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Found 219 results

  1. Spirit of the Master Guard DARK / Level 1 / Spellcaster / Effect While either this card is face-up on the field or in your GY; "Exodia" and "Exodius" Monster(s) on the field cannot be Targeted or be Destroyed by Card Effects. also you can Tribute Summon "Exodia" monster by tributing Spellcaster Monster(s) in your hand. You can Discard this card: Add 1 Spell/Trap card that List "Exodia the Forbidden One" or "Forbidden One" in its card Text from your Deck to your hand. Also, this card name in your GY becomes "Exodia the Forbidden One" ATK 1300 / DEF 1200 Search Contract for Necross while providing the head piece for the requirement and giving it sturdier immunity (including from Necross's Kamikaze if you miss a part) while Exodius needs some extra step to actually providing Normal Monster at least it also gain immunity. And finally that utter terrible new Master of the Guards can actually playable by lessen the tribute summon burden
  2. Storm Dragoner lv 4 WIND Dragon/Effect While you control no monsters: you can Special Summon this card from your hand. You can only Special Summon "Storm Dragoner" this way once per turn. When this card is Normal or Special Summoned: add 1 "Strong Wind Dragon" from your Deck or GY to your hand. You can only activate this effect of "Storm Dragoner" once per turn. Cannot attack directly. ATK/2000 DEF/400 So I came across an old 5D's card thats on Duel Links through the Jack Atlus event where this card seems to be quite powerful for its effects I made this card to work as a sort of mini form that builds up to Strong Wind Dragon where it can summon itself if you control no monsters, add a Strong Wind to your hand and then allows you to then use your Normal Summon to tribute into Strong Wind Dragon with 3400 ATK. Through this card having 2000 ATK for a Level 4 that can search I balanced this by making it so it cannot attack directly. In Dragon Decks this card can be effective in setting up a big monster or act as Link Material for a Dragon Link Monster.
  3. Format Editor DARK 5* Cyberse/Effect You can Special Summon this card from your hand to a Zone a Link monster points to. If this card is Special Summoned to a Zone a Link monster(s) point to: You can target 1 monster on the field whose ATK is less than or equal to the total ATK of all Link monsters that are pointing to this card; return that target to the hand. You can only use this effect of "Format Editor" once per turn. 2200/1200 Just a straightforward card that I made to fill a particular niche.
  4. Card Cannibal lv 4 DARK Fiend/Effect Once per turn: you can tribute 1 monster you control or from your hand; increase this cards ATK equal to the tribute monsters ATK until your opponents End Phase. You can only control 1 "Card Cannibal". ATK/1000 DEF/2000 So Card Cannibal is a simple card that grants you a small yet simple boss monster that eats other monsters to gain a massive ATK boost where it lasts until your opponents end phase. In addition I balanced this massive ATK boost with the face that you can only control 1 Card Cannibal at a time. In DARK Decks this card can be handy for both fodder with DARK related cards like Dark Allure and can tribute monsters and send them to the grave from both field and hand to activate those monsters effects from the grave.
  5. So Red Rising acts as a expansion to Arc-V Jack Atlus's red deck making it a viable archetype which focus on Synchro summoning and works with Red Rising Dragon which will be released in Savage Strike for the TCG. The Theme itself is a mix of main deck FIRE Fiends with Dark Dragon Synchro Monsters while help to ladder up into your bigger synchro monsters where the main deck monsters are very flexible in doing this. Finally they also have a Spell akin to Neos Fusion that allows them to Synchro Summon using monsters from the deck as long as they are Red Rising monsters. Red Rising Star lv 1 FIRE Fiend/Effect When this card is Normal or Special Summoned: add 1 "Red Rising" monster from your deck to your hand. You can only activate this effect of "Red Rising Star" once per turn. While you control a "Red Rising" monster: you can Special Summon this card from your GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except "Red Rising" monsters. You can only Special Summon "Red Rising Star" this way once per turn. If you use this card you control for a Synchro Summon, you can treat it as a Tuner monster. ATK/0 DEF/0 Red Rising Resonator lv 2 FIRE Fiend/Tuner/Effect When this card is Normal Summoned: you can Special Summon 1 Level 6 or lower "Red Rising" monster from your hand or GY. When this card is used as Synchro Material for a DARK Dragon Synchro monster: you can add this card from your GY to your hand. You can only activate this effect of "Red Rising Resonator" once per turn. ATK/600 DEF/200 Red Rising Archfiend lv 3 FIRE Fiend/Effect While you control only "Red Rising" monsters: you can Special Summon this card from your hand. You can only Special Summon "Red Rising Archfiend" this way once per turn. If you use this card you control for a Synchro Summon, you can treat it as a Tuner monster. ATK/1300 DEF/500 Red Rising Runner lv 4 FIRE Fiend/Effect When this card is Normal Summoned: add 1 "Resonator" Tuner monster from your deck to your hand. You can Normal Summon 1 "Red Rising" or "Resonator" monster in addition to your Normal Summon/Set (you only gain this effect once per turn.) ATK/1600 DEF/1000 Red Rising Retaliator lv 5 FIRE Fiend/Effect While you control no monsters: you can Special Summon this card from your hand. When your opponent monster attacks while you control a "Red Rising" Synchro monster: you can banish this card from your GY; negate that attack and destroy that monster. ATK/1800 DEF/1500 Red Rising Wyvern lv 5 DARK Dragon/Synchro/Effect 1 "Red Rising" Tuner monster + 1+ non-Tuner monsters When this card is Synchro Summoned: Special Summon 1 Level 3 or lower "Red Rising" monster from your GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except "Red Rising" monsters. When this card is used as Synchro Material for a "Red Rising" Synchro monster: draw 1 card. You can only activate each effect of "Red Rising Wyvern" once per turn. ATK/2000 DEF/1500 Red Rising Slash Dragon lv 7 DARK Dragon/Synchro/Effect 1 "Red Rising" Tuner monster + 1+ "Red Rising" non-Tuner monsters When this card attacks, your opponent cannot activate cards or effects until after damage calculation. When this Synchro Summoned card destroys a monster by battle: inflict damage to your opponent equal to the destroyed monsters ATK. When this card is used as Synchro Material for a "Red Rising" Synchro monster: target 1 monster your opponent controls, destroy the targeted card. ATK/2500 DEF/2000 Red Rising Red Dragon Archfiend lv 8 DARK Dragon/Synchro/Effect 1 Tuner monster + 1+ non-Tuner monster While on the field or in your GY, this card is treated as "Red Dragon Archfiend". During your Main Phase: you can destroy all monsters in the Main Monster Zones, then, increase this cards ATK by 500 for each monster destroyed by this effect until your opponents End Phase. During the turn you activated this effect, this card cannot attack your opponent directly. You can only activate this effect of "Red Rising Red Dragon Archfiend" once per turn. ATK/3000 DEF/2500 Red Rising Nova Dragon lv 12 DARK Dragon/Synchro/Effect 2 Tuner monsters + 1 DARK Dragon Synchro monster This card gains 500 ATK for each "Red Rising" monster in your GY. Cannot be targeted or destroyed by your opponents card effects. If this card was Synchro Summoned using a "Red Rising" or "Red Dragon Archfiend" monster as Synchro material: it gains the following effect. * Once per turn (Quick Effect): you can banish 1 "Red Rising" monster from your GY; target 1 face-up card your opponent controls, negate the targeted cards effects. ATK/3500 DEF/3000 Red Rising Synchro Spell Card Synchro Summon 1 "Red Rising" or "Red Dragon Archfiend" Synchro monster from your Extra Deck using "Red Rising" and/or "Resonator" monsters you control and from your deck as Synchro Materials. During the turn you activated this card, you cannot summon monsters from your Extra Deck except DARK Dragon Synchro monsters. You can only activate "Red Rising Synchro" once per turn.
  6. Xtra HERO Winning Wingman LIGHT Link: DL, DR Warrior/Link/Effect 2 "HERO" monsters with different Attributes Cannot be used as Link Material for a Link Summon except for a Link 3 or higher "Xtra HERO" monster. When this card is Link Summoned: add 1 "Polymerization", "Fusion" Spell card or "HERO" monster from your deck to your hand. During the turn you activate this effect, you cannot summon monsters except "HERO" monsters. When a "HERO" monster is summoned from your Extra Deck to a zone this card points to: inflict damage to your opponent equal to half the summoned monsters original ATK. You can only activate each effect of "Xtra HERO Winning Wingman" once per turn. ATK/2100 LINK-2 So Winning Wingman is a Xtra HERO based of Flame Wingman where first it can search any Fusion Spell or any HERO from your deck to your hand while locking you into HERO's that turn when its summoned. Then when a HERO monster is summoned to a zone it points to it deals damage equal to half its original ATK. In addition its also balanced by having it not being able to be used as Link Material to summon a copy of itself and only for Link 3 or higher HERO monsters Ideally in Elemental HERO Decks this card can effectively help set up Fusion Plays or grab an Honest Neos for both offensive and defensive needs while also dishing out damage when you summon a HERO Fusion to a zone it points to.
  7. 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).
  8. DARK | Rank 8 | Dragon | Xyz | Effect 2 level 8 DARK monsters You can also Xyz Summon this card by using a Dragon-Type "Evilswarm" Xyz Monster you control as the Xyz Material, other than "Evilswarm Terminus Dragon". (Xyz Materials attached to that monster also become Xyz Materials on this card). This card can't be destroyed by battle by monsters with a zero in the decimal position of their ATK or DEF . Once per turn: You can detach 1 material from this card; change all monsters with a zero in the decimal position of their ATK or DEF to defence position, then, until the end of this turn, all monsters you control deal Piercing Damage while attacking a defence position monster. I made this one because I felt like that Evilswarms didn't have a real boss monster liike other DT archetypes, that have one big guy that commands their tribe/army. Also this is technically the polar opposite of Ptolemy M7 (being this the one ruler behind the Lswarm and M7 the sum of all constellars).
  9. 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.
  10. Time Thief Chronicle Spell Card Target 1 "Time Thief" Xyz Monster you control; excavate the top 3 cards from each players decks, then, attach 1 of the excavated cards from each players deck to the targeted monster as Xyz Material and return the rest to the top of each players deck in any order. During either players turn: you can banish this card from your GY; Special Summon 1 "Time Thief" Xyz monster from your Extra Deck, then, attach 2 "Time Thief" cards from your GY to this card Xyz Material (this Special Summon is treated as a Xyz Summon.) You can only activate 1 "Time Thief Chronicle" effect per turn and only once that turn. So Time Thief Chronicle is a Spell Card that can fix the top cards of each deck attaching 2 (or more in a tag duel) to your Time Thief monster and setting the other cards to the top of each deck in any order making so you can draw the card you need next turn. In addition you can also banish this card to Xyz Summon a "Time Thief" monster during either players turn while attach 2 Time Thief cards from your GY to it as Xyz Material. In Time Thief it will give them a big boost granting your Xyz Monster 2+ material while enhancing both yours and sabotaging your opponents next draws.
  11. Here's an interesting little Continuous Trap that is able to negate end the Battle Phase in two different ways. So, when your opponent targets a monster you control for an attack, you get to either an effect that negates the attack and ends the Battle Phase and makes your opponent draw a card, or power up your monster, but your opponent can then choose to negate the attack and end the Battle Phase, making the choice of them ramming into a monster, but getting to keep attacking afterwards or to stop the Battle Phase, leaving your monsters powered up and protected, so this card really plays with both players.
  12. So I found an old YGO pro script file called "project starnight" on my PC. I couldn't remember what I was trying to do with it, but I knew it had to refer to the OC I'd created (shown above) and his unique way of casting spells in a MOBA game that I'd programmed him into. After some experimentation I figured out that the script was for a new mechanic of applying effects during a chain. I fixed up a few bugs it had and finally I decided to add this card to the two astronomy themed archetypes that I could think of. Below is the current result of Project Starnight: Before you ask: No I'm not ripping off "Project Shadow" from Sonic Adventure 2's lore. I sometimes call my scripting challenges "Project" followed by a word to represent them, like this one for example https://forum.yugiohcardmaker.net/topic/367296-turquoise-mage-archtype-once-an-effect-has-been-activated-i-can-use-it-once-more/?hl=turquoise Starnight the Hedgehog Level 4 LIGHT Beast-Warrior/Effect 1800/1400 If you control a "Galaxy", "Constelllar", or "tellarknight" monster, you can special summon this car (from your hand). Once per turn: you can target 1 "Galaxy", "Constellar", or tellarknight" monster you control; this card's level becomes equal to that monnster's. While this card is face-up or in your GY, before resolving an effect in a chain, you can banish 1 "Galaxy", "Constellar" or Tellarknight" card from your hand or GY and if you do, choose 1 monster in your hand deck or GY that can be normal summoned, if its in the GY banish it otherwise send it to the GY also apply 1 of that monster's ignition or quick effects that can be activated from the same location as this card's as this card's effect including costs and conditions. You can only use this effect of "Starnight the Hedgehog" once per turn. An xyz monster that has this card as an xyz material also gains these effects. Here are some notes and examples on how this effect works:
  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. Seeker of Darkness lv 8 DARK Fiend/Effect While you control 2 or more DARK Fiend monsters, you can Special Summon this card from your hand. During your Main Phase: you can banish 1 DARK Fiend monster from your GY; target 1 monster your opponent controls, banish the targeted card. You can only activate this effect of "Seeker of Darkness" once per turn. You can only control 1 "Seeker of Darkness". ATK/2700 DEF/1300 So Seeker of Darkness is DARK Fiend monster thats design is based around Guardian of Order where it could be summoned off 2 Light monsters where this can be summoned while you control 2 DARK Fiend monsters. In addition this card can also banish DARK Fiend monsters from your grave in order to banish monsters your opponent controls. In Decks like Archfiend or D/D/D which mainly focus around DARK Fiend monsters you can utilize this card for its effect, as link material or as Rank 8 Xyz Material.
  15. Ninjitsu Art of Stealth Quick-Play Spell Target 1 "Ninja" monster you control; Until the End Phase, Your opponent cannot target it for attacks, but it does not prevent your opponent from attacking you directly also negate any opponent's card or effect that targets that target. Also, until the End Phase, it can attack your opponent directly and each time it inflicts battle damage to your opponent: your opponent shuffles 1 random card from their hand into the deck. The negating targeting effects has the same rulings as the trap negating effect of http://yugioh.wikia.com/wiki/Tyrant_Dragon The idea behind this card is that a Ninja could suddenly disappear, then slip behind enemy lines undetected and disrupt their plans. The "Until the End Phase, Your opponent cannot target it for attacks, but it does not prevent your opponent from attacking you directly." is added for flavor.
  16. "Destiny HERO - Plasma" + 1 DARK "HERO" monster Must be Fusion Summoned. This card is unaffected by your opponents monster effects. During your Main Phase: you can discard 1 "Destiny HERO" monster from your hand; inflict damage to your opponent equal to the original ATK of the discard card. During the turn you activated this effect, monsters you control except this card cannot attack during the Battle Phase this turn. You can only activate this effect of "Destiny HERO - Chaos Plasma" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. So Destiny HERO - Chaos Plasma is a powerful Fusion made with OG Plasma and a DARK HERO monster where it becomes a 3000 ATK beatstick that can't be hit by monster effects and can dish out some major damage with both its attack and effect where with its effects it can discard a Destiny HERO to deal damage equal to its ATK where if you use this effect only this card can attack during the battle phase this turn but is also backed up with being able to deal piercing damage as well. In Destiny HERO's this card can be a effective boss monster that can take on a major offensive, dishing out some major damage where with the new Fusion Destiny card it can make bringing this out much easier.
  17. Elemental HERO Rescueman lv 5 LIGHT Warrior/Fusion/Effect 1 "Elemental HERO" monster + 1 "HERO" monster Must be Fusion Summoned. When this card is Fusion Summoned: Special Summon 1 Level 4 or lower "HERO" monster from your hand or GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except "HERO" monsters. When this card is sent from the field to the GY: target 1 "HERO" monster you control, increase your LP equal to the targeted monsters ATK. You can only activate each effect of "Elemental HERO Rescueman" once per turn. ATK/1600 DEF/1800 So Elemental HERO Rescueman is a HERO Fusion that also a Instant Fusion target purposed with setting up your HERO Link monster as when you summon this through Instant Fusion it lets you summon a HERO from your hand or graveyard to the field to get you 2 monsters to link summon a Link and then when it does leave the field, it then gives you life equal to the ATK of a HERO monster you control. Combo wise Rescueman as mentioned can be summoned of Instant Fusion where you can effectively go with getting 2 HEROs on the field first to make Wonder Driver, then, Instant Fusion into this to bring back one of your HERO monsters from the grave and finally go make Dread Decimator with Wonder Driver and this where this card if you target Dread Decimator (while their are 3 HERO monsters with different names in the grave) lets you gain 2800 Life points.
  18. Stardust Gunner Rank 4 WIND Dragon/Xyz/Effect 2 Level 4 Monsters While on the field or in your GY, this card is treated as "Stardust Dragon". (Quick Effect): you can detach 1 Xyz Material from this card; apply one of the following effects. * Target 1 face-down Spell/Trap card your opponent controls, destroy the targeted card. * Target 1 face-up card your opponent controls that has a effect that would destroy a card(s) on the field, negate the targeted cards effects until the End Phase this turn. You can only activate this effect of "Stardust Gunner" once per turn. You can use this card as Synchro Material for a Synchro Summon where this card is treated as a Level 8 monster. ATK/2000 DEF/2500 So Stardust Gunner is a unique Xyz Monster that acts as Stardust Dragon while on the field but instead can detach a material to destroy a Spell/Trap card or negate the effects of a card that has a destruction based effect for the turn. Lastly it has the ability as a Xyz monster to be used as Synchro Material where it is treated as a Level 8 monster for that Synchro Summon. Ideally in Synchro Decks this card gives you techs with Debris Dragon to bring back a Level 4 monster with 500 or less ATK to Xyz Summon into this where this can then destroy backrow and protect you from destruction effects, then, if possible you can use this with a Formula Synchro to Synchro Summon into a Shooting Star Dragon.
  19. Bahamut Stardust Dragon lv 10 WIND Dragon/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner Dragon Synchro Monster During each of your End Phases: place 1 Cosmic Mega Flare Counter on this card. When this card destroys a monster by battle while it has 2 or more Cosmic Mega Flare Counters on it: inflict damage to your opponent equal to the destroyed monsters ATK. (Quick Effect) When your opponent activates a card or effect that would target or destroy cards on the field: you can tribute this card; negate the activation of that card and destroy it, then, inflict damage equal to the number of Cosmic Mega Flare Counters that were on this card before it was tributed x 1000. Your opponent cannot activate cards or effects in response to the activation of this effect. During the End Phase, if this effect was activated (and was not negated): you can Special Summon this card from your GY. ATK/3000 DEF/2500 So Bahamut Stardust Dragon is a Synchro evolution of Stardust similer to Clearwing going into Crystalwing where this card needs a Dragon Synchro Monster instead of any Synchro Monster. The focus of this card is based on its Cosmic Mega Flare Counters which it gains during each of your End Phases it gains a counter where if it has 2 or more it gains the ability to deal Flame Wingman damage and like the original Stardust it can tribute itself to negate targeting a destruction effects where in addition to this it also deals damage to your opponent for every counter that was on this card before it was tributed. In Synchro Decks that focus on Dragon Synchro Monsters this card can be ideal to evolve a Level 7 or 8 Dragon Synchro Monster into using a Level 2 or 3 Tuner monster where the you will get your first counter on this when you end your turn.
  20. Been a while since I have made a Pendulum Synchro, so here's a Level 9 monster that is based around Attributes! Its material requirements require different Attribute non-Tuners, but don't get discouraged by that, since you want as many different Attributes as you can to boost this card with new effects! As it's LIGHT already, you get the effect that makes you able to put it in a Pendulum Zone if it would be destroyed, and if it's DARK, you can destroy a card your opponent controls, if it's FIRE or WATER you get to boost its ATK, if it's EARTH or WIND it cannot be targeted by card effects or Tributed. In the Pendulum Zone, you get to send 2 or more Pendulum Monsters from your Extra Deck to the GY to Special Summon it again and gain those Attributes, so it never really dies!
  21. ZERO Linkuriboh LIGHT Link: D Cyberse/Link/Effect 1 Level 4 or lower Normal Summoned monster Must be Link Summoned. Cannot be used as Material for a Link Summon. While theirs a monster in a zone this card points to, this card cannot be targeted for attacks. When your opponents monster attack: you can tribute this card; negate that monsters attack, then, increase your LP equal to that monsters ATK. (Quick Effect) When you would be dealt damage by battle or by a card effect: you can banish this card from your GY; increase your LP equal to the damage you would of taken instead. You can only activate each effect of "ZERO Linkuriboh" once per turn. ATK/0 LINK-1 So ZERO Linkuriboh is a Link 1 with some what generic summoning requirement of a Normal Summoned Level 4 or lower monster where it must be Link Summoned and cannot be used as Link material itself. The card itself acts as a Draining Sheild on legs that provides a Link Marker downwards to give you a Main Zone to summon a monster from your Extra Deck to, then, if your opponent trys to push for game by dealing a massive amount of damage this card can also banish itself from the grave to make it so that damage instead further increases your LPs. Ideally this card could be seen as handy defensive staple Extra Deck card when used effectively as its LP gain is aimed towards protecting the player and their monsters.
  22. Elemental HERO Blaster Bubbleman lv 4 WATER Warrior/Effect While you control no monsters or only "HERO" monsters, you can Special Summon this card from your hand. You can only Special Summon "Elemental HERO Blaster Bubbleman" this way once per turn. If this card would be destroyed by battle or by card effect: you can have this card lose exactly 800 ATK instead. If this card is used as Material to summon a "HERO" monster from your Extra Deck: draw 1 card. You can only activate this effect of "Elemental HERO Blaster Bubbleman" once per turn. ATK/1600 DEF/1200 So Blaster Bubbleman is a retrain of the original Bubbleman which acts as if it has Bubble Blaster already equipped to it. It also has its abilitys from the original Bubbleman enhanced to you can Special Summon it from the hand if you control no monsters or only HERO monsters and if used as Material for a HERO monster, this card lets you draw a card. Finally this card as mentioned act as if it was equipped with bubble blaster means it has a persudo protection effect similer to Shield Wing but limited to the amount of ATK this card has left instead of it being continuous each turn. Ideally in HERO's this card would be excellent for both offensive set ups as well as defence with its durability.
  23. I made a Code Talker Deck with some of the somewhat recent support it had gotten, and I felt like I was missing another EARTH monster, as well as something I could use in the GY and that banished easily for Balancer Lord, and I wanted something that could get monsters out without having to Normal Summon them as much, so here's a card with below 1200 ATK for Code Generator, Level 2 and EARTH that does all of that.
  24. 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.
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