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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!
    17 points
  2. 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.
    6 points
  3. I want to be a mod so I can put it on my resume
    6 points
  4. @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
  5. 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
  6. Certain people keep misusing their powers and are forced to more limited positions.
    5 points
  7. 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
  8. Ok, we're derailing again. Just gonna lock this now since we're done here.
    5 points
  9. 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
  10. 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
  11. Happy Father's Day, everyone!
    4 points
  12. I don't usually make cards mainly designed for my Archetypes, but this one is made for my Ice Slicer Archetype, so read about that Archetype here. This card is designed to quickly get a Field Spell, and is able to add monsters back from your GY, which can be handy since they quickly can fill it up, and also Special Summon one of those monsters, but it destroys itself when it does, however this may be useful, as freeing up the Extra Monster Zone can be important for them in certain situations.
    4 points
  13. XD "Harpie's Copycats" sounds like an insult to the other Harpie monsters. They are more of a species than a bunch of "Harpie Lady wannabes" you know? xD I have to agree that it is pretty broken though. Hysteric Party had a bunch of drawbacks: -Trap Card means it is needs to be set -Discard cost -Continuous icon means your opponent can destroy it with a quick effect and that would stop it from doing its thing. -Even if you get to use it and revive a bunch of monsters, the card takes them away if something makes Hysteric Party leave the field in any way. -It only revives cards named "Harpie Lady", which excludes the Dragons. Your card has none of the above, and also you can use multiple copies of your card per turn, with no restrictions of any sort. I can see getting out 3 Lightning Chidoris from a single activation, getting rid of like 6 cards from the opponent's field, then using the Chidoris for a Link to free up space for a second Harpie's Copycat, reviving 2 Harpie's Pet Baby Dragon (potentially destroying 2 more cards) and 3 Harpie Lady 1 copies. In case "Harpie's Hunting Ground did not clean up what was left there. You'd have two 3300 ATK dragons, three 2400 ATK harpie ladies, and a Link 3... presumably the Desperate Doom Eagle at 3500 ATK..... All in all, your total is 17300 damage after destroying the opponent's field. All from 2 copies of your card, which I forgot to mention, Hysteric Party not being a Harpie card, is not searchable, but your card is xD I see your card also can Summon from the hand there.... yet more flexible... - - - - - Now, I understand it's been 14 years since Hysteric Party came out, so a little bit of upgrade would be fine, but not ALL the upgrade haha..... My suggestion is: -Have the card get a hard "once per turn" clause. -Make it so that you HAVE to Summon at least 1 Harpie from your hand this way. -Make it so that you can only use this if you control only Harpie monsters (at least 1, no "dropping on an empty field to max out on it") -Make it so that you can only Summon Harpie monsters for the rest of the turn. I'm actually all in for the idea of the Dragons being viable targets to be honest, I like that part and would run "Dragon's Shrine" and "Dragon's Ravine" in harpies for something like that xD The card goes from: "easy +5 revives multiple times per turn to use on whatever" To: "only 1 shot per turn, have to already control 1 and still 1 Summon comes from my hand, so it can only revive up to 3 harpies" I still think it is better than Hysteric Party, being searchable and immediately usable the moment it gets into your hand, and being usable on the dragons.... so it should be fine right? All in all it'd look like this: Harpie's Copycats [Quick-Play Spell] If all monsters you control are "Harpie" monsters (min 1): You can Special Summon 1 "Harpie" monster from your hand, and any number of "Harpie" monsters from your GY. You cannot Special Summon monsters for the rest of the turn, except "Harpie" monsters. You can only activate 1 "Harpie's Copycats" per turn. What do you think?
    4 points
  14. Guess I'll post this over here as well xD Water - Little Aqua Elephant hunting for food in Apple Lake (best place) Fire - Demon Frog can't take any more heat at the Volcano (Fan powered by an off-screen Electric-Lava Eel) Wind - Flying Alpaca selling a ballon to passing birds (1 buck, each) Earth - Gem-Giraffe mining for the riches (don't ask me how such a tall animal manages)
    4 points
  15. 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
  16. Happy Mother's Day!
    4 points
  17. I don't particularly know what playstyle I was going for with this art. I thought maybe anti-Graveyard, but I've done that to death. I'll save that for a future card. So I figured anti-DARK! Haven't done that one as often. If you feel this card should be a little more fair or strong, leave a friendly suggestion. Ariel, Vanquisher of Evils LIGHT Level 7 Warrior/ Synchro/ Effect ATK: 2400 DEF: 1700 1 Tuner + 1+ non-Tuner monsters Negate the activated effects of DARK monsters your opponent controls. Once per turn (Quick Effect): You can banish 1 Tuner monster from your GY; banish 1 DARK monster on the field.
    4 points
  18. DAMA-JP038 Mu no Hikkyou Allvein / Allvain, the Final Nothingness Fairy/Fusion/Tuner, DARK, Level 2, ATK 0, DEF 2100 2 Normal Monsters DAMA-JP066 Retort Fusion Normal Spell You can only activate 1 card with this card’s name per turn. (1) Pay 1000 LP; Special Summon 1 Level 6 or lower non-Effect Fusion Monster from your Extra Deck (this is treated as a Fusion Summon), but it cannot attack, also destroy it during the End Phase.
    4 points
  19. 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
  20. 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
  21. After the original post that had all the intended Christmas gifts was destroyed, I decided that I was going to post each of the gifts, one at a time. So, I think I'm going to post them in whatever order I remember what the plan was. First, @Ryusei the Morning Starwanted a Chaos Dragon lineup: Nebula Dragonchick LIGHT - Level 3 - Dragon/Tuner/Effect - 1000/1300 If you control a DARK Dragon monster, you can Special Summon this card (from your hand). You can only Summon 1 "Nebula Dragonchick" per turn this way. You can only activate each of the following effects of "Nebula Dragonchick" once per turn: ●If this card is sent from the field to the Graveyard: You can add 1 DARK monster that can Special Summon itself by banishing at least 1 LIGHT monster from your Deck to your hand. ●If this card is banished: Draw 1 card. Void Dragonchick DARK - Level 3 - Dragon/Tuner/Effect - 1300/1000 If you control a LIGHT Dragon monster, you can Special Summon this card (from your hand). You can only Summon 1 "Void Dragonchick" per turn this way. You can only activate each of the following effects of "Void Dragonchick" once per turn: ●If this card is sent from the field to the Graveyard: You can add 1 LIGHT monster that can Special Summon itself by banishing at least 1 DARK monster from your Deck to your hand. ●If this card is banished, you can target 1 card on the field: Banish that target. Starfall Flare Dragon LIGHT - Level 8 - Dragon/Effect - 2000/2800 You can banish 1 each of a LIGHT and DARK monster from your Graveyard: Special Summon this card (from your hand). If you control "Invasion of Chaos", you can Summon this card by its own effect during your opponent's Main Phase as a Quick Effect, but you can only Summon 1 "Starfall Flare Dragon" per turn this way. If this card is Summoned, and once per turn afterward: You can reduce the ATK of all monsters your opponent controls by 1000, then destroy as many monsters your opponent controls with 0 ATK as possible. If this card is sent from the field to the Graveyard by battle or card effect: You can banish 1 DARK Dragon monster from your Graveyard; Special Summon this card from your Graveyard. You can only activate this effect of "Starfall Flare Dragon" once per turn. Ebon Abyss Dragon DARK - Level 8 - Dragon/Effect - 2800/2000 You can banish 1 each of a LIGHT and DARK monster from your Graveyard: Special Summon this card (from your hand). If you control a face-up "Invasion of Chaos", you can Special Summon this card during your opponent's Main Phase as a Quick Effect, but you can only Summon 1 "Ebon Abyss Dragon" per turn this way. If this card is Summoned, and once per turn afterward: You can reduce the ATK of all monsters your opponent controls by 1000, then negate the effects of all monsters your opponent controls with 0 ATK. If this card is sent from the field to the Graveyard by battle or card effect, you can banish 1 LIGHT monster from your Graveyard: Special Summon this card from your Graveyard. You can only activate this effect of "Ebon Abyss Dragon" once per turn. Dragoon of Chaos Riflong LIGHT - Level 10 - Dragon/Effect - 3300/2700 Must be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your Graveyard. If all monsters banished for this card's Summon were Dragon monsters, this card's Summon and effects cannot be negated. Depending on the number of each of the following Attributes of monster banished for this card's Summon, this card can apply the appropriate effect(s) that number of times per turn: ●DARK: (Quick Effect): Banish 1 card from your opponent's Graveyard, then destroy all cards your opponent controls with the same name as the banished card. ●LIGHT: If this card destroys your opponent's monster by battle: Banish that destroyed monster, then this card gains 1 additional attack during each Battle Phase this turn. Invasion of Chaos Continuous Spell When this card is activated: You can add 1 "Dragonchick" monster, "White Dragon Wyverburster", or "Black Dragon Collapserpent" from your Deck to your hand. You can only activate this effect of "Invasion of Chaos" once per turn. Once per turn, if at least 1 each of a LIGHT and DARK monster were banished from your Graveyard simultaneously: You can banish 1 card your opponent controls. Once during the End Phase, you can target 3 of your banished LIGHT and/or DARK Dragon monsters: Move 1 to each of the appropriate destinations, but your opponent selects 1 of them first: ●Your hand. ●Your Deck. ●Your Graveyard. So, Chaos Dragons. There's always been a bit too much randomness, a few too many mills for me personally to get too much from it; my luck has been atrocious for longer than I can remember. That said, I love Chaos as a strategy, and the boss design is always incredibly fun. Plus, I was given the opportunity to make a card named after one of the biggest leaps in powercreep this game ever got, so that's sick. \\\\\\////// For @Sleepy, Crush Blade was very . . . unique, as a design concept. Amagria, the Crush Blade Equip Spell Equip only to a "Crush Blade" monster. The equipped monster gains 600 ATK for each "Crush Blade" monster you control. If the equipped monster inflicts battle damage to your opponent, you can target 1 other "Crush Blade" monster you control: Apply the effect of that target when it inflicts battle damage. You can only control 1 "Amagria, the Crush Blade". Olivia of the Crush Blade FIRE - Level 4 - Warrior/Effect - 1400/200 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Olivia of the Crush Blade" once per turn. If another "Crush Blade" monster you control attacks: You can increase the ATK of all "Crush Blade" monsters you control by 200 until the End Phase. If this card inflicts battle damage to your opponent: You can draw 1 card. Walther of the Crush Blade EARTH - Level 4 - Warrior/Effect - 1500/2000 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Walther of the Crush Blade" once per turn. If another "Crush Blade" monster you control attacks: You can negate the effects of 1 face-up card on the field. If this card inflicts battle damage to your opponent: You can discard 1 card from your opponent's hand at random. Kina of the Crush Blade LIGHT - Level 4 - Warrior/Effect - 1600/1500 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Kina of the Crush Blade" once per turn. If another "Crush Blade" monster you control attacks: You can destroy 1 card your opponent controls. If this card inflicts battle damage to your opponent: You can banish up to 3 cards from your opponent's Graveyard. Aya of the Crush Blade WATER - Level 4 - Warrior/Effect - 1700/1200 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Aya of the Crush Blade" once per turn. If another "Crush Blade" monster you control battles your opponent's monster: You can reduce the ATK/DEF of the opposing monster by 500, then gain 500 LP. If this card inflicts battle damage to your opponent: You can add 1 "Crush Blade" card from your Deck to your hand. Damian of the Crush Blade WIND - Level 4 - Warrior/Effect - 1800/1000 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Damian of the Crush Blade" once per turn. If another "Crush Blade" monster battles your opponent's monster, you can target 1 card on your opponent's field or in their Graveyard, except the opposing monster: Return that target to the top or bottom of your opponent's Deck. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Crush Blade" monster from your Graveyard. Ivy of the Crush Blade DARK - Level 4 - Warrior/Effect - 1900/0 If your opponent Normal or Special Summons exactly 1 monster: You can make this card declare an attack on the Summoned monster. You can only activate this effect of "Ivy of the Crush Blade" once per turn. If another "Crush Blade" monster you control declares an attack: You can add 1 "Crush Blade" Spell/Trap Card from your Graveyard to your hand. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Crush Blade" monster from your Deck, except "Ivy of the Crush Blade". Power Core of the Crush Blade Field Spell "Crush Blade" monsters you control gain 300 ATK. If a "Crush Blade" monster you control attacks or is attacked, your opponent cannot activate cards or effects until after the end of the Damage Step. If a "Crush Blade" monster you control battles your opponent's Defense Position monster, inflict piercing battle damage. Once at the start of the Battle Phase, if you control a "Crush Blade" monster: You can destroy 1 face-up card your opponent controls. Guardians of the Crush Blade Continuous Trap If your opponent Special Summons a monster(s) from their Extra Deck while you control no monsters: You can activate this card from your hand. You can only activate this effect of "Guardians of the Crush Blade" once per turn. This card cannot be destroyed or targeted by cards or effects during the turn it is activated. Once per turn, you can Special Summon 1 "Crush Blade" monster from your hand. If a "Crush Blade" monster you control battles your opponent's monster of the same Attribute as itself: You can increase your battling monster's ATK by 800 until the end of the Damage Step. Everyone else . . . You'll see your gifts in due time. I reiterate, I'm sorry for the lateness, but this was an incredible amount of nonsense.
    4 points
  22. 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
  23. No wonder it took you so long. That's a...very detailed setting. The pattern on the walls, the cracked-looking tiles, the pattern on the rug. I mean it's more effort than I would've put in my settings. Anywho: Not to take away from the fruits of Rayfield's labors. I just didn't want to double post. Say hello to Haruka, as Spring is just around the corner!
    4 points
  24. Impregnable Bubble Magician WATER Level 1 Spellcaster / Tuner / Effect This card's Special Summon and effect cannot be negated. During your Draw Phase, if only your opponent controls a card(s), or if your opponent controls at least 3 more cards than you do and this card is in your hand, before you draw: You can give up your normal draw this turn, and if you do, Special Summon this card. If Summoned this way: Cards in your possession are unaffected by your opponent's card effects until the end of this turn, also your opponent takes no further damage this turn. ATK 0 / DEF 1500 Whew, I dared to post this card in Realistic, because there's where I want this card to work, but I'd like to learn with this post if possible. What do you think of this card? Evidently, the main purpose if this bubble-creating little girl is to solve the crucial problem of going second, which in tons of cases spells doom for you. It costs you your draw (in a sense, making you play with the same number of hands your opponent who went first did), requires only the opponent to control cards (pretty automatic for turn 2) and cancels damage. In exchange, almost absolute protection, not to mention the auto special summon of the card. So, the pro seems pretty high, while the con would be this card becoming pretty dead in most cases if you don't draw it first turn, though your opponent might think twice about nuking your field mid game if they can't kill you that turn. I'm open to suggestions. Should this card be stronger or weaker? Thanks for any critique and comment n.n
    4 points
  25. Here's 3 things I have to upload: The first is an alien character I made a long time ago for card art. The second is random a page of doodles I made during work's break one day, trying to come up with weird looking vegetables for my comic project. The last one is a sketch request I'm still working on, Ib from Yugioh but made in my dot-eyes style of drawing.
    4 points
  26. Well, based on his performance in the Discord game, here's Wretched Ghost of the Bloodshed!
    4 points
  27. So just share one drawing, later more
    4 points
  28. Madolche Therapistachio EARTH Level 4 Spellcaster / Effect If this card in your possession is destroyed by an opponent's card and sent to your GY: Shuffle this card into the Deck. You can target up to 3 cards in your GY; shuffle them into the Deck, then, if at least 1 of those targets is a "Madolche" card, draw 1 card. You can only use this effect of "Madolche Therapistachio" once per turn. A "Madolche" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● Once per turn: You can target 1 "Madolche" card you control and 1 of your banished "Madolche" monsters; shuffle the first target into the Deck, then Special Summon the second target. ATK 1500 / DEF 1000 First and foremost, the credit for the original artwork goes to Dav-19. Here's the Deviant Art Link to her work https://www.deviantart.com/dav-19/art/Pistachio-Macaron-660742181 I just made the puzzle piece so the card looks more like an actual Madolche card. For aesthetic purposes, I deleted the name, but hopefully I compensate by adding her name in the card and giving you the link. I respect and admire her work. Also thanks to @The Nyx Avatar for the tips about the card's effect. @HonokaMadolche You might like this xD. Critique n' Comment, welcome n.n
    4 points
  29. Yeah, although I may disable database saving initially, because the table column structure needs to be set in stone. If any changes need to be made early in the beta phase, it would be difficult to make those cards that were saved prior to the changes backwards-compatible when opening. Sorry if that was a bit technical, but basically - yes, once I am confident that the new card maker won't need to be changed much, as far as the input fields go. Either way, you'll have the ability to save and share the card images right from the start. To everyone else that has responded so far: Thank you for expressing interest in the project - I think we have some excellent candidates so far. I won't be responding to everyone individually just yet, but know that I am reading your replies and appreciate the support!
    4 points
  30. LIGHT Level 1 [Fairy/Ritual/Effect] ATK/ 2400 DEF/ 1200 This card can be Ritual Summoned with any Ritual Spell. During the End Phase: You can discard this card; draw 1 card for each Attack Position monster your opponent controls that attacked this turn. (Quick Effect): You can return this face-up card you control to the hand; Switch control of any number of your monsters to your opponent. You can only use each effect of "Nimrod-Chan the Festive Angel" once per turn. - - - - - In the spirit of the holidays you can have a gift exchange by giving your opponent all your monsters and then drawing 1 card for each of them ;D It is a sort of Maxx C esque card but without an infinite draw loop that I'm aware of xD
    4 points
  31. Hey there. Haven't been here in a while. So, I've been asked to do a Christmas thing for this site! Naturally, I felt that the ideal thing would be card design, given my background as the most prolific designer in the old AGM (my card catalog is actually larger than Konami's at last blush, given the fact that in my five active years on this site, I designed upwards of 12,000 cards, about half of which were part of solidly cohesive archetypes I designed myself, and a good chunk were support for other archetypes). However, it's been almost two years since I was last active. Most of my old dossier is useless. Naturally, if I'm going to be making gifts, I need to know what people like. This thread will be for everyone who wants to receive a gift. So, I will be checking back repeatedly until December 8th, then posting gifts in a secondary thread for everyone who gives me a workable dossier. So! Dossiers. How do? YOUR NAME +Thing you like +Thing you like +Thing you like +"Name of archetype/series/specific card you're a fan of", with reasons if any -Thing you dislike -Thing you dislike -Thing you dislike -"Name of archetype/series/specific card you dislike", with reasons if any PLEASE NOTE: I am not an artist. I cannot draw worth scheiße, nor do I pick out card art well worth beans. These will be written cards. Mmkay?
    4 points
  32. @Rayfield Lumina For the Christmas posts (Mostly for her clothes) I would have loved to make her room a mess of gift wrapping materials but I need to sleep xD
    4 points
  33. I figure before I promote Enguin and Nyx I should ask for the community thoughts on the issue. Who do you think will make the best choice? I already have a few people in mind, but getting a read on what everyone things seems like it can only be a net positive in making the decision.
    4 points
  34. Marauding Captain: "Meh, see, these coppers just won't quit! We need to move to a new location! Meh!" Gagaga Girl: "Like, totally! Monkey Mokey, where should we go?" Mokey Mokey: "..." Gagaga Girl: "OH! That's totally, like, a great idea!" Marauging Captain: "Say, those coppers will never find us there, see!" Mokey Mokey: "..." Maurauding Captain/Gagaga Girl: *laughs evilly* Dark Magician Girl: "You... understand it?"
    4 points
  35. Helloe, guys! It's been one hell of a time since I posted something in a Multiples section. What I'm posting is not exactly an archetype, as these card don't work like that yet. They're monsters with strange effects that in some cases defy common rules. I'm not sure if that will happen, but I might add more cards in the future. I have to mention, one of these cards was already posted in Singles. Then, @Sleepy made a joke that sparked my interest in making more, actually, the second card is pretty much her joke made real xD. Let's get on! Overwrite Psywitch LIGHT Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster you control that, due to a card effect, cannot be used as material for a Summon; it can be used as material for a Summon until the end of this turn. * Target 1 monster you control that, due to a card effect, cannot attack; it can attack during your next Battle Phase. You can only use this effect of “Overwrite Psywitch” once per turn. ATK 100 / DEF 2100 Law Breaker Psywitch WATER Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster your opponent controls, ignoring any Immunity effects that target has; until the end of this turn, negate all immunity effects that target has. * Target 1 monster on the field that has its effects negated; until the end of this turn, that target doesn't have it's effects negated. You can only use this effect of "Law Breaker Psywitch" once per turn. ATK 100 / DEF 2100 Energizing Psywitch FIRE Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster in your GY that was sent to the GY by your opponent's card effect this turn; Special Summon that target. * Target 1 Spell/Trap in your GY that was sent to the GY by your opponent's card effect this turn; Set that target. You can only use this effect of "Energizing Psywitch" once per turn. ATK 100 / DEF 2100 Alter Shape Psywitch WIND Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Target 1 face-up non-Link monster you control; until the end of this turn, that target is treated as a Link Monster, with a Link Rating of 1 and an arrow pointing ←OR→. * Reveal 1 monster in your hand; the revealed monster is treated as a Pendulum Monster with a Pendulum Scale of 0 OR 13. You can only use this effect of "Alter Shape Psywitch" once per turn. ATK 100 / DEF 2100 Corruptor Psywitch Dark Level 2 Psychic / Effect You can banish this card from your GY, then target 1 non-Link/Xyz face-up monster you control; that target is treated as an Xyz Monster with a Rank equal to the original Level of that card and gains the following effects: * Once per turn: You can attach 1 Level 4 or lower Psychic monster from your hand or your side of the field to this card as a material. * Once per turn: You can detach 1 material from this card, then target up to 2 of your banished monsters, except "Corruptor Psywitch"; return them to the GY. You can only use this effect of "Corruptor Psywitch" once per turn. ATK 100 / DEF 2100 Conversion Psywitch EARTH Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Reveal 1 Fusion Monster in your Extra Deck, then target 1 face-up non-Link/Xyz monster you control; until the end of this turn, that target is treated as having all the card characteristics of one of the materials listed in that Fusion Monster’s card text. * Target 1 face up non-Link/Xyz Monster you control; that target is treated as a Tuner Synchro Monster. These changes last until the end of this turn. You can only use this effect of "Identity Psywitch" once per turn. ATK 100 / DEF 2100 Identity Psywitch WATER Lv 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Target 1 face-up card on the field or either GY, then declare 1 card name; until the end of your opponent’s next turn, the target, as well as any copies of that target in that card’s player’s possession, replace their name with the declared name. * Target 1 face-up monster you control or in your GY, then declare 1 Type and 1 Attribute; until the end of this turn, that target becomes the declared Type and Attribute. You can only use this effect of "Identity Psywitch" once per turn. ATK 100 / DEF 2100 Just a little clarification over here. Law Breaker Psywitch has a strange term , "Immunity Effect" that obviously doesn't exist in the game. It's not the first time I use that term, and I call that every single effect that confers a card a certain type of protection/immunity/safeguard. Effects such as "Unaffected by X", "Cannot be destroyed by Y". "Cannot be targeted by Z". "Control/Battle Position/ATK/DEF of this card cannot change", etc. Anything that you feel is a protection, that's an Immunity effect xD. Anyway, here's what I got so far. I plan to add something to created Quick Effects and maybe something to negate negations xP. Critique, comments, card grammar suggestions or anything is totally appreciated, as always
    4 points
  36. I care not about the new features, I just want to archive my old created cards that are saved on the server. If that alone is implemented, this would be acceptable and understandable.
    4 points
  37. Relic Appraisal Spell/Normal Cannot be activated from hand or field. If this card is sent from your hand or field to the GY; draw 1 card. An old card i made baaack then since ancient times. I believe the topic title is self-explanatory already, so thoughts?
    4 points
  38. Merchantette, Appraisal Apprentice EARTH / Level 3 Warrior / Tuner / Effect You can reveal this card in your hand, then declare 1 type of card (Monster, Spell, or Trap); reveal 2 cards in your opponent's hand, and if any of them are of the declared type, Special Summon this card. If this card is in your GY: You can declare 1 type of card (Monster, Spell, or Trap); reveal the top 2 cards of your opponent's Deck, and if any of them are of the declared type, Special Summon this card, but banish it when it leaves the field, face-down. You can only use 1 "Merchantette, Appraisal Apprentice" effect per turn, and only once that turn. ATK 1000 / DEF 500 So yeah, just a small support for Synchro mobs. The artwork was taken from Shadowverse and the inspiration comes from @Gym Leader Viola and her post here ^_^
    4 points
  39. Pippola is Hungry! Continuous Spell When this card is activated: Add 1 Spell/Trap that lists Fairy in its card text from your Deck to your hand. All monsters in both player's hand and field become Fairy. You can Special Summon 1 "Pippola Token" (Fairy/LIGHT/Level 1/ATK 100/DEF 1500) OR 1 "Pippola, Ascending Artist" from your hand or Deck. During your End Phase, if a monster listed in this card's text is still face-up on the field, you can send 1 Fairy monster your opponent controls to the GY, and if you do, gain LP equal to half its ATK or DEF (what's higher). You can only control 1 monster Special Summoned by this card's effect. You can only use each effect of "Pippola is Hungry!" once per turn. YES! It's like the title says. Keep calm and enjoy Pippola, for Pippola is B-A-C-K! Where the hell is she back from? Welp, from here: https://www.cardmaker.net/forums/topic/402123-pippola-ascending-artist/?tab=comments#comment-7179910 . This link leads you to one of my favourite creations ever, and which in my super arrogant opinion didn't get enough likes. Ahem, no really, I liked that card a lot and I'm happy to bring you this. SO, what's the deal with this card? It supports the other Pippola, and making cards that support your own old custom card is weird indeed, but in truth, that particular support is only a detail in the grand scheme of things. I believe this card is rather stronk, hence why it's in Casual. It starts with a funny effect: let's you add a Spell/Trap that lists the Fairy monster type in its effect to your hand. This includes a grand total of 18 support cards (17 Spells/1 Trap) and 1 Anti-Support card (Yami..... YAY!). Among the support cards, there are some nice and relevant: The Sanctuary in the Sky, The Sanctum of Parshath, Mokey Mokey Smackdown (lol), Valhalla, Starry Knight Ceremony, Cards from the Sky, etc. At the very least, this effect makes this card a better Terraforming for Fairy Decks. It's also possibly very strong that all mobs in hand and field become Fairy, as it really hampers opponent's strategy based around monster types. Next up, this card is able to Special Summon 1 Token per turn, or the actual Pippola (but can't SS other if you already control 1. I'm unsure if this effect is particularly OP: being able to summon 1 Token without restriction to summon generic Link 1s or accommodate your Synchro Summon is fairly potent. In addition, Pippola (the effect monster) is a Tuner, mwa-haha. The following effect was remade a couple of times. In the end I decided to make it so it can only be used during the End Phase if the mob is still around, making you decide between either use it as material or take down 1 enemy mob, effect which, by the way, is Pippola devouring horribly that poor mob without targeting and sending to the GY instead of destroying (another mwa-haha). So yeah, that's the card, I really had a lot of fun making it and I hope you like it as well, just imagine this chubby little brat devouring an enormous monster lol.
    3 points
  40. Street Surfer is an Archetype of Warrrior/WATER monsters and Machine/WATER Union monsters that are Level 4, 6 and 8. They focus on equipping their Union monsters to their non-Union Warrior monsters, which provides them with battling strategies. Each Warrior monster can be Special Summoned while you have no cards in your Spell & Trap Zone, other than Equip Cards, and while equipped, your opponent must attack them if able, which combos well with their Union monsters and their only Spell Card, Gastown, which is a Field Spell so it won't mess with the "no cards in the Spell & Trap Zone" gimmick. The Union monsters, named Boards, can be Special Summoned while you control a Warrior Street Surfer, and has typical Union monster behavior combined with an effect triggering if the equipped monster battles, and is also able to Special Summon them to combo with Gastown. To balance things out, all monsters can only be Special Summoned once per turn. Based on the entire Mad Max franchise mixed with skate boarding, hence Street Surfer, and because surfing typically is water based, and Mad Max is a world where water is scarce, thought it was fun to make them WATER. I wanted to simply call them Road Warriors in reference to Mad Max, though of course the card Road Warrior already exists, so that would create confusion, also by changing their name, it made them from EARTH to WATER. Monsters: Street Surfer - Ollie Max Warrior/WATER Level 4 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Gastown" from your Deck or GY to your hand, or if you control "Gastown", you can equip 1 "Street Surfer" monster from your Deck to this card instead. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Ollie Max(s)" once per turn. 1800/1100 Street Surfer - Furiosa Heelflipper Warrior/WATER Level 4 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn (Quick Effect): You can send 1 other "Street Surfer" card from your hand or field to the GY; Special Summon 1 "Street Surfer" Monster Card that is equipped to a monster you control. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Furiosa Heelflipper(s)" once per turn. 1100/1800 Street Surfer - Doof Slider Warrior/WATER Level 6 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn, if a monster is Special Summoned from the Spell & Trap Zone: You can target 1 face-up monster on the field; switch its ATK/DEF. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Doof Slider(s)" once per turn. 1900/2300 Street Surfer - Kickflip Toecutter Warrior/WATER Level 6 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn: You can send 1 Equip Card equipped to this card to the GY; Special Summon 1 "Street Surfer" Warrior monster from your hand or GY. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Kickflip Toecutter(s)" once per turn. 2300/1900 Street Surfer - Humungus Grinder Warrior/WATER Level 8 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn, at the start of the Battle Phase: You can equip 1 "Street Surfer" monster from your hand or GY to this card. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Humungus Grinder(s)" once per turn. 2500/2000 Street Surfer - Immortan Aerial Warrior/WATER Level 8 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn: You can Tribute 1 other "Street Surfer" monster; Special Summon 1 "Street Surfer" monster from your Deck, except "Street Surfer - Immortan Aerial". This is a Quick Effect while equipped with an Equip Card. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Immortan Aerial(s)" once per turn. 2000/2500 Union Monsters: Street Surfer Board - Interceptor Machine/WATER/Union Level 4 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, if an attack is declared involving the equipped monster: You can negate the attack, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Interceptor(s)" once per turn. 0/2000 Street Surfer Board - Wagon Machine/WATER/Union Level 6 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, at the start of the Damage Step, if the equipped monster battles an opponent's monster: You can destroy the opponent's battling monster, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Wagon(s)" once per turn. 0/2500 Street Surfer Board - Limousine Machine/WATER/Union Level 8 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, at the end of the Battle Phase, if the equipped monster battled this turn: You can target 1 card your opponent controls; destroy that target, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Limousine(s)" once per turn. 0/3000 Spells/Traps: Gastown Field Spell When this card is activated, if you control no cards in your Spell & Trap Zone, other than Equip Cards: You can add 1 "Street Surfer" monster from your Deck to your hand. During your Main Phase, you can Normal Summon 1 "Street Surfer" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, if a "Street Surfer" monster(s) is Special Summoned from your Spell & Trap Zone: You can target 1 card your opponent controls; destroy that target. You can only activate 1 "Gastown" per turn.
    3 points
  41. Been hiding for ages as this club were founded back then, thank you for Sleepy as the founder here, urge to post/regularly reply, guess i don't need to hide anymore . . . Short story of myself, i study for design and visual major, so i love to draw, but hate to color it (more like, i really sucks at coloring lmao, having deuteranomaly been holding me back with colors and my college study) Also note, all images were a shot from my phone, might try to post something new by scanning them when i have the time
    3 points
  42. Flag of the Revolution Continuous Trap You can only use each of the [1] [2] [3] effects of this card once per turn. [1] If another card(s) you control is destroyed by battle or card effect: You can add 1 “Liberty at Last!” from your Deck or GY to your hand. [2] At the Start of the Damage Step of a battle involving a Synchro monster: You can destroy the opponent’s monster. [3] If this card in the Spell/Trap Zone would be destroyed, you can destroy 1 monster you control instead. Source
    3 points
  43. A control-based archetype that i'm currently working on. Its playstyle revolves around cycling through Field Spells that have powerful lockdown effects, depending on your matchup, while fueling their boss monster with materials so that it can remove threat by shuffling them back into the deck. All of the archetype Field Spells have 3 effects: 1 when they're activated, 1 when they're on the field, and 1 when they are sent to the GY. Basic combo with Season of Departure + 1 random Field Spell in hand: Activate Season, add Resting. Activate Resting, special summon Dux from deck, using Dux to reveal a Field Spell and add Apex. Activate Apex, send Miliarium, use Miliarium floating effect to send Malleus to GY, then use Season to add back Miliarium from GY to hand. Link Apex and Dux to summon Vagor, using Vagor effect to activate Gelida from deck. Activate Miliarium to ss Malleus, which will trigger Gelida floating effect to add either Awaiting or Set Off to your hand. During your opponent turn, tribute Malleus to ss Caelum, then use Caelum effect to bring back Malleus and Xyz Summon Council to lock your opponent into only ss Xyz Monster from Extra. These cards are just for synergy purposes. I'll be working on more Field Spells to imply the control-based nature of this deck. Criticism and/or suggestion are both highly appreciated. (✿´ ꒳ ` ) Artist credit: - All the Denizen cards: ovopack.tumblr.com - All the Heritage cards minus Season: deviantart.com/jordangrimmer - Season of Departure: artstation.com/somartist ( If possible, please support the artists by following their social medias. They're all amazing ppl. )
    3 points
  44. https://ygorganization.com/chonkyboomstardoggo/ Level 9/WIND/Beast/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters (1) You can only control 1 “Wolfrayet the Stellar Wind Wolf”. (2) Each time another monster’s effect is activated while this card has less than 4000 ATK, this card gains 300 ATK. (3) Once per turn, if this card’s ATK is 4000 or more (Quick Effect): You can shuffle this card and all monsters your opponent controls into the Deck.21500/0
    3 points
  45. https://www.deviantart.com/primeacejohn/art/Sevens-Road-Magician-Arcanus-874740982 ________________________________________________________ Sevens Road Magician Arcanus DARK | [Level 9] | LEGEND [Spellcaster / Effect] [Requirement] You can tribute 1 face-up “Sevens Road Magician” you control. [Effect] Special Summon this card (from your hand). Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When this card is Summoned, you can send as many monsters from your Deck to the GY with different Attributes: Place 1 Arcanus Fire Counter on this card for each card sent to the GY by this effect. This card gains 300 ATK for each Arcanus Fire Counter on this card. If this card would be destroyed by battle or card effect, you can remove 2 Arcanus Fire Counters from this card instead. ATK/ 2300 DEF/ 1700 ________________________________________________________ TRIVIA: This card is the evolved form of Sevens Road Magician in a similar fashion of Dark Eradicator Warlock/Dark Sage. Artwork is formed/designed by me Edits are done by me CREDITS/ELEMENTS GATHERED: Konami, Google Images Rush Duel Template Creds: 9558able (on DeviantArt) ________________________________________________________ I have a card/content suggestion box! You can access the link to the suggestion box from this post. Please read rules/clarifications before submitting your suggestion.
    3 points
  46. Spiritual Temple of the Ice Barrier Field Spell When this card is activated: You can target 1 of your "Ice Barrier" monsters that was sent to the GY or was banished by the effect of an “Ice Barrier” card this turn and hasn't changed place since; Special Summon it. You can place a number of cards in your hand on the bottom of your Deck in any order up to the number of "Ice Barrier" monsters you control, and if you do, draw that same number of cards +1. You can banish 1 "Ice Barrier" card from your GY, then target 1 monster you control; apply 1 of the following effects depending on if the target is Tuner or non-Tuner. Tuner: Increase or decrease the target's Level by 1. Non-Tuner: The target becomes Tuner until the end of this turn. You can only use each effect of "Spiritual Temple of the Ice Barrier" once per turn. So, this card tries to aid the archetype in many aspects. I decided to make this in spite of the recently released cards because I'm not too convinced about 'em, though 4 or so definitely help. So, for starters, the Field is not your typical lame +300 ATK/DEF or something, unfortunately lol, but it supports right away at activation with a Summoning that is easily fuelled by the effect of cards such as Gungnir, Brionac, Prior, Hexa Spirit, Zuijin, Speaker. By the way, I used a bit of a funny grammar in this effect, but I think is quite precise, as it mentions a card "not changing place". This is something rather uncommon, but you can see something similar in "Necrovalley". The effect just wants to make sure the card than was sent to the GY or was banished is still in the same place.I decided to be conservative with the second effect, making the shuffle go before the drawing. I think that way the effect is not as powerful as you don't have that many resources in the first place to accommodate your hand so freely, but I'm open to change this if people more experienced thinks it can be adjusted. Finally, what I consider the most controverted effect in the card, as it can turn non-Tuners a Tuner for a turn, this for the cost of 2 banishments (which funnily enough could be Summoned by this card if it is returned to the hand by Dewloren) OR adjust a Tuner's Level, which can lead to greater flexibility for Synchro Summoning and even more access to Rank 4 Xyzs in the unlikely case you're running Defender/Geomancer of the IB, or a Rank 3 like Leviair that will salivate at this card's effect 3 cost. Critiques and Comment welcome as usual n.n
    3 points
  47. https://ygorganization.com/theymadethememerealagaingetusedtoit/ SD41-JPP01 Gaikouryuu – Cyber Dark End Dragon / Cyberdark End Dragon Level 12/DARK/Machine/Fusion/Effect “Cyberdark Dragon” + “Cyber End Dragon” Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 or lower “Cyberdark” Fusion Monster equipped with “Cyber End Dragon”. (1) Unaffected by your opponent’s activated effects. (2) Once per turn: You can equip 1 monster from either GY to this card. (3) This card’s maximum number of attacks per Battle Phase equals the number of cards equipped to it. 5000/3800 SD41-JP002 Cyber Dark Chimera / Cyberdark Chimera Level 4/DARK/Machine/Effect You can only use this card name’s 1st and 2nd effects once per turn each. (1) You can discard 1 Spell/Trap; add 1 “Power Bond” from your Deck to your hand, also you cannot use monsters as Fusion Material for the rest of this turn, except Dragon or Machine “Cyber” monsters, and once, if you Fusion Summon this turn, you can also use monsters in your GY as Fusion Material by banishing them. (2) If this card is sent to the GY: You can send 1 “Cyberdark” monster from your Deck to the GY, with a name different from the cards in your GY. 800/2100 SD41-JPP03 Cybernetic Horizon Spell (This card is also always treated as a “Cyberdark” card.) You can only activate 1 card with this card’s name per turn. You cannnot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters. (1) Send 2 Dragon and/or Machine “Cyber” monsters with different Attributes to the GY (1 from your hand and 1 from your Deck); add 1 Dragon or Machine “Cyber” monster from your Deck to your hand, and if you do, send 1 Machine “Cyber” Fusion Monster from your Extra Deck to the GY.
    3 points
  48. Tsareena - Roserade Family Portrait Legina - Not unlike other Tsareenas, Legina is a proud and somewhat haughty Pokemon. After she married Ambrose, though, she developed a surprisingly mellow side, specially when it comes to care for her daughters. Despite this, you'd better be wary of offending her somehow. Out of all the members in the family, she's the one who likes to fight the most and when you combine this fact with her refined skills and relentless rage... well, it suffice to say you'll pay dearly. Her best friend is a neighbour Lilligant called Suzanne. Ambrose - A.K.A. Verdant, the Hero. Imbued with a strong sense of justice, Ambrose patrols through the forest, helping wild Pokemon in any way he can, and specially defending his peers against trainers attacking them. He's carefree and bold, and exasperates Legina easily. Persistent would be another trait of his, because he started chasing after her since they were a Budew and a Bounsweet respectively, and never gave up despite the girl's disdainful rejecting. He loves to play with his daughters during his free time. Apple - Named as such due to the funny apple-shaped spot in her head, which didn't change even when she evolved. In contrast to other Steenees, who like to dance and twirl around joyfully, Apple is rather shy and introspective. Probably the most centred member of the family, she diligently gathers food and helps to prepare the meals, and is always keeping an eye on her beloved, playful little sister. She seems rather useless for fighting, as she gets way too nervous and scared, but her mother has confidence in her, as Apple has demonstrated genius level strategy at times. Probably this is the reason why she managed to evolve, despite being relatively weak. She's currently learning to read Human Language, but nobody knows how she managed such a feat. Sherry - The younger sister, this Bounsweet is tiny even for her species. She doesn't let this fact get to her. She's incredibly happy and there's no day you can't see her bouncing up and down in the house and causing an uproar. Rather stubborn and reckless as well, she likes to challenge much stronger Pokemon to battle, and is normally rescued by Apple (they run away for dear life) or Legina (whoever wanted to hurt Sherry ends up fainted on the floor). Ambrose berates her after returning home, but he can't help feeling proud of his hot-headed little child.
    3 points
  49. I saw. I read this entire fucking thread. That is why I am not giving credit for the actual content of his actual posts, just the attitude he kept. He called out bullshit, to the basic extent of the idea. The problem with CowCow's responses was that it didn't handle the actual fucking problems, it dealt with the fucking bullshit. But, the way he responded was consistent since the beginning, calling out specific bullshit in relative directness, which is what mods should due. Instead of focusing on the bullshit, though, the mods should look at the overall problem here. So, I do not give any points to CowCow for his individual responses. Just the consistency of his attitude. And Joseph, again, is the only person who I still credit in this entire fucking thread who actually maintained consistency in his responses, as well as reflected the position that mods should take. Dealing with the whole fucking issue, and dealing with the bullshit involved. I will write explanations on why all of you are fucking problems, but I would repeat myself too much. So, I gave credit where credit is due.
    3 points
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