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  1. Hey Everyone! I’m excited to share my new archetype: "Abysync" (Pronounced like Abyss + Sync). For this one, you get to step into a world at war where Fiend meets Machine to combat an emerging biological threat. The passion for progress can lead you to dark places, an abyss. When you stare into the abyss, the abyss does stare back, or maybe it was that lukewarm imp. This deck is built upon equipping monsters for additional effects while synchro summoning from your field and Spell/Trap zone. When your Synchro plays fall through, or you want to break your opponent's board, feel free to summon into your "Abysync" XYZ monsters; they should allow you to hack and slash to your heart's content. I did my best to ensure that mechanical subtext is woven directly into their effects. I hope you enjoy checking these out as much as I did creating them. 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
    6 points
  2. I'm sorry, but this isn't something possible anymore, with just 1 person, a dwindling community and no oversight, assistance or interest from the site's retainer. 1. The state of the hobby is also in slow decline. The TCG has become unwelcoming to new players (heck even to old/returning players), the meta is unforgiving and the game itself has become a meme of "the winner is decided on the 1st turn" and "watching your opponent solitaire for 10 minutes, building a board". 2. ashley_ also outlined why the forum is a frog in pot slowly being cooked. 3. There used to be contests, challenges and banter, anime discussions that followed the ongoing anime on a weekly basis, now there is no ongoing anime (even Sevens, Rush was difficult to watch, because it has no distribution overseas and pirate sites are getting swatted down like flies). Now there is people clinging onto the version of the game that last gave them joy and trying to recapture that feeling, because it's not the same game anymore. 4. People here will barely give feedback and will just wait for someone to comment on their thread, I am guilty of that as well, I see a thread of 50+ cards that have barely any effort put in them, the person didn't bother to use card grammar, chose generic theme and mechanics and expects feedback. Obv. I'm not going to be harsh to this child, i'll just not say anything and look at a different thread. but... Discord is the place you can experience actual bias. Also active gatekeeping, clique bullying or unfair critique - try posting your card(s) in a discord that has such threads, you will get destroyed, humiliated, ridiculed and wish you never touched a card template. It. Is. Brutal. to a comedic degree.
    3 points
  3. Your archetype turned out great! I love the artwork ♥♥, and the archetype's smaller monsters really support your boss monsters well. The only card that feels like it has a few minor drawbacks is "Lilith," because she lacks the power to effectively support the archetype, and you could easily brick your hand if you're relying on a specific Tuner; in that case, it would be worth including a generic Tuner like "Plaguespreader Zombie" or an improved "Abysync" version of that card (and that Zombie is already great on its own!). You could also add a hand trap monster for your archetype, and it would be unstoppable! The artwork... 20 out of 10! Incredible! I love it ♥♥♥. What do you think of my idea to support your archetype with more Tuners?
    3 points
  4. This arechetype looks really cool and the mechanic seems designed very well! I like the design very much! Gives mecha fiendsmith and air striker vibes with a touch of branded/dogmatika! Did you use an AI image Generator for the artworks? If so, which? I really like the consistency and to Yugioh fitting artstyle! Only a few look a bit different in terms of details and realism, the trap for example looks a bit different in artstyle than the rest. I like how the Deck theme has 2 major goals. Getting bodies on the board for Synchro Summoning and equipping monsters with monsters. As far as the "goal" of the Deck I might be confused just a little bit. The Boss monsters you want to summon, as you either want to build your board first or second turn, have very different or let's say just varying effects/goals. Maybe this also is intended to be prepared against many different scenarios.. On one hand you have a Boss monster that can negate enemy monster effects, then your 2nd Boss monster (Xyz) can attack multiple times and your 3rd Boss Monster (the main i suppose) Lillith is unaffected by enemy spells/traps and can special summon 1 lvl 4 monster once per turn, as well as adding a spell/trap once per turn. Your engine monsters give different effects to monsters they equip, either giving ATK/DEF and piercing damage ability. So the goal of your Main Boss Monster Lillith kind of seems to be just to be able to summon another (lower tier) Boss monster but apart from being spell/trap immune and being a beat stick, it doesn't really offer much more... If the (lower tier) Boss monsters would be the End Goal monsters, then this would be fine and Lillith would be part of the engine still. But as of now it seems kind of counter-intuitive to summon my boss monster, only to summon another (weaker) Boss monster. But maybe that's just for backup and the main use of Lillith is to get to the Calamity Spell once per turn.. In that case it's fine I believe and also quite strong, tho also quite specific against spells/traps. Tho I'd say the strongest Boss monster right now would be Colussus with its quickeffect negate... if that card would be treated more like the end goal, maybe changing stats and levels of the two, the board would seem a bit more cohesive I think. But that's just my thoughts on it.. Overall I really like the design and idea behind it! Would love to see this archetype getting fleshed out further! :)
    3 points
  5. 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
  6. I did that recently
    3 points
  7. Can't remember. Did I ever share this one?
    3 points
  8. 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
  9. A lot of things are ruining & killing this site, actually! And while I'd love to hear you elaborate on what exactly you mean by "bias," I somehow doubt that whatever you're thinking of is one of those things that's doing this site in. For one, foums like this are themselves a slowly dying medium. The advent and continual growth of Discord & similar platforms, plus the ubiquitous influence of social media sites like Facebook or The Website Formerly Known As Twitter, makes forums the clunkiest and least convenient option for online communication. This makes getting new members and keeping old ones difficult for any forum. Retaining old members gets especially difficult as years continue passing and everyone's life circumstances begin changing. We're not primarily a collection of teens/20-somethings with nothing better to do anymore. People get lives, jobs, families, and the forum inevitably gets put to the side, maybe forever. Even on Neocardmaker, the vast majority of the forum activity is RP posts, while actual discussion about the RPs themselves - which is itself at least 90% of the RP-related activity - happens over Discord. For two, the only person who can make functional change to this site has all but outright stated he's leaving the place to rot. Instead of fixing the spambots plaguing this website, or updating the forum software, or fixing the several bugs in the cardmaker, or really doing literally anything that can improve the website in any conceivable way, the only things YCMaker has done since 2021 is add AI slop to the cardmaker and make it impossible for the mods (all one or two of them) to do anything on his behalf. The site itself has been on the decline for years, and while YCMaker can't do anything about the social end of that, he won't do anything about the functional side. His blatant disinterest in doing his job and refusal to let anyone else do it for him was a significant part of why we had the YCM/NCM split in 2019, and it can be hard to want to stay on a website that even the owner seems to want nothing to do with besides an ad revenue paycheck. Obviously, new members aren't gonna be privy to all that information, but it's a significant factor all the same. For three, YCM has itself become an extremely unwelcoming place to browse. Not because the people are assholes (usually), but because the site is infested with temu spambots, and no human is really doing much of anything except occasionally lamenting how nobody really does much of anything. And you're no exception to this yourself. When's the last time you engaged with anyone's content here besides your own? The last time you welcomed a new member to the forum, or reviewed a card someone submitted, or explained the faults in some crazy idea you saw someone post? You speak of wanting the site to live again, but you also don't make any personal effort to contribute to that revitalization. And everyone is more or less guilty of, or at least complicit in this. Look at any forum section. Most of the threads on this site have a whopping zero replies, and the ones that do have something rarely get more than like, four or five replies. Nobody is willing to engage with each other, turning this forum into less of a public space to share and review ideas, and more of a chain of solitary bubbles. All that is what's chasing off new members. What's the point of sharing my card here if the rest of the site's example shows that all I'm really doing is throwing a thought into an empty vacuum? Do I want to hang out here if there's so many obvious spambots that aren't being kept out? Why would I even use a forum at all when I can use Discord or Bluesky? And I'm not sure if anything can be done about all that at this point.
    2 points
  10. 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
  11. My first attempt at drawing not based on another character for a custom card. If anyone has any name ideas or feedback that would be nice.
    2 points
  12. Im new to the entire posting card thing. If you want to look at how the deck works, ill post that later. I would like pointers and I accept contructive criticism. This is my reworked Bliss Queen for my custom blitz archetype (ill post the old one later). For context, the design of blitz was to end the race of modren yugioh. this deck is resource heavy and requires you to carefully make decisions. If you dont have ammo for cards you wont be able to play them. Also, its archetype locked so no cheese cards. Im aware some of the text isent ment to your standard like B.Q(bliss queen) or OPT(once per turn), QE(quick effect). I needed space. I also post on reddit but I dont get proper feedback so I came here. So ill break down my cards. Bliss queen is the leader of the blitz. Main boss is bliss queen her self base form. In lore her body is made of ultra dense material nuclear pasta which is why I gave her a high defense. She suppose to feel unmoveable, dangerous and bounces effects around. I tried to incorporate the real life effects of nuclear pasta, that being absorbing, repealing, and hard to bring out. And no, she will not implode. Xyz bliss queen is a more offensive version with a similar effect to c101 without the revival with protection. The fusion bliss queen isent going to be used but I made it because I wanted to see what you guys think of it. Its absolutely cracked, tier 0 with 0 interaction.
    2 points
  13. Also I believe you wouldn't use space signs between the attributes of a card to make it look right. So "Machine/Tuner/Effect" instead of "Machine / Tuner Effect"
    2 points
  14. Tried to draw magalor from memory, kinda scuffed.
    2 points
  15. I made this OC. I don't have a name for her yet. But I wanted to draw someone with flare pants. Would not recommend! Doing all these patterns is TOO time consuming
    2 points
  16. 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
  17. 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
  18. Holy shit there's other people here! XD
    2 points
  19. 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
  20. 2 points
  21. How do you draw eyes?
    2 points
  22. 2 points
  23. A little Thanksgiving cheer!
    2 points
  24. 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
  25. 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
  26. Okay. Although I thought there would be people on the forum who wrote in Spanish. Thanks for letting me know. ;)
    1 point
  27. Thank you xP I've been busy with other stuff so I haven't been able to finish it. Also I haven't followed it orderly (some parts still lack lineart, some are colored, and I lack inbetweens and other adjustments. Still, gonna post progress xP
    1 point
  28. 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
  29. Love the drawing, I can see how it might have been a pain but it was worth it xD
    1 point
  30. this is interesting enough, but i mean, you can special summon 10 time and then kill your opponent if he doesn't droll himself or stop entirely your plays
    1 point
  31. Hello there, I understand where you're coming from. There is alot of nostalgia attached to many of these goat staples and I do appreciate the respectful callback, but the retrains don't really fit into any format. They have no combo potential so they are useless in modern, and since they are basically just stronger versions of old staples, they would just dominate older formats like goat. Also even though you made all of the cards slightly stronger, you didn't really add to them. I have to quickly remind you that cards you make in the Realistic Cards Forum are supposed to be held to higher design standards and posts should include the raw text in addition to images, as stated in this thread (pinned in the forum): So I've got to go over the PSCT real quick. I see that you tried to copy the wording style of Konamis cards, but you have to understand how the game mechanics function to correctly use PSCT. A small example: You have written "Once per turn; you can add 1 [...]" on a Normal Spell card. First of all, the "Once per turn" clause is meant for cards that stay on the field and per copy, which means that if the card leaves the field, the once per turn condition is reset anyway. Since this is a Normal Spell, which goes to the GY after resolving, it's unneccesary to put it on. You could include a hard once per turn clause, which would look like this: "You can only activate 1 'Reinforcements From the Army of Old' per turn". This would affect the player instead of the individual card and prevent you from activating multiple copies in one turn. Also you used a semicolon here, which is usually meant to separate cost (or targeting) and effect. Since "Once per turn" is neither a cost, nor something else that's supposed to happen before the effect starts a chain, it would even be wrong if this were a Continuous Spell. When making Ignition Effects (Spell Speed 1 effects on cards that stay on the field), you should use a colon instead, like this: "Once per turn: You can [...]", like you did on Warrior Lady. After a colon you should capitalize the first letter though. There is also alot of specific wording, spelling and capitalization standards. For example, when describing an optional effect, it's always "You can", never "You may". words like "Deck", "GY" or "Tribute", aswell as Phases (eg. Battle Phase, End Phase) and summoning types (eg. Normal Summon, Special Summon) are always capitalized. Also attributes are always written in caps like "WATER","FIRE"... There is a whole thread about PSCT (also pinned in the forum) here: One last thing I wanted to talk about is your new version of Blade Knight. Here is a quick PSCT fix for it: It seems like you thought Blade Knight's original second effect "If you control no other monsters, the effects of Flip monsters destroyed by battle with this card are negated." wasn't good enough, but here is where the target format matters. In GOAT format, alot of people play Flip monsters, which can basically not be negated by activated effects, except by Counter Traps or cards that specifically negate activations (which didn't really exist back then), as they activate during the damage step. Blade Knight's ability is continuous (which means, that it doesn't activate and start a chain) and negates the attacked monster as soon as it's marked for destruction. This also means, that nobody can react to its effect and protect the Flip monster. When your retrain attacks into a Flip monster, it will just activate after the monster has been destroyed and is already in the GY. This also means, that it will not at all activate if it attacks into a Man-Eater Bug or something like that, as the Flip Effect resolves before sending the monster to the GY. When your attacking Bladed Knight Of Old is no longer on the field at the end of damage step, it can't activate it's triggered effect. Even if it attacks into something less dangerous like a Magician of Faith, you would compare ATK and DEF, mark MoF as destroyed by battle, activate the Flip effect, resolve the Flip effect, send the MoF to the GY, and then activate your Bladed Knight, which would then most likely have no targets. Yugioh really is a complex game with rules that are not that easy to understand, but I hope I could help you a little bit with understanding the weaknesses of these customs. Greetings, Messoras
    1 point
  32. I like it.It really helps that it's basically a negate though the cost is quite annoying and also the fact that it doesn't work against traps other than that it's a good card.
    1 point
  33. Yeah in Yugioh there is suspension of disbelief about everything revolving around playing. It used to be constructed more in DM and Season Zero where the Millennium Items were the arbiters against "punching a blade into someone's skull in the middle of the game" or having characters like Seto Kaiba that had a clear pride towards winning at the very least. Then GX distorted this. The school revolves around the card game. Fighting over who got the best lunch? duel them for it. Bad guys need seven magical keys? gotta duel for them. In fact many of us in the audience would feel cheated whenever this implicit rule was broken (partially because we'd already endured the show falling into parody of itself and getting there). To its merits, 5DS tends to be consistent in following the rule, and despite the "more mature" look, it has no guns (unlike DM). GX had characters perfectly capable of dueling captured and used as fodder for a ritual, and that aspect sucked. Arc V would capture people without dueling and implemented a system where people could just jump into a duel with a negligible penalty, forcing an indefinite "free for all" scenario and making it so that almost no amount of skill or individual power mattered, kind of defeating the point of promoting the game well. --------- Hope you watched it subbed, but hearing "master of faster" makes me doubt it. It wouldn't change the story much and all your complaints would remain but the skin of the show is better xD Also, I find all this a fascinating read because I imagine this is about what the new viewer experience would be like for people not already deep in the franchise when bumping into it on TV back in the day. There are a bunch of mental gymnastics I can do in my head to justify the bikes and why they are not only accepted but have been brought back and/or referenced later on in the franchise..... but I completely understand what you mean xD haha.
    1 point
  34. Next (Please make this a Battlin Boxer Field Spell):
    1 point
  35. 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
  36. I have several archetypes in mind. But I haven’t completed all of their effects. archetype 1: “Phoenix” my personal favorite and my fist made. This “Phoenix” Archtype deck focuses on using your decks power from the hand and grave to help face off your opponent regardless on what power they display. (Side note: it also helps with multiple summons from extra decks and is helpful with Rebirth Monsters, my own monsters. archetype 2: “Frost Phantom” my rival’s deck. The Frost Phantoms’ appearance are that of corrupted forms of Folklore monsters from across the globe. They overwhelm your opponent with sheer power
    1 point
  37. Yes this is the mod @Hello my name is Enguin So I guess this means @The Nyx Avatar is OFFICIALLY the only mod this place has
    1 point
  38. 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
  39. which one, this one? the admin has returned to his natural state of fuckedoffedness so there is nobody with access to the backend to resolve the various problems cropping up, @The Nyx Avatar has stood alone against the bot hoardes to prevent every section from being completely filled with temu scam posts and that's about as much as we are capable of doing in terms of papering over the cracks with no ability to meaningfully fix anything if you mean the other website that's not my fault! go ask them! but i presume you mean this one and i fear we will end up losing everything eventually yeah unfortunately that's just the direction it's going, so if you have stuff on here that you particularly wish to preserve i'd just recommend porting it somewhere else because there unfortunately is no hope of this place doing anything other than gradually falling into nothingness
    1 point
  40. 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
  41. 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
  42. Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD
    1 point
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