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Found 8 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. After damage calculator, if this card was destroyed by battle with an opponent's monster: You can target that opponent's monster; negate its effects. You cannot use the following effect of "Overfloater" the turn you apply this effect of "Overfloater". When an opponent's monster declares an attack while your opponent controls more monsters than you do: You can banish this card from your GY, then target that attacking monster; negate the effects of all monsters your opponent controls with original ATK less than or equal to the targeted monster's original ATK. Foto_sobreflotador.webp
  3. [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.
  4. [spoiler=Sirinimbus: Info]WATER/Winged Beast-Type Xyz Effect Monster/Rank 7/2900 ATK/2000 DEF Lore: 2 Level 7 WATER and/or WIND monstersYou can also Xyz Summon this card by using a WIND monster with 300 DEF and a WATER monster you control as material, except "Sirinimbus". Once per turn (Quick Effect): You can detach 1 material from this card; banish 3 monsters on the field, including this card. During the next End Phase after this effect was activated, Special Summon this card, and if you do, your opponent chooses 1 monster that was banished by this effect (if any) to attach to this card as material, then you can Special Summon 1 banished monster with 300 DEF, but it gains 700 ATK/DEF. MOAR GENERATION FISH SUPPORT THAT IS SOME But now to this Xyz. Yes, it can be very generically Summoned, but doing so while running a WIND monster is the hard part of the equation. The HERO monsters can do this but their Extra Deck space is tight already without the borderline D.D. Escaper on steroids being shoehorned in. Same with T.G.s and their Booster Raptor. Gusto Griffin's meant to be discarded, Speedroid Dominobutterfly is meant to be in the Pendulum Zone, and the other cards are mostly meant to be unsleeved in the binder. So that leaves the three cards that were meant to be used for this: Skystarray, Airorca and Flyfang. Best bet is Airorca, since that normally can be used to destroy cards by banishing the Calamari Trio of Monster Types (Sea Serpent, Fish, and Aqua), then banishing itself till your next Standby Phase. But with this, it can be merged with any WATER monster (and with Pacifis, Silent Angler and Crystron Rosenix, that's never been easier) to bring you a far more immediately disruptive presence, one that can also eat your opponent's monster if need be. It takes stuff out, three at a time, and it's non-targeting. What's not to love? Besides the fact this gives Mermails an increasingly board-breaking new toy. Until the next card, reviews, revelry, you know the drill. BD'S, signing off.
  5. [spoiler=Keres, the Cruel and Unusual: Info] LIGHT/Zombie-Type Link Effect Monster/Link-1/900 ATK Link Arrows: Bottom Lore: 1 Zombie monster with 1000 or more ATK, except "Keres, the Cruel and Unusual" If this card is Link Summoned: You can activate these effects, based on its Link Material.● Normal, Fusion or Ritual: Banish 1 Zombie monster from your Deck.● Tuner, Flip or Gemini: Send 1 Zombie monster from your Deck to the GY.● Synchro, Xyz or Link: Add 1 Zombie monster from your Deck to your hand.Once per turn, if exactly 1 Zombie monster is moved from your Deck to a different place: Target 1 card on the field; move it to the same place that Zombie monster was moved to. "But BD'S," sayeth thee, "Keres' ATK is at 900 and the Link requirement demands a monster with 1000 or more ATK. Isn't Keres disqualified from its own Link requirements already?" Well, see, my sharp-eyed critic, ATK-increasing effects are far more prominent than name-changing effects, especially on monsters that aren't themselves, and being that this card has a Zombie moving and field-moving effect that are soft OPTs, making sure a simple Hip Hoshingen doesn't do for Keres what Mega Zaborg did for Herald of the Arc Light is crucial. So yes, no matter how high Keres' ATK is moved on up, no Reincarnation Linking will be happening with this grey girl. So now to what this card actually does. Upon Link Summon, it does the Metaphys Horus thing, but with moving a Zombie monster to anywhere but the field. Then, once a turn, it can move any other card on the field to the same place a Zombie monster was moved to from the Deck. Keep in mind the effect's mandatory, so the first-turn usability with this card is quite limited without cutting into the very field you're trying to build. Plus, the various effects often demand more complex monsters to get the Zombies where you want to go. Vanillas, Fusions and Rituals get you the banish, Tuners/Flips/Geminis get you the mill, and Synchro/Xyz/Link gets you the search. Only missing out on the Pendulums, but considering there's a grand total of one of those... But yeah, this should help the Zombies up themselves a tier. Anything I'm missing? Oh yeah-the name credit comes from the malevolent Greek spirit of the same name that's considering the daughters of Nyx (watch out for that), and Gif credit's from Hocus Pocus (go and watch that). Until the next card (set a watch on that), reviews, revelry, you know the drill. BD'S, signing off.
  6. DARK/Warrior-Type Effect Monster/Level 8/2400 ATK/1800 DEF Lore: When you lose LP (Quick Effect): You can banish this card from your hand, then target 2 DARK "HERO" monsters in your GY, except "Vision HERO Duality"; place them in your Spell & Trap Zone, face-up, as Continuous Trap Cards. If a Level 8 "HERO" monster(s) is Summoned to your field: You can Special Summon this banished card, then you can Special Summon 1 "HERO" monster in your Spell & Trap Zone, ignoring its Summoning conditions. You can only use each effect of "Vision HERO Duality" once per turn. To continue the Visionary Parade for HEROes, I'm bringing you a way to get those Level 8s online. After all, Aster had two Level 8 Destiny HEROes to make full use of in the GX Anime - Plasma and Dogma-and so should his GX Manga self! And to that end. This time, it's generically supporting the only most meta part of the HERO branch, the DARK-Attribute HERO. Slap 2 of them into Spell & Trap Zones, then when a Level 8 monster (Meaning not Dark Law, Dangerous or Dominance, other good DARK HERO Fusions do exist folks) and it comes back while also bringing back an accompanying DARK HERO from the Spell & Trap Zone. Should be easy to see how this can be utilized, especially considering it ignores Summoning conditions. Especially with Plasma still an utterly great stun-locker (seriously, Turn 2 issues my a$$) and also allows you to possibly run in Allure if needed-after all, you'll recoup the cost and more, especially if you manage to finish on Dystopia, Plasma, Anki, Dian or that new spicy Evil HERO Fusion! Possibilities be endless, folks, make of them what you will. Until the next card, reviews, revelry, you know the drill. BD'S, signing off.
  7. 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.
  8. Monsters: Just to make it clear, the reason that the archetype is called 's Disciple instead of just Disciple is because four Disciple cards already exist in the TCG outside of Ra's Disciple (Disciple of the Forbidden Spell, Disciple of Nephthys, Link Disciple, and Disciples of the True Dracophoenix). The art for both monsters was made by a Deviant Artist named CLANNADAT, though my effects are much different. You can find the art here: https://www.devianta...ciple-708049721 https://www.devianta...ciple-708050886 Slifer's Disciple If you control no monsters: You can Special Summon this card from your hand. You can only use this effect of "Slifer's Disciple" once per turn. If Summoned this way: You can Special Summon up to 2 "'s Disciple" monsters from your hand and/or Deck, also, for the rest of this Duel, you cannot Special Summon monsters from the Extra Deck. Cannot be Tributed, except for the Tribute Summon of a DIVINE monster. You cannot Special Summon monsters, except "'s Disciple" monsters. This is one of the two main '3 ofs' of an Egyptian God Deck, and one half of the 'Immortal God' strategy. It single-handedly gets your three Tributes on the board to summon an Egyptian God on the first turn. In exchange for this incredible ease of use, it takes away your Extra Deck for the whole game, even after it leaves the field. I considered forcing an empty Extra Deck requirement for a time, like Monarchs, but I chose this instead because I didn't want to prohibit Pot of Extravagance. The Special Summoning effect was designed specifically so that every common hand trap in the metagame can mess up the strategy (Ash Blossom, Ghost Ogre, Effect Veiler, Infinite Impermanence). Called by the Grave is worth consideration here... Obelisk's Disciple Cannot be Tributed, except for the Tribute Summon of a DIVINE monster. You cannot Special Summon monsters, except "'s Disciple" monsters. If you Tribute Summon a DIVINE monster by Tributing 3 "'s Disciple" monsters with different names, including this one, it gains the following effects. *Unaffected by Spell/Trap effects. Unaffected by monsters' activated effects, except monsters whose original Level/Rank is equal to or higher than this card's current Level. This is the other half of the 'Immortal God' strategy, though I would suggest two copies instead of three. The opening move is obvious. Special Summon Slifer's Disciple, use it to Special Summon this and Ra's Disciple, and then... if you want, use Ra's Disciple to Special Summon two more copies of itself to have five monsters on the field. Tribute Slifer's Disciple, this card, and one copy of Ra's Disciple for an Egyptian God. It's a well known fact that the Egyptian God cards in the TCG are... weak compared to their manga counterparts. That's putting it nicely... This card gives them the protection they really deserve, making them immune to almost everything. Almost everything... I was very specific in making them vulnerable to the effects of Level/Rank 10+ monsters because the manga counterparts were usually vulnerable to themselves or their Egyptian God brethren. In a TCG metagame point of view, this distinction also gives them a few counters to get them off the board. Metaion the Timelord, in particular, eats this archetype alive, with or without the ultimate protection, as Slifer the Sky Dragon's 'second mouth' effect is useless against it. And of course, continuous monster effects always work on the Egyptian Gods. Bagooska, anyone? Infinite Impermanence is worth consideration here... Spells: The Spell Cards in the archetype mainly revolve around deck thinning and resource management. They're comparatively simple compared to the other cards of the archetype, but very important to a functioning Egyptian God Deck. Offerings to the Three Add 1 "'s Disciple" monster or 1 Spell/Trap that specifically lists the phrase "DIVINE monster" from your Deck to your hand, except "Offerings to the Three". You can only use this effect of "Offerings to the Three" once per turn. If you would Tribute Summon a DIVINE monster: You can banish this card from your GY as 1 of the monsters required for the Tribute Summon, and if you do, treat this card as a "'s Disciple" monster. This is the other main '3 of' of an Egyptian God Deck, and the main searcher of the Deck. It get you the Slifer's Disciple needed for your first move, as well as other important cards like the four later cards, or even Mound of the Bound Creator or The True Name. The other effect should be clarified a bit. It is possible to banish multiple copies of this card from your GY to summon an Egyptian God, but since Obelisk's Disciple's protection effect requires 3 's Disciple monsters with different names, banishing two or more copies of this card prevent the Egyptian God from gaining the protection effect. Shrine of Glory When this card is activated: You can send 1 DIVINE monster from your Deck to the GY. Control of your DIVINE monsters cannot switch, also your opponent cannot Tribute DIVINE monsters you control. Once per turn: You can target 5 "'s Disciple" and/or DIVINE monsters in your GY; shuffle them into the Deck, and if you do, draw 1 card. You can only control 1 "Shrine of Glory". This card's main activation purpose is to mill The Winged Dragon of Ra - Immortal Phoenix, but you can mill any Egyptian God you want with it. The main continuous effect purpose is to keep your opponent from dropping a Kaiju or forcing a Creature Swap on your precious Egyptian God. Finally, there's a Pot of Avarice-like effect that lets you recycle your cards and potentially allow you to use the 'Immortal God' opening strategy again, should your opponent overcome (or negate) your first attempt. Traps: All three Trap Cards depict a different Egyptian God as they are meant to strengthen each individual one. The effects are worded in a way that affect the players or the opponent's cards, rather than the Egyptian Gods themselves. Therefore, these cards still work if an Egyptian God is unaffected by Trap Cards. In addition, all three cards have an in-hand effect that lets you manipulate the top card of your Deck, which gives them compatibility with The True Name. Summon Lightning Impact If you control "Slifer the Sky Dragon", your opponent cannot Set or Summon monsters in Defense Position. When an opponent's monster is destroyed by the effect of a "Slifer the Sky Dragon" you control: draw 1 card. You can reveal this card in your hand; select 1 "'s Disciple" monster or 1 DIVINE monster from your Deck and place it on the top of your Deck. You can only use this effect of "Summon Lightning Impact" once per turn. Slifer the Sky Dragon's 'second mouth' effect only works if an opponent summons a monster in Attack Position, so this card has a Light of Intervention-like effect. The card drawing effect is NOT a once per turn effect (unlike the topdeck manipulation effect), so you must keep drawing cards if your opponent's monsters keep getting destroyed. You MUST keep drawing... It goes without saying that this card has a weakness. If your opponent uses something that can revive itself over and over again (like Treeborn Frog), you'll actually end up decking out! Kind of reminds us of a certain Revival Jam related incident... If this occurs, it's possible to use your own copy of Ghost Ogre and Snow Rabbit to destroy your own Summon Lightning Impact if you have at least one copy of it in your Deck somewhere. Omni Hand Crusher If you control "Obelisk the Tormentor", your opponent cannot target cards you control with card effects or attacks except "Obelisk the Tormentor". When an opponent's monster is destroyed by the effect of an "Obelisk the Tormentor" you control: inflict 4000 damage to your opponent. You can reveal this card in your hand; select 1 "'s Disciple" monster or 1 DIVINE monster from your Deck and place it on the top of your Deck. You can only use this effect of "Omni Hand Crusher" once per turn. Obelisk the Tormentor's effect prevents it from attacking when it destroys your opponent's monsters, so this card 'bypasses' the restriction by inflicting 4000 damage to your opponent anyway. For the record, 's Disciple monsters can't be Tributed, except to Tribute Summon an Egyptian God, so you'll need other monsters or Tokens to make full use of this card. Aside from that, this is mainly designed to be a defensive card, as the TCG version of Obelisk the Tormentor was the only Egyptian God to have its own protection. As such, it should be clarified a bit. Obelisk can't be targeted, but this card prevents your opponent from targeting anything with card effect or attacks except Obelisk. Therefore, none of your cards can be targeted by your opponent's card effects at all. Immortal Phoenix Once per Duel, if you control a "Winged Dragon of Ra" whose ATK/DEF is different from its original ATK/DEF: You can gain LP equal to its ATK or DEF. The following effects of "Immortal Phoenix" can only be used once per turn. *If "The Winged Dragon of Ra - Sphere Mode" is Special Summoned by the effect of "The Winged Dragon of Ra - Immortal Phoenix": You can target 1 DIVINE monster in your GY; add it to your hand. *You can reveal this card in your hand; select 1 "'s Disciple" monster or 1 DIVINE monster from your Deck and place it on the top of your Deck. The Winged Dragon of Ra's ATK/DEF gaining effect is... god awful, to put it nicely. I don't know why they got rid of the whole 'ATK/DEF depends on the Tributes' effect... Anyway, it was impossible to give Ra that effect back without making it affected by Trap Cards, which couldn't happen with Obelisk's Disciple's effect, so I made it so that you can gain all the LP you spend on its ATK/DEF instead. The 'ATK/DEF based on the Tributes' effect doesn't help this archetype anyway, as the three 's Disciple monsters only have a combined ATK and DEF of 2700. I must admit that the card's effect gives off a certain connection with the concept of immortality. The effect is only once per game because it's incredibly unlikely for any player to Tribute Summon Ra twice in any game, due to the existence of Immortal Phoenix. Speaking of which, the other effect is designed to allow you to recycle Ra back to your hand, so you can Special Summon it over and over, which again, connects to immortality.
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