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Found 5 results

  1. I made a Celtic Guardian Deck recently, well tried to anyway, they got so few members it isn't exactly easy to make something work, but anyway, that is why we're here, isn't it? So, this card is able to Special Summon a CG from the GY, which IMO is gonna make it easier to KO. Abbreviations, gotta love them. Anyway...next effect let's it make a 1200 DEF or less monster able to direct attack, but with that monster gotta be in Defense Position, ain't that something? Reason why I did it this way is due to Celtic Guardian of Noble Arms being a monster with a lot of ATK, but not so much DEF, so to balance it out, I made it require the DEF stat of these monsters, which is always 1200 or lower, so there you go. Lastly it can add itself back to your hand when your opponent takes damage, which is handy (pun intended) since Noble Arms is gonna draw anyway, making it unable to attack regardless, so might as well just bring this one back for some hand advantage. Oh and the Otherworld is a celtic concept relating to the realm of deities and afterlife, so that's what that's all about, fits with the reviving based stuff I thought. Also, I have been uploading cards to Dueling Book because Duel Portal has been down often, I may choose to not upload to Duel Portal if it decides to go down for days at a time, but for now, my cards are on both services.
  2. Leviafish is an Archetype of Fish-Type/WATER monsters which are also also Sea Serpent with various Levels. They are able to Special Summon themselves if you control a Leviafish with a Level other than the one they have themselves, but destroy themselves if you control a monster with the same Level as them though. They each have an effect that they can activate if 2 or more monsters battled this turn. Their playstyle revolves around getting many monsters on the field, battling, and then activating their effects in Main Phase 2. Additionally the new support gives them Link Summoning options, which can provide another playstyle. Their name is a portmanteau of Leviathan and Fish. The main change is their effect that they gain a bonus provided you control a monster of a certain Level now on top of the effect that normally happens when 2 or more attacked, a few changes to the Spells/Traps and some new ones, two new Main Deck Monsters and got three Link Monsters now. This is the first Reviving an Archetype I have done since 2019, the main reason being that I started doing these because of Link Monsters, since many of the Archetypes I made used Extra Deck strategies, and became more difficult to play due to Link Monsters, but as that's now not a thing, I felt no need to continue doing them, but well, why not continue anyway? So here we are, gonna starting doing these again, I have so many older Archetypes that need a reboot, this one was definitely not thought out as well as I originally thought, so there were a lot more changes I had to do than I first imagined, and after doing plenty of testing, I think they now work quite well and consistently. Sample Deck: https://www.duelingbook.com/deck?id=8295518 Original Version (12/12):
  3. Matchless is an Archetype of Level 4 and 5 Warrior monsters with various Attributes. They focus on using Level 4 and 5 Warrior in combination, using various Attributes Normal Spells, not having a normal draw and Fusion Monsters. Their general playstyle revolves around sacrificing the normal draw for various effects, and many effects unlock if you didn't conduct a normal draw. Their Field Spell, Camp of the Matchless Army, also provides various bonuses for them, and protect Warriors from being targeted, and their Fusion Monsters provide the strongest monsters, combining Flame of Unity with Freed the Matchless Liberator provides a powerful double attacker that will be hard to get rid of, especially if you got Camp on the field. They are based on an army, and as there are other Freed monsters with other Attributes, I wanted to make that into the theme for the Deck, rather than Warrior/EARTH as the original card was, so that enforced the Attribute based decisions in the design, the Fusion Monsters were made since I recently made a few Decks that used Warrior Fusion based tactics, I came into the Normal Spells idea due to many Warrior support cards being Normal Spells. Deck Sample: https://www.duelingbook.com/deck?id=8279084 Original Card: Negate any Spell effects that target this card, and if you do, destroy that Spell Card. During your Draw Phase, instead of conducting your normal draw: You can add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. New Cards: Main Deck Monsters. Matchless Soldier of Light Warrior/LIGHT Level 4 If this card is added from your Deck or GY to your hand by a card effect, except during the Main Phase: You can Special Summon this card. When this card is Normal or Special Summoned from your hand: You can Special Summon 1 Level 4 or 5 Warrior monster from your hand with a different Attribute from this card. You can only use each effect of "Matchless Soldier of Light" once per turn. 1700/1200 Matchless Knight of Freedom Warrior/EARTH Level 4 If this card is Special Summoned from your hand: You can target 1 "Matchless" monster in your GY, except "Matchless Soldier of Freedom"; Special Summon that target. If this card is in your GY, during your Draw Phase, if you if you did not conduct your normal draw this turn: You can place this card on top of your Deck. If you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each "Matchless Knight of Freedom" once per turn. 1800/1500 Matchless Rusher of Revolution Warrior/WIND Level 4 If your opponent takes battle damage: You can Special Summon this card from your hand. If this card leaves the field because it was used as a Fusion Material and is now in the GY or banished: You can draw 2 cards, then place 1 card from your hand on top of your Deck. If this card is banished, during your Draw Phase, instead of conducting your normal draw: You can add this card to your hand. You can only use each effect of "Matchless Rusher of Revolution" once per turn. 1600/1200 Matchless Flame of Unity Warrior/FIRE/Union Level 4 Once per turn, you can either: Target 1 face-up Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. It gains 500 ATK/DEF and can make a second attack during each Battle Phase. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is in your GY, if you did not conduct your normal draw this turn: You can target 1 Warrior monster you control; equip this card to that target. You can only use this effect of "Matchless Flame of Unity". 1000/2000 Freed the Matchless Commander Warrior/DARK Level 5 If this card is in your hand or GY, during your Draw Phase, instead of conducting your normal draw: You can Special Summon this card, but place it on the top of your Deck when it leaves the field. Negate any Trap effects that target this card, and if you do, destroy that Trap. During your Draw Phase, instead of conducting your normal draw: You can add 1 Level 5 or higher Warrior-Type monster from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. 1700/2300 Extra Deck Monsters: Freed the Matchless Captain Warrior/WATER/Fusion Level 8 2 "Matchless" monsters with different Attributes If this card is Fusion Summoned: You can discard 1 card; Special Summon 1 Warrior monster from your hand or Deck. Negate any monster effects that target this card, and if you do, destroy that monster. During your Draw Phase, instead of conducting your normal draw: You can add Normal Spell from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. 2000/2000 Freed the Matchless Liberator Warrior/LIGHT/Fusion Level 9 1 Level 4 or lower Warrior monster + 1 Level 5 or higher Warrior monster Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control with different Attributes (in which case you do not use "Polymerization"). Your opponent cannot target Warrior monsters you control for attacks or effects, except this card. Once per turn, when this card is targeted for an attack or your opponent's effect (Quick Effect): You can discard 1 card; negate the activation, effect or attack, and if you do, destroy that card. 2500/2500 Freed the Matchless Lord Warrior/EARTH/Fusion Level 9 3 Warriors with different Attributes, including a "Freed" monster If this card is Fusion Summoned: You can destroy cards your opponent control, up to the number of Warrior monsters with different Attributes in your GY, but if you destroy 3 or more, do not conduct your normal draw during your next Draw Phase. Unaffected by your opponent's effects that do not target it. During your Draw Phase, instead of conducting your normal draw: You can Special Summon 1 "Freed" monster from your Deck or GY. This card must be face-up on the field to activate and to resolve this effect. 2800/2200 Spells/Traps: Camp of the Matchless Army Field Spell When this card is activated: You can excavate the top 3 cards of your Deck, add 1 "Matchless" card to your hand, also send the remaining cards to the GY. While you control a Level 5 or higher Warrior monster, negate your opponent's effects that target Warrior monsters you control, and if you do, destroy that card. You can only activate 1 "Camp of the Matchless Army" once per turn. Charge of the Matchless Army Normal Spell Special Summon 2 monsters from your hand, 1 Level 4 Warrior or lower monster and 1 Level 5 or higher Warrior monster. If this card is in your GY, during your Draw Phase, if you did not conduct your normal draw this turn: You can place this card on top of your Deck, or if you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each effect of "Charge of the Matchless Army" once per turn. Bravery of the Matchless Army Normal Spell Add 1 "Matchless" card from your Deck or GY to your hand, except "Bravery of the Matchless Army", also do not conduct your normal draw during your next Draw Phase. If this card is in your GY: You can banish this card, then target 1 "Matchless" card in your GY; place it on top of your Deck. You can only use each effect of "Bravery of the Matchless Army" once per turn. Strategy of the Matchless Army Normal Spell If you control both a Level 4 or lower and a Level 5 or higher Warrior monster(s): Draw 2 cards. If this card is in your GY, during your Draw Phase, instead of conducting your normal draw: You can add this card from your GY to your hand. You can only use each effect of "Strategy of the Matchless Army" once per turn. Call of the Matchless Army Normal Spell Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you did not conduct your normal draw this turn, you can also send monsters from your Deck to the GY as material. If this card is in your GY: You can send 1 Warrior monster from your hand or field to the GY; place this card on top of your Deck, or if you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each effect of "Call of the Matchless Army" once per turn. March of the Matchless Army Normal Trap Special Summon any number of "Matchless" monsters from your hand with different Attributes, but if you Special Summon 3 or more, do not conduct your normal draw during your next Draw Phase. If you control "Camp of the Matchless Army", you can activate this card from your hand. You can only activate 1 "March of the Matchless Army" per turn. Retreat of the Matchless Army Continuous Trap Once per turn, during the Battle Phase: You can Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control "Camp of the Matchless Army", monsters on your field can be returned to your hand instead of sending them to the GY. If this card is in your GY, during your Draw Phase, if you did not conduct your normal draw this turn: You can activate this card from your GY, but banish it when it leaves the field. Flank of the Matchless Army Counter Trap When a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s) while you control a Level 5 or higher Warrior monster: Negate the activation, and if you do, destroy that card, then if you control "Camp of the Matchless Army", Set this card instead of sending it to the GY, also do not conduct your normal draw during your next Draw Phase. You can only activate 1 "Flank of the Matchless Army" per turn.
  4. I don't usually make cards mainly designed for my Archetypes, but this one is made for my Ice Slicer Archetype, so read about that Archetype here. This card is designed to quickly get a Field Spell, and is able to add monsters back from your GY, which can be handy since they quickly can fill it up, and also Special Summon one of those monsters, but it destroys itself when it does, however this may be useful, as freeing up the Extra Monster Zone can be important for them in certain situations.
  5. Ice Slicer is an Archetype of Aqua/WIND monsters with various Levels. They focus on self destruction, zone based plays that deal with adjacent zones, and Synchro Pendulum Monsters. Their playstyle revolves around having multiple Ice Slicer monsters adjacent to each other, and many cards move them, and when they get close to each other, they typically destroy one of those monsters, however you can keep your monster alive with Rink that can send 3 cards from your Deck instead of having your monster destroyed. Their main goal is to get out Death Spiral, which requires as Synchro Tuner, and is quite powerful, but they have many different kinds of plays. They are based on figure skating and related concepts, and the reason for Aqua/WIND instead of having them be Aqua/WATER is due to wind "slicing the ice", in an abstract way. Also, this is the first time I release on Dueling Book rather than Duel Portal, because Duel Portal keeps having issues with connecting, plus it has less audience. I still plan to upload to Duel Portal, but in the future, I will also be uploading to Dueling Book. Oh and I made a little test Deck you can try out on Duelingbook: https://www.duelingbook.com/deck?id=8256189 Main Deck Monsters: Ice Slicer - Jumper Aqua/WIND Level 1 If this card is Normal or Special Summoned: You can send up to 3 cards from the top of your Deck to the GY, and if you do, increase this card's Level by the number sent. If this card is moved to another Main Monster Zone: You can add 1 "Ice Slicer" Spell/Trap from your Deck to your hand. You can only use each effect of "Ice Slicer - Jumper" once per turn. 500/100 Ice Slicer - Skater Aqua/WIND/Tuner Level 2 If you control no monsters, you can Special Summon this card (from your hand). If Summoned this way: You can Special Summon 1 "Ice Slicer" monster from your hand to your zone adjacent (horizontal) to this card, then destroy 1 monster adjacent (horizontal) to this card. 300/900 Ice Slicer - Lutz Aqua/WIND Level 3 During the Main Phase (Quick Effect): You can move this card to another of your Main Monster Zones, then destroy 1 monster adjacent (horizontal) to this card, if any. If this card is destroyed by card effect: You can Special Summon 1 "Ice Slicer - Flutz" from your Deck. You can only use each effect of "Ice Slicer - Lutz" once per turn. 1300/700 Ice Slicer - Flutz Aqua/WIND Level 3 If this card is in your hand or GY: You can target 1 "Ice Slicer" monster in your Main Monster Zones; Special Summon this card to your zone adjacent (horizontal) to that target, but banish it when it leaves the field, then destroy 1 monster adjacent (horizontal) to this card. If this card is destroyed by card effect: You can Special Summon 1 "Ice Slicer - Lutz" from your Deck. You can only use each effect of "Ice Slicer - Flutz" once per turn. 1000/1400 Ice Slicer - Salchow Aqua/WIND Level 4 (Quick Effect): You can target 1 other "Ice Slicer" monster you control; move it another of your Main Monster Zones. If this card is in your GY, if an "Ice Slicer" monster(s) you control is destroyed by card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Ice Slicer - Salchow" once per turn. 400/1800 Ice Slicer - Axel Aqua/WIND/Tuner Level 5 If you have no monsters in your Extra Monster Zones, you can Normal Summon this card without Tributing, but its Level becomes 3 and its ATK becomes 1500. If this card is sent from the field to the GY: You can add this card to your hand. You must have no monsters in your Extra Monster Zones to activate and to resolve this effect. You can only use this effect of "Ice Slicer - Axel" once per turn. 1900/300 Extra Deck Monsters: Ice Slicer - Bunny Hopper Aqua/WIND/Synchro/Pendulum/Tuner Level 5 Scale 4 Pendulum Effect: You can target 1 "Ice Slicer" monster in your Main Monster Zone; Special Summon this card to your zone adjacent (horizontal) to that target, then destroy as many monsters adjacent (horizontal) to this card as possible. While you have an "Ice Slicer" monster in your Extra Monster Zone, the first time an "Ice Slicer" card(s) you control would be destroyed each turn, you can send the top 3 cards from your Deck to the GY instead. Monster Effect: "Ice Slicer - Skater" + 1+ non-Tuner monsters If this card is moved to another Main Monster Zone: You can Special Summon 1 "Ice Slicer" monster from your hand or Deck to your zone adjacent (horizontal) to this card, then destroy 1 monster adjacent (horizontal) to that monster. You can only use this effect of "Ice Slicer - Bunny Hopper" once per turn. If this card is used as a Synchro Material, you can place it in your Pendulum Zone, otherwise it is banished. 2000/1000 Ice Slicer - Cross Over Aqua/WIND/Synchro/Pendulum/Tuner Level 7 Scale 9 Pendulum Effect: Once per turn: You can target 1 other "Ice Slicer" card you control; until the end of the next turn, that target cannot be destroyed by card effects. While you have an "Ice Slicer" monster in your Extra Monster Zone, your opponent cannot target "Ice Slicer" cards you control with card effects. 1 "Ice Slicer" Tuner + 1+ non-Tuner monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy this card, also you can destroy 1 other card on the field. If another "Ice Slicer" monster(s) is moved to your zone(s) adjacent (horizontal) to this card: You can Special Summon 1 "Ice Slicer" monster from your GY or face-up in your Extra Deck. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use each effect of "Ice Slicer - Cross Over" once per turn. 2400/2200 Ice Slicer - Camel Spinner Aqua/WIND/Synchro/Pendulum Level 8 Scale 1 Pendulum Effect: Each monster you control gain 500 ATK/DEF for each monster adjacent (horizontal) to them. While you have an "Ice Slicer" monster in your Extra Monster Zone, "Ice Slicer" monsters you control cannot be destroyed by card effects, except that monster. Monster Effect: 1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy as many other cards in this card's column as possible. If your opponent Special Summons exactly 1 monster from their Extra Deck: You can place this card in your Pendulum Zone, then you can place that opponent's monster in your other Pendulum Zone as a Pendulum Monster Card with a Scale of 9. You can only use each effect of "Ice Slicer - Camel Spinner" once per turn. 2100/2600 Ice Slicer - Death Spiral Aqua/WIND/Synchro/Pendulum Level 11 Scale 12 Pendulum Effect: If an "Ice Slicer" monster(s) on your field is destroyed, your opponent cannot Special Summon monsters to their Main Monster Zones in the same column that monster(s) were in while this card is in your Pendulum Zone. While you have an "Ice Slicer" monster in your Extra Monster Zone, your "Ice Slicer" monsters can attack twice during each Battle Phase. Monster Effect: 1 Synchro Tuner + 1+ non-Tuner "Ice Slicer" monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy as many cards your opponent control as possible, then destroy monsters in your Main Monster Zones up to the number of cards destroyed. Negate the effects of cards your opponent control in the same column as this card and in the columns "Ice Slicer" monsters adjacent (horizontal) to this card are in. If this card is moved to another Main Monster Zone: You can target 1 other card on the field; destroy that target, also you can place this card in your Pendulum Zone. You can only use each effect of "Ice Slicer - Death Spiral" once per turn. 3000/3000 Spells/Traps: Ice Slicer Rink Field Spell Up to thrice per turn, if an "Ice Slicer" monster(s) would be destroyed, you can send the top 3 cards from your Deck to the GY instead. You can only use the following effects of "Ice Slicer Rink" once per turn. ● If an "Ice Slicer" monster is moved to another Main Monster Zone that is adjacent (horizontal) to an "Ice Slicer" monster: You can draw 3 cards, then discard 2 cards. ● If this card is sent from the field to the GY: You can target 3 to 5 other "Ice Slicer" cards in your GY and/or among your banished cards; shuffle them into your Deck, then draw 1 card if you shuffled 3, or 2 cards if you shuffled 5. Ice Slicer Dance Normal Spell Special Summon up to 2 "Ice Slicer" monsters from your hand to zones that are adjacent (horizontal) to each other, then destroy 1 monster adjacent (horizontal) to 1 of those monsters. If this card is in your hand or GY: You can banish this card; add 1 "Ice Slicer" monster from your Deck to your hand, then discard 1 card. You can only use each "Ice Slicer Dance" effect once per turn. Ice Slicer Competition Continuous Spell When this card is activated: You can target 2 monsters in the same column on each field; destroy those targets, then each player can Special Summon 1 monster from their Deck with the same Type and Attribute as their destroyed monster, but with a different Level. Once per turn, during the End Phase: You can Special Summon 1 "Ice Slicer" monster from your GY or face-up in your Extra Deck that was destroyed by card effect this turn. You can only use each effect of "Ice Slicer Competition" once per turn. Ice Slicer Maneuver Quick-Play Spell Target 1 "Ice Slicer" monster you control; move it another of your Main Monster Zones, then destroy 1 monster adjacent (horizontal) to that target, if any, also add 1 "Ice Slicer" card from your Deck to your hand, except "Ice Slicer Maneuver". During the Standby Phase, if this card is in your GY: You can add this card to your hand. You must control "Ice Slicer Rink" to activate and to resolve this effect. You can only use each effect of "Ice Slicer Maneuver" once per turn. Ice Slicer Performance Normal Trap Move 2 "Ice Slicer" monsters you control to zones that are adjacent (horizontal) to each other, then destroy 1 of those monsters, also Special Summon as many "Ice Slicer Performer Tokens" (Aqua/WIND/Level 2/ATK 500/DEF 500) as possible. You can banish this card from your GY, then target 1 of your other "Ice Slicer" cards that is banished or in your GY; add that target to your hand, then discard 1 card. You can only use each effect of "Ice Slicer Performance" once per turn. Ice Slicer Zambomi Continuous Trap Special Summon this card as an Effect Monster (Machine/WATER/Level 6/ATK 1500/DEF 2000). (This card is also still a Trap.) Once, while this card is a monster: You can target 1 "Ice Slicer" monster you control; that target becomes a Tuner. Once per Chain, if this card is a monster, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. If this card is sent to the GY: You can banish it; activate 1 "Ice Slicer Rink" directly from your Deck or GY.
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