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Found 9 results

  1. 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.
  2. [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.
  3. ...well, and sexy beasts as well. But...are they usually bachelors long? World may never know. And no I'm not gif'ing that, that's too low-hanging a fruit even for me. [spoiler=Test Stag: Info] EARTH/Beast-Type Effect Monster/Level 1/800 ATK/300 DEF Lore: (Quick Effect): You can reveal this card and 1 "Gladiator Beast" monster in your hand with a different Type from the monsters you control; discard this card, and if you do, Special Summon 1 "Gladiator Beast" monster from your Deck with the same Type as that revealed "Gladiator Beast" monster, but a different name, and treat it as if it were Special Summoned by the effect of a "Gladiator Beast" monster. If a "Gladiator Beast" card(s) you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only use each effect of "Test Stag" once per turn. So here's your third unsearchable EARTH Beast for the Glads that could help with their play. Wonderful, right? Well, this time, you don't even need to have the monster hit the field to gain the effect, and every Glad Beast you've had that has an Type-locked fellow traveler (Andorius into Bestiari, Equeste into Atrax, all that jazz) can call it out for Glad Beast bonuses. This time, however, it also Balelynxes itself from the GY to protect GladBeasts from the one thing their new Spells dont-card effect destruction. TAKE THAT, Salamangreat Rage! And since this works on any part during the opponent's turn, you can trip them up with Glad Beast plays. That's right, Glad Beasts are now a turn 0 Deck. Well, more so than they needed to be to be Tier 2, anyways. So to anyone who can see the three-at-minimum prescene this will have in a GladBeast Deck, I say: Until the next card, folks; reviews, revelry, you know the drill. BD'S, signing off.
  4. Seriously though, thanks dpYGO because that's never leaving my head now. EARTH/Warrior-Type Flip Effect Monster/Level 4/600 ATK/600 DEF FLIP: Target 1 Spell Card on the field; banish that target. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.)During the Standby Phase or End Phase (Quick Effect): You can reveal this card and 1 other "Ninja" monster in your hand, except "Fully Armed Ninja"; Special Summon this revealed card in face-up or face-down Defense Position, and if you do, until the end of the next turn, monsters with either of the revealed monster's names cannot be affected by Spell effects (anywhere). You can only use this effect of "Fully Armed Ninja" once per turn. Alright, so the drill should have been set by Fiberglass Jar a post of mine earlier: since its a Level 3 or lower Flip Monster I'm retraining, it gains 3 Levels, double the ATK/DEF, and a modded/beefed-up effect. Unlike the Reaper of the Decks and The Astringent Mystic, who gain the same Levels, 1200 ATK, 1100 DEF, and a Flip declassification in exchange for a souped-up effect. Savvy? Because the last one coming up is the Royal Assailant of Flames, and she's gonna be a doozy. NOW FOR THIS CARD. Level 4 Ninja that self Summons, Kagan should be chatting with the new BFF right about now, shouldn't he? Especially considering this also gives your Ninjas Spell immunity everywhere, meaning lol good luck with those Called and Crossouts fellas. And also, that banishment of Spells is starting to look like a real nice thing to have in conjunction with Spell immunity, isn't it, everyone who's faced this card ever? Don't worry, I've pulled all your chains enough. Until the next card, reviews, revelry, you know the drill. BD'S, signing off.
  5. Winner winner: Fiber Jar is to be retrained today! EARTH/Plant-Type Flip Effect Monster/Level 6/1000 ATK/1000 DEF Lore: While this card is flipped face-up, if a card(s) would be destroyed by battle or card effect, the controller(s) of those cards must shuffle twice that many cards from their hand and/or GY into the Deck for each of those cards they control, instead. If either player has no cards in their hand and GY (Quick Effect): You can pay 2000 LP; shuffle all cards on the field into the Deck, then each player draws until they have 5 cards in their hand. Don't believe me just watch: https://www.youtube.com/watch?v=J2eEtJSeE-g But seriously, Fiber Jar was always gonna be one of the harder picks for me, even with the heightened Level. If it includes the one area that Fiber Jar didn't touch - the banished zone - it'd just turn into Prediction Princess bait alongside Jar of the Forbidden. If it drew each player 5 cards, it'd be every Flip Deck's White Whale in terms of meta Development for that ability. So I decided to fold that shuffling effect into some protection for the otherwise weak monster, put a hard trigger on the second ability to wipe the field clean, and drew for both players until they hit five rather than draw five entirely. Its certainly good for recycling efforts and protecting monsters, and its not like you don't have a way of wiping the field slate clean if a player's hand or GY is empty. It can now be a meta-defining Flip monster, than a breaking one-especially for players like say, PSY-Frames and Metaphys - those whose tactics usually result in an empty hand and GY within a few moves. In short: Until the next card, which again, will be up to you thanks to my dummy headache keeping me incapacito on Monday and will be executed on Thursday night: reviews, revelry, you know the drill. BD'S, signing off.
  6. (oh no BlaDeS of Change Workshop, you coulda made this a card for the Fairy Tail Archetypes, but now its basically a nerfed Summon Sorceress whatever shall we do with this drink coaster masquerading as a Ladder Link-3?) Well first off, fair viewer, let me start off on that by saying.... [spoiler=Mother Goose, the Cat o'Nine Tales: Info] EARTH/Beast-Type Link Effect Monster/Link-3/2700 ATK Link Arrows: Up/Left/Bottom Lore: 3 monsters with different names Once per turn: You can Special Summon Level/Rank 3 EARTH monsters from your Deck and/or Extra Deck to any Monster Zones this card points to, but you lose 900 LP for each monster Summoned this way, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except EARTH monsters. Up to thrice per turn, if a Beast monster(s) you control would be destroyed, they are not destroyed. You can only Special Summon "Mother Goose, the Cat o'Nine Tales(s)" once per turn. And, fair viewer, let me continue on that by saying.... Now to this card. Brings you Fiendish Rhinos, Electromagnet Warriors, Madolche Hootcake, Gallis, those damn Goukis, and so much more. This time, the protection for Beast monsters is paramount in this card. Kinda like an Extra Deck Rescue Cat, if you think about it. The restriction-and on top of that, Summon limit- keeps it in check. It also allows you to initiate some other stuff. Test Tiger's retrievable by this too, lest we forget. Anyways, don't wanna waste too much time spinning this yarn, that's the Cat o'Nine Tales's job. Until the next card, reviews, revelry, you know the drill. BD'S, signing off.
  7. swiggety swooty coming for everything including that booty This is on @@Draconus297's request actually, so here goes. Thought about trying to make stuff for the Chaos Impact set, since it's starting to refocus around Rock stuff. So, yet another unplanned upgrade to a flip-effect based monster is brought into play. Only this time, it's the Medusa Worm. Small, incurable, almost downright useless in current form. So howabout as a hand-buzzing thing that can bring that Kongrade, Primate of Conglomerates as well as ALL your Subterror stuff online without even having to hit the field? Wrap this all up on an upgraded Flip Summon effect, and you've got the Hellgrammite to beat all Hellgrammites. Which is also how its actually spelled, but you know how that'd incursion of names would go. Best thing to happen to happen to Subterrors since Guru. Which was the best thing to happen to Subterrors since Fiendess. Which was the best thing to happen to Subterrors since Raidjin. Which was the schlock-iest thing to happen to Subterrors since the Link Fiendess. Anyways, reviews, revelry, you know the drill. BD'S, signing off. Also for all of those wondering what that sub-head was referring to, I'll simp-huh, why it'd get dusty all of a sudden? BlaDeS of Change Workshop's nostalgia filter was just changed yesterday. https://www.youtube.com/watch?v=dukDhQtCgkE
  8. So, back onto the breach (in YCM) I go, with this starting foursome. You've all heard (okay, first three words in and I'm already fibbing, let's be real) about the Mystic Swordsman. One of the clunkiest LV monster montages you ever did see-even the upper two monsters could be Normal Set for some reason even though it did less than nothing for the overall strategy. So I decided, a while back when I was remaking Malefic Intent into Level Playing Field, that a shift in strategy around that end was needed. And even throughout my various LV supports before, I never quite got how a complementary Mystic Swordsman Archetype would work, even with the Silent Swordsman upgrades to draw from. Thus, I decided that to continue, one needed a fresh perspective. Enter the original draft of the new Mystic Swordsman. I've decided to make it a four-stage LV evolutionary (the only two previous being "Ultimate Insect" and "Armed Dragon" - and it is called the Mystic Markswoman. A stage up from the previous complement upgrade to a LV "Swordsman", which was "Silent Magician" with 2 stages to the Silent Swordsman's 3 forms. It also has focus on Set cards, and later on, all destruction, but benefiting your progression through it to make up for its tenuous field presence, it being a Spirit and all. In addition, for this first wave of LV 'support' (reimagining, more like), I've also made up a true final form for Mystic Swordsman. May land, may not. Hope this all was worth the wait. Mystic Markswoman LV3 EARTH/Spellcaster-Type Spirit Effect Monster/Level 3/800 ATK/0 DEF Lore: Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If a card(s) was Set to the field last turn, while you control no Spirit monsters (Quick Effect): You can Special Summon this card from your hand, also destroy 1 Set card on the field. During the End Phase, if this card was Special Summoned this turn: Return it to the hand, then if a Spell/Trap Card(s) you control was destroyed this turn, you can Special Summon 1 "Mystic Markswoman LV5" from your hand or Deck during your next Standby Phase. Mystic Markswoman LV5 EARTH/Spellcaster-Type Spirit Effect Monster/Level 5/1800 ATK/500 DEF Lore: Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 monster, 1 Spell and 1 Trap from your GY, or with "Mystic Markswoman LV3". Once per turn (Quick Effect): You can destroy 1 Set card on the field, and if you do, cards you control are unaffected by the effects of cards with the same name as that destroyed card this turn, also draw 1 card. During the End Phase, if this card was Special Summoned this turn: Return it to the hand, then you can pay 1000 LP, and if you do, Special Summon 1 "Mystic Markswoman LV7" from your hand or Deck during the next Standby Phase. Mystic Markswoman LV7 EARTH/Spellcaster-Type Spirit Effect Monster/Level 7/2800 ATK/1000 DEF Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 cards from your GY, or with "Mystic Markswoman LV5". Your opponent must Set Spell Cards before activating them, also they cannot activate the effects of Set cards they control until their next turn after Setting them. Once per turn: You can banish 1 card from each player's field, then draw 1 card. During the End Phase, if this card was Special Summoned this turn: Return it to the hand, then you can Special Summon 1 "Mystic Markswoman LV9" from your hand or Deck during the next Standby Phase. Mystic Markswoman LV9 EARTH/Spellcaster-Type Spirit Effect Monster/Level 9/3800 ATK/1500 DEF Lore: Cannot be Normal Summoned/Set. Must be Special Summoned with "Mystic Markswoman LV7". Your opponent cannot activate Spell/Trap Cards on the field. Once per turn, if a card(s) is destroyed: You can draw cards and/or Set Spell Trap Cards among those destroyed cards to your field so the total number of drawn and Set cards equals 2. During the End Phase, if this card was Special Summoned this turn: Return it to the hand, then inflict 1500 damage to your opponent. You can only control 1 "Mystic Markswoman LV9". Mystic Swordsman LV8 EARTH/Warrior-Type Effect Monster/Level 8/2450 ATK/1800 DEF Lore: Cannot be Normal Summoned/Set. If this card is flipped face-up: Shuffle all Set cards your opponent controls into the Deck. When this card battles an opponent's monster: You can change as many monsters on the field to face-down Defense Position as possible. Your opponent cannot Special Summon monsters from their hand or GY in Attack Position, also they cannot change the battle position of a monster whose battle position was changed by this card's effect. When an Attack Position Effect Monster activates its effect (Quick Effect): You can change this face-down card to face-up Defense Position; negate the activation. Mystic Cataloger EARTH/Machine-Type Effect Monster/Level 1/0 ATK/0 DEF Lore: When this card is Summoned: You can add 1 Level 7 or lower EARTH "LV" monster from your Deck to your hand, and if you do, this card gains ATK equal to that monster's DEF +500. If a Trap Card or effect is activated (Quick Effect): You can make this card lose exactly 500 ATK, and if it does, negate the activation. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 8 or lower EARTH "LV" monster from your Deck. Mystic Sword Stroke Normal Trap Card Lore: Send 1 EARTH Warrior monster from your Deck to the GY; activate 1 of these effects. ● Immediately after this effect resolves, Flip Summon 1 Level 4 or 6 Warrior monster, then change face-up monsters on the field to face-down Defense Position, equal to half of the Summoned monster's Level (rounded down). ● Special Summon 1 Level 6 or lower EARTH "LV" monster from your hand or GY, ignoring its Summoning conditions, then draw 1 card. You can only use each effect of "Mystic Sword Stroke" once per turn. Mystic Miracle Normal Trap Card Lore: You can reveal 1 EARTH "LV" monster from your hand, pay 1000 LP, then discard 2 cards; draw 3 cards. You can banish this card from your GY, then target 1 "Mystic Swordsman" or "Mystic Markswoman" monster you control; send it to the GY, and if you do, Special Summon 1 EARTH "LV" monster from your Deck or GY that is 2 Levels higher than that monster, ignoring its Summoning conditions. If you control no cards, you can activate this card from your hand. You can only use 1 "Mystic Miracle" effect per turn, and only once that turn. Mystic Lab Continuous Trap Card Lore: When this card is activated: You can add 1 "Mystic Markswoman" monster from your Deck to your hand. At the start of the Battle Phase, if a "LV" monster(s) you control is sent to the GY or returned to the hand last turn: Target 1 card on the field; shuffle it into the Deck. During the Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; immediately after this effect resolves, Normal or Flip Summon 1 "LV" monster. You can only use each effect of "Mystic Lab" once per turn. Also, to those asking "wait, where are the custom backgrounds for those Spirits you got there? Don't they usually have this blue fragment portal behind them?" I say the Shinobird Rituals and Pendulum Spirits may have missed the memo, and so has this LV Spirit Archetype. Also good news: This set is complete! BD'S, signing off. UPDATE 1: HERE COME DAT MYSTIC TRAPZ UPDATE 2: HERE COME MORE MYSTIC TRAPZ AND ALSO THEIR VERSION OF SILENT PALADIN
  9. look how happy this puffy lad is SO HAPPY would be a shame if something were to come along and screw that all the way up. [spoiler=Big WIN! Goblin: Info] EARTH/Fiend-Type Effect Monster/Level 4/1000 ATK/1900 DEF Lore: If 2 or more monster(s) on the field are sent to the GY at the same time: You can pay 2000 LP; Special Summon this card from your hand, and if you do, apply the appropriate effect for each sent monster, depending on that monster's original Level/Rank. ● 6 or lower: All other Effect Monsters on the field lose ATK equal to its Level x100.● 7 or higher: Special Summon 1 "Goblin Token" (Fiend/EARTH/ATK 0/DEF 0) with the same Level as that monster in Defense Position, but you cannot Special Summon Effect Monsters with a lower Level/Rank than that "Goblin Token", until the end of the next turn. Story time: this was from a much older card from a time far before my debut on this here forum, and the first thing I thought of was "well isn't this the bee's knees, its overturning the same cards that nameless gambler is in the art of "BIG Win?!", can't an effect mirror that ol' chestnut too?" Indeed so. But doing such a thing would have to be something with big ramifications, something that could both benefit you without being too generic (as Dandylion, Grinder Golem, Gofu AND Galaxy Tomahawk learned the hard way. So from this, a new twist on Tokenspam entity was born. Chiefly, the 2K-LP cost and double-turn restriction was placed in, the former effect being one that, at minimum, would hit Level/Rank 5 or lower monsters. Child's play if you never plan to go into those low Levels, a bigger issue if you want to try to continue the likely Link-spam that you had in mind with this. Add in an ATK drop from the Level 6 or lowers-enough to possibly make getting over the natural 1900 DEF monster with a hassle-and you have BIG Win! Goblin-Summoner of Tokens, Enabler of Knightmares, and Whittler of Power Boards The World Over Which Is Also Level 4. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
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