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Showing content with the highest reputation since 08/29/2025 in Posts

  1. Hey there, I'm excited to see another Counter themed archetype and I like the style you chose for the card images. Regarding the PSCT: I appreciate the OCG-like way to list the effects as it makes the card much clearer, but I think that you didn't use it correctly at some points. On "Eye of the Abyss" and "Omniscence", you used the conditional effects "if condition xy.., you can also ..". These are usually part of an effect that is described beforehand, so if you want them to resolve simultaneously, you shouldn't give them a different effect number for separation, as that only confuses the reader. I was honestly not sure if the second effect on "Omniscence" was part of the first one, or just an ignition effect with very weird PSCT. I assume you want it to be part of the first effect in both cases, since the rest of your PSCT is on point, except for the "add this card to your hand, but banish it when it leaves the field" on "Crimson Seraph". I assume you tried to balance the Quick Removal by having it only be able to recycle once, but cards don't usually remember any lingering effects when they move into a non-public location as the hand. This is a game mechanic that prevents stuff like a player adding a "Crimson Seraph" to his hand and later discarding it to the GY, which the opponent has no way to call out, because the Noctris player might have a second one in their hand. Gameplay-wise I'd probably consider this more of a small engine that can be combined with another DARK Fiend archetype or run alot of non-engine cards. With that in mind I'd expect the cards to have a solid resource loop and create some form of pressure, but not deal with every possible threat in existance and have clear weaknesses. I'll come back to this later. The individual cards differ in power significantly. In my opinion "Aspect Witch" is probably the strongest of all the cards, giving you a free Summon and therefore level 6 xyz material, a +1 that could become a +2 in card advantage in form of the spell search and an additional removal. It's a very solid card, I'd compare to something like Kashtira Fenrir. Sadly it somewhat makes the Gaze Counters unnecessary, as it both places it and removes it by killing the card in a very streamlined way. "Hollow Idol" looks like a classic extender. Just Summon him along the way, as you will try to always give your opponent's cards some counters, and get an additional benefit when using it as material. Anyhow this looks like the weakest of the bunch, as pretty much all of the cards except for "Omniscience" only ever care for 1 card with a counter on it, the added effect of doubling down on counters seems off and not that helpful. "Crimson Seraph" is another beast. Especially the fact that the Summon from hand is a Quick Effect makes it a menace. I appreciate your attempt to balance it by trying to implement a lingering finality effect, even tho it kinda breaks the game rules. Here is a recommendation on how I would balance it: As you will use it as Xyz Material 90% of the time during your own turn, this will not affect the extender abilities, but forces you to make a decision if you want to throw away recursive card advantage if you want to use it as disruption during your opponent's turn. "Eye of the Abyss" is a very generic search spell, which I usually don't love to see, but it becomes pretty obligatory when making a small archetype with only 3 monsters like this. I'd probably change the condition of the Special Summoning part of the effect, as you wont need it as much when you already have your Xyz monster on the board but rather when on the backfoot. Maybe consider changing the condition to having less cards on board than your opponent or an Xyz monster in your GY or something like that. "Omniscience" is a perfectly fine protection card with a solid activation effect that matches the theme. I feel like it could also probably do a little more in terms of Counters as a Continuous piece. I obviously didn't playtest these, but I can imagine that it would be totally fine to put an effect on this card that makes a Counter once per turn, either triggered by something or as ignition effect. I also really like that it only protects from destruction and does none of the "make a card unaffected by everything" crap, many customs show these days. "Retribution" almost seems to generic, but keeping in mind how you fetch it, it's a solid disruption option and the added floating effect in GY makes the CXyz much more valuable. "Unbound Verdict" is a solid boss monster with the classic Quick removal/negate theme, but it doesn't really seem to match the Counter theme well. It also probably gives a little to many options for what to do and could be split up into two separate cards. What actually annoys me a little bit is that it doesn't have a Quick Effect to place counters, so the synergy with detaching "Crimson Seraph" is a little bit lack luster. It might actually be more fun, if the Quick Effect just placed a Counter on any card, non once per turn, with a continuous or triggered effect that interacts with Counters, like "Your "Noctris" cards are unaffected by cards with Gaze Counters on them" or "You can negate the effect of any card on the field, by removing 1 Gaze Counter from it (OPT)". This card definetely has the most hidden potential. "Deus: Reultima" is a little difficult in my opinion. It does have the option to place Counters as Quick Effect, which is great, especially combined with "Crimson Seraph", but the negate it very slow. Most modern cards will be Summoned or activated, and immediately start a chain with some kind of entering effect. This boss monster could react to that by placing a counter on each monster the opponent controls, but since this is not MTG, after resolving the effect to put Counters, the other card will just resolve aswell. The fix to this problem is using a Continuous Effect, as stated above. There are cards like "Fabled Unicore", "World Legacy's Secret" or "Cerulean Skyfire" that negate an effect when resolving, which would be much more efficient on this card. I understand that "Negate the effects of all cards with Gaze Counters on them" is to strong, but you could adapt the effect of one of these cards and make the effect say "Once per turn, you can negate any monster effect activated by your opponent, by removing 1 Gaze Counter from that monster." In summary I want to say that this archetype has much potential and could become an absolute favourite, especially with the dark demonic style, to set a mark against dumb design choices like Dragonmaids or Yummi. Coming back to my premise, the archetype does have a very solid resource loop in recycling "Crimson Seraph" and fetching copies of "Eye of the Abyss" with "Aspect Witch" and as it stands there are clear weaknesses as agressive monster spam and high ATK Towers, aswell as targeted Xyz hate. It does kind of have a little bit of everything on the end board (especially since "Unbound Verdict" has so many forms of removal to chose from), but a relatively low ceiling, which makes it not only fun to play, but also to play against. Balance and style wise, it's a very cool archetype and if you overhaul the Xyz monsters and "Crimson Seraph", the gameplay is about to be a blaze aswell. I'm looking forward to play you with these one day. As it stands I'd rate these cards 8/10. Greets, Messoras
    3 points
  2. I did that recently
    3 points
  3. Can't remember. Did I ever share this one?
    3 points
  4. Tried to draw magalor from memory, kinda scuffed.
    2 points
  5. Hey Everyone! This is my new Archetype called "Noctiris." I wanted to make something that pulled from the unknown or all too known that "Gazes" from beyond think eldritch horror adjacent. The deck focuses on ranking up into your big boss monster while placing counters along the way that can be manipulated to your benefit and allow further combo plays. I tried to keep the theme and Identity clear while making that subtext noticeable in the effects of these cards and how they play off each other. I hope you enjoy checking this out as much as I did creating it. Feel free to leave your thoughts down below, and I'll try to get back to you when my schedule is free. 愛を込めて
    2 points
  6. Hey, thanks for the well-thought-out response! I appreciate the notes on some of the wording mistakes, and I went back and corrected a few of them. Yeah, this archetype can be considered a mini "engine" for other DARK Fiend decks, as I only made 8 cards, which is about what you could expect from second-wave support. This was the direction I had in mind, though I may make them a dedicated normal summon when I revisit them in the future. Spot on! These cards do have very different power levels, as many archetypes do, with some cards never being played after newer waves of support make them irrelevant. I like the Kashtira comparison you made. I can see it. The effect of Aspect Witch to attach a card with a Gaze counter as a material may seem straightforward in the early game, but Im sure there is plenty of creative use for it on sequential turns to counter continuous spells/traps or cards which already have Gaze counters but have since gained protections. Maybe I should do more play tests, but in theory it works lol. Hollow Idol is a normal extender to help you get two bodies and place more Gaze counters for Omniscience while expanding your coverage of cards that can be targeted by the Xyz monsters or Crimson Seraph. Speaking of Seraph, it does have a fun gameplay loop that you picked up on. You can send cards with Gaze counters to the graveyard at the cost of banishing itself if you don't Xyz Summon with it (or if used on your opponent's turn), and when you discard it as material, Seraph goes back to hand, allowing you to do it all over again next turn. The setting of Retribution is a bonus at that point, but it gives your turn one field some decent staying power. Retribution acts as a slow MST, so you can get it in the graveyard easily at the start of the turn if needed, and its GY effect can activate later that same turn. Funny thing is, when Retribution activates and attaches a banished DARK fiend to your revived Xyz, you can choose Crimson Seraph, then discard him to the graveyard once more to re-add him to hand. Unbound Verdict's effect will activate when you discard to banish/attach a card with a Gaze counter to place a new one, giving Seraph a newly selected target to send to the GY. I know this may not be the most meta, but the Xyz monsters were designed with a sort of call-and-response relationship with the other cards of the archetype. You summon Hollow Idol, for example, and place a Gaze counter, which announces to your opponent which cards they should be worried about while giving you, the Noctiris player, multiple options to deal with those pre-targeted cards. Both players see the typically 2-4 cards with Gaze counters, which is the cost, while being able to deal with those threats effectively acts as the benefit. Unbound Verdict acts as the core of this idea as it replaces Gaze counters in real time while still making those valuable cards obvious to both parties. Blanketed negates may make this concept a little overkill and should likely be allocated to other engines or set flood gates you play in this deck if that's your play style. Again, thanks for your comment, and I hope you enjoy these cards and any future ones I make. Best of luck, Duelist!
    2 points
  7. Hey there, We have another bold attempt of a target deflecting ability, as I see :) I always loved the idea of changing targets for effects, as cards like "Deflecting Swat" or "Bolt Bend" do in MTG. The problem with effects like these is the difference between a chain in Yugioh and the stack in MTG. As soon as you start resolving a chain in Yugioh, it keeps resolving until the last Chain Link has resolved, and any triggered abilities that would trigger during the chain form a new chain on resolution. So after resolving one Chain Link, there is no way to activate another card or Quick Effect. In MTG the game rules allow you to activate new instant speed spells and abilities whenever a spell or ability resolves on the stack. (I assume you also play Magic, because you used "counter" instead of the Yugioh term "negate") Keeping this in mind, a card like this, with two Quick Effects can only either deflect the target of an effect that targets a differnt Witchcrafter monster you control, OR negate an effect that directly targets it. The way you worded the second effect is a good idea to solve the problem, since you could chain it to itself (if the first effect targets the card itself), BUT in that case it would negate it's own effect, as the window to interact with the activation of the effect that had its target changed is over. To tackle this problem while staying inside the borders of the rulebook, we could use a continuous or lingering effect, which doesn't start a chain, instead of a Quick Effect. Those are effects as the burn effects on Trickstar cards, which squeeze inbetween Chain Links when they resolve. These kinds of effects are often difficult to word when they include more than just 1 very specific thing, but let me try finding something for you. My attempt at the PSCT for this: I used these official cards as reference: - Shift - Cerulean Skyfire - World Legacy's Secret - Chaos Command Magician What I've changed: - The redirection effect now checks if the card is an appropriate target (so we don't run into ruling issues like trying to attach materials to a non Xyz Monster or stuff like that) - The negation effect now doesn't start a chain (when it's time to resolve the opponent's spell, you can then declare that you want to negate the effect with your continuous effect), also it doesn't discard a Spell for cost I know you actually wanted to discard another Spell as cost for the negation effect, but I haven't found any recent Konami cards that use cost in Continuous effects. If you just want to discard another Spell, you could use something like "Once per turn, you can negate any card or effect that targets this 1 card, also discard 1 Spell." This would discard the Spell as part of an effect, not a cost, but I don't think that that is relevant for Witchcrafter Spells. But I don't even think that that's necessary, as this is already a Level 5 monster with no easy way of cheating it out on its own, so a version that doesn't discard another card for negating the effect, doesn't seem to strong. I love creative challenges like this one. It's a fun gameplay mechanic and I like the overall feel of the card. Sorry for the wall of text, I hope I could hep. Greets, Messoras
    2 points
  8. Holy shit there's other people here! XD
    2 points
  9. From the looks of things the "Creative" forums are clearly meant for card making assets, so I'm just post my crappy comics here in the memes folder.....
    2 points
  10. 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
  11. 2 points
  12. How do you draw eyes?
    2 points
  13. 2 points
  14. A little Thanksgiving cheer!
    2 points
  15. 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
  16. Here's 2 animations I did these past couple weeks. Both still kind of incomplete but I think good practice nonetheless xD
    2 points
  17. This is an experiment following up from this thread. Basically, this is a club for drawing. It doesn't matter what your preferred style or your skill level is. Let us just have a good time. If you wanna improve, we can try to give our two cents. If you wanna push for a group project, collaboration, or a challenge of some kind, you can pitch the idea and something could come out of it. If you just feel like sharing something you are proud of, that too. Even if you have absolutely no previous experience drawing but are interested. What is it? You ask why this has to exist when you can already post at the Showcase section? Well, look at this as a sort of base, for more interaction and more of a "homie" feel.... *shrugs*
    1 point
  18. Here's some work in progress I drew yesterday while procrastinating from drawing what I was supposed to xD My character Shelly doing a Power Rangers-esque transformation.
    1 point
  19. This version is much easier to handle and honestly works absolutely fine aswell. Even though it's less experimental, I actually prefer it this way, as it is much tidier and easier to understand. Here's a small PSCT fix for you: Discarding a Spell as cost: Discarding a Spell as part of the effect: Greets, Messoras
    1 point
  20. Welcome to PART THREE of a four-part series on Yu-Gi-Oh!'s collaboration with Avatar the Last Airbender. I've previously posted about the AIRBENDER and WATERBENDER ARCHETYPES: AIRBENDER ARCHETYPES WATERBENDER ARCHETYPES This third part is the EARTHBENBER ARHCETYPE. My previous post: J.P. DINOSAUR Archetype (Jurassic Park) SAURONS ARMY (The Lord of the Rings) XENOMORPH-YAUTJA Archetype (Alien vs Predator) ROBOT BOXER Archetype (Real Steel) JAEGER-KAIJU Archetype (Pacific Rim) SLASHER Archetype (Slasher Films) MARVEL HERO Archetype (MCU) POKEMON Archetype (Pokemon) ARACHNID Archetype (Starship Troopers) AQUA TOON Archetype (SpongeBob Squarepants) SINISTER SIX Archetype (Spider-Man)
    1 point
  21. Hello there, Did someone just make all their lands creatures? I'll not give a detailed review on every single card, as these are way to much, and I don't want to spend hours on something that wont really impact anything, but here are some takeaways: I feel like some of the cards are way to streamlined and probably even to generic. Nobody can stop me from putting 3 "Ba Sing Se", 1 "Wall of Ba Sing Se", 1 "There is no War in Ba Sing Se" and 1 "Dai Li Agents" in every single Deck in every Deck that doesn't need WATER, WIND and FIRE. The Field Spell on its own is a +3 in card advantage plus a floodgate plus monster removal plus very strong backrow protection without even spending your Normal Summon. Maybe it's just because I started with these 4 cards, but I feel like you really overdid the protection theme. After activating your field spell, there is really not much that can happen to you when you just resolve each of these cards. Then with all the different techniques also protecting the monsters, It seems like we are in Disney Land pretty quickly, with the S/T Zone being flooded in 1 turn and any chance for your opponent to interact with your cards gone. I also really dislike cards like "Earth Kingdom Protectors", that literally just turn 1 card into 3. Since it's so easily accessible, you could just make every card that Summons the soldiers, summon 3 instead. That way your opponent could save alot of time instead of reading streamline-combo-filler cards. I do like the theme of turning the opponent's cards face-down and binding them as a form of removal, as that doesn't really generate crazy advantage that fast but really counters monster spam decks as you can clog up their zones pretty quickly. I'm not sure if I missed something, but it would probably be helpful to be able to attack directly, if the opponent only controls face-down monsters. You did a very good job on the PSCT. I think the only mistake I found was the a in "While you control ... and a "Earthbernder" monster(s)" on "There is no War". The theme is implemented pretty nicely, I just see a common tendency to make very streamlined combos and trying to include answers to everything in the engine. Have a nice day and don't stop being creative! Greets, Messoras PS: You should write out atleast the effects of the cards (and preferably put images into spoilers)
    1 point
  22. I don't think you did or at least I don't remember seeing this one in particular xP
    1 point
  23. Nice work, Sleepy.
    1 point
  24. Number 94: Multidimensional Bane Dragon Umaga Rank: 9 DIVINE Dragon/Xyz/Effect 5000/5000 Effect: 2+ Level 9 Extra Deck monsters Once per turn, you can also Xyz summon "Number 94: Multidimensional Bane Dragon Umaga" by using 1 Rank 9 Dragon type Xyz monster you control as material. If summoned this way, you can pay 1000LP to attach one Extra Deck monster (Fusion, Synchro, Xyz, Pendulum or Link) from your Extra Deck to this card as material during each of your End Phases, as long as this card has a Rank 9 Dragon type Xyz monster attached to it. Activate each of the following effects based on the materials attached to this card: ●Fusion: (Quick Effect) Detach one material from this card: this card cannot be destroyed by battle or your opponent's card effects until your next Standby Phase. ●Synchro: This card cannot be banished. ●Xyz: Deal 300 damage to your opponent for each Xyz material attached to this card once per turn. ●Pendulum: Each time your opponent activates a S/T, send 2 cards from the top of your Main Deck to the GY: Negate and banish that card. ●Link: This card can attack once more for each Xyz material attached to it during each of your BP. If this card has a Fusion, Synchro, Xyz, Pendulum and Link monster attached to it during your opponent's EP, you win the Duel. Next:
    1 point
  25. Yeah, I drew that on Photoshop when the Shaddoll SD came out. And when the Invoked alt arts came out, I improved Mechaba's design inspired by its alt art.
    1 point
  26. That’s an interesting concept for a Speed Counter-based card! Here are a few short and to-the-point replies for that thread: "The scaling effects based on Speed Counters are a cool touch. That 4-counter search effect feels like a solid payoff for the build-up!" "I like the GY effect for gaining counters it keeps the momentum going. Seems like a great addition to a dedicated Speed Duel deck." "Solid utility card. The flexibility between LP gain, drawing, and shuffling cards back into the deck makes it really versatile."
    1 point
  27. 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
  28. 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
  29. Breaker the Magical Berserker lv 4 DARK Spellcaster/Effect Gains 300 ATK for each Spell Counter on this card. You can only use the following effects of "Breaker the Magical Berserker" once per turn. * If this card is Normal or Special Summoned: Place 1 Spell Counter on this card (Max. 1), then, add 1 "Berserker Soul" from your Deck or GY to your hand. * During your Main Phase: You can remove 1 Spell Counter from this card, then, target 1 Spell/Trap card your opponent controls; destroy the targeted card, also, this card can attack directly during the Battle Phase this turn, but when it uses this effect, any battle damage it inflicts to your opponent becomes 1500. ATK/1600 DEF/1000
    1 point
  30. Hello. I'd like to start off by saying that your work here is amazing. I would like to ask for some of the specifics because I have done something similar and need a way to do the artwork. Can you help out? I made a strange archetype called Beyond and Beyonder which is meant to be a mix of medieval base and sci-fi overlay. There are also a lot of cards I made that need artwork of the monsters I made because the whole deck, give or take, is part of a big set. Any help would be lifesaver.
    1 point
  31. Elemental HERO Whiplash ☆☆☆☆☆☆ LIGHT Warrior/Effect 2300/1800 Effect: If "Elemenal HERO Bubbleman" or "Elemental HERO Sparkman" is in your GY, you can banish one of them to Special Summon this card. If this card destroys a monster in battle, inflict damage equal to half of this monster's ATK. If this monster is returned to your hand, add one "Polymerization", "Fusion" spell card, "Elemental HERO Bubbleman" or "Elemental HERO Sparkman" from your GY to your hand, then take 600 damage. Next
    1 point
  32. all well and good but does not answer the question of how it was ever achieved to begin with
    1 point
  33. publicly displaying internal moderator messages violates the sacred mod-pleb oath and is an act of high treason punishable by hanging but since you're a returning member and we need the numbers i'll let you off with just a few more warning points BUT be careful or you may find yourself sleeping with the rewases
    1 point
  34. The air thickens, and the static begins to hum... Zephyra and Auron are only the first sparks. A fractured forecast. A buried signal. A storm that rewrites the rhythm of the chain. Tempestshade is gathering — if you think this is a shock, you're not ready for what's next. Tempestshade is purely lightning and momentum. This is another one of my custom archetypes — and it’s built around Xyz mechanics, Thunder synergy, and storm-like tempo. It’s fast, disruptive, and reactive, designed to mix seamlessly with other Xyz and Thunder decks while bringing its own chaotic flair. Here’s what I’m exploring: Xyz-focused plays that reward aggressive sequencing and layered materials. Thunder synergy — effects that echo through zones and chain into disruption. Storm-style control — cards that punish hesitation and reward momentum. Today I’m revealing four cards from the storm: Tempestshade Zephyra — a searcher that turns into a pop when detached. Tempestshade Auron — sets your traps and draws when used as material. Tempestshade Oraclallity — a combo extender and material substitute that locks you into Xyz plays. Tempestshade Counterforce — your Rank 6+ negation tool with hand disruption and material recursion. These cards are just the first gusts — each one plays a role in the system, and together they hint at the kind of pressure Tempestshade can generate. This is the calm before the storm.
    1 point
  35. 2 years and we still have this bug, why nobody fixes it?
    1 point
  36. The Geneclipse archetype is a series of beast cards which support DNA Surgery and want to change their type. They primarily win by disrupting an opponent’s plays by changing the cards they play to no longer meet the requirements of other cards. Being a floodgate focused deck revolving around a trap card they synergies particularly well with stun in an unfortunate number of ways. Geneclipse Dire Wolf Level 5 EARTH Beast 2200 ATK 700 DEF You can Normal Summon this card without tributing while there is a card on the field with a type different from its original type. Once per turn, you can reveal this card in your hand and pay 500 LP; Immediately after this effect resolves you can activate 1 trap card with a cost or effect to declare a type the turn it was set. While this card’s type is different from its original type, when your opponent activates a card or effect in the hand or GY: Send 1 card from your hand or field to the GY; Negate that effect and if you do destroy all cards on the field with that card’s type if it was a monster. Geneclipse Anomalous Amalgam Level 9 EARTH Beast 3150 ATK 2650 DEF 1 “Geneclipse” monster + 1 monster with a type different from its original type You can also Special Summon this card from your Extra Deck by tributing 1 “Geneclipse” monster with a type different from its original type. Once per turn, if a monster leaves the field: You can banish all other monsters on the field with the same type as this card, except “Geneclipse” monsters. Your face up Spell/Trap cards that include an effect to change a monster’s type cannot be targeted or destroyed while this card is on the field. EARTH monsters you control gain 300 ATK for each monster on the field with a type different from its original type. Geneclipse Splicing Table Field Spell Your opponent cannot target cards with a type different from its original type with card effects. Once per turn, declare a monster type (Quick Effect): You can target monsters in your opponent’s field and GY up to the number of “Geneclipse” cards you control, change their type to the declared type while they are in the field or GY. Next: “Phantomania”
    1 point
  37. The Methoor cards are an archetype of owl inspired Spirit Winged-Beast monsters that attempt to reveal themselves in hand to activate non once per turn removal effects. The Methoor's can, once revealed in hand, can then swoop onto the field and remove an opponent's card then bounce themselves to the hand. They are themed after the eyes of owls at night resembling stars. Example cards: Spectral Methoor Level 3 LIGHT 100 ATK / 1300 DEF Winged-Beast/Spirit/Effect Durring your opponent's turn, if this card is revealed (Quick-Effect): Special Summon this card, then destroy 1 Spell/Trap card your opponent controls and if you do its effects are negated in the GY. You can only use each of the following effects of "Spectral Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. Lumbering Methoor Level 5 LIGHT 2200 ATK / 2400 DEF Winged-Beast/Spirit/Effect Durring your opponent's turn, if this card is revealed and your opponent Summons a monster (Quick-Effect): You can Special Summon this card, then send the monster your opponent Summoned to the GY, then, if there is a Field Spell on the field, destroy 1 monster on the field. You can only use each of the following effects of "Lumbering Methoor" once per turn. Durring the End-Phase add this card to your hand. Once per turn, this card in your hand becomes revealed until the end of your opponent's turn. Methoor Astral Forest Field Spell Both players play with their hands revealed. If a card your opponent owns is sent to the GY, once per turn: You can return up to 2 non-WIND Winged-Beast cards you control to the hand. Once per turn, you can increase the limit to your hand size by 1 for the remainder of the duel. Next: Archanids
    1 point
  38. The way YCMaker has not popped up once since the "Tyranny of Inches" thread and refused to acknowledge anything here at all tells me that either: -He is not at all watching out for the site so his rule against linking directly to the other site will not be enforced. -He'll come in and ban those among us that posted the links during his absence but will have to come out of hiding for that. Probably a win win at this point. I'll stick to this place as long as I can because memories and members I can only seemingly find on this side, plus visiting members of old... but I'm also always lurking over there. I want more people at NCM into the card game and drawing stuffs if possible though xD
    1 point
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