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Found 62 results

  1. Coordinate Striker WIND ✪✪✪ (Rank 3) [Cyberse/Xyz/Effect] ATK/ 2400 DEF/ 1500 3 Level 3 monsters You can also Xyz Summon this card by using a Link-3 or higher Cyberse monster you control as material, and if you do, excavate a number of cards equal to the Link Rating of the monster used as material, attach up to 2 excavated cards to this card, also place the other cards on the bottom of your Deck in any order. You can only Special Summon "Coordinate Striker" this way once per turn. Once per turn (Quick Effect): You can detach 1 material from this card; move this card to 1 of your Main Monster Zones, and if you do, destroy all other cards in this card's column. Concept:
  2. Advance Heraldry Escutcheon [Equip Spell] Equip only to a "Heraldic Beast" monster or an Xyz Monster. When the equipped monster would be destroyed, you can detach 1 Xyz Material from it or send this card to the GY instead. You can 1 of these effects of "Advance Heraldy Escutcheon" per turn and only once that turn. If this card is sent to the GY: You can take 1 "Heraldic Beast" from your Deck and either add it to your hand or send it to the GY. You can banish this card from the GY and target 1 face-up Xyz Monster you control; Special Summon 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as Xyz Material (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned Monster.) Support To: Concept and Flavor Notes:
  3. Incrementor EARTH ✪ (Level 1) [Cyberse/Effect] ATK/ 500 DEF/ 500 You can pay LP in multiples of 500 (max. 5500); Special Summon this card from your hand, and if you do, this card gains 1 Level for every 500 LP you paid and 500 ATK for every 1000 LP you paid. You can only use this effect of "Incrementor" once per turn. Concept and Wordplay: Tips:
  4. Banking Jar DARK ✪✪✪ (Level 3) [Rock/Flip/Effect] ATK/ 300 DEF/ 500 FLIP: Toss a coin 4 times, and apply these effects based on the results. *For each Heads: Draw 1 card. *For each Tails: Your opponent draws 1 card. In Relation To:
  5. Time Thief Rift [Field Spell] "Time Thief" monsters you control gain 300 ATK. While you have a "Time Thief" monster banished by your own card effect, any battle damage you take is halved. You can banish 1 card from your hand until your next Standby Phase, and if you do, Special Summon 1 "Time Thief" Spell/Trap Card from your hand or GY as a Normal Monster (Machine/DARK/Level 4/ATK 0/ DEF 0), also you cannot Special Summon monsters for the rest of this turn, except "Time Thief" monsters. You can only use this effect of "Time Thief Rift" once per turn. Support To:
  6. Bog Frog WATER ✪✪ (Level 2) [Aqua/Effect] ATK/ 1400 DEF/ 800 (Quick Effect): You can send this card from your hand or your the field to the GY; take 1 "Wetlands" from your Deck, and either activate it or add it to your hand. While this card is banished, Aqua monsters you control gain 300 ATK and DEF. Support To: Referenced Field Spell (Wetlands):
  7. Dark Ultimatum [Counter Trap] When your opponent activates a Spell/Trap, or monster effect is activated: They can have you draw 3 cards, otherwise negate the activation, and if you do, destroy that card
  8. Running of the Bulls [Normal Trap] Look at your opponent's hand, then they Special Summon as many monsters from their hand as possible, ignoring their Summoning conditions. Concept:
  9. All for One [Normal Spell] Discard your entire hand; Special Summon 1 monster from your Deck whose Level is equal to number of cards you discarded.
  10. Within One's Element [Equip Spell] Equip only to a DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF. Activate this card by declaring 2 Attributes; the equipped monster is treated as them. It gains 1000 ATK. If the equipped monster destroys a monster by battle: You can Special Summon 1 DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF from your hand or Deck. Support To: Design Notes:
  11. Chef's Choice [Normal Trap] When a card or effect activates: You can have the activated effect become 1 of these effects. Your opponent destroys 1 card they control. Your opponent discards 1 card. Your opponent banishes 2 cards from their GY. Your opponent returns 2 cards they control to the hand. You draw 1 card.
  12. Shuffllin' Fleas DARK ✪ (Level 1) [Insect/Effect] ATK/200 DEF/ 100 Cannot be used as Link Material. Each time a player(s) shuffles their Deck, switch control of this card. Once per turn, during the End Phase: The controller shuffles 1 card from their hand or side of the field into the Deck, except a "Shufflin' Fleas" they control. Concept: Mechanic Explanation:
  13. Volcanic Homingshot FIRE ✪✪✪ (Level 3) [Pyro/Effect] ATK/ 500 DEF/1800 While you control a "Blaze Accelerator" card (Quick Effect): You can banish this card from your hand or GY and target 1 face-up card your opponent controls; destroy the target, and if you do, inflict 500 damage to your opponent. You can only use this effect of "Volcanic Homingshot" once per turn. Support To: Concept:
  14. Bonfire Fuel [Normal Spell] You can discard up to 2 FIRE monsters with 200 DEF; draw a number of cards equal to the number of cards you discarded +1. You can only activate 1 "Bonfire Fuel" once per turn. Inspiration From:
  15. Torch Racer FIRE ✪ (Level 1) [Pyro/Effect/Tuner] ATK/500 DEF/200 You can Tribute this card; Special Summon 1 FIRE monster with 200 DEF from your Deck, except "Torch Racer". You can only use this effect of "Torch Racer" once per turn. While this card is in the GY, FIRE monsters you control gain 100 ATK. Concept: Design Notes:
  16. Chop, DICE, Mince! [Normal Spell] Destroy 1 monster you control then roll a six-sided die, Special Summon a number of "Mince Meat Tokens" (Zombie/ DARK / Level 1 / ATK ?/ DEF 0) (When Summoned, their ATK become equal to half the original ATK of the destroyed monster.) , equal to the result, anywhere on the field. These Tokens cannot be used as Link Material for a Link Summon. You can only activate 1 "Chop, DICE, Mince!" per turn. Concept
  17. Reconfigurator LIGHT ✪✪✪(Level 3) [Cyberse/Effect] ATK/ 1000 DEF/ 1000 During damage calculation, if a Cyberse monster battles a monster (Quick Effect): You can send this card from your hand to the GY; all face-up monsters switch their current ATK and DEF.
  18. Trickstar Peony LIGHT ✪ (Level 1) [Fairy/Effect] ATK/ 500 DEF/ 800 You can Normal Summon 1 "Trickstar" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.) If this card is Summoned: You can look at your opponent's hand, and choose 1 Spell/Trap Card in their hand, your opponent Sets it (if any), and if they do, that card cannot be activated until end of this turn. You can only use this effect of "Trickstar Peony" once per turn. Each time your opponent Sets a card, inflict 200 damage to them. Support To: Flavor Notes and Design Notes:
  19. Reptilious Vivarium [Field Spell] Reptile monsters you control gain 100 ATK and DEF for each Reptile monster in your GY. You can activate 1 of these effects of "Reptilious Vivarium" per turn, and only once that turn. Send 1 Reptile monster from your Deck to the GY. Target 1 Reptile monster in your GY; banish this card that is either face-up in your Field Zone or in your GY, and if you do, Special Summon the target.
  20. Voltic Charge Plant [Field Spell] When this card is activated: Place a number of Charge Counters on this card equal to the number of Thunder monsters on the field. Each time a Thunder monster(s) is Summoned, place 1 Charge Counter on this card. Thunder monsters gain 200 ATK for each Charge Counter on this card. Once per turn: You can remove 1 Charge Counter on this card; activate 1 of these effects. Draw 1 card. Destroy 1 card on the field.
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