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Princess Raven

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Posts posted by Princess Raven


  1. 18 hours ago, Sethera said:

    Hello, thanks for the interest! Yeah, I know I phrased that kind of weird before, oops. Basically, I'm at the limit of how many people I want to work with right now. I might be able to open up another slot in the roster in the future, but first I want to wait and see how things develop. I don't want to overload myself by accepting too many people due to the nature of PMD. Things might change if anybody drops and/or I feel more confident about an increased roster, but for now the RP's status is a tentative not accepting. Sorry for the confusion!

    Damn, that's unfortunate. Well, let me know if there's ever an opening. Side note, the obvious references to this community via the forum aspect of this are simultaneously amazing and cursed xD


  2. 6 hours ago, Wardragonmon said:

    New Question.

    Can Synchron Carrier use it's first effect to Special Summon itself from your hand?

    There a couple of issues with this question in particular. 

    First off, Synchron Carrier's first effect doesn't Special Summon anything, period. It specifically says Normal Summon, not Special Summon.

    Secondly, assuming you meant to ask if its first effect allows you to Normal Summon it from your hand in addition to your Normal Summon, not quite. I mean, you can achieve something similar - you can Normal Summon Synchron Carrier and then use its effect to Normal Summon another "Synchron" monster from your hand - but you cannot Normal Summon Synchron Carrier with its own effect, becuz that's not how the effect works. 

    Typically speaking, the effect you're thinking of, is worded like this: 
    "During your Main Phase: You can Special Summon this card (from your hand)." or "During your Main Phase: You can Normal Summon this card in addition to your Normal Summon/Set."

    Of course, these effects usually have more clauses added to them, becuz just having these clauses would make the card pretty powerful. They usually have some negative and/or conditional clause added to them. (An example being Cyber Dragon, that says "If you control no monsters: You can Special Summon this card from your hand.")

    The reason Synchron Carrier doesn't allow you to do this, is becuz of the effect itself. A monster's effect can only be applied when it's on the field, unless the card specifically states otherwise. Since Synchron Carrier doesnt state that it Normal Summons itself or state that it needs to be in the hand to use this effect, that means it must be on the field to use its effect.


  3. On 4/4/2022 at 3:33 AM, Wardragonmon said:

    New question.

    In regards to the Fusion Monster Dark Cavalry, does the "Dark Magician" requirement refer solely to the Dark Magician monster or can Dark Magician Girl or Skilled Dark Magician be substituted for it?

    Had to look at the card again to double check, but I figured I knew the answer off the top of my head. I was correct.

    The Fusion Materials listed are "Dark Magician" + 1 Warrior Monster.
    This means (outside of select circumstances where a card says otherwise, like a card treating itself as a replacement for any 1 Fusion Material or whatnot), you must use a monster whose name is currently "Dark Magician". This means you can use the original Dark Magian, or you could use Magician of Dark Illusion's effect to treat its name as "Dark Magician", and use that. However, you cannot use Dark Magician Girl or Skilled Dark Magician for the materials, becuz they are not "Dark Magician". If the materials had said "1 'Dark Magician' monster +1 Warrior Monster", you could use those two, but nope.

    Easiest way to remember it: Quotes followed by the word "monster" = anything with the quoted text in its name. Quotes without the word "monster" immediately after = the card's full name must be the quoted text, and only the quoted text.


  4. 3 minutes ago, LordCowCow said:

    Video-wise js wish they had tried matching the costumes to the setting/song/moves though it was fun...but this isn't video rating

    Song-wise I am a sucker for this stuff, though certainly not the best I've heard, still...7.5/10

    Honestly, I agree about the video comments. Could be better. I would say that its becuz its the background video for a rhythm game that this song is in (Project: DIVA), but in the same game, they have some REALLY flashy and distracting background videos, so thats not even an excuse lmao.

     

    But anywho, maybe I can find a better one for ya. How's this?

     


  5. So... Most people won't know this about me, but generally when I play this sacred card game we all love so much, I have a tendency to place my cards in the center of my field first. My brother on the other hand, tended to place his cards on the right side of his field. This always bugged me as a kid, becuz I couldnt figure out which way was correct.. or if neither were. To remedy this, I had thought up the idea of an archetype that forces the player to think strategically about where exactly they play their cards, as it could seriously impact the duel - for better, or for worse. Problem was, I never knew how to word the effects, since cards like "Which Starling" and all of the "Mekk-Knight" cards hadnt even been a twinkle in anyone's eyes yet. But now, my friends.. Now, after many years of having this concept and a rather poorly thought out and rushed attempt about a year ago, I can proudly say that I'm not only giving this dream concept of mine another shot, but that I've decided to go ahead and revamp my old attempt, by making changes to the old designs and attempting to make them quite a bit more thought out.

     

    Here's the basic idea, at it's simplest:

    WATER Psychic Ritual Archetype, based on humanoid slime creatures, that focuses heavily on the strategic and careful placement of its own cards in order to properly utilize the versatility of its abilities. The lower Level "fodder" monsters have a certain effect they can earn depending on which of these three MMZs theyre in: Center, Leftmost, and Rightmost. They also have a bit of a floating effect on destruction involving an opponent's card, becuz I was having major issues with being forced to end my turn cuz I got negated merely once. Plus, theyre slimes. They aint particularly easy to kill. The Bigger, Bossier, Ritual monsters of the archetype focus on disruptive effects on summon with column play, they give buffs or get abilities when there is an archetypal monster in an adjacent MMZ to them, and some gain an additional effect if there is a Spell/Trap card in the adjacent space below them. 

    Now that the basic summary is out of the way, without further ado, the "Protean" archetype:

     

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Main Deck Monsters

    Cerulean Protean

    WATER - Level 3 - Psychic/Effect - 800/1300

    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    ● Rightmost: Increase this card's Level by 1.
    ● Leftmost: Once per turn; you can Special Summon 1 Level 4 or lower "Protean" monster from your GY.
    ● Center: Once per turn, you can shuffle 1 "Protean" card from your GY into your Deck, then draw 1 card.
    If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Cerulean Protean". You can only use this effect of "Cerulean Protean" once per turn.

     

    Lavender Protean

    WATER - Level 3 - Psychic/Effect - 1000/1000

    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    ● Rightmost: Once per turn, you can Special Summon 1 Level 4 or lower "Protean" monster from your hand.
    ● Leftmost: Once per turn, when a Ritual Spell is activated; you can draw 1 card.
    ● Center: Psychic monsters you control cannot be targeted by your opponent's card effects.
    If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Lavender Protean". You can only use this effect of "Lavender Protean" once per turn.

     

    Seafoam Protean

    WATER - Level 4 - Psychic/Effect - 1300/1200

    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    ● Rightmost: All Ritual Monsters you control gain 500 ATK.
    ● Leftmost: You can reveal 1 "Protean" Ritual Monster in your hand; Special Summon 1 "Protean" monster from your Deck whose Level is equal to the difference between this card's and the revealed card's Level. You can only use this effect of "Seafoam Protean" once per turn.
    ● Center: Once per turn, you can banish 1 "Protean" monster from your GY; this card's Level becomes the banished monster's Level.
    If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Seafoam Protean". You can only use this effect of "Seafoam Protean" once per turn.

     

    Vermillion Protean

    WATER - Level 4 - Psychic/Effect - 1400/1100

    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    ● Rightmost: If you activate a Ritual Spell, or if a Ritual monster's effect is activated; your opponent cannot activate cards or effects in response.
    ● Leftmost: Once per turn; you can send 1 "Protean" monster from your Deck to the GY.
    ● Center: During your Main Phase; you can add 1 "Protean" Spell/Trap card from your Deck to your hand. You can only use this effect of "Protean Lavender" once per turn.
    If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Vermillion Protean". You can only use this effect of "Vermillion Protean" once per turn.

     

    Magenta Protean

    WATER - Level 6 - Psychic/Ritual/Effect - 1000/2000

    You can Ritual Summon this card with any "Protean" Ritual Spell. If this card is Ritual Summoned: destroy all cards your opponent controls that share a column with this card. If a monster in a Main Monster Zone adjacent to this card would be Tributed for the Ritual Summon of a "Protean" monster: you can treat that monster as all the necessary Tributes for the Ritual Summon.

     

    Scarlet Protean

    WATER - Level 7 - Psychic/Ritual/Effect - 2500/2400

    You can Ritual Summon this card with any "Protean" Ritual Spell. When this card is Ritual Summoned, return all cards your opponent controls that share a column with this card to their hand. Once per turn: you can target 1 monster your opponent controls; Psychic monsters in Monster Zones adjacent to this card gain half the targeted monster's ATK until the End Phase. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: this card can attack twice per Battle Phase.

     

    Silver Protean

    WATER - Level 8 - Psychic/Ritual/Effect - 3000/2300

    This card can be Ritual Summoned with any "Protean" Ritual Spell. If this card is Ritual Summoned: You can banish all cards your opponent controls in this cards column. Monsters in Main Monster Zones adjacent to this card cannot be destroyed by battle or your opponent's card effects. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: once per turn, you can destroy all Special Summoned monsters your opponent controls with original ATK less than or equal to this card's current ATK.

     

    Spells and Traps

     

    Protean Arcane Torrent

    Continuous Spell

    If this card is activated: You can add 1 "Protean" monster from your Deck to your hand. Once per turn: You can activate 1 of the following effects:
    ● Move 1 "Protean" monster you control to another of your Main Monster Zones.
    ● Switch the locations of 2 "Protean" monsters in your Main Monster Zones.
    You can only activate 1 "Protean Arcane Torrent" per turn.

     

    Riverbed of the Proteans

    Field Spell

    When this card is activated: you can add 1 "Protean" card from your Deck or GY to your hand. You can only use this effect of "Riverbed of the Proteans" once per turn. Psychic Ritual Monsters you control gain 500 ATK and DEF, and cannot be targeted or destroyed by your opponent's card effects.

     

    Protean Metamorphosis

    Ritual Spell

    This card can be used to Ritual Summon any "Protean" Ritual monster from your hand or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. If this card is in your GY: you can Tribute 1 "Protean" monster you control; add this card to your hand.

     

    Protean Emergency Morph

    Continuous Trap

    When your opponent declares an attack, or when your opponent targets a monster(s) with a card effect: you can reveal 1 Ritual monster in your hand; Tribute from your hand and/or field monsters whose total Levels equal or exceed the revealed monster's, then Special Summon the revealed monster (This Special Summon is always treated as a Ritual Summon). Once per turn, you can banish this card from your GY; "Protean" monsters you control cannot be destroyed by battle this turn. You can only use each effect of "Protean Emergency Morph" once per turn.

     

    Extra Deck Monsters

     

    Rainbow Protean

    WATER - Rating 2 - Psychic/Link/Effect - 1300/2

    Link Markers: South, Southeast

    2 "Protean" monsters

    If this card is Link Summoned: you can add 1 "Protean" Ritual Monster from your Deck to your hand, then immediately after this effect resolves, you can Ritual Summon it to a Zone this card points to, by Tributing monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual Monster. Ritual Monsters this card points to gain 500 ATK and DEF.

     

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

     

    Whew! That was a lot.. Please feel free to critique these and give inputs on what needs nerfed, what needs boosted, etc. But as of the current moment, I feel pretty good about the way this turned out!~ P.S. I dont have a clue how to utilize spoilers in this format, so sorry for the wall of text..


  6. "You can go first, if you wanna . . ."

    Riley heard the small boy offer her the first turn. She pondered this for a moment, surprised by his kind offer, but since she barely knows how to play, she was hoping he would take the first turn. Eh, What's the worst that could happen? 

    She accepted the boy's offer, and looked down at her Duel Disk. It was already beeping gently, as if signaling her turn.

    "Alrighty then, I'll start!" 
    She exclaimed, tho with a rather uncertain tone to her voice. 

    Looking down at her hand, she wasn't exactly sure what she was supposed to do. Her rulebook didn't tell her combos after all, just the basics of the game! She pondered for a few moments more, recognizing a few of the cards in her hand. She began to make her move, tho the uncertainty in her voice remained.

    "I'll activate the Field Spell, The Grand Spellbook Tower, along with Spellbook Star Hall. Oh! And I'll also Normal Summon Spellbook Magician of Prophecy, allowing me to search my Deck for a Spellbook card! And... I think I'll choose.. Erm... Spellbook of Secrets! Yeah!" She smirked, happy that she figured something out properly. 

    "And to top it all off, I think i will Special Summon Silent Magician from my hand by Tributing 1 Spellcaster I control. Bye bye Spellbook Magician, hello Silent Magician!~" She giggled softly as she slammed the card down onto her Duel Disk. The blue robed novice wizard that once resided on her side of the field was soon replaced by a white robed one, who wore a big hat, similar to those classic witches are depicted with, but white. 

     

    "And with that, I end my turn!" Amaryllis would giggle once more, resisting the urge to jump up and down with joy, excited by the Duel and figuring out what to do. She would have to keep her cool if she wanted to make an impression.


  7. I have posted. Hope I didn't move the duel part along too quickly.. Also, yes i'm aware she forgot to introduce herself. She's not a social person, so she forgets things like that easily. Also, I didn't know what version of dueling equipment we're using, or if we r using any at all, but I figured that if we were, it would probs be up to the user as to which edition to use, so I picked my fav version, which is the Zexal Duel Gazers and an Arc-V Duel Disk. U by no means have to use the same edition as Riley tho


  8.    Amaryllis had just walked out of class when the bell had rung for recess. She knew something was planned for this time of the day, as she recalled seeing the ticket under her desk. However, she wasn't particularly sure of what it was yet.

     

     "I pick . . . her." Amaryllis heard the small boy speak thru a shaky, almost uncertain voice as he pointed straight towards her. She froze for a quick second, knowing that the attention had been turned to her suddenly. She didnt even know what he was choosing her for, but it made her nervous nonetheless.

     

    "Erm... M-Me..?" She asked hesitantly, her voice quivering and almost inaudible. She goes to hide her hands in her jacket pockets, when she feels a small, rectangular bump in them.

     

       It takes her a good minute, but she realizes that this was the new deck of cards her stepmom gave her that morning.. Her stepmom's words echoed in her head: "Remember sweetie, this is a game best played with other ppl. So I want u to go out there today, and see if anyone wants to play with u. Who knows, u might make a few friends~"

     

       Alright Mom... Guess now's my chance to do what I promised u I would.. She eventually would break herself from her thoughts, finally connecting the dots that she had just been challenged to a duel. She grabs her deck, and searches her back pack for a cheap edition of a Duel Disk and Duel Gazer, slipping them on slightly. 

     

    "I'm letting u know, I've never done this before.. But that doesnt mean I'll be a pushover either! I stayed up late last night, studying the rules, and I won't lose!~"

     

       With this, she slips her new cards into the deckslot with ease, as the Duel Disk scans and analyzes each individual card. Before Long, a robotic voice is heard from both player's Disks: "Duel Disks r activated and on standby. Establishing audio-visual holographic link. Commence the Duel."


  9. So, I have been working on these guys for quite a while now. They still r not fully finished, but I thought maybe I could post the ones I do have, considering they r almost complete. The design is supposed to be little slime globs that, thru the power of metamorphosis, change into more humanoid slimes, to take on a more battle suited role. All their names r color based, and the bosses have RPG Class Titles as well.

     

    Their Playstyle is a bit of a weird one. I wanted to make them flexible like slime is, but didn't know how to do that. That is, until I saw Which Starling, which gave me the idea for a Playstyle that focuses on versatility. You see, much like Which Starling, zone placement matters when u r playing Proteans. Each non boss monster gains certain effects, depending on which MMZ they r in. The bosses have some column play, and support adjacent monsters. The higher level bosses have additional effects that they gain if they sit above a Spell or Trap card. Also, these guys r a Ritual Archetype. All the bosses r Ritual Monsters, while the non bosses, r regular monsters. Anyway, without further ado, the "Protean" archetype! (Or at least what I have of it so far):

     

    Spoiler

    Protean Lavender
    WATER - Level 3 - Psychic/Effect - 1000/1000
    This card gains one of the following effects, depending on which Main Monster Zone it's in:
    - Rightmost: Increase this card's Level by 1.
    - Leftmost: Once per turn, when you activate a Ritual Spell card (Quick Effect): draw 1 card.
    - Center: Psychic monsters you control cannot be targeted by your opponent's card effects.

     

    Protean Cerulean
    WATER - Level 3 - Psychic/Effect - 800/1300
    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    - Rightmost: Once per turn, you can destroy 1 "Protean" card you control; draw 1 card.
    - Leftmost: Once per turn, you can discard 1 card, Special Summon 1 "Protean" monster from your GY.
    - Center: You take no damage from battles involving  "Protean" monsters, also all Level 4 and lower "Protean" monsters can attack directly.

     

    Protean Seafoam
    WATER - Level 4 - Psychic/Effect - 1500/1200
    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    - Rightmost: You can reveal 1 "Protean" Ritual Monster in your hand; Special Summon 1 "Protean" monster from your GY whose Level is equal to the difference between this card's and the revealed card's Level. You can only use this effect of "Protean Seafoam" once per turn.
    - Leftmost: Once per turn, you can add 1 Ritual Spell from your Deck to your hand.
    - Center: All Ritual Monsters you control gain 500 ATK.

     

    Protean Vermillion
    WATER - Level 4 - Psychic/Effect - 1400/1000
    This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
    - Rightmost: Once per turn; you can banish 1 "Protean" monster from your GY; this card's Level becomes the banished monster's Level.
    - Leftmost: During your Main Phase; you can add 1 "Protean" Spell/Trap card from your Deck to your hand. You can only use this effect of "Protean Lavender" once per turn.
    - Center: If you activate a Ritual Spell, or if a Ritual monster's effect is activated; your opponent cannot activate cards or effects in response.

     

    Protean Indigo Warlock
    WATER - Level 6 - Psychic/Ritual/Effect - 1000/2500
    You can Ritual Summon this card with any "Protean" Ritual Spell. As long as this card is face-up on your side of the field, your opponent's Main Monster Zones and Spell/Trap Zones that share a column with this card cannot be used. WATER monsters adjacent to this card gains 1000 ATK.

     

    Protean Violet Executionist
    WATER - Level 7 - Psychic/Ritual/Effect - 2500/2400
    You can Ritual Summon this card with any “Protean” Ritual Spell. If this card is Ritual Summoned: You can banish all cards your opponent controls in this card’s column. Monsters in Main Monster Zones adjacent to this card cannot be destroyed by battle or card effects. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: this card can attack twice per Battle Phase.

     

    Protean Jasmine Alchemist
    WATER - Level 7 - Psychic/Ritual/Effect - 2400/1800
    You can Ritual Summon this card with any "Protean" Ritual Spell. Monsters your opponent controls in the same column as this card lose 500 ATK and DEF. If a monster in a Main Monster Zone adjacent to this card would be Tributed for the Ritual Summon of a "Protean" monster: you can treat that monster as all the necessary Tributes for the Ritual Summon. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: all Non WATER monsters your opponent controls lose 300 ATK.

     

    Protean Scarlet Archer
    WATER - Level 8 - Psychic/Ritual/Effect - 3000/2400
    This card can be Ritual Summoned with any "Protean" Ritual Spell. When this card is Ritual Summoned, destroy all cards your opponent controls that share a column with this card. Once per turn: you can target 1 monster your opponent controls; Psychic monsters in Monster Zones adjacent to this card gain half the targeted monster's ATK until the End Phase. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: once per turn, you can destroy all Special Summoned monsters your opponent controls with original ATK less than or equal to this card's current ATK.

     

    Protean Metamorphosis
    Ritual Spell
    This card can be used to Ritual Summon any "Protean" Ritual monster from your hand or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. If this card is in your GY: you can Tribute 1 "Protean" monster you control; add this card to your hand.

     

    Protean Arcane Torrent
    Continuous Spell
    If this card is activated: You can add 1 “Protean” monster from your Deck to your hand. Once per turn: You can activate 1 of the following effects:
    ● Move 1 “Protean” monster you control to another of your Main Monster Zones.
    ● Switch the locations of 2 "Protean" monsters in your Main Monster Zones.
    You can only activate 1 “Protean Arcane Torrent” per turn.

     

    Protean Emergency Morph
    Continuous Trap Card
    When your opponent declares an attack, or when your opponent targets a monster(s) with a card effect: you can reveal 1 Ritual monster in your hand; Tribute from your hand and/or field monsters whose total Levels equal or exceed the revealed monster's, then Special Summon the revealed monster (This Special Summon is always treated as a Ritual Summon). Once per turn, you can banish this card from your GY; "Protean" monsters you control cannot be destroyed by battle this turn. You can only use each effect of "Protean Emergency Morph" once per turn.

     


  10. Yatago, The Myth

    LIGHT - Level 4 - Spellcaster/Pendulum/Normal - 1000/2000

    Scale: 9

    PE: Once per turn, if you control a Normal monster: you can add 1 Normal monster from your Deck or GY to your hand. If you control another card in your other Pendulum Zone, you can add 1 face-up Normal monster in your Extra Deck to your hand instead. Normal monsters you control gain 500 ATK and DEF.

    Lore: This mage of myth sought throughout the lands with her partner and friend, Yatara, The Legend. The two of them combined made a powerful combination of sword and magic; there was no beast that could stand in their way.

    =================

    Up next: Yatara, The Legend


  11. 8/10 tbh. If it's supposed to be a character from a series, I obviously haven't seen the series, but if it's not, I could probs give it a 9. All in all, it's a good avi


  12. I'm a little confused here... U don't really have a plot set forth, rather, in your plot section u have simply the backstory of Faerids and a mere explanation of what Faerids r doing nowadays. While the latter could be implemented into the plot, the former simply doesn't belong in the "Plot" spoiler. It's also worth noting that, even if u were going for a more casual kind of RP, there would still need to be a basic plot element, to keep players interested. Doesn't have to be anything complicated, but maybe a simple antagonistic character for the players to have to take down at some point thru the bond of their Faerid could do the trick. Other than that, looks great, and, provided we get some sort of plot going, u have my interest.


  13. So, I was messing around on the Discord server, and ended up making this as a joke. However, Dova himself actually liked it, so why should I let it go to waste? Here it is:

     

    Dova, the Avian Reptile
    WATER - Level 6 - Winged-Beast/Effect - 2000/1800
    When this card is Tribute Summoned, you can target 1 WATER monster in your GY, add it to your hand, and if you do, shuffle 1 WATER monster from your GY into your Deck. When this card leaves the field, you can Special Summon 1 WATER monster from hand, then shuffle this card into your Deck.


  14. Ningirisu, The Overburdened

    LIGHT - Link 5 - Psychic/Link/Effect - 3300/5

    Link Markers: S, SW, SE, E, W

    3+ Effect Monsters, including at least 1 Link monster

    When this card is Link Summoned: you can Special Summon 1 Link monster in your GY to a Zone this card points to. Monsters this card points to gain 500 ATK. Once per turn, during your Main Phase: you can discard 1 card; draw 1 card, and if you do, this card loses 300 ATK. Once per turn, during each player's Standby Phase: inflict 500 points of damage to your opponent.

     

    I had a hard time working with good effects to make it worth Summoning.. I still don't think I did it properly, but I can't do any more for it..

     

    Up next:

    A Spellbook/Prophecy Link


  15. Odd-Eyes Toon Dragon

    DARK - Level 7 - Dragon/Pendulum/Toon/Effect - 2500/2000

    Scale 4

    PE: Once per turn, during the End Phase, if this card is in your Pendulum Zone: you can destroy this card, then add 1 Toon monster from your Deck to your hand, and if you do; Toon monsters you control cannot be destroyed by battle during your opponent's next turn, except by Toon monsters. 

    ME: Toon monsters you control deal double battle damage while this card is face-up on the field. If this card is destroyed, you can add 1 "Odd-Eyes Toon Dragon" from your Deck to your hand.

     

    This was really fun to make. I loved converting one of my favorite protagonists ace monsters into a Toon. Hope I did it justice and brought somn to the table that Toons needed ^-^

     

    Up next:

     

    Yatara, The Legend


  16. Glad this is up now. Looks like I can ditch my "Captain Raven's Captain's Log" shtick. But all joking aside, One of the things I'm seeing here that I like is that I can access the post modifiers on mobile. This makes me happy, as it means RPs will be accessible from anywhere.

    But other than that, HAI ALL OF YCM! Guess we r NCM now, huh? Whatever. I look forward to this place!

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