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  1. Number C101: Slient Honor Ark (Retrain) 3 Level 5 monsters (This card's name is always treated as "Number C101: Slient Honor Ark") Once per turn: You can target 1 monster your opponent controls; attach it to this card as a face-up Xyz Material. If this card is destroyed and sent to the Graveyard while it has Xyz Material: You can Special Summon this card from your Graveyard, then gain LP equal to the original ATK of this card. "Number 101: Silent Honor ARK" must be in your Graveyard to activate and to resolve this effect. If someone has a better idea for a name, feel free to post it
  2. Normal Trap If you control a Spellcaster monster; activate a Continuous Spell from your hand or GY. If you control a Level 7 or higher Spellcaster monster, you can activate it from your Deck or banished cards instead.
  3. You can reveal this card in your Hand; Your opponent chooses 1 random card from your entire Hand, then you discard the chosen card. If this discarded card was not “Danger! Spring-Heeled Jack!”, you can Special Summon 1 “Danger! Spring-Heeled Jack!” from your Hand, then draw 1 card. When an opponent’s monster declares an attack while this card is in the GY: You can discard 1 “Danger!” monster; Special Summon this card, and if you do, change the attack target to this card, also reduce that monster’s ATK by 1000. If this card was Special Summoned from the GY by its own effect, return it to Hand if it would be sent to the GY. You can only use this effect of “Danger! Spring-Heeled Jack!” once per turn.
  4. Normal Trap If a monster you control would be destroyed by battle or by an opponent's card effect; send one monster with the same name as that monster from your Deck or Extra Deck to the GY instead.
  5. Artwork Source: Couldn't find the artist's name, but the copyright is "Aiming Inc" ___ Colorless Chaos Dragon of Dark World Level 10 | Fiend/Fusion/Effect | DARK ATK: 3300 DEF: 2700 Effect: 4 DARK monsters, including 1 Level 7 or higher "Dark World" monster. Must be Fusion Summoned. You can activate the following effect; discard your hand, then during the End Phase of this turn, draw cards equal to the number of "Dark World" card effects that resolve (without negation) this turn after this effect resolves. You can only use this effect of "Colorless Chaos Dragon of Dark World" once per turn. If this card is sent from the field to the GY by a card effect: destroy cards your opponent controls up to the number of "Dark World" monsters used as material for this card's Fusion Summon. ___ Design Notes: In an episode of GX, there’s a Dark World Fusion Monster that’s referenced with a similar name but is never summoned and never mentioned again. I thought the concept of a Dark World Fusion monster sounded cool, so I felt like making something with that basic idea in mind. Keep in mind, this card isn’t completely based off that card, as we don’t even know what effect or stats that monster was supposed to have. Really, just the name and the fact it’s a Fusion are the same. That said, onto the card. The effect is rather long textwise, but really it only has three things in it: a Summoning restriction, an on-field effect, and a Graveyard effect. The on-field effect was inspired somewhat by Super Rejuvenation, which I recognize is banned (well, in the TCG) but I figure if you’re investing four monsters (and a Fusion Spell) into a card, it’s gotta help you generate some advantage and pay itself back. For example, let’s say you have three Dark World monsters in your hand; pitch them with this card’s effect, their effects go off, then in the End Phase, you Draw 3 cards. Keep in mind, this card’s effect also applies to any Dark World effect, so stuff like Dark World Dealings will also count. Swarming your field with stuff like Goldd and Beige plus getting Draws should help you generate some nice advantage, even if this guy gets wiped off the board. Speaking of which… While the monster itself does not have any built-in protection, it instead has an effect that triggers if your opponent tries to get rid of it with a card effect. You might’ve already guessed, but my inspiration for the card having this type of effect was inspired by how Dark Worlds typically have discard effects. I tend to like Extra Deck monster effects that change somehow depending on the materials you use for them (a good example of an existing card like this Black Luster Soldier, the Chaos Warrior), so this monster in particular rewards you the more Dark World monsters you used to make it. You are always guaranteed to be able to hit 1 card, but in the strongest scenario you can wipeout up to 4 of your opponent’s cards. On a final note, and I guess this goes without saying, but there are only two Level 7 or higher Dark World monsters, which would be Reign-Beaux and Grapha. Let’s be real, you’re not running Reign-Beaux, so obviously Grapha it is. Which is fitting, because they are both Dragonic anyway. Every archetype these days seems to get their own Fusion Spell, so I suppose this card’s competitive viability would be pretty dependent on whether or not a “Dark World Fusion” would be made or not. But maybe I’m wrong, who knows. Well, what are your thoughts on the card? I always enjoy feedback.
  6. Glorious Emperor Penguin WATER Aqua/Effect Link arrows-1 right, 1 bottom left ATK-1900 LINK-2 2 Aqua-Type monsters If an effect is activated that would return monsters your opponent controls to Hand: Draw 1 card.. You can discard 1 card, then target 1 Aqua-Type monster in your Graveyard; Special Summon it in either face-up attack position or face-down Defense Position to a Zone this card points to. You can only use each effect of "Glorious Emperoe Penguin" once per turn.
  7. Rank-Up-Magic Reforging of the Phantom Knights Normal Spell Target 1 DARK Xyz Monster with no Xyz Material you control; Xyz Summon 1 DARK Xyz monster that is 1 Rank higher than that target from your Extra Deck, using that target, any material(s) it has, and this card as Xyz Material. You can banish this card from your GY and target 1 of your other banished "Phantom Knights" cards; attach it to an Xyz monster you control as material. You can only use 1 effect of "Rank-Up-Magic Reforging of the Phantom Knights" per turn, and only once that turn. PK Launch is probably getting the big ban hammer, and I wanted to pay tribute to the most flexible RUM in the game, and what better way to do that than by replacing it with a RUM that is strictly worse, but still accomplishes the basic function of getting Requiem. To make up for the fact that it's a Normal Spell, its banish effect is far and away better, getting your banished PK monsters onto your break sword/Requiem, or funny things like putting used PK traps onto time thief redoer.
  8. Elemental HERO Flaremanlv 4 FIREWarrior/EffectWhen this card is Normal or Special Summoned: add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: you can banish this card from your GY; Target any number of "HERO" Fusion and/or Link monsters from your GY (Min. 1), return all targeted monsters into the Extra Deck, then, draw 1 card. If you returned 3 or more monsters to your Extra Deck with this effect, draw 2 cards instead. You can only activate each effect of "Elemental HERO Flareman" once per turn.ATK/1800 DEF/1200So Flareman is a enhanced Blazeman where its on summon effect allowing you to search ploy from both hand and deck and instead of sending HERO's from deck to grave to gain their attribute and states it instead banishes itself to return HERO Extra Deck monsters back to your Extra Deck where it then allows you to draw 1 or 2 if you returned 3 or more monsters back to the Extra Deck.In HERO's it works more effectively in its search for Polymerization while also having reversed stats in comparison to Blazeman. Also its recycling effect helps with giving HERO's some draw power where banishing itself adds to Elemental HERO the Shinings effect.
  9. This is a field spell I thought of to support the Burning Abyss archetype. Please leave your thoughts below. ? 9 Circles of the Burning Abyss Spell - Field You can only use the 2) and 3) effect of "9 Circles of the Burning Abyss" once per turn. 1) The effect "If you control no Spell/Trap cards: You can Special Summon this card from your hand" of "Burning Abyss" Monsters becomes "If you control a "Burning Abyss" card: You can Special Summon this card from your hand". 2) If you Special Summon an Xyz Monster: You can detach 1 Xyz Material from that Monster; add 1 "Burning Abyss" card from your Deck to your hand, except "9 Circles of the Burning Abyss". 3) During your Main Phase, if you control no Monsters: You can send 1 "Burning Abyss" Monster from your Deck to your GY.
  10. Level Resonator lv 3 DARK Fiend/Tuner/Effect When this card is Normal or Special Summoned: you can Special Summon 1 Level 4 or lower monster from your hand or GY, and if you do, you can increase or decrease this cards Level by 1. You can only activate this effect of "Level Resonator" once per turn. This card can only be used as Synchro material for DARK Dragon Synchro monsters. This card cannot be used as a Link or Xyz material monster. ATK/1000 DEF/1000 So Level Resonator is a Tuner monster that acts like Red Resonator where it can summon a monster from your hand when summoned in addition to this also allowing you to summon a monster from your grave, in addition to this it can also adjust its Level so you can Synchro Summon into Red Rising or Red Dragon Archfiend where through Red Rising's effect it also helps with getting you Abyss on the field. In Red Dragon Archfiend Decks this card helps with setting up your high Level Synchro monsters on the field.
  11. Time Thief Reboot Quick-Play Spell Target 1 face-up card your opponent controls and detach 1 material from an Xyz Monster you control; attach that target to the Xyz Monster as material. If you detached a material from a "Time Thief" Xyz Monster, you can also attach 1 card from the top of the opponent's Deck to it as Xyz Material. You can only activate 1 "Time Thief Reboot" per turn. Time Thieves are a pretty cool concept so I thought I'd just toss a card out to help 'em (and the Xyz mechanic as a whole).
  12. D.D. Synchron DARK * Machine/Tuner/Effect During your Main Phase, while this card is in your GY, you can activate this effect: Return 1 banished non-Tuner monster you own to the GY and banish this card from your GY. When this effect resolves, Special Summon from your Extra Deck 1 Synchro monster whose total Levels equals the combined Levels of this card and the returned monster (this Special Summon is treated as a Synchro Summon). You can only use this effect of "D.D. Synchron" once per turn. 0/500 Just a card that popped into my head.
  13. Rank-Up-Magic Link Force Normal Spell Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if possible, attach 1 Link monster on the field to the Summoned monster as an Xyz Material. Even though I don't play yugioh anymore, this card randomly came to mind while i was lying in bed a few days ago. It might need a better name. edit: Ignore the tags, I don't know how they got there to begin with.
  14. Saw that they were making a room escape based on Yu-Gi-Oh! so was inspired to make this card. Escape the Room! Field Spell When activated: Put 5 Room Counters on this card. Room Counters cannot be removed from this card by other cards or effects. This card is unaffected by other cards or effects while it has a Room Counter. If there are no Room Counters on this card, you win the Duel. The first time you perform any of the following actions after activating this card, remove 1 Room Counter from this card. • Draw 2+ cards with the same effect. • Destroy 2+ cards with the same effect. • Change the battle positions of 2+ monsters with the same effect. • Gain 2000+ LP with the same effect. • Inflict 2000+ damage with the same effect.
  15. 1 “Red-Eyes” Zombie monster + 1 “Archfiend” monster If this card is Fusion Summoned using a Synchro Monster(s) as Fusion Material: You can add 1 "Zombie World" from your Deck or GY to your hand. All monsters your opponent controls lose 100 ATK/DEF for each Zombie monster on the field and in the GYs. Your opponent cannot activate cards or effects during the Battle Phase. If a Zombie monster(s) is destroyed by battle or card effect: You can Special Summon 1 Zombie monster from either GY to your field, and if you do, you can inflict damage to your opponent equal to its original ATK, and if you do that, banish it face-down during the End Phase. You can only use each effect of "Scarred-Eyes Archfiend Darkness Dracolich" once per turn. Version 1 With as many Red-Eyes as there are, I feel that some of them should be streamlined, especially since the main criticism that I hear is that they have no singular strategy. This is meant to be a mix of both Red-Eyes Zombie Necro Dragon and Archfiend Black Skull Dragon, though favoring the former more than the latter.
  16. Blackwing- Zap The Lightning Attribute: Dark Type: Winged-Beast/Tuner/Effect If you control a “blackwing” Synchro monster: You can special summon this card(from your hand), You can only use the following effects of “Blackwing- Zap The Lighting” Once Per Turn. •When this card is used for the synchro summon of a “blackwing” monster: Whenever it destroys an opponent’s monster by battle: you can inflict damage to your opponent equal to half of the destroyed monster’s ATK •You can banish this card from your GY: Target up to 3 of your banished “blackwing” monsters or in the graveyard, shuffle them into the deck, then draw 1 card. purely made for me to try the new forums and from what I learn with PSCT.
  17. Qliphort Defragenius EARTH/Machine/Link/Effect/Rating 3 ATK: 2400 Markers: bottom, bottom-left, bottom-right 2+ Machine monsters, including a "Qli" monster This Link Summoned card is unaffected by Spell/Trap effects and by activated effects from any monster whose original ATK is lower than this card's current ATK. Once per turn (Quick Effect): You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 or more monsters are Special Summoned at the same time to zones this card points to: You can take 1 Machine Pendulum Monster from your Deck, and either Special Summon it, place it in your Pendulum Zone, or add it to your hand. Posted this on YCM a while ago but have made some changes. It's a straightforward upgrade for Qliphort Genius. Admittedly, I made it mainly because I wish the negation effect of Genius was a Quick Effect. Can't say it's a really creative effect, but I tried to give it as much flavor as possible. The changes are making the material requirements more flexible, as it used to require at least 1 Qliphort Link monster, also I changed the protection, and made the search of the last effect more flexible. Trivia, flavor & stuff: - The name makes a reference to defragmentation. Also it hints at Genius compacting, or "defragmenting", itself by finding a body. - It has the same ATK as the Level6 Qliphorts. Thoughts?
  18. Volcanic Flare Dragon FIRE Link: L, DL, U, DR, R Pyro/Link/Effect 3+ FIRE Effect Monsters Must be Link Summoned. When a FIRE monster is summoned to a zone this card points to: destroy 1 card on your opponents side of the field. When this card destroys a monster by battle: inflict damage equal to the destroyed monsters ATK. If this card would be destroyed by battle or by effect: you can tribute 1 FIRE monster you control in a zone this card points to instead. ATK/3500 LINK-5 So Volcanic Flare Dragon acts as a Link 5 FIRE monster whose designed around the very attribute itself with power, destruction and burn while also being able to protect itself by tributing a FIRE monster it points to. In FIRE Decks this card would act as a ideal boss monster for them and would fit best in Salamangreats as they focus around multiple Link Summoning.
  19. Xceed Slayer lv 6 LIGHT Fairy/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner monster Increase this cards ATK and DEF equal to the combined Link Rating of Link monsters that point to this card x 200. Once per turn (Quick Effect): you can target 1 Xyz monster on the field, remove all Xyz Materials attached to the targeted card. Your opponent cannot activate cards or effects in response to this effect. When this card leaves the field: Special Summon 1 Tuner monster from your GY in Defence Position. ATK/2300 DEF/1900 So Xceed Slayer is a anti Xyz Synchro Monster that can be utilized to shut down your opponents xyz monsters by removing all materials from them, in addition to make it viable outside of dealing with Xyz's this card also gains ATK and DEF if its in the zone link monsters point to and summoning a Tuner monster from your grave either as an additional wall or if it were to have survived that battle phase be used for another Synchro Monster. Ideally this can be an effective counter against cards like Utopia the Lighting and the Galaxy Eyes Xyz's by removing materials to stop them from using their effects.
  20. Just in case if YCM goes down and I forget to post this. Hallo who carries hope on its white wings! Set forth your magical blades with unyielding light! Xyz Summon! Appear! Magical Swordsman who cuts through crossovers! Hallohallope Magician! Hallohallope Magician DARK Rank 3 Once per turn: You can roll a six-sided die and apply this effect, then destroy this card. Once applied, the Levels of all monsters you currently control become the same as the result +1, until the end of this turn. <--Pendulum Scale 2--> [Spellcaster/Xyz/Pendulum/Effect] 2 Level 3 monsters You can detach 1 material from this card; Add 1 Level 3 DARK monster from your Deck to your hand, then you can place this face-up card in your Pendulum Zone. You can only use this effect of "Hallohallope Magician" once per turn. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hallo" Pendulum Monster from your Deck or Pendulum Zone. 1800/1600 -------------------------------------- Original
  21. Monsters in this card’s column cannot target or be targeted by the attacks or effects of monsters, except for monsters in this card’s column. If a player controls no monsters in this card’s column, that player’s opponent’s monsters in this card’s column can attack directly. Monster’s in this card’s column do not prevent direct attacks, except from monsters in the same column as it. Once per turn, if there are no monsters in this card’s column, you may move this card to another of your empty Spell/Trap zones. Meant to "isolate" a column into a single battleground separate from the rest. Thoughts?
  22. So as a start to being on NEO YCM I thought I bring my updated Kingdom Neos card on here with its effect updated. This card being a Fusion that can be easily summoned off with Neos Fusion in HERO's makes it a great addition to any HERO Deck as it allows you to mill off a Shadow Mist with Neos from the deck to summon this and get a search of Shadow Mist. In addition this card will gain ATK and DEF for each additional HERO you control excluding itself or any copies of itself where this with another HERO can make it a 3000 ATK beatstick. In addition to this Kingdom Neos is both a offensive and defensive monster where it has protection from monster effects and also can grant itself plus any other HERO monster you control protection from Spells and Traps during the battle phase as to fit in with their play style of beat down. An ideal play with this card is to have both this and Dread Decimator on the field to both give Dread Decimator protection from Spells and Traps during the battle phase while Dread Decimator grants this card ATK through its effect while Kingdom Neos gains 500 through its own with Dread Decimator on the field.
  23. Angelic Hero Zera LIGHT **** Fairy/Effect You can target 1 monster your opponent controls; banish this card and that target. If you control "The Sanctuary in the Sky": You can activate this effect as a Quick Effect. You can only activate this effect of "Angelic Hero Zera" once per turn. 1600/1600 In honor of a new website, I thought I'd retrain a classic monster with a simple but powerful removal effect.
  24. 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.
  25. Thief Dragon EARTH Level 3 [Dragon/Effect] 1200/700 This card cannot be destroyed by battle with monsters with 1800 or more ATK. If it battles a monster, after damage calculation: You can target 1 Spell/Trap your opponent controls; add the target to your hand. You can only use this effect of "Thief Dragon" once per turn. - - - - It's like a combination of Baby Dragon and Graverobber. Except it steals from the opponent's field rather than their GY. If either this monster or the S/T are removed from the equation, the effect dies off, but considering it's a damage calculation effect, that's probably not a big concern. Can steal scales and whatnot and has a little bit of a safety net against battle.
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