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Found 16 results

  1. The Friendly Neighbour Slime Girl WATER Level 2 Aqua / Effect If exactly 1 Level 4 or lower monster you control has its effects negated and/or is destroyed by an opponent's card effect activated in the hand or GY: You can add this card from your Deck to your hand and have this card's characteristics (Name, Attribute, Level, Type, Effect, ATK and DEF) be replaced by those of that monster, also, immediately after this effect resolves, you can Normal or Special Summon this card (The effects this card gains by its own effect are treated as haven't been activated during this turn). If Summoned this way, banish this card when it leaves the field. You can discard this card: Draw 1 card, but you cannot activate/Summon/Set it during this turn. You can only use this effect of "The Friendly Neighbour Slime Girl" once per turn. ATK 800 / DEF 2000 Hey, fellow cardmakers, here with another creation. Whew, this one might some serious help (or not, IDK). Please read the design notes n.n First, the purpose of the card. Has is ever happened to you that you happily and innocently Normal Summon your engine mob and say "Effect", and then your opponent, even more happily, discards their Effect Veiler or Ghost Belle or Ash and your innocent low level mon stays there like an idiot and your whole play dies, then next turn your opponent summons like 300 monsters and OTK you? Since the answer is yes no matter who read this, our Friendly Neighbour Slime Girl is the solution for you! She notices something is off, visits you to your house and transforms into the stuff that was negated or screwed, so you can try again! Fun. So, when I say I might need help , is because I'm unsure about some balance and the structure of the card. Particularly, I'm unsure if it's correctly to go with the "Immediately after this effect resolves" in the middle of an effect, it might need another structure. It might also strike you as odd that it's added to the hand and not directly Special Summoned, but that's because tons of effects start with their "If this card is Normal Summoned", and we want that this card becomes a "second attempt at it". Next thing I'm unsure about is the permanence of the "characteristic replacement" effect. It becomes the other monster in the hand and stays as so during its field presence... then what? Would it become its normal self when it leaves the field, or it will stay as the replaced version , even in the GY. IDK. My intention is that it stays as the replaced version while on the field and goes back to normal self if banished or in the GY, but I might need specifications for that. Second effect would only apply when it's the normal self, since it'd be a gigantic brick in the hand, it can discard herself and replace with another card, with a restrictive clause, of course. Finally, Aqua Level 2 with stats that make it usable for Salvage, Surface, Moray of Greed, Wetlands in funny cases, and while at first the auto banishment was face-down, I ended up not doing it as banished Aqua stuff has some plays. The stats are high for a Level 2, but there's some "Shelrocket Dragon" with 1100/2000, so this one can go through. Hehe... yes, another card that activates its effect in the Deck... Darj's gonna shiver. C n' C welcome n.n
  2. Inspired by the words of the illustrious Rata himself, a Triamid support card meant to resolve most of the archetype's issues by "fusing" the Field Spells: Triamid Blending (Art source: https://www.pixiv.net/en/artworks/73389281) Continuous Spell Effect: When this card is activated: You can add 1 "Triamid" card from your Deck to your hand, except "Triamid Blending". While you control a "Triamid" monster, a "Triamid" Field Spell in your Field Zone gains the effects of all "Triamid" Field Spells in your GY or that are banished with different names. If a Field Spell is in your Field Zone, all "Triamid" monsters gain ATK equal to the original ATK of all other "Triamid" monsters you control with different names. All effects from "Triamid" cards except "Triamid Blending" that increase the ATK or DEF of "Triamid" monsters are doubled. This card is unaffected by your opponent's card effects while you control a Field Spell. You can only control 1 "Triamid Blending".
  3. Retrains/support for the "Elf Swordsman", properly translated. However, due to localization decisions, a number of errata are first in order: (It is meant to be [Insect/Flip/Effect], but the Classic Maker cannot display the Flip tag.) (In addition to altering the name, effect is altered to hopefully be less ban-worthy.) For the sake of brevity, the errata to the "Melffy" archetype shall not be shown, but understand they would be altered to "Märchenffly" (Märchen being German for fairy tale). True Elf Swordsman (Art source: Bandai) (Warror/Effect/EARTH/Level 4/ATK 1400/DEF 2200) Effect: (This card's name is always treated as "Celtic Guardian" AND "Obnoxious Celtic Guard" but is still treated as an "Elf" card). Cannot be destroyed by battle with a monster that has 1900 or more ATK. This card gains an additional attacks during each Battle Phase equal to the number of other "Elf" cards you control. While this card is in face-up Defense Position, control of "Elf" monsters you control cannot switch. Trivia: This card's artwork and DEF are taken from the Bandai version of "Elf Swordsman". This card's last effect is based on the Duelist of the Roses version of "Elf Swordsman". Elf Holy Swordsman (Art source: anime) Alternate "Artwork": (Warror/Effect/EARTH/Level 4/ATK 2100/DEF 700) Effect: (This card's name is always treated as "Celtic Guard of Noble Arms", but is still treated as an "Elf" card). Cannot attack while you have any cards in your hand. Once per turn: You can Special Summon 1 "Elf" monster from your hand. When this attacking card inflicts battle damage to your opponent: You can draw cards equal to the number of "Elf" cards you control. Labyrinth Treking Elf Swordsman (Art source: anime) (Warror/Effect/EARTH/Level 5/ATK 2000/DEF 2000) Effect: If you control an "Elf" card, you Special Summon this card (from your hand). When this card declares an attack, all "Elf" monsters you control gain 200 ATK for each "Elf" card you control. If you control another "Elf" card, you take no Battle Damage from battles other than ones that involve this card. This card's name, ATK, DEF, and second effect all reference the Labryinth version of "Elf Swordsman". This card's last effect is based off of "Superior Protector". Shining Elf's Light Field Spell Effect: all "Elf" monsters you control gain 700 ATK. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Elf" monster from your Deck to your hand. This card's first effect is based off of the Duelist of the Roses version of "Elf's Light".
  4. Specifically referring to the Skull Archfiend series, trying to make it viable whilst also additionally filling out its ranks (Summoned Skull of other abilities/types). Archfiend's Origin (Art source: manga) (Fiend/Gemini/Effect*/DARK/Level 4/ATK 1250/DEF 600) Effect: This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects: ● Double the original Level, ATK, and DEF of this card. ● This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. ● This card is treated as a Tuner monster. This card cannot be used as a Synchro Material, except for the Synchro Summon of "Archfiend's Call". When this card is used as Synchro Material, you can treat it and all other Synchro Materials (that have a Level) as Level 3 monsters. When using this card as a Synchro Material, the other Synchro Material can be 1 DARK monster in your hand. ● If this card treated as an Effect Monster you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. Trivia: This card's name refers to its artwork, which was the first artwork used for "Summoned Skull" in the manga, before it was changed the first time it was summoned. Origin is the Tuner and Gemini representative simultaneously. *The current Card Maker cannot display Gemini/Effect simultaneously (or the ●), but that is the correct designation. Archfiend's Phantasm (Art source: https://www.deviantart.com/ray-v-xyz/art/Umbral-Horror-Archfiend-Artwork-820463950) (Fiend/Spirit/Effect**/DARK/Level 6/ATK 2500/DEF 1200) Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by revealing 1 "Summoned Skull" or 1 card that specifically lists the card "Summoned Skull" in its text in your hand or by controlling "Summoned Skull". This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. When a "Summoned Skull" you control destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the GY. If this Special Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand. Simultaneously the Spirit and Special Summon Monster. **The current Card Maker cannot display Spirit/Effect simultaneously, but that is the correct designation. Archfiend's Warlock (Art source: https://www.deviantart.com/fedodika/art/Summoned-Skull-472225798 (Fiend/Flip***/Effect/DARK/Level 6/ATK 2500/DEF 1200) Effect: FLIP: Add 1 "Archfiend" card or a card that specifically lists the card "Summoned Skull" in its text from your Deck to your hand. Then, if it is a monster, except a Ritual Monster, you can Special Summon it, ignoring the Summoning conditions, or if it is a Spell/Trap card, you can, immediately after this effect resolves, activate it. If you control "Summoned Skull", you can Set this card without Tributing. This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. If this card you control that has been flipped face-up is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. The Flip representative. ***The current Card Maker cannot display the Flip ability tag, but that is the correct designation. Improper Archfiend Rite (Art source: https://www.deviantart.com/andytantowibelzark/art/Summoned-Skull-622341502) Quick-Play Spell Card Effect: Reveal 1 "Summoned Skull" or 1 card that specifically lists the card "Summoned Skull" in its text in your hand; Special Summon 1 "Archfiend's Catastrophe Token" (Fiend/DARK/Level 6/ATK 2500/DEF 1200). Its name on the field is treated as "Summoned Skull", but it is still treated as an "Archfiend" card. It cannot attack or be used as Link Material. Cannot be Tributed or used as Fusion or Synchro Material, except for the summoning of "Summoned Skull" or a monster that specifically lists "Summoned Skull" in its text. The Token representative. Trivia: The Catastrophe in the Token's name means "something that has failed", referring to the failed ritual. Archfiend's Incarnation (Art source: Rush Duel) Continuous Trap Card Effect: Special Summon this card as an Effect Monster (Fiend/Effect/DARK/Level 6/ATK 0/DEF 0). (This card is also still a Trap.) If Summoned this way, this card's name as a monster on the field becomes "Summoned Skull", but it is still treated as an "Archfiend" card. If you control another "Summoned Skull", this card's original ATK and DEF becomes 2500 and 1200, respectively. If a "Summoned Skull" you control declares an attack: you can Special Summon 1 "Summoned Skull" or 1 monster that specifically lists the card "Summon Skull" in its text from your GY, ignoring the Summoning conditions. If this Special Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. If you control "Summoned Skull", you can activate this card from your hand. Trap Monster representative. Summoning of the Skull (Art source: https://www.etsy.com/listing/568465533/12x16-original-oil-painting-smoke-smoky?utm_source=Pinterest&utm_medium=PageTools&utm_campaign=Share&utm_term=so.lp.d2.v1&share_time=1511369452000) Quick-Play Spell Card Effect: (This card is always treated as an "Archfiend" card.) Reveal 1 "Archfiend" monster in your hand; Special Summon 1 DARK Fiend "Archfiend" monster with a Level from your hand, Deck, or GY. A Gemini monster Special Summoned by this effect becomes an Effect Monster, and gains its effect. A much needed consistency booster that also works with the rest of the Archfiend archetype, such as Giant or Archfiend of Lightning. One can additonally opt for one-offs including Lesser Fiend when it is needed for versatility. Archfiend's Illusion (Art source: https://www.deviantart.com/dragonfire53511/art/Yu-gi-oh-Monster-Summon-Skull-737747362) Quick-Play Spell Card Effect: Activate 1 of the following effects. ● Fusion Summon 1 Fiend "Archfiend" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use a "Summoned Skull" you control as Fusion Material, you can also use monsters from your Deck as material. ● Ritual Summon 1 "Archfiend" Ritual Monster from your hand, by Tributing from your hand or field and/or banishing from your GY, DARK monsters, whose total Levels equal or exceed the Level of the Ritual Monster. If the total level of the monsters used to Ritual Summon this way are exactly equal to the Level of the Ritual Monster: Draw 1 card. The first effect shall likely invariably send Heiress, giving a free search. Trivia: This card's name is based on the card text of "Summoned Skull", referencing the "dark powers for confusing the enemy". (If any have sufficient artwork for a Union Daemon, do let me know).
  5. A set of Fang of Critias Fusion Monsters using every applicable (existing in the TCG/OCG, non-banned) Trap Card Kaiba has ever used in the anime and manga. If any are missing, do let me know. (Ordered in order of Kaiba using them.) Holy Dragon (Art source: https://www.deviantart.com/liraallei/art/Art-Diorri-immortal-freedom-c-330472734) (Dragon/Fusion/Effect/LIGHT/Level 4/ATK 800/DEF 2000) Effect: Must be Special Summoned with "The Fang of Critias", using "Gift of The Mystical Elf". Once per turn (Quick Effect): Increase your LP by 300 for each monster on the field, and if you do, increase the ATK of 1 LIGHT Dragon monster you control equal to the amount of LP you gained by this effect. Trivia: The second part of this monster's effect is inspired by the unwritten effect of "Mystical Elf" seen in chapter 076, which empowered "Blue-Eyes White Dragon". Likewise, this monster has the same Attribute, ATK, and DEF as "Mystical Elf". Rift-Projecting Dragon (Art source: https://www.deviantart.com/lanasy/art/Purple-Dragon-731586346) (Dragon/Fusion/Effect/DARK/Level 8/ATK 2400/DEF 0) Effect: Must be Special Summoned with "The Fang of Critias", using "Negate Attack". During your opponent's turn, when an opponent's monster declares an attack: You can negate the attack, then end the Battle Phase. During either player's turn, if monster(s) would be removed from the field by your opponent's card effect, you can have them not be removed. You can only use 1 "Rift-Projecting Dragon" effect per turn, and only once that turn. Trivia: This monster has the inverse ATK, DEF, and Attribute (as well as the same level) of "Swordsman of Revealing Light", another monster associated with an attack preventing card. This card's second effect is based on how the Ventriloquist of the Dead used "Negate Attack" in chapter 076, countering "Mirror Force" (but not negating it). Curse Metal Dragon (Art source: https://dragonhandbook.fandom.com/wiki/File:Metal_dragon.png) (Dragon/Fusion/Effect/DARK/Level 8/ATK 2850/DEF 2350) Effect: Must be Special Summoned with "The Fang of Critias", using "Shadow Spell". Once per turn (Quick Effect): You can have 1 face-up monster your opponent controls lose 700 ATK, also it cannot attack or change its battle position as long as this card remains face-up on the field. Negate any card effects that would prevent monsters affected by this card's effect from being destroyed. Trivia: This monster's effect is inspired by Seto Kaiba's usage of "Shadow Spell" in chapter 110, wherein he used the card to bind "Blue-Eyes Toon Dragon". which prevented it from escaping into "Toon World" allowing it to be destroyed by battle with Kaiba's own "Blue-Eyes". Fittingly, this monster's ATK is enough to destroy a "Toon Dragon" that is affected by both "Bright Castle" and "Shadow Spell" (as it was in the chapter when it was destroyed). Viral Armament Dragon (Art source: N/a) (Dragon/Fusion/Effect/DARK/Level 7/ATK 2500/DEF 1000) Effect: Must be Special Summoned with "The Fang of Critias", using "Virus Cannon". If this card is Special Summoned: your opponent sends 10 Spells from their Deck to the GY (or all their Spells, if lower than 10). Trivia: This monster has the same Type, Attribute, Level, ATK, and DEF as "Pandemic Dragon", another Virus Dragon monster. This card's effect is akin to the effect of Virus Cannon in the manga, sending 10 Spells upon activation instead of tributing. Enraged Dragon (Art source: https://www.reddit.com/r/wallpapers/comments/bcotyg/3000x2000_dragons_lair/) (Dragon/Fusion/Effect/WIND/Level 4/ATK 2000/DEF 1300) Effect: Must be Special Summoned with "The Fang of Critias", using "Dragon's Rage". If your Dragon monster attacks a Defense Position monster, inflict double piercing battle damage. Trivia: This card has the same Level and Attribute as "The Dragon Dwelling in the Cave", the monster depicted in the artwork of "Dragon's Rage", and its ATK and DEF is the inverse of it. Additionally, its artwork features treasure, which is mentioned in the card text of "The Dragon Dwelling in the Cave". Burst Dragon (Art source: N/a) (Dragon/Fusion/Effect/WIND/Level 5/ATK 2000/DEF 1300) Effect: Must be Special Summoned with "The Fang of Critias", using "Burst Breath". Once per turn (Quick Effect): Target 1 Dragon monster you control; destroy all face-up monsters your opponent controls whose DEF is less than or equal to the ATK of the targeted monster. Trivia: This monster has the same Type, Attribute, Level, ATK, and DEF as "Fiend Skull Dragon", the monster depicted on the artwork of "Burst Breath". Twin-Headed Soul Crushing Dragon (Art source: https://www.deviantart.com/neboveria/art/Death-Angel-390432421) (Dragon/Fusion/Effect/DARK/Level 6/ATK 2450/DEF 1600) Effect: Must be Special Summoned with "The Fang of Critias", using "Soul Demolition". Once per turn (Quick Effect): Target any number of monsters in your opponent's GY; banish them, and if you do, you lose 500 LP for each monster banished by this effect. Trivia: This monster has the same Attribute , Level, ATK, and DEF as "Dark Ruler Ha Des", the monster depicted in the artwork of "Soul Demolition". This monster's effect is more akin to its anime version, able to banish multiple monsters at once instead of just one. Sub-Space Dragon (Art source: https://gatherer.wizards.com/pages/card/details.aspx?printed=false&multiverseid=5666) (Dragon/Fusion/Effect/LIGHT/Level 8/ATK 2800/DEF 2100) Effect: Must be Special Summoned with "The Fang of Critias", using "Interdimensional Matter Transporter". Once per turn (Quick Effect): Target a face-up card you control; banish that target until the End Phase. While a card you own is banished by this effect, this card cannot be removed from the field. Trivia: This monster has the same Attribute, Level, ATK, and DEF as "Twin-Headed Thunder Dragon". Cloning Dragon (Art source: https://www.deviantart.com/cindyavelino/art/Clone-dragon-210132951) (Dragon/Fusion/Effect/DARK/Level 8/ATK 2400/DEF 2600) Effect: Must be Special Summoned with "The Fang of Critias", using "Cloning". Once per turn (Quick Effect): Target a face-up monster your opponent controls; Special Summon 1 "Clone Token", with the same original Type, Attribute, ATK, and DEF (if the target does not have DEF, treat the DEF as 0) as that target, whose Level is equal to the Level/Rank/Link Rating of the targeted monster. When that target is destroyed and sent to the GY, destroy that Token. If a monster you control would be removed from the field, you can destroy a "Clone Token" you control instead. Trivia: This monster's Level, ATK, and DEF are the combined sum of "Gazelle the King of Mythical Beasts" and "Toon Masked Sorcerer", the two monsters Kaiba used "Cloning" on in the anime. General Dragon (Art source: https://www.artstation.com/artwork/DW1Z0) (Dragon/Fusion/Effect/EARTH/Level 6/ATK 2100/DEF 2400) Effect: Must be Special Summoned with "The Fang of Critias", using "Final Attack Orders". Your opponent's face-up monsters on the field are changed to Attack Position and their battle positions cannot be changed. Up to twice per turn: When a monster(s) you control is switched to Defense Position, you can switch those monster(s) into Attack Position. Trivia: This monster has the same Type, Attribute, as well as triple the ATK, DEF, and Level of "Soldier Dragons". This is fitting because the artwork of "Final Attack Orders" depicts a group of armored soldiers. Honorable mentions (Traps used that were either lost before obtaining the Legendary Dragon card, obtained after losing it, or others): Soul Castle Guardian Dragon (Art source: https://egilthompson.wordpress.com/lich-dragon02/) (Dragon/Fusion/Effect/DARK/Level 8/ATK 2500/DEF 3000) Effect: Must be Special Summoned with "The Fang of Critias", using "Castle of Dragon Souls". Once per turn (Quick Effect): banish 1 Dragon monster from your GY, then target 1 monster you control; it gains 700 ATK until the end of this turn (even if this card leaves the field). If this face-up card on the field is sent to the GY: You can target 1 of your banished Dragon monsters; Special Summon that target. You can only control 1 "Soul-Guarding Castle Dragon" Trivia: This monster is based on Kaiba's pre-release "Castle of Dragon Souls" from the "North American WCQ 2013 Special: Kaiba vs. Pegasus", thus, its effect when it leaves the field is "If", not "When". This monster has the same Type , Attribute, and Level as "Chaos Emperor Dragon - Envoy of the End", as well as inverted ATK and DEF. This is fitting as "Emperor Dragon" was the monster to destroy "Castle of Dragon Souls" in the duel against Pegasus. Anubian Dragon (Art source: movie) (Dragon/Fusion/Effect/DIVINE/Level 8/ATK 2750/DEF 2750) Effect: Must be Special Summoned with "The Fang of Critias", using " Pyramid of Light". If this card is Special Summoned: you can Special Summon "Andro Sphinx" and "Sphinx Teleia" from your hand or Deck. Banish all Divine-Beast monsters on the field. Trivia: This monster's name and artwork are a reference to Anubis. This monster's first effect is a reference to the effect of "Pyramid of Light" in the movie which banished the Three Legendary Cards upon its activation. This monster has the averaged ATK and DEF of "Andro Sphinx" and "Sphinx Teleia". Corruptive Dragon (Art source: https://www.goodfon.com/wallpaper/godfrey-escota-by-godfrey-escota-fantasy-art-dragon-creatu-6.html) (Dragon/Fusion/Effect/LIGHT/Level 4/ATK 2000/DEF 1000) Effect: Must be Special Summoned with "The Fang of Critias", using "Dark Sacrifice". Up to twice per turn (Quick Effect): when your opponent activates a card or effect that would destroy a card(s) on the field: Negate the effect, then send 1 Level 3 or lower DARK monster from your Deck to your GY. Trivia: This monster has the same Attribute and ATK as "Steelswarm Origin". It also has the same Attribute, Level and ATK as "Blade Knight" with its effect activated, as well as the same DEF. This is fitting since both monsters appear on the artwork of "Dark Sacrifice". Portal Gate Dragon (Art source: https://www.deviantart.com/ainmalig/art/Portal-Dragon-787078898) (Dragon/Fusion/Effect/LIGHT/Level 6/ATK 2800/DEF 800) Effect: Must be Special Summoned with "The Fang of Critias", using "Counter Gate". Once per turn (Quick Effect), when an opponent's monster declares an attack: Negate the attack, and if you do, draw 1 card, then if it is a monster, immediately after this effect resolves, you can Normal Summon it in face-up Attack Position. Trivia: This monster has the inverse ATK and DEF, as well as the same Attribute and level as "Cyber Barrier Dragon". Explosive Dragon (Art source: https://www.deviantart.com/antilous/art/flaming-dragon-638481309) (Dragon/Fusion/Effect/FIRE/Level 8/ATK 2500/DEF 2500) Effect: Must be Special Summoned with "The Fang of Critias", using "Induced Explosion". Up to twice per turn (Quick Effect), when a card(s) you control is destroyed by a card effect (except during the Damage Step): Target 1 card your opponent controls; destroy it. During either player's turn, when a card(s) you control is destroyed by a card effect (except during the Damage Step): You can banish this card from your GY, then target 1 card your opponent controls; destroy it. Krystal Avatar Dragon (Art source: N/a) (Dragon/Fusion/Effect/LIGHT/Level 4/ATK ?/DEF 0) Effect: Must be Special Summoned with "The Fang of Critias", using "Krystal Avatar". The ATK of this card is equal to half your LP. If this card is destroyed while you have 2000 or less LP: Inflict damage to your opponent equal to its ATK. Trivia: This monster has the same Attribute, Level, original ATK, and DEF as "Krystal Avatar". This card's second effect is base on the summoning condition of "Krystal Avatar" in the anime.
  6. Pippola, Ascending Artist LIGHT Level 1 Warrior / Tuner / Effect During either player's turn, if you control no monsters, you can Special Summon this card (from your hand). During the turn this card was Summoned, you can Special Summon 1 "White Canvas Token" (Plant/EARTH/Level 1/ATK 0/DEF 0). It cannot be used as Tribute or material, also destroy it if this card leaves the field. Each time a monster effect is activated, you can note it, as well as the Level/Rank/Link Rating of the monster. (Quick Effect): You can pay 1000 LP and send 1 White Canvas Token to the GY; Special Summon 1 "Living Art Token" (Fairy/LIGHT) with ATK/DEF equal to the number of noted monster effect activations x 600 (max. 3000) and Level equal to any noted Level/Rank/Link Rating. This card cannot be targeted by your opponent's attacks or card effects while you control a Token Summoned by this card's effect. ATK 100 / DEF 1500 Design Notes This one comment is pretty much directed to Zamazenta xD. Remember that time when I insisted in you using (Quick Effect): and not "During either player's turn"? The reason I'm using the latter right in the start is because this is NO Quick Effect, but a Continuous effect (with a Summoning Condition) that can be activated in either player's turn when the game state is open. Interesting, huh? Used that old "During the turn this card was Summoned" to avoid activation, so the effect cannot be negated by activation negating stuff. It's not perfect, though, as this card is vulnerable to certain cards while it hasn't Summoned a Token to gain Immunity effects. In general, this card might be best suited to be Summoned in the opponent's End Phase, specially in turn 1. I also considered using "...Special Summon this card (from your hand), and if you do, Special Summon... which can't be negated either unless the Summon in itself is negated, but that severely cripple the card, as it would only be able to Summon the Canvas with empty fields, which is a no. I just love the "note system" and I feel it goes along nicely with the card's flavour. I wanted to make the Token gain 700 per effect, but in the end decided against it because, after all, this is just a Level 1 Tuner which has method to SS itself and can easily Summon something else, so I guess going beyond the basic 3000 ATK beatstick was greedy. Lol, a lot of stuff for a simple card, huh? I had a lot of fun making it, because this one is an adorable chubby little brat kindergartener xD. Imagine her getting mad if you distract her in her work and attacks you with her powerful 100 ATK xD. I guess she has 1500 DEF because she's chubby, and she's Warrior because we in the industry of les beaux-arts are warriors, hoho. Comments n' critique appreciated n.n
  7. Spiritual Temple of the Ice Barrier Field Spell When this card is activated: You can target 1 of your "Ice Barrier" monsters that was sent to the GY or was banished by the effect of an “Ice Barrier” card this turn and hasn't changed place since; Special Summon it. You can place a number of cards in your hand on the bottom of your Deck in any order up to the number of "Ice Barrier" monsters you control, and if you do, draw that same number of cards +1. You can banish 1 "Ice Barrier" card from your GY, then target 1 monster you control; apply 1 of the following effects depending on if the target is Tuner or non-Tuner. Tuner: Increase or decrease the target's Level by 1. Non-Tuner: The target becomes Tuner until the end of this turn. You can only use each effect of "Spiritual Temple of the Ice Barrier" once per turn. So, this card tries to aid the archetype in many aspects. I decided to make this in spite of the recently released cards because I'm not too convinced about 'em, though 4 or so definitely help. So, for starters, the Field is not your typical lame +300 ATK/DEF or something, unfortunately lol, but it supports right away at activation with a Summoning that is easily fuelled by the effect of cards such as Gungnir, Brionac, Prior, Hexa Spirit, Zuijin, Speaker. By the way, I used a bit of a funny grammar in this effect, but I think is quite precise, as it mentions a card "not changing place". This is something rather uncommon, but you can see something similar in "Necrovalley". The effect just wants to make sure the card than was sent to the GY or was banished is still in the same place.I decided to be conservative with the second effect, making the shuffle go before the drawing. I think that way the effect is not as powerful as you don't have that many resources in the first place to accommodate your hand so freely, but I'm open to change this if people more experienced thinks it can be adjusted. Finally, what I consider the most controverted effect in the card, as it can turn non-Tuners a Tuner for a turn, this for the cost of 2 banishments (which funnily enough could be Summoned by this card if it is returned to the hand by Dewloren) OR adjust a Tuner's Level, which can lead to greater flexibility for Synchro Summoning and even more access to Rank 4 Xyzs in the unlikely case you're running Defender/Geomancer of the IB, or a Rank 3 like Leviair that will salivate at this card's effect 3 cost. Critiques and Comment welcome as usual n.n
  8. Impregnable Bubble Magician WATER Level 1 Spellcaster / Tuner / Effect This card's Special Summon and effect cannot be negated. During your Draw Phase, if only your opponent controls a card(s), or if your opponent controls at least 3 more cards than you do and this card is in your hand, before you draw: You can give up your normal draw this turn, and if you do, Special Summon this card. If Summoned this way: Cards in your possession are unaffected by your opponent's card effects until the end of this turn, also your opponent takes no further damage this turn. ATK 0 / DEF 1500 Whew, I dared to post this card in Realistic, because there's where I want this card to work, but I'd like to learn with this post if possible. What do you think of this card? Evidently, the main purpose if this bubble-creating little girl is to solve the crucial problem of going second, which in tons of cases spells doom for you. It costs you your draw (in a sense, making you play with the same number of hands your opponent who went first did), requires only the opponent to control cards (pretty automatic for turn 2) and cancels damage. In exchange, almost absolute protection, not to mention the auto special summon of the card. So, the pro seems pretty high, while the con would be this card becoming pretty dead in most cases if you don't draw it first turn, though your opponent might think twice about nuking your field mid game if they can't kill you that turn. I'm open to suggestions. Should this card be stronger or weaker? Thanks for any critique and comment n.n
  9. Hello, Community! Here I am again posting an archetype despite the fact that Christmas already passed and this all is Xmas based. I didn't have time to do it before, but I didn't want to wait for another full year! At least it's not 2021 yet xD Special Mention: This archetype's artworks were made by our resident artist, @Sleepy . Of course, I got permission from her to use the drawings. That's why the archetype looks so good! Without further ado, onward to the cards! Deerglebell Comet LIGHT Level 2 Beast / Effect If Summoned: You can Special Summon 1 "Deer" monster from your Deck, except "Deerglebell Comet". (Quick Effect): The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Comet" once per turn. While not in its owner's possession, it cannot attack or be used as material, also monsters in zones adjacent to it lose 500 ATK. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. WATER: All "Deer" monster you control gain 300 ATK FIRE: "Deer" monsters you control are unaffected by non-"Deer" Trap Effects during your Main Phase 1. ATK 1300 / DEF 700 Deerglebell Dancer WATER Level 2 Beast / Effect If Summoned: You can Special Summon 1 "Deer" monster from your hand, except "Deerglebell Dancer". (Quick Effect): The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Dancer" once per turn. While not in its owner's possession, it cannot attack or be used as material, also monsters in zones adjacent to it cannot be Tributed. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. FIRE: When your opponent activates a card effect that involves adding cards to the hand (Quick Effect): You can Tribute this card; negate the activation. WIND: "Deer" monsters you control are unaffected by non-"Deer" Spell Effects during your opponent's Main Phase 1. ATK 1000 / DEF 1000 Deerglebell Cupid FIRE Level 2 Beast / Effect If Summoned: You can Special Summon 1 "Deer" monster from your GY, except "Deerglebell Cupid". (Quick Effect): The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Cupid" once per turn. While not in its owner's possession, it cannot attack or be used as material, also monsters in zones adjacent to it cannot be used as material. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. WIND: Banish monsters destroyed by battle with "Deer" monsters you control. EARTH: "Deer" monsters you control are unaffected by your non-"Deer" monster effects during your opponent's Main Phase 1. ATK 1100 / DEF 900 Deerglebell Donner WIND Level 2 Beast / Effect If Summoned: You can add 1 “Deer” Spell from your Deck or GY to your hand. (Quick Effect): The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Donner" once per turn. While not in its owner's possession, it cannot attack or be used as material, also non-”Deer” Spell Cards/effects in adjacent columns to it cannot be activated. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. EARTH: When your opponent Summons a monster (Quick Effect): You can Tribute this card; negate the Summon, and if you do, destroy that monster. DARK: Control, ATK/DEF and Battle Position of "Deer" monsters you control cannot change by your opponent's card effects. ATK 1200 / DEF 800 Deerglebell Vixen EARTH Level 2 Beast / Effect If Summoned: You can target 1 of your banished "Deer" monsters; Special Summon it. The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Vixen" once per turn. While not in its owner's possession, it cannot attack or be used as material, also non-”Deer” Trap Card/effects in adjacent columns to it cannot be activated. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. DARK: The first time each "Deer" monster you control would be destroyed by battle each turn, it is not destroyed. LIGHT: When your opponent sends 1 card from the Deck to the GY: You can Tribute this card; Set that card to your field. ATK: 1200 / DEF 800 Deerglebell Prancer DARK Level 2 Beast / Effect If Summoned: You can add 2 “Deer” monsters from your Deck to your hand. (Quick Effect): The owner of this card can move it to an unused Main Monster Zone from/to either side of the field. You can only use each effect of “Deerglebell Prancer" once per turn. While not in its owner's possession, it cannot attack or be used as material, also non-”Deer” monster effects in adjacent columns to it cannot be activated. While in its owner's possession, gains these effects based on the Attribute of monsters in adjacent zones to it. LIGHT: If this card destroys a monster by battle: Special Summon 1 “Deer” monster from your Deck. WATER: “Deer” monster’s effects cannot be negated by your opponent’s card effects. ATK 1400 / DEF 600 Deerglebell Dasher EARTH Rank 2 Beast / Xyz / Effect 2 Level 2 Beast monsters If this card is Xyz Summoned while your opponent controls 2+ “Deer” cards: You can target 1 Spell/Trap your opponent controls; Set it to your field, also activate 1 “Deer” Spell to your opponent’s zone in the same column as this card directly from your Deck. You can detach 1 material from this card, then target 1 “Deer” monster on the field; if you control the target, this card gains ATK equal to the target’s original ATK. If your opponent controls the target, inflict damage to your opponent equal to the target’s original ATK. You can only use each effect of “Deerglebell Dasher” once per turn. ATK 2100 / DEF 400 Deerglebell Blitzen WIND Rank 2 Beast / Xyz / Effect 2 Level 2 Beast monsters If this card is Xyz Summoned while your opponent controls 2+ “Deer” cards: You can target 1 Spell/Trap your opponent controls; banish it, then banish all copies of the target in your opponent’s possession, also activate 1 “Deer” Spell to your opponent’s zone in the same column as this card directly from your Deck. You can detach 1 material from this card, then target 3 “Deer” cards in your GY with different names; shuffle them into the Deck, and if you do, your opponent cannot activate cards or effects with the same type of card of those targets for the rest of this turn. You can only use each effect of “Deerglebell Blitzen” once per turn. ATK 2200 / DEF 300 Deerglebell Rudolph LIGHT Rank 2 Beast / Xyz / Effect 2 Level 2 Beast monsters If this card is Xyz Summoned while your opponent controls 2+ “Deer” cards: You can target 1 Spell/Trap your opponent controls; place that target on top of the Deck, also activate 1 “Deer” Spell to your opponent’s zone in the same column as this card directly from your Deck. You can detach 1 material from this card, then target 1 “Deer” monster in your GY; activate the target’s card effect that activates when it is Summoned. If this card is destroyed by your opponent’s battle or card effect: You can send 1 “Deer” Card from your Deck to the GY. You can only use each effect of “Deerglebell Rudolph” once per turn. ATK 2300 / DEF 200 Deerlivery Service - Meloetta Doll Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. When you declare an attack: Toss a Coin and call it. If you call it right, the attacking monster loses 500 ATK until the end of this turn. If you call it wrong, negate the attack. If this card leaves the field by your card effect: The owner of this card can Special Summon 1 “Deer” monster from their Deck, then all “Deer” monsters they control gain 300 ATK. You can only control 1 “Deerlivery Service - Meloetta Doll”. Deerlivery Service - Stun Bomb Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. Negate the effect of monsters you control in this card’s column. If a monster is Normal/Special Summoned to this card’s column: Change it to face-down Defense Position. If this card leaves the field by your card effect: The owner of this card can Special Summon 1 “Deer” monster from their hand, and if they do, that “Deer” monster can make a second attack during each Battle Phase. You can only control 1 “Deerlivery Service - Stun Bomb”. Deerlivery Service - Move Sensor EMP Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. During battles involving "Deer" monsters, you cannot activate cards or effects until the end of the Battle Step. If this card leaves the field by your card effect: The owner of this card can Special Summon 1 “Deer” monster from their GY, and if they do, that “Deer” monster cannot be targeted or destroyed by battle or card effects until the end of the next turn. You can only control 1 “Deerlivery Service - Move Sensor EMP”. Deerlivery Service - Moody Parking Pen Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. You can only Special Summon a monster(s) up to twice per turn. If this card leaves the field by your card effect: The owner of this card can Tribute 1 “Deer” monster they control, and if they do, they can target 1 card you control, and if they do that, banish the target, face-down. You can only control 1 “Deerlivery Service - Moody Parking Pen” Deerlivery Service - Boxing Glove Spring Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. Once per turn, if you Summon/Set a monster in your Main Monster Zone in the same column as this card: Switch control of that monster, moving it to the opponent's Main Monster Zone in the same column, but negate its effects, also it becomes a Level 2 Beast monster. If this card leaves the field by your card effect: The owner of this card can Tribute 1 “Deer” monster they control, and if they do, you cannot activate Spell/Traps Cards or effects for the rest of this turn. You can only control 1 “Deerlivery Service - Boxing Glove Spring”. Deerlivery Service - Boxing Glove Spring Continuous Spell During the turn a "Deer" monster you control switches control, you can activate this card to your opponent's zone in the same column of a "Deer" monster you own not in your possession. During the first two times each turn you send a card(s) to the GY, banish it instead. During the first two times each turn you banish a card(s), face-up (except by this card's effect), banish them face-down instead. If this card leaves the field by your card effect: The owner of this card can Tribute 1 “Deer” monster they control, and if they do, they can Special Summon up to 2 “Deer” monsters from their hand and/or GY. You can only control 1 “Deerlivery Service - D/D Pocket Portal”. Design Notes: These cards have a rather particular wording. In some cases, I took some liberties in the official grammar (some of them pointed out by Sleepy as well, so credit to her for that as well). It's natural you don't see with good eyes that these cards say "If Summoned" instead of "If this card is Summoned". The reason for this and many other changes of the sort were made simply with the intention of shortening the number of characters in the card's effect. Now, to something more interesting: I keep using terms such as "The owner of this card" or "While not in it's owner's possession". The thing is these cards change control and go to your opponent with the same ease as they return to you. The problem is that, when you read a card effect, the "You" is the current owner of the card, no matter who it belongs to. That's why I keep referring to the actual owner and the opponent's owner, so the effects can't be confounded. The lore is as follows: Santa is absolutely fed up with his job, and wants to screw Christmas for a change. With this in mind, he sent his innocent and cute reindeers to deliver the gifts by themselves, but he didn't tell them they're a ton of nasty stuff that will cause those who receive the gifts to get really mad. The archetype's Spells are called "Deerlivery Service", and are Spells that activate in the opponent's field. They all have negative effects for the player who controls them, and if they dare to destroy them, the reindeers will get angry/sad and either swarm the field or increase ATK, among other effects. They're rather nasty by themselves, not to mention they take up the opponent's space, but to "deliver them", you have to move a Deer to the opponent's field so it "can enter their house to deliver it". The Spells also have a pretty tricky wording. During the first part of the effect, where the owner activates them, "You" is the archetype's owner. Once it's on the opponent's field, the "You" becomes the opponent since they're controlling the card. Up to the point where the card leaves the field, it will affect only the opponent, but when it leaves, it mentions the owner again so there is no doubt who gets the benefits. The Traps are called "Deerecive", and they are certain protocols the reindeers follow in certain circumstances, like when they're attacked in the middle of their delivery. They support the archetype directly, instead of simply causing trouble for the opponent. In the end, with "That's Enough Deerective" and "Freedom Directive", you can see the reindeers rebelling against Santa and turning him to the authorities and finally making a syndicate to defend their worker rights! (Work in progress) P.D. And talking about Deer... yeah, I know these are Reindeers, but Reindeerglebell sounded horrible xD.
  10. "Iblis the Inferno Devil" (Art Source: https://www.creativeuncut.com/gallery-11/gw2-fire-elemental.html) (Pyro/Fusion/Effect/FIRE/Level 8/ATK 2800/DEF 200) Effect: "Spirit of Flames" + "Inferno" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. If this card is Special Summoned: Place 1 Inferno Counter on it. Once per turn, during each of your Standby Phases: Place 1 Inferno Counter on this card. FIRE Pyro monsters you control gain 600 ATK for each Inferno Counter on this card during the Battle Phase. If a FIRE monster you control destroys an opponent's monster by battle: Inflict 1500 damage to your opponent. If this card would be destroyed by battle or card effect, you can banish 1 FIRE Pyro monster from your hand, field, GY instead.Pyro monster from your GY instead. Lore: After fusing with an Inferno being, the Spirit of Flames became even more powerful, able to conjure vast blazes effortlessly. Its already great size is dwarfed by the flame avatar it conjures. As it burns matter, its power continues to grow, empowering other monsters of fire. Notes: Name taken from the Japanese name of Spirit of Flames (Ifrit the Flame Spirit), wherein Iblis is a greater Ifrit (also incorporating in Inferno). "Flame Immolation" (Art Source: https://www.artstation.com/artwork/6qPrV) Normal Spell Card Effect: Add 1 level 8 or lower Pyro monster that cannot be Normal Summoned/Set from your Deck to your hand, and if you do, you can send 1 FIRE monster from your deck to the GY. (Also supports Volcanics.)
  11. Skooosh Neko Continuous Spell Special Summon this card as an Effect monster (Beast/LIGHT/Level 5/ATK 0/DEF 3000). Cannot be Tributed or used as material for a Summon. Control, Battle Position and ATK/DEF of this card cannot change, except by its own effect During the start of your opponent's Battle Phase, if this is the only monster you control: Change all monsters your opponent controls and monsters Summoned by your opponent for the rest of this turn to Attack Position, also, all monsters your opponent controls must attack, if able. If this card would leave the field by your opponent's card effect, you can discard 1 Beast monster instead OR banish 1 Beast monster from your GY instead, also, increase this card’s DEF by the Level of that discarded/banished monster x100. *** Nobody can resist the temptation of skooshing the Neko. Who is the Neko, tho? I leave that to your discretion
  12. Helloe, guys! It's been one hell of a time since I posted something in a Multiples section. What I'm posting is not exactly an archetype, as these card don't work like that yet. They're monsters with strange effects that in some cases defy common rules. I'm not sure if that will happen, but I might add more cards in the future. I have to mention, one of these cards was already posted in Singles. Then, @Sleepy made a joke that sparked my interest in making more, actually, the second card is pretty much her joke made real xD. Let's get on! Overwrite Psywitch LIGHT Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster you control that, due to a card effect, cannot be used as material for a Summon; it can be used as material for a Summon until the end of this turn. * Target 1 monster you control that, due to a card effect, cannot attack; it can attack during your next Battle Phase. You can only use this effect of “Overwrite Psywitch” once per turn. ATK 100 / DEF 2100 Law Breaker Psywitch WATER Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster your opponent controls, ignoring any Immunity effects that target has; until the end of this turn, negate all immunity effects that target has. * Target 1 monster on the field that has its effects negated; until the end of this turn, that target doesn't have it's effects negated. You can only use this effect of "Law Breaker Psywitch" once per turn. ATK 100 / DEF 2100 Energizing Psywitch FIRE Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects. * Target 1 monster in your GY that was sent to the GY by your opponent's card effect this turn; Special Summon that target. * Target 1 Spell/Trap in your GY that was sent to the GY by your opponent's card effect this turn; Set that target. You can only use this effect of "Energizing Psywitch" once per turn. ATK 100 / DEF 2100 Alter Shape Psywitch WIND Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Target 1 face-up non-Link monster you control; until the end of this turn, that target is treated as a Link Monster, with a Link Rating of 1 and an arrow pointing ←OR→. * Reveal 1 monster in your hand; the revealed monster is treated as a Pendulum Monster with a Pendulum Scale of 0 OR 13. You can only use this effect of "Alter Shape Psywitch" once per turn. ATK 100 / DEF 2100 Corruptor Psywitch Dark Level 2 Psychic / Effect You can banish this card from your GY, then target 1 non-Link/Xyz face-up monster you control; that target is treated as an Xyz Monster with a Rank equal to the original Level of that card and gains the following effects: * Once per turn: You can attach 1 Level 4 or lower Psychic monster from your hand or your side of the field to this card as a material. * Once per turn: You can detach 1 material from this card, then target up to 2 of your banished monsters, except "Corruptor Psywitch"; return them to the GY. You can only use this effect of "Corruptor Psywitch" once per turn. ATK 100 / DEF 2100 Conversion Psywitch EARTH Level 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Reveal 1 Fusion Monster in your Extra Deck, then target 1 face-up non-Link/Xyz monster you control; until the end of this turn, that target is treated as having all the card characteristics of one of the materials listed in that Fusion Monster’s card text. * Target 1 face up non-Link/Xyz Monster you control; that target is treated as a Tuner Synchro Monster. These changes last until the end of this turn. You can only use this effect of "Identity Psywitch" once per turn. ATK 100 / DEF 2100 Identity Psywitch WATER Lv 2 Psychic / Effect You can banish this card from your GY, then activate 1 of the following effects: * Target 1 face-up card on the field or either GY, then declare 1 card name; until the end of your opponent’s next turn, the target, as well as any copies of that target in that card’s player’s possession, replace their name with the declared name. * Target 1 face-up monster you control or in your GY, then declare 1 Type and 1 Attribute; until the end of this turn, that target becomes the declared Type and Attribute. You can only use this effect of "Identity Psywitch" once per turn. ATK 100 / DEF 2100 Just a little clarification over here. Law Breaker Psywitch has a strange term , "Immunity Effect" that obviously doesn't exist in the game. It's not the first time I use that term, and I call that every single effect that confers a card a certain type of protection/immunity/safeguard. Effects such as "Unaffected by X", "Cannot be destroyed by Y". "Cannot be targeted by Z". "Control/Battle Position/ATK/DEF of this card cannot change", etc. Anything that you feel is a protection, that's an Immunity effect xD. Anyway, here's what I got so far. I plan to add something to created Quick Effects and maybe something to negate negations xP. Critique, comments, card grammar suggestions or anything is totally appreciated, as always
  13. Balance the Greed Continuous Spell During your opponent's turn, draw 1 card the first time your opponent perform each of the following actions. * Special Summons a monster(s) * Adds a card(s) from their Deck or GY to the hand. * Sends a card(s) from their hand or Deck to the GY. * Attacks. Once per turn, during your Standby Phase, if you drew any card(s) by this card's effect during the previous turn, discard the same amount of cards you drew (even if this card leaves the field), but if you cannot, take 2000 damage for each card you couldn't discard. You can only control 1 "Balance the Greed". Okay, so this card is supposed to work as a possible staple in Decks. It has no kind of protection and its not recyclable/searchable by archetypal means, AKAIK, which hinders the effectiveness as any MST will kill it, but as long as the opponent doesn't have such tool, or specially if you draw this first turn, it should be very handy, letting you set up GY while thinning the Deck. Dark World guys and others would be happy with this xD. And well, this card is a testimony of how I like to make myself things complicated, as I could just posted the card as "Written", but since I like so much to post the cards pictured, I had to make this funny composition n.n.
  14. Pudding Hunting Grounds Continuous Spell This card’s name becomes “The Sanctuary in the Sky” while it is on the field or GY. When this card is activated: You can add 1 Fairy monster from your Deck to your hand. Once per turn: You can place a number of Pudding Counters on face-up monsters your opponent controls equal to the number of Fairy monsters you control, distributed as you wish. Monsters lose 300 ATK for each Pudding Counter on them when battling a Fairy monster and gain the following effect(s) depending on the number of Pudding Counters on them. * 2+: This card cannot be Tributed or used as material for a Summon. * 3+: This card cannot attack or change Battle Position. * 4+: If this card activates its effect: Pay 1000 LP. You can only control 1 “Pudding Hunting Grounds”. Let the Pudding Hunting Staaaart! No, really, the damn artwork is making me hungry xD
  15. Life Inheritance Normal Spell Reveal 1 monster in you hand, then target monster(s) in your GY whose total levels exactly equal the Level of the revealed monster; discard the revealed monster, then Special Summon those targets in face-up Defense Position, but they cannot be used as material for a Summon for the rest of this turn and have their effects negated. Just a simple card, particularly meant to support Tribute Summoning Decks (Monarchs and Wicked Gods should love this card, and perhaps Raviel, Lord of Phantasms as well and the Shimmering Scrapper variation), strategies that require tributing monsters as cost, possibly usable as stalling for Burn Decks by using Lava Golem as the fodder to return annoying critters to the field, and heck, if you manage to keep them alive, tons of material for you to play with xD As always, Critique and Comment is more than welcome
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