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Showing content with the highest reputation since 11/05/2024 in Posts
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4 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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3 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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3 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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It's that time of the month again xD The time in which I post whatever doodles I have at hand to avoid getting the club archived. Got other works undergoing but yeah, this will do for now xD3 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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Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD3 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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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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So I've been going to a workshop of sorts on Saturdays since a week or so ago. This is one of the exercises we started with. 4 emotions, 3 variations of each, and to draw the faces that'd coincide with the emotion. Also, a quick line of context but having the lines shuffled around a bit so other people guess which is the correct one. It is meant to see how easy for readers/viewers is to understand our interpretations of them. Time is somewhat limited to finish them but it wasn't too bad of an outcome. I've done a few more like this ever since.2 points
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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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Ghostrick Room Continuous Spell Card After activation: You can add 1 "Ghostrick" Field Spell Card from your Deck or GY to your hand. All Zombie, Fiend and Fairy monsters in Defense Position cannot be destroyed by battle or by card effects. Each time a Zombie, Fiend or Fairy monster is flipped face-up: Inflict 300 points of damage to your opponents LP. You can only activate 1 "Ghostrick Room" per turn.2 points
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I'm on a little personal mission to TCG-ify Rush decks that I find interesting. I made a bunch on Duelingbook, but the site's servers are really in decline at the moment. Here's my take on a few of the Dark Matter monsters from Go Rush. More to come as this is very much WIP. Dark Matter Hazardoll Galaxy/DARK/Level 5/ATK 1800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Hazardoll" once per turn. If you control no monsters, or all monsters you control are "Dark Matter" monsters: You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can target 1 monster your opponent controls; change it to face-down Defense Position. Dark Matter Craydoll Galaxy/DARK/Level 4/ATK 1400/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Craydoll" once per turn. If this card is Normal or Special Summoned: You can add 1 "Dark Matter" monster from your Deck to your hand, then you can change this card to face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can add 1 "Dark Matter" Spell from your Deck to your hand. Dark Matter Lockdoll Galaxy/DARK/Level 3/ATK 800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Lockdoll" once per turn. If you Normal or Special Summon a "Dark Matter" monster, except "Dark Matter Lockdoll": You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position, If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material; draw 1 card, then send 1 "Dark Matter" monster from your hand to the GY. Dark Matter Enigmata Galaxy/Fusion/DARK/Level 9/ATK 0/DEF 0 "Dark Matter Mist" + 1 "Dark Matter" monster You can Special Summon this card (from your Extra Deck) by shuffling the above monsters you control into the Deck. (This is treated as a Fusion Summon.) Gains ATK equal to the combined original ATK of the monsters used as Fusion Material for this card's Summon. If there is a face-down monster on the field, this card can attack directly.2 points
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Nifindell, The Last of Thunder Thunder-DARK-Level 9-ATK 3100-DEF 2300-Effect You can Special Summon this card from your hand by banishing 3 Thunder monsters from your GY. You can only use the following effects of "Nifindell, The Last of Thunder" once per turn. If you activated a Thunder monster effect from the Banishment: You can Special Summon it to your field. If this card is sent to the GY: You can add 1 card from your deck that mentions a Thunder monster in its text except "Nifindell, The Last of Thunder". Up next:2 points
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DONE, and amended as such in the comments: If a “Red-Eyes” monster you control is Sent to the GY: You can inflict 2400 damage to yourself; Special Summon this card from your GY and change it’s name to “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. You can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand during either players turn while “Zombie World” is on the field. If a monster is Destroyed (by Battle or card effect) by a “Red-Eyes” monster you control and sent to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY.2 points
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This Card is already good, just add some little thing... When your opponent activates a Spell/Trap Card while you control a "Dragunity" Synchro Monster or "Dragunity" Monster with Equip Spell equipped to it: Negate the activation, and if you do, banish that card, then if you control a Level 10 "Dragunity" monster, you can have 1 "Dragunity" monster you control gain 100 ATK for each face-up card that is currently banished. You can only activate 1 "Dragunity Oubliette" per turn. Next: "Jar Robber"2 points
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I would like permission to use the picture to make another card. I feel sorry for the beautiful art. Blind Devil Magician DARK Level 7 Spellcaster/Fusion/Effect 2 Dark monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: Place 2 Spell Counters on this card. This card gains 300 ATK for each Spell Counter on the field. You can remove 1 Spell Counter from this card; banish 1 Spell or Trap Card your opponent controls, and if you do, inflict 300 damage to your opponent for each card banished by this effect. You can only use effect of "Blind Devil Magician" once per turn. ATK/2400 DEF/2000 Super Power Yeah! Trap Card (Counter) When an opponent's monster declares an attack: Negate the attack, and if you do, loses 500 ATK, then, if that monster's ATK is less than the monster with the highest ATK on your field, destroy that monster, and if you do, Inflict damage to your opponent equal to the half of original ATK of the destroyed monster in the GY. Next:2 points
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having repeats clogs up the thread and makes people less likely to look at them all posting in the wrong section makes it less likely for people who would be interested to see them posting in english would allow people to actually respond to them as most people here speak that and won't be able to say anything if they don't know what the cards say all the things they said are helpful and to your benefit2 points
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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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https://ygorganization.com/thesorcerersapprentice/ ALIN-JP004 魔術師の弟子-ブラック・マジシャン・ガール Majutsushi no Deshi – Black Magician Girl (Magician’s Apprentice – Black Magician Girl) [Dark Magician Girl the Magician’s Apprentice] Level 6/DARK/Spellcaster/Effect You can only Special Summon with the (1)st effect of this card’s name once per turn. You can only use the (2)nd effect of this card’s name once per turn. (1) You can Special Summon this card (from your hand) by discarding 1 other card. If Summoned this way, its name becomes “Dark Magician Girl”. (2) If this card is Normal or Special Summoned: You can add 1 “Shining Sarcophagus” from your Deck to your hand. (3) Gains 300 ATK for each monster in either GY that mentions “Shining Sarcophagus”. 2000/17002 points
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I'm glad u told me to take a break, The Nyx Avatar. It has really helped.2 points
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I've got some Horus support cards I've been working on for a while. They're targeted at Goat format, specifically for to go in a classic Horus lockdown deck that focuses on getting Horus out, rather than just any deck that slips Horus LV6 and LV8 in but doesn't focus on them. Any feedback would be greatly appreciated. Osiris the Black Flame Lord FIRE Warrior / Effect / 700 ATK / 0 DEF ① (Quick Effect): You can send this card from your hand to the GY, then target 1 "Horus the Black Flame Dragon" monster you control; until the end of the next turn, it gains 700 ATK and one of the following effects, based on its original Level. ● 4: This card is unaffected by Spell effects. ● 6: When a Spell Card is activated (Quick Effect): You can negate the activation, and if you do, destroy it. ● 8: Your opponent cannot activate Spell Cards or their effects on the field. Negate all Spell effects on your opponent's field. The goal with Osiris is to temporarily upgrade Horus into its next form for better protection and to make it easier to destroy an opponent's monster to properly upgrade to its next form, while Horus LV8 becomes Spell Jinzo. Eye of the Black Flame Dragon Normal Spell You can only activate 1 "Eye of the Black Flame Dragon" per turn. ① Activate 1 of the following effects. ● Add 1 Level 4 or lower "Horus" or "Black Flame" monster from your Deck to your hand. ● Reveal 1 "Horus the Black Flame Dragon" monster from your hand; add 1 card that is mentioned on that monster from your Deck to your hand, then shuffle that revealed monster into your Deck. Eye is meant to help search out either Horus LV4 or Osiris to get the ball rolling on bringing out LV8, or swap out a Horus that you don't want to / can't Summon right now for one that you can / do want to Summon.2 points
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Howdy, Flame Ogre has always been an interesting card to me, and Illusory Snatcher is a card I have fond memories of from when I was a teenager and buying the Monarch Structure deck, so I decided to retrain them. I made Flame Ogre Archfiend's effects mandatory like the original card, and tried to make Illusory Bestower's an interesting extender for high rank Xyz decks, like it was conceived of back in the day, and/or Illusion decks. Flame Ogre Archfiend FIRE Rank 7 Fiend/Xyz/Effect 2900 ATK / 1200 DEF 2 Level 7 Monsters When this card is Special Summoned from the Extra Deck: Draw 1 card. At the start of the Damage Step, if this card battles: You can either detach 2 materials from this card or discard two cards and if you do, attach 1 other face-up monster on the field to this card as material. If this face-up card is destroyed by card effect while it has material: Special Summon 1 Level/Rank 7 monster from your GY. You can only use each effect of "Flame Ogre Archfiend" once per turn. Illusory Bestower LIGHT Level 7 Illusion/Effect 1000 ATK / 2400 DEF If you Special Summon 1 Level 5 or higher monster while this card is in your hand or GY: You can target that monster; Special Summon this card (but banish it when it leaves the field) and if you do, the Type, Attribute, and Level of this card becomes the same as the targeted monster OR the Type, Attribute, and Level of the targeted monster becomes the same as this card. If this monster, or a monster you control with same Type and Attribute as this monster on the field, battles an opponent's monster, neither can be destroyed by that battle. EDIT 1: Rejigged the Damage Step effect of Flame Ogre Archfiend to have a variable cost of materials or discard, inspired by D/D/D Deviser King Deus Machinex.2 points
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I agree with this comment completely. Doing better but still not where I want to be2 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/17002 points
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2 points
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