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Found 50 results

  1. So next up on the Snowflower list is the new Level 1 monster, since it's the only Level in the Snowflower family without a twin. So here's one that helps you dig even deper into the backrow while also allowing you to profit more from your multiple Tributes, even the Lonefires! Prolly cuz I've got two more Snowflower things to distribute later on this week and my limbs feel like spaghetti and I hope its not from the corona. (yeah don't worry, I'm fine) Until the next card, and there will be one; reviews, revelry, you know the drill. BD'S, signing off.
  2. So, I'm back once more, and this time, I've got the focus of Valentine's Day on the mind. Turns out, errybody wants new stuff in Rocks, if the winner of the last Archetype Poll, Nemesys' Block Dragon's new B.F.F. and Problemsolver McPortalface over here is any predictor. So here's the Prank-Kids' last members in the Extra Deck, bringing each member of the Fusion/Link/Main Deck sets to 4.
  3. Merry Christmas everyone. Took me a while to pull through, but the whole gang's here in time! Now we'll get to the texts. - Polar Express/Normal Trap Card Lore: During the Standby Phase: You can Special Summon 1 monster from your Deck that has an effect that places Ice Counters in Defense Position, and if you do, distribute Ice counters equal to the level of that monster among a monster(s) your opponent controls. You can only use this effect of "Polar Express" once per turn. -- Emma of Swan Lake/WATER/Aqua-Type Link Effect Monster/Link-1/1100 ATK Link Arrows: Right Lore: 1 Aqua Effect Monster, except "Emma of Swan Lake" If this card is Link Summoned: You can discard 1 WATER monster; add 1 "Umi" from your Deck to your hand. During the Main Phase (Quick Effect): You can banish this card, then send 1 WATER monster from your Deck to the GY; Special Summon 1 "Odette Token" (Aqua/WATER/Level 1/ATK 1000/DEF 1000). If an "Odette Token" you control is destroyed by battle or leaves the field, while this card is banished: You can Special Summon this card. You can only use each effect of "Emma of Swan Lake" once per turn. --- Medley Magician/DARK/Spellcaster-Type Xyz Effect Monster/Rank 4/1000 ATK/2700 DEF Lore: 2 Level 4 monsters While your LP are higher than your opponent's, if a material(s) would be detached from this card, you can pay 1000 LP for each instead. While this card has Xyz Material, it cannot be destroyed by card effects. Once per turn (Quick Effect): You can detach up to 2 materials from this card, and if you do, halve the ATK of that many other monsters on the field. ---- Tale as Old as Time/Normal Trap Card Lore: This turn, all monsters on the field with 2000 or more ATK cannot attack, also monsters on the field with 2000 or less ATK cannot target cards on the field or in the GYs with card effects. If you control a monster with exactly 2000 ATK, you can activate this card the same turn it was Set. ----- Rescue Squirrel/EARTH/Beast-Type Fusion Pendulum Effect Monster/Level 4/300 ATK/100 DEF Scales: 3/3 Pendulum Lore: You can banish this card from your Pendulum Zone: Special Summon 2 Pendulum Monsters with the same name from your face-up Extra Deck. You can only use this effect of "Rescue Squirrel" once per Duel. Lore: 2 monsters with the same name or Type whose total ATK is 1000 or less If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. If this card was Fusion Summoned this turn (Quick Effect): You can pay 1000 LP, then place this card in your Pendulum Zone; activate up to 2 of these effects (simultaneously.) ● Special Summon 1 Beast monster with 300 ATK and 100 DEF from your hand or GY. ● Place 1 "Rescue Hamster" from your Deck or face-up Extra Deck in your Pendulum Zone. ● Set 1 "Emerging Emergency Rescute Rescue" directly from your Deck. ------ Arctic Armor of the Ice Barrier/Equip Spell Card Lore: Equip only to a monster with 2500 or more ATK, by targeting 1 "Ice Barrier" monster in your GY; Special Summon it. The equipped monster's ATK becomes 0, also it gains DEF equal to its original ATK. If this card is sent to the GY: Target the monster on the field with the highest DEF (your choice, if tied): destroy it, and if you do, Special Summon to the field of its owner's opponent and equip it with this card, but banish it when it leaves the field. You can only control 1 "Arctic Armor of the Ice Barrier". ------- Merry Brightness/Continuous Spell Card Lore: If the Summon, effect or attack of a monster(s) on the field would be negated, those monsters lose gain 500 ATK instead. Up to twice per turn, if a player would take 500 or more battle damage, they draw 1 card instead. If this card is sent to the GY while there are 2 or more copies of "Bright Merriment" in your GY: You can Normal Summon 1 monster from your hand with 500 or less ATK/DEF as an additional Normal Summon, and if you do, Set 1 "Merry Brightness" from your GY to your opponent's side of the field. You can only use this effect of "Merry Brightness" once per Duel. -------- Crab Turtle Citadel/WATER/Aqua-Type Fusion Effect Monster/Level 8/2550 ATK/2500 DEF Lore: 1 Aqua monster + 1 WATER monster + 1 monster with 2500 or more DEF Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case, you do not use "Polymerization".) Cannot attack directly. This card can make up to 3 attacks during each Battle Phase. Each time this card battles an opponents monster, each battling monster loses ATK equal to the difference between their ATK/DEF, until the End Phase. Once per turn, if the total Levels of the monsters Tributed or used as Fusion Materials this turn is exactly 8 (Quick Effect): You can draw 2 cards, then discard 1 card. --------- Taniwha and the Witch of Fate/WIND/Spellcaster-Type Effect Monster/Level 4/0 ATK/1800 DEF Lore: (Quick Effect): You can send this card from your hand or field to the GY, then target 1 card on the field; Special Summon 1 monster with ? ATK or DEF that is 1 Level higher than that monster, then you can equip that monster to the Summoned monster as an Equip Spell. Otherwise, it cannot be Tributed, nor used as Material for a Summon. You can only use this effect of "Taniwha and the Witch of Fate" once per turn. You can banish this card from your GY, then target 1 monster with ? ATK or DEF in your GY; add it to your hand. ---------- Salamangreat Equinox Ox/FIRE/Cyberse-Type Link Effect Monster/Link-2/900 ATK Link Arrows: Bottom Left/Bottom Right Lore: 2 FIRE Cyberse monsters Gains 500 ATK for each FIRE monster it points to. If this card is Special Summoned: You can inflict 200 damage to your opponent for each Cyberse monster in your GY, also during your End Phase, if this card was Link Summoned using "Salamangreat Equinox Ox" as material, you can Special Summon the monster with the highest ATK among those monsters from your GY (your choice, if tied), then if it is an Xyz Monster, you can attach this card you control to it as material. You can only use this effect of "Salamangreat Equinox Ox" once per turn. ----------- Kram the Judging Fiend/DARK/Fiend-Type Effect Monster/Level 3/1050 ATK/2050 DEF Lore: If a Level 6 monster is Summoned to the field, while this card is in your hand: You can Special Summon it, and if you do, you can return 1 Fairy monster or 1 monster with 2500 or more DEF on the field to the hand. Once per turn, if a monster(s) on the field is Tributed or returned to the hand: Special Summon 1 "Krampuslauf Token" (Beast/DARK/Level 1/500 ATK/500 DEF) to the field (1 on each side), and if you do, your opponent draws 1 card. You can only control 1 "Kram the Judging Fiend". ------------ Warp Machine Mambo-J/ WATER/Fish-Type Effect Monster/Level 4/1700 ATK/1000 DEF Lore: You can send 1 Normal Monster from your Deck to the GY: Special Summon 1 monster from your hand or GY with the same Type, Level, and DEF as that sent monster, but a different name. (Quick Effect): You can banish this card, then target 1 Normal Monster you control; Set 1 Normal Spell directly from your Deck that specifically lists that monster's name in its text. You can only use 1 "Warp Machine Mambo-J" effect per turn, and only once that turn. _____________________________________________________________________________________________________________________________________ Should be enough to keep your tidings great this year. I'll be back on New Year's Eve, everyone, if not sooner. Till then: BD'S, signing off.
  4. So, our newest Melody of Awakening Dragon bait came out for the Crystal Beasts, and I figured now was a good a time as any to count my tidings, prepare for the Christmas scene, and bring you a new Link. Really, though, its mostly the... So here you go, a Crystal Beast Summoner that the Sky Striker engine would love, and that can also work in conjunction (junction) with Union Carrier to put up some utterly jank combos too. Have fun with this though, considering it can also make stuff like "Crystal Abundance" Quick effect-happy. Until the next card: reviews, revelry, you know the drill. BD'S, singing off.
  5. Or for that matter, King Dedede. Get it get it But pompous penguins aside, time for more shoot-em-ups. So yeah, highest DEF of all the Musketeers, has the ability to recur Spells/Traps...including, say, the Magical Musket cards you activated to chain this effect off of, thanks Rokket Tracer for realizing how Quick Effects can cause degeneracy the world over. Also Summons Muskets from GY by discarding, so yeah, somewhat better and worse than Calamities. Won't take a rocket science (hint hint) for this card's potential to show itself, especially for Level 4 Fiends in other Archetypes that can bring it out. Until the next card, though; reviews, revelry, you know the drill. BD'S, signing off.
  6. Only have three words for this new monster I made today... Not a single activated effect on it, not even modest ATK stats, but anybody who makes this can be well assured they're sitting on a gamechanger. Even 500 ATK can be threatening when your monster's ATK isn't moving an iota past zippety-doo-dah, something Apollousa, Borrelsword, and definitely Gren Maju will sit up and take notice of. You've only got three turns to make the most of it, but, we've made work of far less oppressive Beast Xyzes than this. Regardless, an Xyz that doesn't extend like crazy or negate effects is apparently worth what comes out of the other end of a dog's body these days, so expect this to pop on in the second people realize Heraldic Beasts still exist and not a second sooner. Until that time: reviews, revelry, you know the drill. BD'S, signing off.
  7. And now we come to the progenitors of a different Deck Build pack - one of the first, even! These Der Freischutz darlings have had some relative success over the times, but I felt being able to give them a strong finish was a necessity, So to that end, I'm giving the Magical Muskets some more love. First up is the Sovereign Otto, based on two different figures - Prince Ottokar, a "sovereign prince" and the overseer of the marksmanship contest for Agathe's hand for the German opera Der Freischütz (1821), and the Old West cattle baron/sheriff, Otto Franc. Don't like that three-act play being so prevalent in the article? Stretching for those gif reference, I know, but it won't be a reach for this card to give you advantage. Double destruction with Deseperado, double negation with Cross-Dominator, the list goes on. This being 2000 ATK, a potential 4K beater with Steady Hands, can also put some pressure on the opponent for those not willing to wait for Zakiel to go off. Until the next card (which will likely be a Counter Trap, or I may spoil you and show the new Xyz right up front): Reviews, revelry, you know the drill. BD'S, signing off.
  8. This new card is a hefty addition to the Lost World, as Miracle Jurassic Egg was to Jurassic World. So yeah, odd arrows, benefitting from Miscellaneousaurs/hardcasted U.C.T., laddering into other Dinos, and, of course, GY retrieval. Which will probably go to Miscellaneousaurus. Just bone-dino love that's gonna ever result from Dino Links, isn't it. If it's not Link laddering, its somehow this to get Deng or Ib Justiciar. I mean besides the return of Litho. Anyways, until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  9. Card #9, and this time, we're gonna take things a littler more lightly for this Halloween season pre-finale. Ween ween, chase your dream, Candy bags, filled to the seam, With three words, sweets will soon gleam; ...and your beatstick's ATK. Randomization may not necessarily be your bag (get it) but turn 2 and onwards, this can easily poke holes in your opponent's frontline, either by knocking down their board or augmenting your own with Pendulums and Rituals galore. And the Level 6 offerings on that category - which is one this card's Level alone fully supports - the choices are endlessly appetizing. Jackal King, Benten, Herald of Perfection, Nekropz of Brionac, Aether (both versions), freakin' Chronograph Sorceror... Plus, being able to block off attacks is its own form of usefulness, especially in regards to stuff that would normally impeded Ritual Monsters from going off, like, say...Imperial Order, Secret Village, anything that stops Ritual Spells. One last thing; if that Ritual Spell mentioned in the art looks familiar, it's meant to. Merry Throwbackmas, everyone! Until the last Night of Fright: reviews, revelry, you know the drill. BD'S, signing off.
  10. Night of Fright #8, and I was serious when I mentioned how cerebral the stories were getting from here. This card is similar to "DNA Surgery" and "DNA Transplant". This card is based on yet another of Ifunny user Creepy_Pasta_Reader, and... well, it does cover a sensitive topic, but suffice it to say that the cold equations that occur when population extinction is a dire possibility can often be more contentious than the crisis itself. Link is in this sentence, rather than a picture - you've been forewarned. To this card, however - being able to re-Archetype your entire board to suit a common purpose has been an oft-pursued avenue of YGO since Prisma, and hasn't really seen much love since.... Frightfur Sanctuary? I don't know. Regardless, its amazing how two sentences on a Spell can often allow so much to go down, right Dark Ruler No More? kay rude Until the next card, folks-only two more NIghts of Fright to go. BD'S, signing off.
  11. Night Number Seven, and this time, we've got a different entity from yesterday about to crash down upon us. Blind Destruction and Blind Obliteration now have a prologue, folks. (extremely Robbie voice) We did it. Story aside, this alien invasion is effectively Orgoth the Relentless, the Counter Trap. 2 or more similar rolls, you Solemn your opponent, and regardless of what you roll, the heads of your opponent's front line will be one of them. Knocking off up to 3 cards on the field, in the hand, or in the Extra Deck, is brutal. Of course, you'll need to get the unholy trinity of Extra Deck sides to prepare for this and possibly extend (Herald of the Arc Light, Elder Entity N'Tss, and Toadally Awesome). Other cards may vary. Speaking of which, until the next one, folks... BD'S, signing off.
  12. Card #6 of the 10 Nights of Fright, and believe me, it only looks like a simple rag as much as Green Lantern's weapon looks like a simple piece of jewelry. Though, in this card's lore's case, it may well be Atrocitus'... This new monster is based on yet another of Ifunny user Creepy_Pasta_Reader, and his Scary Stories to Tell compliation - this one of a cape that crashes down to a planet and gives phenomenal powers to one of the scientists who happens upon it. However, this newly minted scientific Man of Steel has less of a command over his powers - or the oft-tragic results of such a union with a supernatural item - than the world may yet live to realize. The full story is below. This Helene Alonso-created pic betrays an incredibly powerful Link of mine. It, weirdly enough, is not the first Union Link I've made, but it may be the most chilling one. And the other literally features two girls in the vaccum of space. But besides being a slightly more co-link-happy Relinquished Anima in reverse, allows you a chance to make some crucial plays off of what would otherwise be the worst two types of Summons in the game. From them, however, comes the most powerful Union monster in the game that's not a Machine, allowing the power of possession, and in a slight variation, it can redirect targets of otherwise discriminating card effects towards itself. Only downside is the lack of direct attacks, but given its power is only held in stock by what else you can total with other card effects in the turn, shouldn't be a problem. And with something as troubling as this now growing ill of the very race it's supposed to protect, I'll end my 10 Nights of Fright diatribes here. Until the next card - tricks, treats, you know the drill. BD'S, signing off.
  13. 5th Night of Fright, and we're gonna spend this half-way point looking into the conclusion of one of the most tragic Normal Monster story yet. We'll need to turn to a journal to catalog this one though, since it's apparently gone through all the public archives like wild fire. No seriously, this Link's been King's Landing half the landscape around here, we may need some help, is Bayonetta. Ah, yes, found an unburned copy of the texts. At an eventual point, all that was left to the individual former known ads the Dragon Horn Hunter was the dragon taint. Her home was in ruins, her kind turned her away from all havens, her slaughter of dragons had born no fruit but further loneliness and blood. Eventually, her blade found the final dragon-reeking target-her own heart. But instead of death, a new life began, as each drop her her poisoned life-force brought forth the very beasts she'd driven into near extinction like fish from a shoal, her every ragged breath was choked more and more by flames, and her every living second saw her skin blacken and thick, her form twist and extend, her mind narrow and simmer in its hatred of her own that had made her vigil such a lonely nightmare. Eventually, her wound closed - upon a shell of armor and wings, iron claws and serpentine irises, and she took to the air, and the first of the villages that had rejected her - for now the abyss had not only looked into the Hexer, but forged her into the vengeful Haunter. My goodness. A card like this, that allows for so many monsters to gain themselves a role in putting down threats, that has the best Attribute to align with those most common monsters, that is effectively Knightmare Gryphon and Wicked Dreadroot all in one, that has an effect you normally have to use Soul Pendulum or forget Master Rule 4 exists with Zefras….is founded in such barbarity? Such disregard for so simple a goal? Such ostracization and karmic horrors? It...well, it seems so. In short, this is Dragon Horn Hunter's final send-off to the world that spurned her: Until the next card, folks. BD'S, signing off. (Spoiler: It will only get more tragic in the 10 Nights of Fright's stories from here.)
  14. Card #4 is up now, and well, it's a unique one even for its own genus. So welcome, one and all, to Dendrocnide Moroides incarnate, which often goes by the name 'Gympie Gympie'. It is the most toxic of the Australian species of stinging trees. One such person exposed to the toxins this tree produces was Ernie Rider, in 1963 and, well, by his own words... "For two or three days the pain was almost unbearable; I couldn’t work or sleep...{T)he stinging persisted for two years and recurred every time I had a cold shower. ... There's nothing to rival it; it's ten times worse than anything else.[9] To summarize just how horrifying so cutely named a plant can be.... Now that we have that gif out of the way, this card is the first Trap Monster to have a win conditions, making stuff like Durendal and Fantastic Theatre an out-and-out kill switch. However, due to it not having ATK, you'll need to do some trickery to get up its stats. Don't worry, thanks to stuff like Moon Mirror Shield and company, this should be a milestone. Beyond that, it's a faster Extinction on Schedule with Infinite Impermanence triggers that can easily perform a similiar job to Nibiru in the right circumstances. So that's a fun way to have a unit of a Plant coming up on you in 2019, isn't it? Until the next card, tricks, treats, you know the drill. BD'S, signing off.
  15. Third Night of Fright, and welp, its a good thing Pit's illiterate or else The story for this comes from another familiar source: Creepy_Pasta_Reader, a rather chillingly compelling short story poster on Ifunny. Specifically, its centered on this insight into the mind of one of the last remaining survivors of the Sleep Plague. The Trap itself, however? Well, at the simple cost of a DARK monster Tributing, this card puts both Red-Eyes Flare Metal Dragon conditions and OTK blockage on a Monster Type for three turns. Not completely neutralizing, but certainly a hassle for any uni-Type Decks to navigate, like Saladbois, Cyber Dragons, Thunder Dragons....especially them. Trap Trick and Lilith search it, the latter can be Tributed for it (or any weenie card can under Lair of Darkness conditions) and it basically turns Borrelswords into not-easy-bake-aggroboxes. Here's hoping we find some use for these cards. Until the next Night of Fright, tricks, treats, you know the drill. BD'S, signing off.
  16. Second Night of Fright, and wow this is gonna get recolored yesterday by Konami ain't it This time..., well, Charlton Heston's gonna have conniptions all over again, I'd reckon. Wherever he is. The substance that inspired this card's name is a well-known and infamous commodity in the movie Soylent Green. Having brought new and chilling meaning to the phrase "you are what you eat", however, is but one level of horror; another can be elaborated on by a potential answer to the phrase "what's eating you?" In this case, the attempts to replenish those dying plankton and ocean beds ends up infecting the soylent, causing the food substitute itself to make new life - out of the rapidly drained bodies of those that consume it. This genus of sentient soylent, in fact, reproduces from cannibalized blood cells and vessels. And unlike Green, 'Soylent Red', despite Soylent Food Corporation's attempt to destroy it, is far harder to discover...and far grislier to handle, as the very things made to sustain humanity's excesses are now supplanting them for its own propagation. But as a Field Spell, well....copies of cards with equal DEF means you've got a new version of protection for those saucy Infernoids, Goukis, mono-Attribute Decks, basically anything that values proper strength in numbers. Also, it can halt addition effects that keep dipping into disparate engines, so GOOD LUCK DANGER! IT WAS GREAT KNOWING YOU. Seriously though, the Field Spell takes three types of monster stats, effectively puts in two types of locks around them and calls it a day. It's some disgusting anatomical BD'S, signing off.
  17. First Night of Fright, and you're getting a mutated Duel Terminal Titan in your stocking this pre-Halloween season. This time, we venture deeper into Duel Terminal - as yet another Deck before has - and find ourselves with a frightening sight. For even though Guardragon Andrake was a fearsome sight, it was but the defeated version of this horror. With Mardark's malice and Almarduke's power, this monster is what razed most of the world around the great Crusadia/Orcust battle, only to be subdued by the Crusadia to a more manageable state. As it is now...well, there's a reason the card most likely to bring this creature out is called "World Legacy Monstrosity". And this card basically can run circles around Decks with the right configuration. Harmonizer Gradielle has nothing on this. For starters, this can assimilate monsters and gain effects, and bring them back if it goes out to a card effect -good luck, Kaijus and Nibiru. But yeah, this card's both good at giving and taking, though, as it can disrupt your opponent's GY play, and its ease of Link Summon could easily translate into more goodies for the Dragons. However, this is where the story for this Halloween night ends. Until the next card, folks and folkettes. BD'S, signing off.
  18. (me on phone to other co-creators) no see the joke here is that she's a solid snake, as in the support she offers to the archetype and in how she references the spy-clone who's in that Kojima-led franchise, especially considering how they're both good at extracting cost out of those who would seek their eradication, yes I know that she is an actual snake and that it's literally a codename in the clone's case stop being such a Karen oh no we're actually on the post now cut the convo CUT IT CUT IT CUT IT Power of tactfulness, ladies and mentalgen. Now to this new Fusion here. Basically, Thunder Dragon Colossus But For Reptiles actually has a solid booty, which is weird considering its all tail, but is balanced considering it won't start out in Defense Mode by its Contact Fusion method. Which, by the way, not only echoes its predecessor in Serpentine Princess, BUT TRIGGERS IT TO SUMMON ANY LEVEL 3 OR LOWER MONSTER FROM YOUR DECK. Thank goodness for that limitation on its Summon, amirite? But yeah, Red-Eyes Flare Metal Dragon stipulations on every non-Reptile monster's effect can and will build up for combo Decks, and Linkslayer But From the Pool Of Cards That Would Be Used For Linkslayer's Effect In The Place Where They Went is certainly a new thing. A welcome one too, considering Reptiles'... less than stellar presence in the Extra Deck, King of the Feral Imps notwithstanding. In closing, yeah, it isn't a patch-all for the entire Type, but few things are in isolation. It takes continuous effort, and something like this is a good first step. Like Reptillanne Hydraling was. Like more after should be. I even encourage you all to excel me in this regard. Let's make this year the year of the Snake. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  19. I gave in, folks. Also: wait, didn't I make this subhead joke before? Maybe. If I did make this subhead joke before, I apologize. But you know how the old saying goes... So it goes for your new Coelacanth Retain. Targeting's natural, the power of the WATER monster lineup now limits the card's otherwise bonkers Summoning condition (seriously, check the White Auras if you don't believe me.) And in addition, even if its Xyz (because the Fusion offerings are vanilla packfiller trash), it can give itself up to make it usable. Okay, only for Shark Fortress, but come ON, work with me here. Link Arrows should help you out some, and some WATER Fusions can get some mileage out of this and the newly dropped Clotheep to extend for some goodies. Even if its mostly gonna be Biphamet. Until the next card (apparently we WON'T be waiting till 10 Nights of Fright to do): reviews, revelry, you know the drill. BD'S, signing off.
  20. [spoiler=Gothic Architect: Info]DARK/Warrior-Type Union Effect Monster/Level 1/0 ATK/100 DEF (Quick Effect): You can banish 1 DARK monster with 0 DEF from your GY; Special Summon this card from your hand or GY, but banish it when it leaves the field. Once per turn, you can either: Target 1 other DARK monster with 0 ATK or DEF you control; equip this card to that target, OR: Unequip this card and Special Summon it. The names of all non-DARK monsters on the field become the equipped monster's, it is unaffected by those monsters' effects, also if it would be destroyed by battle or card effect, destroy this card instead. Did I really just pull out a nursery rhyme in the presentation of a goth loli monster on YCM? So yeah, Architect, upon being equipped, name-swaps everything but the most proliferated Attribute in the game's on the field, provides immunity against those monsters, and destruction on top of that. Interrupts Type-specific Extra Deck summons, provides on-deal protection, and its a Level one so One for One is a running buddy for this. Plus, the 0 DEF struggle will easily make this card a very-easy-to-summon pain in the Little D, so there's that too. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  21. [spoiler=Trust the Process: Info]Counter Trap Card Lore: When a monster effect is activated, while you control a Cyberse monster that was Special Summoned from the Extra Deck: Negate the Summon or activation, and if you do, shuffle all cards your opponent controls in the Extra Monster Zones into the Deck (if any). If you control a Synchro, Xyz or Link Monster that was Summoned from the Extra Deck using 3 or more monsters as materials, you can activate this card from your hand. You can only activate 1 "Trust the Process" per turn. Third verse, same as the first. This time it's basically a more generic Cynet Conflict. However, this time, the power comes from the usability of it with other Cyberse Extra Deck monsters, helping to bring online those monsters, and especially Cyberse heavy-investment monsters like the Mathmechs you've seen lately. This time, the power of process brings an extra level of lethality to the Extra Monster Zone as well. Though its impact is less long-lasting than the Conflict, it's breadth is farther reaching. And, in honor of Joel Embiid, I insist that you tech this card, that you take this card... ...and that you trust this card. Until the next card, folks: reviews, revelry, you know the drill. BD'S, signing off.
  22. [spoiler=Service With a Smile: Info]Normal Spell Card Lore: Declare 1 Type: apply these effects in sequence until the end of the next turn, depending on the number of different Attributes among the monsters on the field with the declared Type.● 2+: Both players must pay 500 LP to activate the effects of monsters in their hand or GY with that Type.● 4+: All monsters on the field become that declared Type.● 6+: Monsters cannot be Special Summoned from the hand or Extra Deck, except monsters with the declared Type. So, the Archetype Support That's Not Archetype-Named Days continues with this. LP burn to activate a Type's effect, conversion of everything on field to the Type, and limiting to that Type when Summoning. Third of the Mystic-Fighters supportin' trio comes to you Sunday, folks. Right now, the Workshop and all of one person those in it gotta catch those Zs. And those facing off against players of this card are gonna catch some Ls. Reviews, revelry, you know the drill. BD'S, signing off.
  23. So yeah, this is my first of three cards based around the Mystic Fighters Pack that support each of the three Archetypes debuting in it without specifically mentioning their actual names. THAT'S RIGHT FOLKS WE'RE GONNA GO FULL YATANOMISAKI FOR CYBER DRAGONS UP IN THIS PLACE [spoiler=Yggdrasil, Genesis Raiders' Tree: Info]LIGHT/Rock-Type Effect Monster/Level 9/2000 ATK/3500 DEF Lore: (Quick Effect): You can banish 1 other Level 9 monster from your hand; Special Summon this card from your hand, and if you do, apply 1 of these effects.● Special Summon 1 Level/Rank 9 monster from your GY, then draw 1 card.● All monsters on the field lose will 1500 ATK this turn, except Level/Rank 9 monsters.If a monster(s) is destroyed or banished by the effect of a Level 9 monster you control, or to activate the effect of a Level 9 monster: You can return 1 card on the field to the hand. You can only use each effect of "Yggdrasil, Genesis Raiders' Tree" once per turn. Obviously this is meant to help RPG boss Archetype numero uno of the Mystic Fighters, though I'd suggest Double Magical Arm Bind does that already. Based off the Nordic world-connecting tree of the same name, also obvious. Can't be Plant, though, since Mardoll, so how about the now second-best anti Meta Type today because Granite + Nibiru = Sealing Jutsu: Shattered Heaven. Now to the effects: sacking another Level 9 to bring it out means Generaiders' dead hands just got that less dead, and dropping 1500 ATK from everything except Level/Rank 9 monsters means your monsters will be able to overcome their otherwise middling stats. Except for Naglfar, he's always baller. And the Level 9s moving any other monster out of limbo being complemented by non-targeting non-destruction removal? Yeah, that's not gonna be hard to abuse at all. Really, this actually supports Rank 9s that aren't the True King of All Stunlocks but can still snipe stuff, extending their removal under a hard-to-kill 3500 DEF body. Until the next card (and it likely will be Service with a Smile, because Miss Kobayashi needs her some more love): reviews, revelry, you know the drill. BD'S, signing off.
  24. [spoiler=Gaiastrio's Naturialist: Info]EARTH/Rock-Type Effect Monster/Level 5/2200 ATK/1100 DEF Lore: You can discard this card; activate 1 of these effects.● Fusion Summon 1 Level 10 EARTH Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.● Activate 1 "Naturia Forest" or "Naturia Sacred Tree" directly from your Deck. If a non-Rock "Naturia" monster(s) is sent to your GY to activate an effect, or by an effect, while this card is in the GY: You can Special Summon this card in Defense Position, but it loses 1 Level. You can only use each effect of "Gaiastrio's Naturialist" once per turn. So why is this card's name so wonky? Well, I actually made it in light of the name-dropping Naturia cards, such as "Barkion's Bark" and "Exterio's Fang". This monster, essentially, is the Naturia's specialized card for Naturia Gaiastrio-basically, its younger form. So, what does it contribute to the 'turias? You mean, besides searching their Field Spell and the Traptrix Switcheroo 2000? Oh nothing, just puts a replacement body on the board for the clan the second they hit the GY to activate their various negation effects. And recurring Summons for a Deck as infamously stun-happy as these fellas? Only four words describe this nomadic nation with this card's inclusion: Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
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