resources at the cost of your grave setup. The new Laval cards, Laval Archer and Rekindled Rebirth, help a bit with the hand resources, especially Rekindled Rebirth. Utilizing the set up Graveyard Once Lavals get going, they can dump most of their Deck into the Graveyard. This allows them to make plays requiring Lavals in grave for Special Summons and Laval Effects. The main issue is that these cards have few ways to come back to help. Once banished from the grave, Laval Cannon can bring a banished card back for a Synchro play. The main way Lavals are brought back from the grave is through Rekindling. The iconic and once banned/limited to one card, allows Lavals to actually make good plays and build a field using their Graveyard setup. Unfortunately, without it, their only other option is the new Rekindled Rebirth, that allows them to Synchro Summon from the grave. This was a huge boost, but does not completely solve Lavals problems of filling up the grave and these cards not coming back, fully utilizing the resources of the grave. Overall they have issues getting started consistently, maintaining resources in the hand, and properly using resources in the grave. Existing Main Laval Cards Laval Cannon 4 | Effect | Warrior | FIRE | 1600 ATK | 900 DEF When this card is Normal or Flip Summoned: You can target 1 of your banished "Laval" monsters; Special Summon that target. Laval Archer 4 | Effect| Pyro | FIRE | 1000 ATK | 200 DEF If this card is Normal Summoned: During your Main Phase this turn, you can Normal Summon 1 "Laval" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is in your GY: You can target 1 FIRE monster you control; you cannot Special Summon monsters for the rest of this turn, except FIRE monsters, also destroy the targeted monster, and if you do, Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use this effect of "Laval Archer" once per turn. Laval Coatl 2 | Tuner | Pyro | FIRE | 1300 ATK | 700 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). Laval Volcano Handmaiden 1 | Tuner | Pyro | FIRE | 100 ATK | 200 DEF When this card is sent to the GY, if you have a "Laval" monster in your GY other than "Laval Volcano Handmaiden": You can send 1 "Laval" monster from your Deck to your GY. Molten Conduction Field Spell | Normal Send 2 "Laval" monsters from your Deck to the GY. Rekindling Spell | Normal Special Summon from your GY as many FIRE monsters as possible with 200 DEF, but banish them during the End Phase of this turn. Lavalval Dragun 6 | Synchro | Dragon | FIRE | 2500 ATK | 1200 DEF 1 Tuner + 1+non-Tuner FIRE monsters Once per turn: You can add 1 "Laval" monster from your Deck to your hand, then send 1 "Laval" monster from your hand to the GY. New Laval Cards Part of my goal with these cards is to condense them into as few necessary additional cards as I can while still providing the utility that they can offer. If you have suggestions for which effects may be better suited for a different card, or which cards could be eliminated and have their effect added to a different card, please let me know. I appreciate any feedback you can give me. Listed first are the Main New Laval Cards, then Alternate Options and finally the Extras, that are not required but would be nice, making the deck better, and fun to have. The Alternate Options are exactly that, possible different combinations of effects on different cards, looking for the right combination. I will list a satisfaction or confidence number and description next to each card, to give you some insight on how maleable some effects or cards are. (Edit: Added the ability for him to banish 1 "Laval" from the hand as well, for his first effect.) 95% - Quite confident and happy with this card, still testing balance. Added the ability for his first effect to banish Lavals from the hand as well, this would help set up first turn Laval Cannon plays. Hopefully this seems like a balanced effect. Laval Knight 4 | Effect | Warrior | FIRE | 1900 ATK | 200 DEF You can Special Summon this card (from your hand) by banishing 1 "Laval" monster from your hand or GY. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Laval" card or card that lists "Laval" in its text to your hand, also send any remaining "Laval" cards to the GY and shuffle the rest into the Deck. You can only use this effect of "Laval Knight" once per turn. (Edit: New version of Laval Mander condensing Laval Priestess effect into this card) 75% - Super happy with how Manders art turned out, he is a baby version of Dragon. I am 100% on the first effect Not certain if the next two effects should all be on this card or spread out, but I would like to condense the number of new cards. Laval Mander 1 | Tuner | Pyro | FIRE | 800 ATK | 200 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). You can only use each of the following effects of "Laval Mander" once per turn. If this card is sent to the GY by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand. If this card is in your GY and you have 3 or more "Laval" monsters with different names in your GY: You can banish 1 other "Laval" monster from your GY; Special Summon this card, but banish it when it leaves the field. (Edit: Changed the first effect to any Summon, and gave her a new second effect for utility, maybe more in line with her theme) (80% - Happy with her theme of bringing back fallen lavals and protecting current ones when she falls. Still not certain if Manders SS from GY effect fits better on her. Also thought about adding a third effect that allows you to add a banished laval to hand when she is banished. Laval Priestess 2 | Tuner | Pyro | FIRE | ATK 600 | DEF 200 If this card is Summoned: You can add 1 "Laval" monster from your GY to your hand except "Laval Priestess". You can only use this effect of "Laval Priestess" once per turn. If this card is sent to the GY: All "Laval" monsters you currently control cannot be destroyed by your opponent's card effects until the end of the next turn. (Edit: New version of Laval Master Blacksmith, only increases levels) 85% - I am fairly happy with the Blacksmith theme of altering levels and buffing Lavals. I tried to put a Laval spin to the level gaining effect. Currently his Special Summoning effect seems kind of boring, would like to spice it up, perhaps then mill 3. Any ideas?. Laval Master Blacksmith 3 | Tuner | Pyro | FIRE | ATK 1200 | DEF 200 If you control a "Laval" monster: You can Special Summon this card (from your hand). Once per turn: You can banish 1 "Laval" monster from your GY to target 1 face-up "Laval" monster on the field; increase its level by 1. You can banish this card from your GY; all face-up "Laval" monsters you currently control gain 500 ATK/DEF. You can only use this effect of "Laval Master Blacksmith" once per turn. Alternate Options - Laval Cards (Edit: Added new art for Laval Mander) 60% - Super happy with how Manders art turned out, he is a baby version of Dragon. I am 100% on the first effect Not certain if the second effect belongs on another card. Possible replacement for second effect is "If this card is banished by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand." Laval Mander 1 | Tuner | Pyro | FIRE | 800 ATK | 200 DEF If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). If this card is sent to the GY by the effect of a "Laval" card: You can add 1 "Laval" monster from your Deck to your hand. You can only use this effect of "Laval Mander" once per turn. 60% - So this card was quite an old idea I had for the Archetype. It is mostly intended to be a single card that allows many of the existing Laval cards to be used and improves their effects. If this card exists, then there is less need for some of the other searching effects on other custom laval cards. It is intended to reduce the number of additional Laval cards & potentially the only new one. Lavalval Molten Land Spell | Field Once per turn: You can send 1 "Laval" monster from your Deck to the GY. Once per turn if a "Laval" monster is sent to the GY by a card effect, except by this card's effect: You can add 1 "Laval" monster from your Deck to your hand. If this card is sent to the GY by a card effect: You can add 1 "Laval" monster from your Deck to your hand. Extra - Laval Cards 70% - Really like the card and effects, but concerned about balance. Wondering if he would be okay to be level 4, but there arent other level 3 non-tuners. Laval Gunner 4 | Effect | Pyro | FIRE | ATK 1400 | DEF 200 If you have 3 or more "Laval" monsters with different names in your GY, you can Special Summon this card (from your hand). If this card is sent from your Deck to the GY by the effect of a "Laval" card: You can Special Summon this card. (Edit: Removed the banish a Laval activation effect.) 85% - This should help when you dont draw Molten Conduction field. It lets you dig a little deeper into your Deck, while also discarding a Laval or two to the GY. Lavalval Eruption Spell | Normal Draw 3 cards, then if you have a "Laval" card in your hand, discard 2 cards from your hand including at least 1 "Laval" card. Otherwise, shuffle your entire hand into the Deck. If this card is sent to the GY by the effect of a "Laval" card: You can draw 1 card. You can only activate 1 "Lavalval Eruption" per turn. (Edit: Changed his Synchro effect from "can discard" to protection and removed the Quick Effect on his second effect) 80% - Very happy with another level 6 Synchro. Love the card concept. The Synchro effect could be something more interesting, but this defensive effect helps as a first turn or defensive play. The second effect is there because the other level 6 Synchro is utility, so this one can be more offensive and defensive. Lavalval Molten Lord 6 | Synchro | Pyro | FIRE | ATK 2600 | DEF 200 1 Tuner + 1+ non-Tuner FIRE monsters If this card is Synchro Summoned: All "Laval" monsters you currently control cannot be destroyed by card effects until the end of the next turn. Once per turn: You can banish 1 "Laval" monster from your GY, then target 1 face-up card on the field; destroy that target. (Edit: Changed the Name from Lavalval Tri-Blaze Cannon) (Art credit to SlackerMagician - DeviantArt) 80% - The card concept is cool to me. I like the idea of the three cannons impacting his effects. Not certain about balance, but it doesnt seem too crazy for a level 10 Synchro specific to Lavals. Lavalval Inferno Cannon 10 | Synchro | Pyro | FIRE | ATK 3300 | 300 1 Tuner + 1+ non-Tuner FIRE monsters If this card is Synchro Summoned: You can send 3 cards from the top of your deck to the GY; destroy cards on the field up to the number of "Laval" cards sent to the GY by this effect. This card can attack your opponent's monsters a number of times each Battle Phase equal to the number of Synchro Materials used for its Synchro Summon. If this card would be destroyed by a card effect: you can banish 1 "Laval" monster from your GY; negate the activation, and if you do, destroy the card. Previous Versions - Laval Cards 75% - I was fairly happy with this version of Blacksmith theme of altering levels and buffing Lavals. Not certain about the execution of the effects though, perhaps there could be a much better way to use these effects, and also maybe a more interesting way for him to summon himself. This will allow him to create level 6, 7, and 8 Laval Synchros. Currently 7 has no easy way to be created and 8 requires a wierd combination of cards or an existing Synchro monster. He would be a great target for Laval Cannon to bring back.....perhaps too great. Laval Master Blacksmith 3 | Tuner | Pyro | FIRE | ATK 1200 | DEF 200 If you control a "Laval" monster: You can Special Summon this card (from your hand). Once per turn: You can target 1 "Laval" monster you control; you cannot Special Summon monsters for the rest of the turn, except FIRE monsters, also increase or reduce its Level by 1 until the end of this turn. You can banish this card from your GY; all face-up "Laval" monsters you currently control gain 500 ATK/DEF. You can only use this effect of "Laval Master Blacksmith" once per turn. (Edit: Added a Normal Summon effect that Laval Master Blacksmith had) 80% - I was very happy with the theme of the first effect bringing back a dead Laval and I like the effects, they seem rather solid. Only issue is if this card is necessary, or this GY effect can be given to Laval Mander as above under New Laval Cards, and eliminate the need for this card. Laval Priestess 2 | Tuner | Pyro | FIRE | ATK 600 | DEF 200 If this card is Normal Summoned: You can add 1 "Laval" monster from your GY to your hand. If this card is in your GY and you have 3 or more "Laval" monsters with different names in your GY: You can banish 1 other "Laval" monster from your GY; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Laval Priestess" once per turn.
    5 points
  20. On the verge of making big decision: this close to be accepted on a a quite big local design agency, and hopefuly my work life still allow leisure times or at least a good amount of downtime inbetween project. My activity probably become even lower on this site. So while this obviously not a goodbye. I still wanna say big thanks to anybody here that work do hard for the site and being a good friends. Ill try to keep in touch and even more importantly finishing my chopped card reviews lol
    5 points
  21. May Blossom bring you good luck this Spring!
    5 points
  22. 5 points
  23. Certain people keep misusing their powers and are forced to more limited positions.
    5 points
  24. I wanted my 1000th post to be something special. This is for you, @Sleepy, the prize for the Christmas Event, I truly hope you like it, I poured my soul into it n.n EDIT: I noticed YCM greatly reduced the image's size, original is 1754 x 2260 px. I'll give you the original image if you'd like. EDIT: I noticed YCM greatly reduced the image's size, original is 1754 x 2260 px. I'll give you the original image if you'd like.
    5 points
  25. just passing by to remind you all that horu lost
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  26. Wow, 21 members online by the time I'm posting this, I'm sure this is the most I've seen in the time I've been active in the forums. I know, I know, the number is still very small compared to the old times, but I think something is going well. Let's keep it up n.n
    5 points
  27. Enjoy with the People you love! I wish you a Merry Christmas! (n.n)
    5 points
  28. It may be a little early, given it's Christmas Eve, but:
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  29. Been rewatching 5D's these past few months, and the best duel of the series is by far Team Taiyo's.
    5 points
  30. Ok, we're derailing again. Just gonna lock this now since we're done here.
    5 points
  31. Me yesterday I should check in on YCM. Getting the new mods in by weeks end is important. Eh, the Mod thread hasn't been super active, I'm sure it will be fine if I left it for a day. Me today What the hell happened. Oh, nonsense, a lot of nonsense happened. I only skimmed through most the thread since so much of it is just noise. Got some laughs here and there though. Anyway, I wasn't planning on doing a formal vote since I figured we'd get more out of a discussion (lol) and as people correctly surmised had more or less cemented who I'd want before the thread derailed. To actually move the thread along, I'm going to name them and see what happens from there. Enguin and Nyx are currently the people I feel the best about promoting. I didn't see any real negative comments on Nyx, and to address the concerns I saw being brought up about Enguin, I do not think they'll abuse their power, and even if I won't be as active as I once was you can more than free to take any issues you have to me.
    5 points
  32. Given that today is the last day for new additions, I'd like to confirm that I am working on these- Tinkerer Bartholomew Melon, your upcoming gift is called "Bone Roller", an archetype of skeleton dice . . . because rolling dice is often called "Rolling the bones". Rayfield Lumina, your upcoming gift is called "Mindmelter", and is a crew of Psychic girls and their Sea Serpent familiars. Nyx Avatar, your upcoming gift is Dagger Society, an all-female demon cult that focuses on banishing. Black Catter, your upcoming gift is called Malispire, a fantasy-inspired pseudo-Chaos archetype of DARK Fairies and LIGHT Spellcasters.
    5 points
  33. A drawing I made for the season to use as Profile Pic (n.n)
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  34. I'd like to thank the Community, for the friends I've made, the good times and laughs and the knowledge I've acquired. Happy Thanksgiving day to you!
    5 points
  35. everyone please like this status so I know how many people saw enguin's status thank you
    5 points
  36. Updated us to IP.Board 4.5. Updated themes, made Dark the default for new users. Brought back saved cards, working on sets and saving cards next.
    5 points
  37. 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
  38. Insect's Sacred Turf [Trap Card] Target 1 Insect monster on the field; destroy all monsters on the field that are not being targeted by an effect. - - - - NOTES: -Inspired by the concept of "Needle Ceiling". The word "Insect" in the card was meant to instead be an archetype (that I haven't made so for now I'm posting this generic version instead) as I wanted the card to be supported by a search/recycle engine similar to that of Sky Striker Spells/Traps..... though for now, just look at it as a fun generic xD -Examples of monsters this card is meant to not kill are any monster with an Equip Card (Spell or Union Monster works) or with some connection to a card that is on the field such as the Traps "Metalmorph", "Fiendish Chain", "Call of the Haunted". Of course any player can add to a chain with any targeting effect on the game to save their own monsters from getting destroyed, which makes this card kinda deseptively weak I think. Of course many targeting effects for cards on the field tend to have the purpose of killing said cards sooooo maybe not xD Anyways, thoughts, comments, suggestions, corrections, w/e all welcome xP
    4 points
  39. Here's a bunch of sketches I've made within the last week or two.... First, some random try related to Mexican "Loteria". Then some potential future card art, even if they are currently kinda rough: A bit of fanart of Guardian Eatos: And finally, here's one of my characters at the beach. That is a surfing board. Not really all I've been up to but still wish I had gotten around to inking and coloring at least one by now xD
    4 points
  40. Happy Mother's Day!
    4 points
  41. 4 points
  42. Pippola, Ascending Artist LIGHT Level 1 Warrior / Tuner / Effect During either player's turn, if you control no monsters, you can Special Summon this card (from your hand). During the turn this card was Summoned, you can Special Summon 1 "White Canvas Token" (Plant/EARTH/Level 1/ATK 0/DEF 0). It cannot be used as Tribute or material, also destroy it if this card leaves the field. Each time a monster effect is activated, you can note it, as well as the Level/Rank/Link Rating of the monster. (Quick Effect): You can pay 1000 LP and send 1 White Canvas Token to the GY; Special Summon 1 "Living Art Token" (Fairy/LIGHT) with ATK/DEF equal to the number of noted monster effect activations x 600 (max. 3000) and Level equal to any noted Level/Rank/Link Rating. This card cannot be targeted by your opponent's attacks or card effects while you control a Token Summoned by this card's effect. ATK 100 / DEF 1500 Design Notes This one comment is pretty much directed to Zamazenta xD. Remember that time when I insisted in you using (Quick Effect): and not "During either player's turn"? The reason I'm using the latter right in the start is because this is NO Quick Effect, but a Continuous effect (with a Summoning Condition) that can be activated in either player's turn when the game state is open. Interesting, huh? Used that old "During the turn this card was Summoned" to avoid activation, so the effect cannot be negated by activation negating stuff. It's not perfect, though, as this card is vulnerable to certain cards while it hasn't Summoned a Token to gain Immunity effects. In general, this card might be best suited to be Summoned in the opponent's End Phase, specially in turn 1. I also considered using "...Special Summon this card (from your hand), and if you do, Special Summon... which can't be negated either unless the Summon in itself is negated, but that severely cripple the card, as it would only be able to Summon the Canvas with empty fields, which is a no. I just love the "note system" and I feel it goes along nicely with the card's flavour. I wanted to make the Token gain 700 per effect, but in the end decided against it because, after all, this is just a Level 1 Tuner which has method to SS itself and can easily Summon something else, so I guess going beyond the basic 3000 ATK beatstick was greedy. Lol, a lot of stuff for a simple card, huh? I had a lot of fun making it, because this one is an adorable chubby little brat kindergartener xD. Imagine her getting mad if you distract her in her work and attacks you with her powerful 100 ATK xD. I guess she has 1500 DEF because she's chubby, and she's Warrior because we in the industry of les beaux-arts are warriors, hoho. Comments n' critique appreciated n.n
    4 points
  43. The concept gameplay-wise is they are generic good Spell staples that can be swapped with each other for consistency. Except they can only swap when "unrevealed" because otherwise I'd have to put a hard OPT clause to everything or they'd be able to infinitely swap back and forth and loops are not the purpose of this. Concept flavor-wise is that they are dragon weapons. Usually based on steel-made creations so you can always re-forge them with dragonic magic. . . . . yeah, I had the drawings first, and everything else got shaped around them. Not the best approach but yeah xD Pardon the weird fact that they have Attributes: I was currently unable to give them the regular Spell icon but I think it still works out regardless. One more thing: I'll help with reading them... the blue text is the same effect for all of them. - - - - - - Dragon Forge - Mighty Mallet [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. You can target 1 monster your opponent controls up to the number of revealed "Dragon Forge" Spells in your hand +1; destroy as many of them as possible. Dragon Forge - Tempestuous Trident [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. You can target 1 Spell/Trap your opponent controls up to the number of revealed "Dragon Forge" Spells in your hand +1; destroy as many of them as possible. Dragon Forge - Lucky Lance [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. You can accumulate these effects depending on the number of revealed "Dragon Forge" cards in your hand. 0+: Your opponent discards 1 card. 1+: The discard is random instead. 2+: The discard is banished. 3+: Look at your opponent's hand and select the card instead. 4+: Your opponent chooses a second card in their hand to be affected by this card. You can only use this effect of "Dragon Forge - Lucky Lance" once per turn. Dragon Forge - Drastic Drill and Shield [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. Banish face-down a card(s) from the top of your Deck equal to the number of revealed "Dragon Forge" cards in your hand +1. During each of your Standby Phases, you can add 1 of them to your hand. Also, if you would take damage from your opponent's attack or effect: You can halve that damage and add 1 card banished this way to your hand. You can only use this effect of "Dragon Forge - Drastic Drill and Shield" once per battle. Dragon Forge - Mourning Morning Star [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. Target a card(s) from any GYs up to the number of revealed "Dragon Forge" cards in your hand +1; banish them. Also, this turn, negate the effect of an opponent's card(s) with the same name as the card(s) banished this way. Dragon Forge - Sacred Sword [Spell] You can shuffle this unrevealed card from your hand into the Deck, then, add 1 "Dragon Forge" Spell from your Deck to your hand, but it remains revealed while in your hand, until the End Phase. This card's activation/effect cannot be negated. Place Blessing Counters cards on the field up to the number of revealed "Dragon Forge" cards in your hand +1. An opponent's card with a Blessing Counter has its effect negated. With 2 Blessing Counters, a monster's ATK/DEF become 0, and non-monsters get shuffled into the Deck. If your card(s) with a Blessing Counter would be destroyed, remove 1 Blessing Counter from them instead. With 2 Blessing Counters, your monsters gain the ATK/DEF reduced by this effect from opponent monsters they battle with, during damage calculation only.
    4 points
  44. I made these as part of a small group of spells with a thematic of "fire fairy chooses the fitting spell for thee occasion". They'd essentially be able to shuffle themselves from the hand into the Deck to add whichever other one you want, but the added card must be revealed the whole turn and can't do this searching effect while it remains that way. Stuff like MST or an equivalent for monsters and that sort of thing.... I did not really get to finish the set and tbh results were mixed for me: NOTE: Ignore the mostly erased words in the upper left corners. That sketchbook was originally reserved for Inktober entries I never ended up completing.... and as for the last two or so years onwards the name Inktober is kinda cursed so I doubt I'll be retaking something like this any time soon xD Originally it was gonna be about will o wisps that are firery illusions (so I'd have them change form from card art to card art) but kinda lacked inspiration to go through with it. In the first art she's holding a will o wisp that both resembles a skull face and a breaking lock inside the fire (De-Spell reference) On the second one I figured I needed more lightning in front of her too... and I figured a bit better how to re-ink. After the coloring, the lineart usually loses strength so I have to give it a second pass. Thicker lines only go outside the silhouette and thinner lines everywhere else, and I can't believe enough time had passed I had to re-learn/re-discover this yet again.... oh well.
    4 points
  45. This is the place where I got started with card-creating and I went on to DeviantArt and left this place completely. That's kinda f'd up of me. I want to encourage some of my watchers on DeviantArt to come onto here, too, within my limited capacity. If any of you guys have any ideas, I'm all ears.
    4 points
  46. So just share one drawing, later more
    4 points
  47. 4 points
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