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Showing content with the highest reputation since 02/13/2025 in Posts

  1. According to my calculations, it's been nearly 2 years since my last post. A year and 11 months if you want to get more technical. SO... Also, no. I didn't draw the card in her hand.
    4 points
  2. I tried to make an archetype based on different types of magicians/spellcasters that runs Level/Rank 1 monsters. It's my first time making custom cards, so tips and suggestions are welcome.
    3 points
  3. Hundred Eyes Chaos Dragon DARK Rank 8 Dragon/Xyz/Effect Must be Xyz Summoned using 2 DARK monsters with a Level difference of 8 as Xyz material. Gains 100 ATK/DEF for each card in your hand, field, GY and banishment. You can only use the following effects of "Hundred Eyes Chaos Dragon" once per turn. * When your opponent activates a card or effect (Quick Effect): You can send 1 Xyz material thats attached to this card to the bottom of your Deck; negate the activation and destroy it. * If this card is destroyed by an opponents card: You can Special Summon 1 Level 10 monster from your hand, Deck, Extra Deck, GY or banishment ignoring its summoning conditions. ATK/3000 DEF/2500
    3 points
  4. It's that time of the month again xD The time in which I post whatever doodles I have at hand to avoid getting the club archived. Got other works undergoing but yeah, this will do for now xD
    3 points
  5. I guess I'll chime in. I'm still committed to cleaning out these bots and keeping a semblance of order. But yeah. To any users reading this that don't know: Agreed. If you want your threads seen and not buried under the upteenth Temu, crypto, or escort shill, go to the site shared above. Plus, it comes with more features. This forum had its day in the sun, but it's evident that the owner doesn't care about the state of it.
    3 points
  6. This seems like a good site, thanks for sharing
    3 points
  7. https://neocardmaker.com/ the above linked website works and is run by someone, i was going to add adjectives here but actually just the fact that it is run by someone at all is an infinite improvement; this place is not even being held together by tape, nyx is unfathomably committed to patching holes but the ship is three-quarters underwater so if you want to do any of the things you would've aspired to do here i think try ncm instead
    2 points
  8. How do you draw eyes?
    2 points
  9. 2 points
  10. A little Thanksgiving cheer!
    2 points
  11. Hey I know how bad things are for the site and this club but can we not spam it? It's like my remaining special place here, if only to preserve what friends posted in previous pages and where I show people I'm still around. Keep that meme but hopefully I don't wake up to a bigger flood of it.... ------ Here's a painting I did the other day with those dollar store water color kits. It's based on a real place in my city called "La casa de la cultura". It is one of the oldest buildings in the city, enough to have a collection of ghost stories of its own. It is still an active building for teaching in like, music and theater.
    2 points
  12. Here's 2 animations I did these past couple weeks. Both still kind of incomplete but I think good practice nonetheless xD
    2 points
  13. So I've been going to a workshop of sorts on Saturdays since a week or so ago. This is one of the exercises we started with. 4 emotions, 3 variations of each, and to draw the faces that'd coincide with the emotion. Also, a quick line of context but having the lines shuffled around a bit so other people guess which is the correct one. It is meant to see how easy for readers/viewers is to understand our interpretations of them. Time is somewhat limited to finish them but it wasn't too bad of an outcome. I've done a few more like this ever since.
    2 points
  14. Ghostrick Room Continuous Spell Card After activation: You can add 1 "Ghostrick" Field Spell Card from your Deck or GY to your hand. All Zombie, Fiend and Fairy monsters in Defense Position cannot be destroyed by battle or by card effects. Each time a Zombie, Fiend or Fairy monster is flipped face-up: Inflict 300 points of damage to your opponents LP. You can only activate 1 "Ghostrick Room" per turn.
    2 points
  15. I'm on a little personal mission to TCG-ify Rush decks that I find interesting. I made a bunch on Duelingbook, but the site's servers are really in decline at the moment. Here's my take on a few of the Dark Matter monsters from Go Rush. More to come as this is very much WIP. Dark Matter Hazardoll Galaxy/DARK/Level 5/ATK 1800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Hazardoll" once per turn. If you control no monsters, or all monsters you control are "Dark Matter" monsters: You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can target 1 monster your opponent controls; change it to face-down Defense Position. Dark Matter Craydoll Galaxy/DARK/Level 4/ATK 1400/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Craydoll" once per turn. If this card is Normal or Special Summoned: You can add 1 "Dark Matter" monster from your Deck to your hand, then you can change this card to face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can add 1 "Dark Matter" Spell from your Deck to your hand. Dark Matter Lockdoll Galaxy/DARK/Level 3/ATK 800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Lockdoll" once per turn. If you Normal or Special Summon a "Dark Matter" monster, except "Dark Matter Lockdoll": You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position, If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material; draw 1 card, then send 1 "Dark Matter" monster from your hand to the GY. Dark Matter Enigmata Galaxy/Fusion/DARK/Level 9/ATK 0/DEF 0 "Dark Matter Mist" + 1 "Dark Matter" monster You can Special Summon this card (from your Extra Deck) by shuffling the above monsters you control into the Deck. (This is treated as a Fusion Summon.) Gains ATK equal to the combined original ATK of the monsters used as Fusion Material for this card's Summon. If there is a face-down monster on the field, this card can attack directly.
    2 points
  16. 2 points
  17. Nifindell, The Last of Thunder Thunder-DARK-Level 9-ATK 3100-DEF 2300-Effect You can Special Summon this card from your hand by banishing 3 Thunder monsters from your GY. You can only use the following effects of "Nifindell, The Last of Thunder" once per turn. If you activated a Thunder monster effect from the Banishment: You can Special Summon it to your field. If this card is sent to the GY: You can add 1 card from your deck that mentions a Thunder monster in its text except "Nifindell, The Last of Thunder". Up next:
    2 points
  18. DONE, and amended as such in the comments: If a “Red-Eyes” monster you control is Sent to the GY: You can inflict 2400 damage to yourself; Special Summon this card from your GY and change it’s name to “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. You can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand during either players turn while “Zombie World” is on the field. If a monster is Destroyed (by Battle or card effect) by a “Red-Eyes” monster you control and sent to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY.
    2 points
  19. This Card is already good, just add some little thing... When your opponent activates a Spell/Trap Card while you control a "Dragunity" Synchro Monster or "Dragunity" Monster with Equip Spell equipped to it: Negate the activation, and if you do, banish that card, then if you control a Level 10 "Dragunity" monster, you can have 1 "Dragunity" monster you control gain 100 ATK for each face-up card that is currently banished. You can only activate 1 "Dragunity Oubliette" per turn. Next: "Jar Robber"
    2 points
  20. I would like permission to use the picture to make another card. I feel sorry for the beautiful art. Blind Devil Magician DARK Level 7 Spellcaster/Fusion/Effect 2 Dark monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: Place 2 Spell Counters on this card. This card gains 300 ATK for each Spell Counter on the field. You can remove 1 Spell Counter from this card; banish 1 Spell or Trap Card your opponent controls, and if you do, inflict 300 damage to your opponent for each card banished by this effect. You can only use effect of "Blind Devil Magician" once per turn. ATK/2400 DEF/2000 Super Power Yeah! Trap Card (Counter) When an opponent's monster declares an attack: Negate the attack, and if you do, loses 500 ATK, then, if that monster's ATK is less than the monster with the highest ATK on your field, destroy that monster, and if you do, Inflict damage to your opponent equal to the half of original ATK of the destroyed monster in the GY. Next:
    2 points
  21. Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD
    2 points
  22. Nice, didn't know you guys did some drawings. That's amazing and inspiring. Glad i did come back here after long time to see it. Hope u guys doing okay
    1 point
  23. Simple topic, make your dark magician supports and revamps, aiming for realistic sets. If they are supposed to be part of a set make it as 1 post, if they are supposed be independent then preferably do as seperate ones. Also state if you think your cards should be Restricted in number or other interesting things like if it's inspired by scenes in the show or other cards. If you want to make a super OP card then just say you expect it on the Forbidden list but if you are going to go way ham there's always casual. Discuss a bit of the design philosophy and how you see these being played/replacing standard cards in the lineup, or being able to augment DM with splash ins. To start things off here is my hard retrain of Dark Magician into Black Magician. Unless you are running red eyes fusion and want to be able to fuse directly from the deck this would basically be intended to fully sub out Dark Magician up to 3 for 3, and the idea is to make Dark Magician the support of Dark Magician basically. He basically borrows part of the Gemini mechanic and the concept of that duality, but with Dark Magician he's both a Spell and a Monster, Normal on the field and GY but effect in the hand and deck. More broadly Gemini monsters should generally be handtraps and GY floaters. The idea of this card is to not generate overwhelming force but consistency and tricky plays, he generally takes two steps to kill, and floats between the extra deck and GY depending on how you want to use him. He's no longer a brick in the hand either, and instead is a play extender which the deck really needs. He probably in large ways replaces magician rod but you might still want to play one copy since you have the normal summons. Summoned Skull showing Normal Monsters can have a "treated as" effect status so he can be fully replacing. Dark Magician decks run a lot of continuous things so being able to keep a trap in the hand to play really gives you some wiggle space with the board. This is especially true if running toy box as now that means you have 4 cards on the field, 5 if you wanted to actually use pendulums. It also means you cant really chain the Quick-play cards in your hand so it makes several soft limit on your plays. The flavor is that when he's destroyed, tributed, etc, and names things that's kinda like saying oh this is Dark Magician's Baby Dragon. The strongest board clearers like dark magic attack still generally require the original monster named Dark Magician so you need to bring him out for that, and he can't use this effect to really make other monsters just being summoned trigger dark magical circle, so it's try to strike a balance. I did make this before I was familiar with the toy box engine so there might be a bit re-balancing needed there. I used Black Magician as the name to allude to it's JP roots as the definitive new copy of Dark Magician to run. Plus if there was any monster that should weave between the boundaries of Monster and Spell Card to the limit in Yugioh I think it would be the Dark Magician.
    1 point
  24. This isn't what I had in mind, the counter idea isn't related to the protection effect at all. My suggestion for protection was to just have the name also be treated as "Dark Magician", so it can benefit from other cards, like "Eternal Soul". Sorry, if I worded it weirdly. The counters were a suggestion - be able to use the negation effect twice, if you need it. Be able to use the destruction or card-setting effect up to 3 times (by paying with 2 counters up to 3 times). Also they are High-Spell Counters (like superior magic or something) and you can't refuel them like regular Spell Counters. This is the limiting factor - you only get 6 and only when you summon this monster. You still get to activate up to 3 effects by paying with the counters, but not limited to 1 unique effect one time.
    1 point
  25. 1 point
  26. This is the best tool so far to create cards that i found, the resolution is amazing and the interface is very nice, but when it comes tô spell/traps cards, there is a problem the only thing you can't edit is the label that says "spell card(icon)/trap card(icon)", it is bothersome because if you are making cards in another language you cant change it from english, but this is duable, but what really bothers is that if the card is not a common spell or trap, the icon will overlap the last 3 lettlers, me and many other users would really apreciate if this could be fixed.
    1 point
  27. This card doesn't work because monster card's that get put in the Spell/Trap Zone normally become continous traps or spells and don't retain their monster status, however if you changed that to Monster Card it would work because the card itself is a Monster Card, but it is not a monster. Other than that this goes really crazy in vanquish soul because its a level 5, it special summons itself by returning monster cards to hand and it does 2000 damage. So free 5000 damage for vanquish soul going first basically, just gotta find the extra 3000 and a way to put a monster card in the spell & trap zone- snake-eyes, fiendsmith, any pendulum monster, all of the union cards which got new support. I think the 2000 damage part is a little excessive. Also this card would never be returning to hand or staying on the field long, so it being spirit is not a drawback in the slightest. Overall this card is broken. Word change if you want --> Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. During the Main Phase: You can target 1 Monster Card in your Spell & Trap Zone and 1 monster your opponent controls; return them to the hand, then Special Summon this card from your hand, and if you do, inflict 2000 damage. You can only use this effect of "Flaming Virtue Abomination" once per turn. During the End Phase this card was Normal Summoned or flipped face-up: Return this card to the hand. During the End Phase this card was Special Summoned: Return this card to the hand. Extra Notes: The Special Summoning is an effect not a special summon proc meaning u need the : and ;. If you want it to be a proc then u would have to word it differently, secondly Because its a spirit monster it needs the During the End Phase this card was Normal Summoned or flipped face-up: Return this card to the hand line. If you dont care how it looks I am sorry for writing an essay lol
    1 point
  28. I see it's been a while since you’ve posted, but I just want to ask—have you considered how this kind of gimmick deck could mesh with Dice Jar support or other luck-based cards? There’s some fun potential to lean harder into the random effects and push that theme even further. Curious to know if you've tested any combos since then or thought about reworking the effect balance.
    1 point
  29. Battle Accelerator Equip Spell Card Equip this card to a monster you control, then, place 1 counter on this card. This card gains 500 ATK for each counter on this card. If this card destroys a monster by battle, place 1 counter on this card, and if you do, the equipped monster can make an additional attack during the Battle Phase this turn. If the equipped monster would be destroyed by an opponents card, you can remove 1 counter from this card. You can only control 1 face-up "Battle Accelerator".
    1 point
  30. Not once per turn?
    1 point
  31. I love this card but it doesn’t have any once per turns on it meaning that it can’t be removed from the field once it’s summoned except by banishing or bouncing.
    1 point
  32. Primite Grandcore Dragon [EARTH] LV 10/Dragon/Ritual/Effect (3500/2500) scale: 00 Pend. Effect: You can tribute this card in your Pendulum Zone; Special Summoned 1 Normal Monster from your Deck or banishment. You can only use this effect of "Primite Grandcore Dragon" once per turn. Main Effect: Must be Special Summoned by its own effect. You can only Special Summon "Primite Grandcore Dragon(s)" once per turn. If a monster(s) on the field is destroyed by battle or card effect, while this card is in your Extra Deck: You can banish Normal monster from your GY whose total level equal or exceed the level of this card, and if you do, Special Summon this card (this is treated as a Ritual Summon.) (Quick Effect): You can tribute this card; shuffle all cards your opponent control into the Deck. You can only use this effect of "Primite Grandcore Dragon" once per turn. Next:
    1 point
  33. The idea of counters on Pendulum Monsters has been better monopolized by the Edymions & Spell Counters, but I do quite like the idea of modulating Pendulum Scale for effects and cost. These are two in the wings I might as well share now. the DEF increase is important when it becomes a breakpoint for other monsters the "Tanks" become unaffected by. Plus, if you use Ana woth Lucio, Lucio uses its effect to change Ana's Scale so she doesnt need to wait for 2 Normal Summons hehe. Moira synergies with Mercy if you mill overwatch effect monsters into the grave that Mercy can summon!
    1 point
  34. It's too much the Saddest Mommy
    1 point
  35. Oh, okay! I was just trying to give that text a fitting card with good quality. I understand.
    1 point
  36. Yep, really incentivizes you to NOT let your opponent fucking get him.
    1 point
  37. I thought I had finally found the definitive Yu-Gi-Oh card-making software, and now I have to deal with this. Can someone please fix this? It would be greatly appreciated.
    1 point
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