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Found 11 results

  1. Price?? https://scontent.fadl6-1.fna.fbcdn.net/v/t1.0-9/fr/cp0/e15/q65/93474916_3174640409213022_8511835830107504640_o.jpg?_nc_cat=105&_nc_sid=465e0a&efg=eyJpIjoidCJ9&_nc_ohc=4M_ZkZw6lOQAX9QK8Zr&_nc_ht=scontent.fadl6-1.fna&_nc_tp=14&oh=0fae37360952be03ac359554bade980f&oe=5ED8E079
  2. Would I get a decent price for this? 20200507_134614.mp4
  3. Call of Atlantis Normal Spell Add 1 "Legend of Heart", or "Legendary Dragon" card from your Deck or GY to your hand. You can banish this card from your GY: Reveal 1 "Legendary Dragon" card in your hand; Special Summon 1 "Dark Magician", "Dark Magician Girl", "Red-Eyes B. Dragon", or "Blue-Eyes White Dragon" from your GY. You can only activate each effect of "Call of Atlantis" once per turn. The "Legendary Dragon" cards look fun, and have been reprinted 3 times now, but are still unplayable at a tournament level (thanks for that wording, Timaeus). This card could let you play a "Dragon" at a single copy, while making it searchable, and replayable, and if you'd like, potentially put down that Timaues infinity+1 Fusion Monster. While having no affiliation with the dragons directly in anime lore (except DMG), the second effect is to allow the casual players a chance at the character RP element, setting up an instant play (... except Critias), while also allowing this card to be searched by the Dark Magician and BEWD decks (Red-Eyes currently loses out, again). I don't feel like there is an easy way to allow a new card in this archetype to work perfectly without being overly complicated (grabbing a Trap for Critias, a particular monster for Hermos), or if not complicated then too generic. Instead, here's something that's a little fun, and potentially playable. (Sorry, couldn't find owner of the art, lead me to Pinterest)
  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. 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.)
  6. 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.
  7. [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.
  8. This is an updated version of this post which I made a while back with more cards and altered effects. Feedback, comments, and critiques are appreciated as always. Thank you all very much <3. Monsters Crystal Beast Ruby Carbuncle - ☆x3 LIGHT/Fairy/Effect 300/300 When this card is Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zone. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Amber Mammoth - ☆x4 EARTH/Beast/Effect 1900/1700 Your opponent cannot select another face-up "Crystal Beast" monster as an attack target. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Topaz Tiger - ☆x4 EARTH/Beast/Effect 1600/1000 If a "Crystal Beast" monster you control attacks, it gains 400 ATK during the Damage Step only, and then, if it is attacking an opponent's monster, that monster loses 400 ATK during the Damage Step only. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Emerald Tortoise - ☆x3 WATER/Reptile/Flip 600/2200 FLIP: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Zone as a Continuous Spell Card. While in Defense Position: Your opponent cannot target "Crystal Beast" Spell Cards you control with card effects. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Cobalt Eagle - ☆x4 WIND/Winged-Beast/Effect 1400/800 Once per turn: You can target 1 "Crystal Beast" Spell Card you control; shuffle that target into the Deck then draw 2 cards. You can only activate this effect of "Crystal Beast Cobalt Eagle" once per turn. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Sapphire Pegasus - ☆x4 WIND/Winged-Beast/Effect 1800/1200 When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Zone as a Continuous Spell Card. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Crystal Beast Amethyst Panther - ☆x3 EARTH/Beast/Effect 1200/400 This card can attack your opponent directly. Once per turn: You can target 1 "Crystal Beast" monster you control; It can attack your opponent directly this turn. During damage calculation, if this card battles and you would take damage: You can send 1 "Crystal Beast" monster with a different name from your Deck to the Graveyard; you take no Battle Damage from that battle. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Rainbow Dragon - ☆x10 LIGHT/Dragon/Effect 4000/4000 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field and/or Graveyard. Once per turn (Quick Effect): You can banish any number "Crystal Beast" cards from your field or Graveyard; this card gains 1000 ATK for each card banished by this effect until the End Phase. When this card attacks, negate the effects of the attack target on the field and in the Graveyard during that Battle Phase. (Quick Effect): You can banish this face-up card; shuffle all cards on the field into the Deck, and if you do, shuffle all of your banished “Crystal Beast” monsters into the Deck. If this card would be destroyed you can send 1 "Crystal Beast" card you control to the Graveyard instead. Spells Rainbow Bridge - Normal Spell Card Add 1 "Crystal" Spell/Trap Card from your Deck to your hand. Crystal Bond - Normal Spell Card Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell Card. You can only activate 1 "Crystal Bond" per turn. Crystal Beacon - Normal Spell Card Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect. Crystal Blessing - Normal Spell Card Target 2 "Crystal Beast" monsters in your Graveyard; place 1 of those targets face-up in your Spell & Trap Card Zone as a Continuous Spell Card, and if you do, Special Summon the second target. You can only activate 1 “Crystal Blessing” per turn. Crystal Value - Normal Spell Card If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: destroy 1 "Crystal Beast" card in your Spell & Trap Zone, and if you do, you draw 2 cards. You can only activate 1 “Crystal Value” per turn. Crystal Rule - Normal Spell Activate only if you control a “Crystal Beast” monster. Place 1 "Crystal Beast" monster from your Deck in your Spell & Trap Card Zone as a Continuous Spell Card, then, you can Special Summon 1 "Crystal Beast" monster with the same Level but a different name from your hand or Deck. When the "Crystal Beast" monster placed in the Spell & Trap Card Zone by this card's effect is destroyed, destroy the monster Special Summoned by this card's effect. When the "Crystal Beast" monster Special Summoned by this card's effect is destroyed, destroy the “Crystal Beast” monster placed in the Spell & Trap Card Zone by this card's effect. You can only activate 1 “Crystal Rule” per turn. Crystal Abundance - Normal Spell Card Destroy 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards your opponent controls to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards that were sent to the Graveyard by this card's effect. Crystal Burst - Normal Spell Card Banish 4 "Crystal" Spell/Trap Cards with different names except “Crystal Burst” from your Graveyard. Place as many "Crystal Beast" monsters from your hand or Graveyard as possible, face-up, in your Spell & Trap Card Zone, and if you do, inflict 500 damage to your opponent for each "Crystal Beast" card in your Spell & Trap Card Zone. You can only activate 1 “Crystal Burst” per turn. Crystal Promise - Quick-Play Spell Card Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target. Crystal Force - Quick-Play Spell Card Target 1 face-up "Crystal Beast" monster you control; Until the End Phase, it gains 500 ATK and if it attacks a Defense Position monster, inflict piercing battle damage. You can only activate 1 “Crystal Force” per turn. Over The Rainbow - Quick-Play Spell Card If a monster you control whose original name is "Rainbow Dragon" was banished by its own effect this turn: Special Summon any number of "Crystal Beast" monsters with different names from your Deck. Crystal Flash - Quick-Play Spell Card Place 1 "Crystal Beast" monster from your hand into your Spell & Trap Card Zone; Target 1 "Crystal Beast" monster you control; it cannot be destroyed by battle your opponents card effects until the End Phase. Crystal Tree - Continuous Spell Card When this card is activated, you can pay Life Points in multiples of 1000 (max. 3000); place 1 Crystal Counter on this card for every 1000 Life Points you paid. Each time a "Crystal Beast" monster(s) is placed in your Spell & Trap Zone, place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, and place them face-up in your Spell & Trap Zone as Continuous Spell Cards. Crystal Release - Equip Spell Card Equip only to a "Crystal Beast" monster you control. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Zone as a Continuous Spell Card. Ancient City - Rainbow Ruins - Field Spell Card You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects. ● 1+: This card cannot be destroyed by card effects. ● 2+: Once per turn (including the opponent's) you can make the Battle Damage you take 0. ● 3+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" card you control to the Graveyard; negate the activation, and if you do, destroy it. ● 4+: Once per turn, during your Main Phase: You can draw 1 card. ● 5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target. Traps Crystal Cut - Normal Trap Card Destroy 1 "Crystal Beast" card in your Spell & Trap Zone to the Graveyard to target 1 face-up monster your opponent controls; the targeted monster loses ATK equal to the original ATK of the destroyed “Crystal Beast” card until the End Phase. If the targeted monster is destroyed by battle this turn, draw 1 card during the End Phase. You can only control 1 “Crystal Cut” per turn. Crystal Circle - Normal Trap Card Activate only when a face-up "Crystal Beast" monster you control is attacked. It gains 500 ATK for all other face-up "Crystal Beast" cards you control, until the end of the Damage Step. You can only activate 1 “Crystal Circle” per turn. Crystal Wall - Normal Trap Card Activate only when a face-up "Crystal Beast" card you control is selected as an attack target or targeted by an opponent's card effect effect. Change the target to another appropriate face-up "Crystal Beast" card you control. Rainbow Path - Normal Trap Card When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then you can add 1 "Crystal Beast" monster or "Rainbow Dragon" from your Deck to your hand. Rainbow Gravity - Normal Trap Card Activate only if you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard: Special Summon 1 "Rainbow Dragon" from your Deck or Graveyard, ignoring the Summoning conditions. Crystal Pair - Normal Trap Card Destroy 1 "Crystal Beast" card you control; place 1 "Crystal Beast" monster with a different name from your hand, Deck, or Graveyard face-up in your Spell & Trap Zone as a Continuous Spell Card. Rainbow Life - Normal Trap Card Destroy 1 "Crystal Beast" card in your Spell & Trap Zone. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead. Crystal Counter - Counter Trap Card When your opponent would activate a card or effect: You can destroy 1 "Crystal Beast" card in your Spell & Trap Card Zone; negate the activation, and if you do, destroy that card. Crystal Raigeki - Continuous Trap Card Once per turn when a "Crystal Beast" card(s) in your Spell & Trap Card Zone is destroyed by a card effect: You can target cards your opponent controls up to the number of destroyed "Crystal Beast" cards; destroy them. You can only activate this effect of “Crystal Raigeki” once per turn. Crystal Fortress - Continuous Trap Card All monsters your opponent controls, with an ATK less than or equal to the number of "Crystal Beast" cards you control x 500, cannot declare an attack. Crystal Gathering - Continuous Trap Card Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the Graveyard, then target 1 "Crystal Beast" card you control and 1 card on the field; return them to the hand. You cannot activate these effects in the same Chain.
  9. Omega Ojama Dragon LIGHT Link: L, DL, D, DR, R Beast/Link/Effect 5 "Ojama" MonsterThis monster cannot be targeted by an opponent's monster effect. If an effect is applied that switches the original ATK and DEF of this card: This card gains 5000 ATK as long as the effect is active. If you activate "Polimerisation", you can use "Ojama" monsters in your GY as Fusion Materials by banishing them from your GY.ATK/0 LINK-5 https://i.imgur.com/fpIDBgo.png I would appreciate feedback. <3
  10. [spoiler=Draognmaid Manor: Info] Field Spell Card Lore: While you control a "Dragonmaid" monster, your opponent can only Special Summon 1 monster from their hand per turn. All damage your opponent takes is increased by 100 for each "Dragonmaid" monster in your GY. Once per turn, if a card or effect is activated that would Special Summon a monster(s) from your opponent's GY: You can target 1 monster in the GYs; shuffle it into the Deck, then if it is a "Dragonmaid" monster, you can return 1 monster on the field to the hand. So this Manor, besides showing how little I know of the Dragon Maids' actual setting, is meant to show that even being quasi-Necrovalley is something that can lease to fields being more broken than, well.... So yeah, once-per-turn-hand Summons basically make your opponent play as procedural as the Dragonmaids, added on with damage boosting that means the Maids now hit harder without necessarily hitting harder, and finally, GY disruption into possible field bouncing into possibly MORE FIELD DISRUPTION WITH HAUSKEE means profit. Subtitle says it all, and be sure to try and support this series - in Yugioh and in anime - when they so resume appearances, considering the tragedy. That's all for now, no attempts at trying to minimize this with my whimsical calls for reviews. BD'S, signing off.
  11. So, the Dragon Rulers happen to highlight in a couple of Spell Speed 2 backrow cards, Dragoncarnation and Dragoroar. Neither of them have seen much use, however. Perhaps the solution is to make it easier for useful Dragons to be in the areas the cards reach? Maybe some accessibility to them would be in ord- [spoiler=Dragoniche: Info] Normal Trap Card Lore: When a monster effect is activated, while a Dragon monster is on the field: Apply these effects and resolve in sequence, depending on the number of different Atributes among the Dragon monsters on the field or in your GY. ● 2+: Negate the activation.● 4+: Banish 1 card on the field.● 6+: Special Summon 1 Dragon monster from your hand, Deck or the GYs. If you have no Traps in your GY, you can activate this card from your hand. Or just up it a Spell Speed and have it activate from the hand, that works too. Aww come on now, I'm sure this card is a total necessity for Dragons, considering their scant prescence in the top tiers, especially in the multi-Attribute or interactive varieties, right folks? Alright, honest it is: I made this on a five-Mountain-Dew binge and literally don't have the heart to delete it considering how hard I worked to get all the Dragon Rulers in the picture. Happy now? Because the Danger! Dragons won't be considering the speed at which this can easily screw up their plays should stuff start being Summoned to Saryuja's markers of the Guarding variety. Helps as much as harm so it could possibly be a side option. Or the trio of banned Duel Terminal Extra Deck monsters can finally be completed for the World Legacy chapter and Agarpain can finally eat its much-deserved crow already, either-bloody-or. Well, until the next card: reviews, revelry, you know the drill. BD'S, signing off.
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