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Showing content with the highest reputation since 08/24/2025 in Posts
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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 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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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1 point
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This version is much easier to handle and honestly works absolutely fine aswell. Even though it's less experimental, I actually prefer it this way, as it is much tidier and easier to understand. Here's a small PSCT fix for you: Discarding a Spell as cost: Discarding a Spell as part of the effect: Greets, Messoras1 point
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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
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I don't think you did or at least I don't remember seeing this one in particular xP1 point
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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 power1 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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Elemental HERO Whiplash ☆☆☆☆☆☆ LIGHT Warrior/Effect 2300/1800 Effect: If "Elemenal HERO Bubbleman" or "Elemental HERO Sparkman" is in your GY, you can banish one of them to Special Summon this card. If this card destroys a monster in battle, inflict damage equal to half of this monster's ATK. If this monster is returned to your hand, add one "Polymerization", "Fusion" spell card, "Elemental HERO Bubbleman" or "Elemental HERO Sparkman" from your GY to your hand, then take 600 damage. Next1 point
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Believe it or not I just cleaned it up a bit. Should be close to, like, 1.5k1 point
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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 nothingness1 point
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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 rewases1 point
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The Geneclipse archetype is a series of beast cards which support DNA Surgery and want to change their type. They primarily win by disrupting an opponent’s plays by changing the cards they play to no longer meet the requirements of other cards. Being a floodgate focused deck revolving around a trap card they synergies particularly well with stun in an unfortunate number of ways. Geneclipse Dire Wolf Level 5 EARTH Beast 2200 ATK 700 DEF You can Normal Summon this card without tributing while there is a card on the field with a type different from its original type. Once per turn, you can reveal this card in your hand and pay 500 LP; Immediately after this effect resolves you can activate 1 trap card with a cost or effect to declare a type the turn it was set. While this card’s type is different from its original type, when your opponent activates a card or effect in the hand or GY: Send 1 card from your hand or field to the GY; Negate that effect and if you do destroy all cards on the field with that card’s type if it was a monster. Geneclipse Anomalous Amalgam Level 9 EARTH Beast 3150 ATK 2650 DEF 1 “Geneclipse” monster + 1 monster with a type different from its original type You can also Special Summon this card from your Extra Deck by tributing 1 “Geneclipse” monster with a type different from its original type. Once per turn, if a monster leaves the field: You can banish all other monsters on the field with the same type as this card, except “Geneclipse” monsters. Your face up Spell/Trap cards that include an effect to change a monster’s type cannot be targeted or destroyed while this card is on the field. EARTH monsters you control gain 300 ATK for each monster on the field with a type different from its original type. Geneclipse Splicing Table Field Spell Your opponent cannot target cards with a type different from its original type with card effects. Once per turn, declare a monster type (Quick Effect): You can target monsters in your opponent’s field and GY up to the number of “Geneclipse” cards you control, change their type to the declared type while they are in the field or GY. Next: “Phantomania”1 point
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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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Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD1 point
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Old question, but the bug is still around, as evidenced by my custom Ritual Spell: Swan Calling SPELL | Ritual This card can be used to Ritual Summon any WATER Ritual monster. You must also Tribute monsters from your hand or field whose Levels exactly equal or exceed the Level of the Ritual monster you Ritual Summon.1 point