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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, Messoras3 points
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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
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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
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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, Messoras2 points
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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 instead2 points
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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
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Here's 2 animations I did these past couple weeks. Both still kind of incomplete but I think good practice nonetheless xD2 points
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this looks very cool, not too overpowered, i like those cards. maybe "Master Masaki the Legendary Swordsman" has an effect that can result it in being banned immediately, searching random equip spell it too powerful, BUT EVEN TWO TO THE GRAVEYARD... as costs too?????? wow man, this is strong.1 point
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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 plays1 point
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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, Messoras1 point
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Is the image generator ever going to be fixed. I want to make cards on this site again.1 point
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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
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Darkness Edge Level 3 Effect Monster DARK Warrior ATK/ 1500 DEF/ 950 When this monster is summoned, search your deck and add 1 Warrior type monster to your hand. This effect cannot be negated and is once per turn. This monster can attack directly if there is no other card in the same column. If this card attacks, send a card from the opponent's Spell&Trap back to the respective owner's hand. If this deals damage, banish up to 2 cards in the opponent's GY. If you control another monster while this is face-up, this monster cannot be targeted by battle or by your opponent's card effects. Next:1 point
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In the late PM hours of March 31st, 2026, Yu-Gi-Oh! Cardmaker creator and former United Healthcare CEO Brian Thompson, better known to us as YCMaker, was saved in an alley behind a New York pizzeria. As he was returning home to not fix the cardmaker, a pizza box nearly fell from his hands onto the filthy New York sidewalk, before an unknown individual safely caught the precariously-positioned pizza. Though the hero's identity is unknown, police have called it a "near tragedy", which seems fair. Though a controversial choice in both personal and professional settings, eyewitnesses have reported that YCMaker had chosen to add slices of pineapple as a topping for his pizza. In this time of confusion I ask that all posts for the next 24 hours include a statement in favor of or against the use of pineapple on pizza. Pizza is pizza, and while I won't eat it with pineapple, I don't think any less of people who do.1 point
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Hi Jack. First of thanks. Seconds, Sorry for the late Reply, had a lot of work to do, for my own Cardgame. I dont know if I can help with the Artworks, if you still need them. Made them all with ChatGPT. First I opened up a project in ChatGPT, so it only reference things in that project. Helps with continuity. Then I made some, you could say groundrule, prompts for the looks and style and also uploaded some reference pics. All after that was writing a lot of prompts and generate dozens of images for each card until I got something that fit the idea. For the Cardtext AI can be a good help as well. I written down the baseconcept of the effect and told ChatGPT to make it PSCT conform, it also generates recomendations for balancing and synergy with the rest of the arctype. If you still need a hand, I try will try my best Best Regards Freisi1 point
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unfortunately i was banned at the actual time of the anniversary 3 short months ago but i am back now to commemorate our fallen supreme leader who we all miss terribly share your favourite ycmaker stories, let's keep his spirit alive!1 point
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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
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Something silly to kickstart my entries of this year. During animation class, my teacher was approached twice by people for stuff unrelated to the class, so I started doodling while I waited for things to start and this is what came out of it.1 point
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Grandblu Mossfire Guardian Level 5 FIRE Rock effect monster Cannot be targeted by your opponent's card effects. If you control no monsters, you can special summon this card from your GY. During your Standby Phase: destroy this card unless you discard 1 monster card, when you discard a monster card this way, destroy target monster your opponent controls opponent controls with a Level/Rank/Link Rating less than or equal to the level of the discarded monster card. 1800/2100 Thoughts?1 point
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Lovely drawing. Thanks for sharing, I have been busy so I was contemplating reposting something before the club got archived for inactivity haha xD1 point
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This is a Fusion-Monster and it's specific Equip-Spell from the first duel of my fanfic. I made them in mind to be a standalone boss-monster that does a lot, as they belong to the antagonist of the duel. But I always do my best to make them as 'fair' as possible. I'm not a fan of unnecessarily broken effects.1 point
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The moonlight deepens, and the echoes grow louder... Suzanne and Anastasia were only the beginning. A frozen oath. A forgotten queen. A ritual that bends the rules of time itself. Minyx is evolving — and you haven’t seen anything yet. So far, you’ve met Minyx Suzanne and Minyx Anastasia — but that was just the surface. I’m currently developing a full custom archetype called Minyx, and it’s shaping up to be something wild. Minyx is built around a unique blend of Ritual, Pendulum, and Tribute mechanics, with a heavy focus on lore, recursion, and moonlit tragedy. The theme centers on forgotten queens, frozen oaths, and celestial echoes — each card feels like a fragment of a story that never got to finish. Mechanically, it’s a playground of: Pendulum Ritual Monsters that can be summoned from zones most decks don’t even touch. Tribute synergy that doesn’t just pay costs — it triggers effects, redirects monsters to the Extra Deck, and sets up haunting plays from beyond. Field and Spell effects that bend traditional rules, letting you summon, protect, and punish in ways most decks can’t. Now, I’ll be honest — this deck is probably going to be very overpowered. Not in a “you do this: you win the duel” kind of way, but in a “you blink and suddenly I have five effects resolving from the Extra Deck” kind of way. It’s a custom archetype, so I’m having fun with it — but I’m also trying to keep things fair and flavorful. And yes, I know the irony: I’m designing a deck with Rituals, Pendulums, and chain-linked tribute effects… but I’m trying not to make the card text a novel. I know Yu-Gi-Oh! players hate reading — so I’m keeping effects tight, intuitive, and as clean as possible. There’s a lot more coming — including a frozen queen, a field spell that turns tributes into moonlight echoes, and a Ritual monster that doesn’t care what zone it’s in. Stay tuned. The moon’s just getting started. Full artworks:1 point
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This is insane — seriously, the design is amazing, and the artwork? Just chef’s kiss. I’m genuinely blown away. Please keep making custom archetypes because this is next-level. I don’t even have the words right now — it’s that good. If you don’t mind me asking… how long did this take? Because putting together this many cards with this much synergy and flavor takes some serious dedication, man. I make custom archetypes too — though nothing nearly as abundant or creative as this. Honestly, I didn’t think it could get this good. The synergy, the mechanics, the lore… It’s on a whole other level. You’ve seriously raised the bar, at least in my eyes.1 point
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June 14th on 2025, and its still persisting, which is a bummer, since this is the best card maker i could find when it comes tô the resolution of the cards.1 point
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