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5 points
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Critias the United Dragon lv 8 LIGHT Dragon/Effect During your Main Phase: You can send 1 Dragon monster or 1 Trap card from your hand or field to the GY; Special Summon this card from your hand. (Quick Effect): You can tribute this card and banish 1 Trap card from your hand, field, deck or GY; Special Summon 1 Fusion monster from your Extra Deck that lists the banished card ignoring its summoning conditions. If a Fusion monster you control that mentions "The Fang of Critias" leaves the field: Special Summon this card from your GY and set 1 Trap card from your banishment, also, that card can be activated during the turn it was set. You can only use each effect of "Critias the United Dragon" once per turn. ATK/2800 DEF/18004 points
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Alright. I took care of the bots. So I'll provide an actual answer to this question: Could be better. Physically, I feel I'm better than I was at the time this thread was originally posted. Been sleeping better, exercising, eating a little better. Mentally? Room for improvement. I've been unsuccessful in my job hunt for example4 points
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It is that time of month again. I had made this drawing for Nyx's birthday, featuring one of Nyx's OCs n.n As per usual, I've been a little extra busy. My grandma had a 95th birthday party a few days ago and the last few weeks have been hectic, although weather has finally improved so as soon as I can get cozy with some hot chocolate and a blanket I'll deliver a little more stuff xD4 points
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Clown Mirror Force [Normal Trap] If an opponent's monster declares an attack: Destroy the attacking monster, then change all the position of monster you control. Jevil Clown [DARK] LV 3/Spellcaster/Effect ATK/400 DEF/2000 You can target 1 monster you control; change its position, and if you do, Special Summon this card from your hand. You can only activate this effect of "Jevil Clown" once per turn. During the End Phase; change the position of all monster you control, except this card. Helluva Clown [DARK] LV 4/Fiend/Effect ATK/1700 DEF/1200 If "Clown" monsters you control change its position, except "Helluva Clown"; you can Special Summon this card from your GY. You can only Special Summon this card once per turn this ways. If this face-up card you control change its position: Target 1 monster your opponent controls; banish that target. You can only activate this effect of "Helluva Clown" once per turn. Clown Playground [Normal Spell] If all monsters you control is "Clown" monster (min 1); draw 2 card. If this card is in your GY, except the turn this card was sent to the GY (Quick Effect): You can banish this card; change the position of all "Clown" monster you control. You can only activate 1 "Clown Playground" once per turn. Clown Trick [Normal Spell] If all monsters you control is "Clown" monster (min 1): You can target 1 card your opponent control; shuffle that target into the Deck, and if you do, inflict 1000 damage to your opponent. If this card is in your GY, except the turn this card was sent to the GY (Quick Effect): You can banish this card; change the position of all "Clown" monster you control. You can only activate 1 "Clown Trick" once per turn. You Laugh, You Lose [Normal Trap] Place 1 Jester Counter on 1 "World of Laugh" you control for each face-up monsters on the field. If "World of Laugh" you control would be destroyed by card effect; you can banish this card from your GY instead. You can only activate 1 "You Laugh, You Lose" per turn. It's Not Your Hallucination [Normal Trap] Set 1 "World of Laugh" directly from your Deck, then change the position of all monsters you control. If "World of Laugh" you control would be destroyed by card effect; you can banish this card from your GY instead. You can only activate 1 "It's Not Your Hallucination" per turn. Stage of Laugh [Field Spell] This face-up card on the field is treated as "World of Laugh". If this card is activated: Take 1 "Clown" monster from your Deck, and either, add to your hand, or, Special Summon it in face-up Attack or Defense Position. Each time "Clown" monster on the field change its position; place 1 Jester Counter on this card (max 10), also, all monsters your opponent control Lose 100 ATK/DEF for each Jester Counter on this card. You can only activate 1 "Stage of Laugh" per turn.4 points
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Kenmori Ryunosuke [DARK] LV 4/Zombie/Tuner/Effect ATK/1450 DEF/0 If this card on the field is sent to the GY or banishment, you can target up to 3 cards from your GY that mentions Zombie monster, except "Kenmori Ryunosuke"; add those cards to your hand. (Quick Effect): You can Tribute 1 DARK monster; return this card from your GY or banishment and 1 card your opponent control into the Deck, and if you do, Special Summon 1 Level 3 or lower Zombie monster from GY to your side. You can only used each effect of "Kenmori Ryunosuke" once per turn. [Lore]: "Kenmori Ryunosuke" is a blind wanderer. Although he is blind, his swordsmanship is very great. Having fast and agile movements, coupled with his legendary cursed sword 忘れられない (Wasurerarenai) he is known to be a mysterious and legendary figure in the underworld.4 points
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Hundred Eyes Chaos Dragon DARK Rank 8 Dragon/Xyz/Effect Must be Xyz Summoned using 2 DARK monsters with a Level difference of 8 as Xyz material. Gains 100 ATK/DEF for each card in your hand, field, GY and banishment. You can only use the following effects of "Hundred Eyes Chaos Dragon" once per turn. * When your opponent activates a card or effect (Quick Effect): You can send 1 Xyz material thats attached to this card to the bottom of your Deck; negate the activation and destroy it. * If this card is destroyed by an opponents card: You can Special Summon 1 Level 10 monster from your hand, Deck, Extra Deck, GY or banishment ignoring its summoning conditions. ATK/3000 DEF/25003 points
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Hi Everyone well didn't know where to post this but to anyone who see this that is not a bot or a spammer in this community. Merry Christmas! Take care of you and the family!3 points
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I guess I'll chime in. I'm still committed to cleaning out these bots and keeping a semblance of order. But yeah. To any users reading this that don't know: Agreed. If you want your threads seen and not buried under the upteenth Temu, crypto, or escort shill, go to the site shared above. Plus, it comes with more features. This forum had its day in the sun, but it's evident that the owner doesn't care about the state of it.3 points
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"Eye Manner Magician" [FIRE] Level: 7 Type: Spellcaster ATK/? DEF/? Cannot be Normal Summoned (but you can set). You can tribute 1 Spellcaster monster on the field; Special Summon this card from your hand or GY. You can only Special Summon "Eye Manner Magician" once per turn this way. This card's original ATK/DEF become equal as tributed monster. You can banish 1 monster in your GY with ATK equal or less than this card current ATK, then target 1 monster your opponent control; take control that target, and if you do, this card lose ATK equal to the ATK of banished monster by this effect. You can only activate this effect of "Eye Manner Magician" once per turn.3 points
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All comments and suggestions are welcome and encouraged. It's not very good because it has anti-synergy with itself. It has two sigils: airborne which allows it to attack directly, and it has touch of death which causes anything it attacks to die instantly. I decided to make it a bit on the tanky side to make up for it being airborne. I would like to think that I made the card base pretty well. It was inspired by the Cornfield Coatl card in the chimera deck.3 points
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Heavy Metal King lv 5 DARK Machine/Effect Cannot be Normal Summoned/Set. Must first be Special Summoned with "Max Metalmorph" that was activated by Tributing a Level 5 or higher Spellcaster monster. Gains 300 ATK/DEF for each Machine and Spellcaster monster in your GY, also, this card is unaffected by the effects of your opponents Spell/Trap cards. You can reveal this card in your hand, then, return it into the Deck; apply 1 of the following effects. * Add 1 "Max Metalmorph" from your Deck or GY to your hand. * Special Summon 1 "Musician King" from your Extra Deck, and if you do, it gains 500 ATK/DEF and cannot be destroyed by battle. You can only use this effect of "Heavy Metal King" once per turn. ATK/2050 DEF/17003 points
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Ah, shit. Here I go again. Welcome, to... this. This gigantic list is my finished (?) archetype, and I use the question mark because it is never really finished. I have thought 4 times already that I have finished it but alas, I keep adding. But to be honest, I don't think I can fit much more unless I branch it out to Synchros too, which I will not be arsed to do so. Explainations (and introductions) are in order. Hi, I am Asmodeus, and this is my first archetype. The "Sin", and by extension the "Primordial" archetype revolves around the banish mechanic in its entirety. As I said in my wayyy older post about it, which I think is currently locked/hidden, "banish your cards, banish your opponent's cards, banish the field, banish the GY, banish his LP". Or something along those lines. It still applies. You do everything by banishing. Your cost is banishing (unless you bring out "Den of Sin", but you'll read about it later) and you get stronger the more you banish. You have a plethora of effects which means a plethora of ways to banish. Apart from the banishing, your pieces are mostly extremely high level DARK-Fiend Effect Monsters that can only be Special Summoned by fulfilling their conditions, for example by banishing 3 face-up "Sin" cards on your field. You might think, "wow, that's steep". It is. For a normal deck. Here, you will find that you won't be THAT bothered about steep costs. They ain't kindergarten easy, but they are not hard either. Another gimmick of this archetype is that every single monster on it has 0 DEF and they all share the effect of getting instantly destroyed if switched to face-up Defense Position, with the only exceptions being the plenty boss monsters. I'll stop you right there; the fact that the boss monsters are plenty doesn't mean they all fit in a single deck. Some of them are simply impossible to utilise in the same deck. And with that said, I will move on to the last two things I'd like to touch upon. This archetype has access to Ritual, Fusion and Xyz Monsters with two Link monsters (now my comment about Synchros makes more sense). The emphasis is on the Xyz and Fusion monsters and could be utilised in the same list, but it ain't easy. The big bosses mostly need full commitment on one side or the other. The last point. As of now, the archetype is 97 cards long. It is on the bigger side, as is apparent. I remember in my old post someone told me that I shouldn't make it larger than 90 cards because a Deck can fit 60 or something along those lines. I completely disagree. This is not a minor engine you can squeeze in other decks. This is no Structure Deck. It is a full-blown archetype with the appropriate size and it is better off that way. You, the reader, have full agency over how you would like to play it. You can mix and match, you can play around, you can experiment, you can mix it with other archetypes or engines, you can go for 40 card decks or 60 card decks. You can go full effect monsters, you can go Primordial Void Turbo, Xyz Only, Fusion Only, a mix of both, a mix of all. You are free to do as you like. I honestly don't know what people actually do when they check on a new archetype. They want to fuck around and fantasise about making a deck out of it? Do they actually do it on Dueling Book and/or EDOPro or what-the-name-is of that fanmade game? Do they print the cards and fuck around with friends? Do they just appreciate it for what it is, an expression of a form of art by a lover of Yu-Gi-Oh? Maybe they use it for inspiration? All apply and I accept it all. In fact, I would be most honored if any one of you did any single of these things. When I make a card, I make sure it is complete. I try to source the best possible artworks from Google and Pinterest. No matter whether I succeed or not, I try to have the perfect PSA on them, I try to think of balance (I will not delude myself, some shit you'll see is not balanced.). But even if I fail at those two, I try my best to provide quality. Something that yeah, you could imagine it being an actual product of Konami. That said, I will not be able to make the perfect post. The cards are simply way too many to post with Names, Effects, Attributes etc on text. It saddens me, but it would be too tedious, both for me and you, the reader, as well. I sincerely hope you enjoy this, and I would love your feedback below, whether positive or negative. Effect Monsters: Ritual Monsters: Fusion Monsters: Xyz Monsters: Link Monsters: I have to say something here. Is "co-linking" referring to TWO link monsters being linked to each-other? If yes, these two boys are fucking useless. The intended effect I wanted was that monsters these cards points to have X and Y effects applied. I would appreciate a correct PSA on these two. Spell Cards: Trap Cards:3 points
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he wasn't judging he was just telling him he was in the wrong section. it's like telling an elderly person they're in the wrong aisle.3 points
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Danika, one of my OCs. I wanted to practice some stuff now that I got around to drawing stuff again xP3 points
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Not as much of an improvement from the OG sketch as I would have liked and a tad too late but here:3 points
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Quantum Ferret-Fido LIGHT---Beast---Tuner---Effect---ATK 1000---DEF 1600 When this card is normal summoned you can add 1 "Quantum Memory Space" from your deck to your hand. Once per turn you can target this card and one other monster you control then return both of them to the hand and if you do Synchro summon 1 "Quantum" Synchro monster from your extra deck or graveyard with the combined level of the returned monsters. Quantum Bat-Ramon LIGHT---Beast---Effect---ATK 1800---DEF 1200 If you control no monsters or only control "Quantum" monsters you can special summon this card (From your hand). If this card would be used as a material for the synchro summon of a "Quantum" monster, you can add 1 trap card from your deck to your hand. You can only use each effect of "Quantum Bat-Ramon" once per turn. Quantum Memory Space Field spell While you control a "Quantum" monster you take no battle damage. Once per turn (Quick effect) you can target 1 "Quantum" Synchro monster and return it to the extra deck and if you do special summon the monsters used for its summon. (Whether it be from the hand, deck or graveyard) Quantum Mother-Wrinkle LIGHT---Spellcaster---Synchro---Effect---ATK 2600---DEF 2000 1 "Quantum" tuner monster + 1 non-tuner "Quantum" monster When this card is synchro summoned you can add 1 spell card from your graveyard or banishment to your hand. If a "Quantum" monster was returned to the hand from the field this turn, you can target 1 card in your graveyard then shuffle it into the deck. You can only use each effect of "Quantum Mother-Wrinkle" once per turn.3 points
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Naga of the Abyss Level 8/Sea Serpent/WATER/Effect/ATK 3000/DEF 2000 Apart of the "Abyss Rising" set You can special summon this card (From your hand) by tributing 1 WATER monster you control. (Quick effect) You can shuffle this card from your face-up field into the deck face-up then add 2 level 4 monsters from your deck to your hand. If you draw this card face-up card that was shuffled into the deck by this effect: draw 1. You can only use each effect of "Naga of the Abyss" once per turn. Lore: This creature is to be said to come from an endless void where it would swim infinitely through the deep dark. During the battle between the "Mekk-Knights" and "Iblee" the clash between them was so great it caused a rift to open within the void and allowed this creature to slip through and wind up in an abyss similar to its own except there was solid matter that couldn't be passed through. As it doesn't like to be seen it used the water in its newfound home to hide as it was like swimming through the void. Unexpectedly there was another creature that dwelled within the depths of the abyss, a dragon that lived the abyss for thousands of years. Said to be sent by God itself it lives to protect its fallen home. These two creatures fight for dominance within the abyss and have done so for thousands of years even after the war between the "Mekk-knights" and the "Krawlers"3 points
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Not exactly a new drawing here but I'm gonna bump this thread past the bots so excuse me xD3 points
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Hello all, I have recently seen alot of custom cards on this platform and using my extensive coding knowledge I have learned how to script cards for the game EDOPro. If you are interested in being able to use your custom cards/archetypes you can message me, and I can do so for you. I have been wanting to do this for a while now and it seems like it would be interesting for me. If you are interested, send me a message with, the card/cards names, what archetype they are a part of, the effects of the cards (written well), and the card art. If you do this I can get them scripted within a week at the most, depending on the size or amount of cards as well as the complexity of the cards. This would specifically be for EDOPro as YGOOmega is a little weird. Also you would only be able to use the cards for yourself or with others on LAN as long as they also have the cards. I also can help you if you need any help putting the cards in the correct location and such. I hope to hear from some people, cheers!2 points
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Prime Calamity Viper Aurimoth [DARK] LV 7/Dragon/Effect (2300/2700) If a Dragon or Winged Beast monster is Special Summon from the Extra Deck to your field; you can Special Summoned this card from your hand or GY to your side in Attack Position, but banish it when leaves the field. You can only Special Summon 1 "Prime Calamity Viper Aurimoth" once per turn this ways. If this card is banished; shuffled this card into the deck, and if you do, Draw 2 cards then discard 1 card. You can only used this effect of "Prime Calamity Viper Aurimoth" once per turn.2 points
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Number C39: Utopia Ray Beyond LIGHT Rank 7 Warrior/Xyz/Effect 3 Level 7 LIGHT monster You can also Xyz Summon this card by discarding 1 Spell, and using a Rank 4 or higher "Utopia" Xyz Monster you control as material. (Transfer its materials to this card.) Your opponent cannot activate cards or effects in response to this card's effect activations. At the start of the damage step, if this card battles an opponents monster: The ATK/DEF of the monster it battles becomes 0 during damage calculation only. You can only use the following effects of "Number C39: Utopia Ray Beyond" once per turn. * If your opponent activates a card or effect (Quick Effect): You can detach 2 Xyz Material from this card; negate the activation and destroy it, and if you do, this card can make a second attack during the Battle Phase this turn. * (Quick Effect): You can banish this card from your field or GY; Special Summon 1 "Number 39: Utopia Beyond" from your Extra Deck, then, attach 1 "Utopia" Xyz monster from your GY to it as Xyz material and gain 1500 LP. (This Special Summon is treated as a Xyz Summon.) ATK/3300 DEF/25002 points
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I'm here again. Hello, again. Now this is something I lost a long time ago. When I had my first YCM account, I made an archetype, called the "Majestic" archetype, based around a single Field Spell called "Majestic World". I lost that account, therefore, the whole thing. But it never really left my mind, so here I am. I tried to remake it. The original version was nowhere near as thought out, and it had random themes spread across the cards without rhyme nor reason. The only constant was the fact that everything I make belongs to this 'Majestic' world. The concept remains the same, but it is more elaborate. Everything revolves around field spells which get upgraded by certain methods. The final upgrade of the Field Spell is fucking broken. But to bring it out you need around 20 cards or so total. Good luck. Now onto the mechanics, it functions by discarding cards. Every single card of the archetype has an effect if it is discarded and it combos with itself in that manner. The main summoning method is Fusion and in the end of the day, you want to loop fusions again and again until you have a solid enough board, or until you manage to summon "Majestic God Dragon". Another mechanic of the deck is that it has every single Attribute and the fusions have multiple attributes attached to them, which works for a spell card I have and I plan to make more cards around that mechanic. I'm sorry to say that this aspect is pretty lacking. This post will be a bit better structured than the previous one, but again, the sheer volume of the cards does not allow for detailed descriptions. EDIT: Fucking hell the whole thing is 64 cards. I honestly have no idea how I managed. Now that I think about it though, it is reasonable. 16 cards are dedicated to the Field Spells and 22 are Fusions. Anyway, just check them for yourself. Another thing before I start showcasing the cards. Bear in mind that yes, I do know that the extra deck limit is 15 and that I have more than 15 fusions. I won't be the first one to make something like this, just look at HEROES in general. "Portal to The Majestic World" "Majestic Realm Pieces" "Majestic Realm" "Accessing True Majesty" "Majestic World Pieces" "Majestic World" "Majestic Fusion" "Majestic Monsters" "Majestic Fusions" IMPORTANT: I need help with the effect of "Majestic Deathblight Dragon". I cannot find the proper way to write its effect. "Generic Majestic Cards"2 points
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Iron Chain Rat [EARTH] LV 3/Beast/Effect (1200/800) Once per turn: You can target 1 monster your opponent control; equip 1 "Iron Chain Snake" directly from your Deck or GY to it. If this card on the field is sent to your GY; send the top 2 cards of your opponent's Deck to the GY. Iron Chain Psychos [EARTH] LV 3/Psychic/Tuner/Effect (500/1500) If you control "Iron Chain" monsters, except "Iron Chain Psychos", this card cannot be targeted for an attacks or card effects. While this card's face-up on the field, each time cards from the top of your opponent Deck is send to the GY by a card effect, except "Iron Chain Psychos"; send the top 2 cards of your opponent's Deck to the GY. Iron Chain Worker [EARTH] LV 4/Warrior/Effect (1700/0) Once per Chain, during the Main Phase, if you control "Iron Chain" monsters other than "Iron Chain Worker"; send 1 card from the top of your opponent Deck for every 1000 points difference between your LP and your opponent's. Iron Chain True Elder [EARTH] LV 3/Zombie/Effect (300/200) Once per turn: You can send this card from your hand and 1 card from the top of your opponent Deck to the GY; Special Summon 1 "Iron Chain" monster from your Deck or banishment in face-up Defense Position, except "Iron Chain True Elder". Rusty Chain [Normal Spell] Add 2 "Iron Chain" monster with different names from your GY or banishment to your hand, then your opponent can Draw 2 cards. You can only activate 1 "Rusty Chain" per turn. Obsolete Chain [Quick-Play Spell] Tribute 1 "Iron Chain" monster you control: add 1 Spell Card that mentions "Iron Chain" (except "Obsolete Chain") from your Deck to your hand, and if you do, send the top 2 cards of your opponent's Deck to the GY. You can only activate 1 "Obsolete Chain" per turn.2 points
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Tears in Heaven [Normal Trap] Until the end of this turn, each time monsters you control is destroyed by battle or by card effect; your opponent Draw 1 card for each destroyed monster. Miracles Come at the Right Time [Normal Trap] Until the end of this turn, each time your opponent Draw a Cards, except during the Draw Phase; banish 1 random card from your opponent Extra Deck. You can only activate 1 "Miracles Come at the Right Time" per turn. A Crushing Blow [Normal Trap] Until the end of this turn, each time your opponent Draw a Cards, except during the Draw Phase: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; the selected zone cannot be used. During the end of this turn, your opponent can pay 800 LP for each locked zone, so their can use it again. You can only activate 1 "A Crushing Blow" per turn.2 points
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It's the return of the... wait, what? Now with that out of the way, Hello NCM. I am a returning member who mostly used the card maker and posted a few cards back in the day. I started my account almost been 15 years and ago and now I'm back hopefully more often so that I can enjoy the community again. I see that a lot of the old members have left and some are returning as well as this community isn't what it was back in the day like in 2013-14 but I still remember and love this community so I hope I can still be a part of whatever left. So I say Hello to all members old and new and hope for some new memories to be made. Thank you. P.S: There seems to be a lot of bots on this site. Its sad to see this community be infected by it.2 points
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Amorah Dracovertus [DARK] LV 4/Spellcaster/Tuner/Effect ATK/1900 DEF/900 If this card Normal or Special Summon, and your opponent control 3 or more cards: You can Special Summon 1 Level 4 or lower non-Tuner monster from GY to your side in Defense Position. You can only use this effect of "Amorah Dracovertus" once per turn. During Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. Infernal Dracovertus Galarmon [DARK] LV 8/Dragon/Synchro/Effect ATK/2800 DEF/1900 "Amorah Dracovertus" + 1+ non-Tuner monsters If this card is sent from the field to the GY: Inflict 500 damage to your opponent for each Dragon monster in your GY. You can only activate this effect of "Infernal Dracovertus Galarmon" once per turn. Once per turn, you can banish 1 Dragon monster from your GY; this card gains 150 ATK for each Dragon and/or Spellcaster monster in your GY until the end of this turn.2 points
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Hera, Underworld Scientist [WIND] LV 4/Zombie/Tuner/Effect ATK/1450 DEF/0 Once per turn, you can send 3 cards from the Top of your Deck to the GY; Special Summon 1 Level 6 or lower Synchro Monster from your Extra Deck in face-up Attack or Defense Position (this is treated as Synchro Summon). That Synchro Monster cannot attack, and is returned to your Extra Deck at the end of the turn. [Lore]: Hera is a scientist whose ambition is to bring ancient creatures from the past to life. Hera was very interested in the civilization and technology of the ancient creatures in the past. Researching for so long in the underworld made his soul contaminated by the evil soul in the underworld. So she intends to use these ancient creatures as his army to rule the world.2 points
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Love the "Digital Bug" Archetype but it seems to have been forgotten, so I've decided to Create 8 Cards of Support to help modernize this Classic Xyz Deck. These are still currently in playtesting, so all stats and effects are SUBJECT TO CHANGE. Also, Feel free to put your Comments and Suggestions down below! ( About 90% balanced atm ) 1 Card Combo With "Digital Bug Hexaweaver":2 points
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