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  1. I avoid doom posting but it sure has been a bit boring around here. Make me a favor, if you see this post, either comment or react with whatever. Not just "old timers" or "new members" or anything. I just wanna see in general how many lurkers are around xD
    5 points
  2. 5 points
  3. You know this forum is actually perfect for Halloween Cause it's a ghost town!
    4 points
  4. Hey there, I'm excited to see another Counter themed archetype and I like the style you chose for the card images. Regarding the PSCT: I appreciate the OCG-like way to list the effects as it makes the card much clearer, but I think that you didn't use it correctly at some points. On "Eye of the Abyss" and "Omniscence", you used the conditional effects "if condition xy.., you can also ..". These are usually part of an effect that is described beforehand, so if you want them to resolve simultaneously, you shouldn't give them a different effect number for separation, as that only confuses the reader. I was honestly not sure if the second effect on "Omniscence" was part of the first one, or just an ignition effect with very weird PSCT. I assume you want it to be part of the first effect in both cases, since the rest of your PSCT is on point, except for the "add this card to your hand, but banish it when it leaves the field" on "Crimson Seraph". I assume you tried to balance the Quick Removal by having it only be able to recycle once, but cards don't usually remember any lingering effects when they move into a non-public location as the hand. This is a game mechanic that prevents stuff like a player adding a "Crimson Seraph" to his hand and later discarding it to the GY, which the opponent has no way to call out, because the Noctris player might have a second one in their hand. Gameplay-wise I'd probably consider this more of a small engine that can be combined with another DARK Fiend archetype or run alot of non-engine cards. With that in mind I'd expect the cards to have a solid resource loop and create some form of pressure, but not deal with every possible threat in existance and have clear weaknesses. I'll come back to this later. The individual cards differ in power significantly. In my opinion "Aspect Witch" is probably the strongest of all the cards, giving you a free Summon and therefore level 6 xyz material, a +1 that could become a +2 in card advantage in form of the spell search and an additional removal. It's a very solid card, I'd compare to something like Kashtira Fenrir. Sadly it somewhat makes the Gaze Counters unnecessary, as it both places it and removes it by killing the card in a very streamlined way. "Hollow Idol" looks like a classic extender. Just Summon him along the way, as you will try to always give your opponent's cards some counters, and get an additional benefit when using it as material. Anyhow this looks like the weakest of the bunch, as pretty much all of the cards except for "Omniscience" only ever care for 1 card with a counter on it, the added effect of doubling down on counters seems off and not that helpful. "Crimson Seraph" is another beast. Especially the fact that the Summon from hand is a Quick Effect makes it a menace. I appreciate your attempt to balance it by trying to implement a lingering finality effect, even tho it kinda breaks the game rules. Here is a recommendation on how I would balance it: As you will use it as Xyz Material 90% of the time during your own turn, this will not affect the extender abilities, but forces you to make a decision if you want to throw away recursive card advantage if you want to use it as disruption during your opponent's turn. "Eye of the Abyss" is a very generic search spell, which I usually don't love to see, but it becomes pretty obligatory when making a small archetype with only 3 monsters like this. I'd probably change the condition of the Special Summoning part of the effect, as you wont need it as much when you already have your Xyz monster on the board but rather when on the backfoot. Maybe consider changing the condition to having less cards on board than your opponent or an Xyz monster in your GY or something like that. "Omniscience" is a perfectly fine protection card with a solid activation effect that matches the theme. I feel like it could also probably do a little more in terms of Counters as a Continuous piece. I obviously didn't playtest these, but I can imagine that it would be totally fine to put an effect on this card that makes a Counter once per turn, either triggered by something or as ignition effect. I also really like that it only protects from destruction and does none of the "make a card unaffected by everything" crap, many customs show these days. "Retribution" almost seems to generic, but keeping in mind how you fetch it, it's a solid disruption option and the added floating effect in GY makes the CXyz much more valuable. "Unbound Verdict" is a solid boss monster with the classic Quick removal/negate theme, but it doesn't really seem to match the Counter theme well. It also probably gives a little to many options for what to do and could be split up into two separate cards. What actually annoys me a little bit is that it doesn't have a Quick Effect to place counters, so the synergy with detaching "Crimson Seraph" is a little bit lack luster. It might actually be more fun, if the Quick Effect just placed a Counter on any card, non once per turn, with a continuous or triggered effect that interacts with Counters, like "Your "Noctris" cards are unaffected by cards with Gaze Counters on them" or "You can negate the effect of any card on the field, by removing 1 Gaze Counter from it (OPT)". This card definetely has the most hidden potential. "Deus: Reultima" is a little difficult in my opinion. It does have the option to place Counters as Quick Effect, which is great, especially combined with "Crimson Seraph", but the negate it very slow. Most modern cards will be Summoned or activated, and immediately start a chain with some kind of entering effect. This boss monster could react to that by placing a counter on each monster the opponent controls, but since this is not MTG, after resolving the effect to put Counters, the other card will just resolve aswell. The fix to this problem is using a Continuous Effect, as stated above. There are cards like "Fabled Unicore", "World Legacy's Secret" or "Cerulean Skyfire" that negate an effect when resolving, which would be much more efficient on this card. I understand that "Negate the effects of all cards with Gaze Counters on them" is to strong, but you could adapt the effect of one of these cards and make the effect say "Once per turn, you can negate any monster effect activated by your opponent, by removing 1 Gaze Counter from that monster." In summary I want to say that this archetype has much potential and could become an absolute favourite, especially with the dark demonic style, to set a mark against dumb design choices like Dragonmaids or Yummi. Coming back to my premise, the archetype does have a very solid resource loop in recycling "Crimson Seraph" and fetching copies of "Eye of the Abyss" with "Aspect Witch" and as it stands there are clear weaknesses as agressive monster spam and high ATK Towers, aswell as targeted Xyz hate. It does kind of have a little bit of everything on the end board (especially since "Unbound Verdict" has so many forms of removal to chose from), but a relatively low ceiling, which makes it not only fun to play, but also to play against. Balance and style wise, it's a very cool archetype and if you overhaul the Xyz monsters and "Crimson Seraph", the gameplay is about to be a blaze aswell. I'm looking forward to play you with these one day. As it stands I'd rate these cards 8/10. Greets, Messoras
    3 points
  5. I did that recently
    3 points
  6. Can't remember. Did I ever share this one?
    3 points
  7. Merry Christmas and Happy Holidays, everyone
    3 points
  8. 3 points
  9. 3 points
  10. incredibly it seems that nyx has secured a major victory against the bot hoardes and we are, to some extent, free of them
    3 points
  11. 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
  12. 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
  13. Hey there, We have another bold attempt of a target deflecting ability, as I see :) I always loved the idea of changing targets for effects, as cards like "Deflecting Swat" or "Bolt Bend" do in MTG. The problem with effects like these is the difference between a chain in Yugioh and the stack in MTG. As soon as you start resolving a chain in Yugioh, it keeps resolving until the last Chain Link has resolved, and any triggered abilities that would trigger during the chain form a new chain on resolution. So after resolving one Chain Link, there is no way to activate another card or Quick Effect. In MTG the game rules allow you to activate new instant speed spells and abilities whenever a spell or ability resolves on the stack. (I assume you also play Magic, because you used "counter" instead of the Yugioh term "negate") Keeping this in mind, a card like this, with two Quick Effects can only either deflect the target of an effect that targets a differnt Witchcrafter monster you control, OR negate an effect that directly targets it. The way you worded the second effect is a good idea to solve the problem, since you could chain it to itself (if the first effect targets the card itself), BUT in that case it would negate it's own effect, as the window to interact with the activation of the effect that had its target changed is over. To tackle this problem while staying inside the borders of the rulebook, we could use a continuous or lingering effect, which doesn't start a chain, instead of a Quick Effect. Those are effects as the burn effects on Trickstar cards, which squeeze inbetween Chain Links when they resolve. These kinds of effects are often difficult to word when they include more than just 1 very specific thing, but let me try finding something for you. My attempt at the PSCT for this: I used these official cards as reference: - Shift - Cerulean Skyfire - World Legacy's Secret - Chaos Command Magician What I've changed: - The redirection effect now checks if the card is an appropriate target (so we don't run into ruling issues like trying to attach materials to a non Xyz Monster or stuff like that) - The negation effect now doesn't start a chain (when it's time to resolve the opponent's spell, you can then declare that you want to negate the effect with your continuous effect), also it doesn't discard a Spell for cost I know you actually wanted to discard another Spell as cost for the negation effect, but I haven't found any recent Konami cards that use cost in Continuous effects. If you just want to discard another Spell, you could use something like "Once per turn, you can negate any card or effect that targets this 1 card, also discard 1 Spell." This would discard the Spell as part of an effect, not a cost, but I don't think that that is relevant for Witchcrafter Spells. But I don't even think that that's necessary, as this is already a Level 5 monster with no easy way of cheating it out on its own, so a version that doesn't discard another card for negating the effect, doesn't seem to strong. I love creative challenges like this one. It's a fun gameplay mechanic and I like the overall feel of the card. Sorry for the wall of text, I hope I could hep. Greets, Messoras
    2 points
  14. Holy shit there's other people here! XD
    2 points
  15. From the looks of things the "Creative" forums are clearly meant for card making assets, so I'm just post my crappy comics here in the memes folder.....
    2 points
  16. https://neocardmaker.com/ the above linked website works and is run by someone, i was going to add adjectives here but actually just the fact that it is run by someone at all is an infinite improvement; this place is not even being held together by tape, nyx is unfathomably committed to patching holes but the ship is three-quarters underwater so if you want to do any of the things you would've aspired to do here i think try ncm instead
    2 points
  17. 2 points
  18. How do you draw eyes?
    2 points
  19. After nearly 10 years, somehow I remembered this site existed, and found my username and password. Holy cringe, what was I doing in my teens lmao.
    2 points
  20. 2 points
  21. Whoops, yesterday was December 29, 2020. Well, sorry about that! I missed yesterday, which was my anniversary that’s why I apologized. As of yesterday/today, this marks the 5th anniversary of me joining this site. Can you believe it? Just **snap** five years, just like that! When I first joined, the site was in a much better state. There was a lot more activity, not just bots, and it had real active users. But 5 years pass, and boom, this site is in the dumpster!
    2 points
  22. Hello my friends, Sigh can you believe it's been almost 5 years since I first created my account on this somewhat once vibrant community, that actually had good activity going on and not just AL Slop with a broken Card Marker and a garbage Admin who refuses to fix the damn thing. But there used to be so many people I would chat with on an almost daily basis. There were lots of things to discuss. What I want to know is what in the actual fuck happened to this site over the last 5 years? In 2025, this site is just depressing and looks like a dog shitting into a hole into a grave. This site feels all grey and whatnot. Sorry, I just feel so upset. This site keeps getting worse and worse by the day. This is the reason why I no longer come onto this site anymore because there is nothing to do. I'm not talking about NCM, but there are users specifically that are not on NCM but have not been active here in a while. Users like Rayfield, Loleo, Tinkerer, AGATHODAIMON, BANGTAIL COW, Rongaulius, or Dokutah (who might have created a new account, I don't even know) are some examples of users who tried to post stuff that we would engage with as a community. 2025 is just really depressing. This site keeps falling apart, and I, as a user who has barely been on the site for a decade, am starting to notice this a lot. I know people have lives outside the internet, but people do tend to come on from time to time. I feel like that is not happening. If they are hanging out anywhere on the internet, maybe you can name it. But other than that, 2025 has been a really sad and boring year. I don't think 2026 will be any better than 2025, I think it will be a lot worse than previous years.
    2 points
  23. A little Thanksgiving cheer!
    2 points
  24. Hey I know how bad things are for the site and this club but can we not spam it? It's like my remaining special place here, if only to preserve what friends posted in previous pages and where I show people I'm still around. Keep that meme but hopefully I don't wake up to a bigger flood of it.... ------ Here's a painting I did the other day with those dollar store water color kits. It's based on a real place in my city called "La casa de la cultura". It is one of the oldest buildings in the city, enough to have a collection of ghost stories of its own. It is still an active building for teaching in like, music and theater.
    2 points
  25. the website itself is trying to ban me but i cannot be stopped
    2 points
  26. Seeing footage of Pokemon Z-A, just realized the moves being on a sub-menu while the entirety of the game is 1 button all these years is like..... super dumb xD
    2 points
  27. In Two Days It's My Birthday, And I'll Be Thirty-Three.
    2 points
  28. rip rewas 2014-2025 we hardly knew you but unfortunately we did know you to some extent
    2 points
  29. Hello, my name is not Hina. I am simping for Hina, and Hina is my wife.
    2 points
  30. I don't think I've ever seen "nobody has received reputation this week" at YCM.
    2 points
  31. Here's 2 animations I did these past couple weeks. Both still kind of incomplete but I think good practice nonetheless xD
    2 points
  32. bandicam 2026-01-30 00-12-38-333.mp4
    1 point
  33. 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, Messoras
    1 point
  34. 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 Freisi
    1 point
  35. 1 point
  36. This place sure does exist still, doesn't it.
    1 point
  37. I go by Drov3nix, but unfortunately, I can't change my name until I’ve posted at least 30 content items — so for now, I'm stuck as Deeshenna Davis (not my real name). I'll just be posting custom cards I've been making for Yu-Gi-Oh! as a hobby. Let me know what you think!
    1 point
  38. Underground Dragoons of Draconia lv 6 EARTH Scale: 2 Pendulum: After activation: Add 1 Normal Pendulum monster or 1 "Draconia" monster from your Deck, GY or face-up Extra Deck to your hand. You can only use this effect of "Underground Dragoons of Draconia" once per turn. All Normal monsters and "Draconia" monsters you control gain 600 ATK/DEF for each Normal monster in your Pendulum Zones. Rock/Pendulum These units that lurk in the depths with drill like spears, lunge to the surface to strike their foes when they least expect it. These are considered the elite amongst the Draconia Empires soldiers. ATK/2400 DEF/1200 Draconia Commander lv 2 DARK Reptile/Effect While in your Deck or GY, this card is treated as a Normal monster. All Normal monsters and "Draconia" monsters you control gain 500 ATK/DEF. You can only use the following effects of "Draconia Commander" once per turn. * You can discard this card from your hand; add up to 2 "Dragoons of Draconia" monsters with different names from your Deck, GY or face-up Extra Deck to your hand. * If this card is Normal or Special Summoned: You can Special Summon up to 2 "Dragoons of Draconia" from your Pendulum Zones. ATK/500 DEF/500 Queen of Draconia LIGHT Link: L, R Dinosaur/Link/Effect 2 "Draconia" monsters Cards in your Pendulum Zones cannot be destroyed by your opponents card effects. You can only use the following effects of "Queen of Draconia" once per turn. * If this card is Link Summoned or Special Summoned while you control "King of Draconia": Add 1 "Draconia" Spell/Trap card from your Deck to your hand. * If you control "King of "Draconia" (Quick Effect): You can Special Summon this card from your GY, and if you do, gain 1000 LP. ATK/2000 LINK-2 King of Draconia LIGHT Link: DL. D, DR Dragon/Link/Effect 2+ "Draconia" monsters This card and monsters this card points to gain 200 ATK for each "Draconia" card and Normal monster in your GY, also, this card and monsters this card points to cannot be destroyed by card effects. You can only use the following effects of "King of Draconia" once per turn. * If your opponent activates a card or effect (Quick Effect): You can tribute 1 monster in a zone this card points to; negate the activation and destroy it, also, if the tributed card was a Normal monster or a "Draconia" monster, inflict damage to your opponent equal to its original ATK. * At the start of the damage step, if a Normal monster or a "Draconia" monster this card points to battles an opponents monster: You can have your opponents monster lose 1000 ATK/DEF for each Normal monster in your Pendulum Zones. ATK/2600 LIN-3 Empire of Draconia Field Spell Card After activation: Add 1 "Draconia" monster or 1 Level 6 or lower Normal monster from your Deck to your hand. Your opponent cannot activate cards or effects in response to the activation of "Draconia" cards and effects. During either players turn: You can send 1 other "Draconia" card or Normal monster on the field to the GY, then, target 1 card your opponent controls; destroy the targeted card then, inflict 800 points of damage to your opponents LP. You can only use this effect of "Empire of Draconia" once per turn. You can only activate 1 "Empire of Draconia" per turn. Draconia Authority Counter Trap Card If you control a "Draconia" Link monster, you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap card or a monster effect while you control a "Draconia" monster or a Normal monster. Negate the activation and destroy it, then, if you control "King of Draconia", set this card instead of sending it to the GY. You can only activate 1 "Draconia Authority per turn.
    1 point
  39. 1 point
  40. 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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