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Found 3 results

  1. Gentleman's Agreement Normal Spell At the start of your Main Phase 1: look at your opponent's Deck and Extra Deck, then your opponent looks at your Deck and Extra Deck; Both players declare 1 card name, for the rest of the duel, card's with that name and their effects cannot be activated Nothing to say here. Just a dumb card idea i had while rembembering some pretty terrible decks i've seen played in the past
  2. This would be the third instance of the Artillery series of cards, alongside Pyotr and Breda, a series of cards made of Spellcasters with weird effects centered around specific Column or Zone shenanigans, mainly focused on flavoring rather than actual playability. Probably the kind of card you'd see as packfiller that seems fun to play at a local but not that much beyond that. Dont know if i'll ever finish this series tbh, Wind, Light and Dark dont particularly inspire me for the aestethic of the series. Oh well Drafta, the Artillery of the Efreeti Fire / Level 8 Spellcaster / Effect 3300 / 200 If this card attacks or is attacked: Special Summon 1 "Ongoing Fire" Token (Pyro/FIRE/Level 1/ATK 0/DEF 0) in Defense Position to your opponent's side of the field. These Tokens cannot be destroyed by card effects This card can make a number of attacks each turn equal to the number of FIRE Monsters on both fields at the start of the Battle Phase. At the end of each Phase, if a Monster is on a zone adjacent to one or more "Ongoing Fire" Token(s): Destroy it Cards in zones adjacent to 2 or more "Ongoing Fire" Tokens have their effects negated Let's go with the flavoring of each effect. The first, Token Summoning effect is meant to represent how the incendiary munitions used by this monster both to attack and defend itself cause widespread fires as collateral damage, filling the battlefield with patches of burning land as the fight goes on and on. The second effect, and probably the reason to play this for some weird OTK that i havent thought about, represents how, as a Pyromancer, Drafta is able to draw power from the ongoing fires to fuel their own attacks, increasing the rate and scale of their magic as the flames spread The third effect represents how the gradual consumption of oxigen around the fires, as well as the inmense heat generated by them, finish off any remaining troops surviving around the area of impact of each barrage, and the last effect is meant to represent how the constant bombardment of an area causes the total supression of the troops within it, as fires surround them. Sadly, due to weird ruling reasons, Tokens cannot have effects and even when they have, their effects cannot be negated as they are considered the effects of the card that created them, so the intended effect of the fourth effect of the card causing a surrounded token to be destroyed by the card's third effect due to their inmunity being negated wont happen. This intended interaction was meant to represent how the excesive fires would end up consuming all the oxigen in an area and extinguishing eachother Now, in terms of actual playability, chances are the only way this would be played is as some sort of OTK tool due to being a high attack multi attacker. Just have all of your lower attack bois beat up the tokens and it will be fine. Funnily enough, the surround eff causing negations can be probably the worst way i've ever seen to get over monsters that cannot be destroyed by battle. Its also a kinda weird and not very viable way to get over Tower Monsters, as they would need to be Unaffected ones to not die to this weird kind of removal (There might even be some Lingering nonsense going on, but since i deeply refuse to recognise that as a mechanic, i dont have a way to know it and honestly im fine living in ignorance ngl) Originally, this card was gonna be a 3100/700 as the highest attack Artillery, but the temptation to make it a legal target of Rekindling was too strong. Non ironically the best use of this card might be an OTK out of a Rekindling on an simplified game state, which i find to be absolutely hilarious That is about it. Hope ya like yet another card of probably the dumbest series of cards i've made
  3. So, recently, a user under the name of Kanashimi made an archetype, the Chronus Archetype, based on the concept of one of the dumbest cards to have ever existed, Pyro Clock of Destiny. The OG card has the ability to advance the Turn Counter, and the whole archetype they made was centered around effects triggering past certain turns, a win con once the turn counter reached a specific value, and a number of ways to advance turns. Seeing a card as dumb as Pyro Clock be adapted into something playable kind of inspired me to see if i could figure out a way to make something with the card. And then, i had an idea for a retrain of Pyro Clock Scorching Clockhouse of Fate Normal Spell If you have 3 or more cards in your hand: Discard your entire hand; Skip to your next Main Phase 1, but you cannot conduct your Battle Phase this turn You can only activate "Scorching Clockhouse of Fate" once per duel So, here is the final product of my particular take on a Pyro Clock retrain. The whole idea came up to me after thinking to myself, while reading Chronus cards "Thank god these cards affect the Turn Counter instead of advancing turns themselves. Could you imagine how broken they would be if they changed turns and refreshed HOPTs?". I almost inmediatly, after having that thought, went "wait a minute, you could make a card out of this". And thus, Clockhouse was born. This is, kind of a more casual take on the series of cards ive been slowly making where i try to see how far yugioh players are willing to go in exchange for certain powerful effects, in this case, getting to refresh your HOPTs, an absolutely disgustingly powerful effect. For obvious reasons this is less of a Realistic card that could actually exist on real yugioh card and kind of a more casual card, being mainly a thought experiment on the absolutely broken things certain decks could do with an extra turn to play around with. At the same time, though, there arent many decks that can just choose to give up 3 entire cards in had just because, so maybe it would be something like just a Prankids-esque deck playing Red Eyes Fusion, summoning Dragoon, playing this card to clear Fusion's effect and then going through their entire 1 card line. Or, y'know, doint their 1 card line twice I can almost inmediatly tell you that the Synchron nonsense going around probably can abuse the hell out of this card, given just how much they draw, giving them fodder for the cost, and the fact that using this card would clear Junk Speeder's Synchro lock while refreshing its HOPT, even if you would probably have a hard time messing with deck space in order to fit hat many targets. Maybe could be used for a 60 cards Synchron salad deck, or an FTK variant (Or, yknow, just refresh Halq and Co). A whole bunch of FTKs could also be born out of this card, trying to use it to get their key once per turns going again. GY centric decks, so long as they could pay the 3 cards minimum, would have a blast with this given that they would mainly care about getting to trigger all the GY effects again. Maybe that would include Eldlich? Idk Anyways, do you have any ideas for some disgusting nonsense that could be born out of this card? I would love to hear about them, this def is a weird card tbh
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