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Found 219 results

  1. Target 1 Ritual Spell Card, and 1 Monster that was used for a Ritual Summon, in your Graveyard; add them to your hand. Its a simple counterpart to fusion recovery. I doubt this card will break anything, but I wanted to double check before I script it for YGO pro.
  2. 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.
  3. Gimmick Puppet - Ancient Antoinette DARK Link: DR Machine/Link/Effect 1 "Gimmick Puppet" Monster, except Link Monsters When this card is Link Summoned: you can target 1 monster in your opponents GY; Special Summon the targeted monster to a zone this card points and its treated as a Level 8 Machine "Gimmick Puppet" monster but its effects are negated and its ATK and DEF become 0. During your Main Phase: you can Banish this card; Special Summon 1 "Gimmick Puppet" monster from your hand, then, if the summoned monster is Level 4 or lower: the summoned monsters Level becomes 8. During the turn you activate either of this cards effects, you cannot Special Summon monsters from your Extra Deck except Machine Monsters. You can only activate each effect of "Gimmick Puppet - Ancient Antoinette" once per turn. ATK/0 LINK-1 So Ancient Antoinette is a Link 1 Gimmick Puppet that sets up your Xyz monsters by getting a monster from your opponents grave and setting it up as a Level 8 Machine monster thats treated as a Gimmick Puppet and then you can banish it to summon a Gimmick Puppet from your hand where its Level becomes 8 if you summon a Level 4 or lower Gimmick Puppet from your hand where with both of these effects it locks you into summoning only Machine Extra Deck Monsters. Ideally this can be set up for Giant Grinder and Strings for Rank 8 Xyz monsters or with 2 machine monsters on the field make a Link 2 monster like Genius.
  4. 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.
  5. Assault Mode recently got some support, so I figured I would make a little Synchro Tuner for them, though you can also use this elsewhere for its last effect as well. So, when Synchro Summoned, you get to Special Summon any monster that mentions Assault Mode Activate from your hand, but additionally, if you control an Assault Mode monster, you get to Summon that monster from the Deck instead, making it both useful early game as well as later game. As a Synchro Tuner, the last effect becomes very useful, as it is able to Special Summon itself when used as Synchro Material for a Level 8 or higher monster, though it locks down the Extra Deck for Synchros only, but that shouldn't be a problem in a Assault Mode focused Deck anyway, or most Decks that like to Synchro Summon a lot in general.
  6. WATER Level 2 [ Aqua / Gemini / Effect ] 800/1000 This card is treated as a Normal Monster while face-up on the field or in the GY. While it is a Normal Monster on the field, you can Normal Summon it to have it gain this Effect. ●This card becomes a Level 7 LIGHT Warrior with 2500 ATK and 2000 DEF. Negate the effect of all Special Summoned monsters on the field that have not battled this card as an Effect Monster, and they cannot activate their effects. This card cannot be targeted or destroyed by your opponent's Spell or Trap effects. - - - - - Let's go ahead and try to support one of the things I find more annoying: Floodgates xD A low level toad becomes a prince with protagonist's Ace stats, and says you have to cross swords with it if you wanna get past him. Can be defeated by Normal Summon antics like Exiled Force and as long as you battle with it, it won't matter if he has protection, that'll be enough to make your effect live again, leading the game into Battle Phase antics. That's the idea. This is an old-ish drawing of mine. Thoughts/comments/suggestions/etc. welcomed as always~ Quick edit: unaffected by your opponent's S/T. Stuff to protect him or Catalyst Field should be able to work with it.... fixed xD
  7. A random LINK-2 that allows you to look at a random card in your opponent's hand and banish it for a discard, and offers some protection too, that also moves it, in case you want to keep it around for longer.
  8. Ultimate Machine King EARTH Link: L, DL, DR, R Machine/Link/Effect 3+ Machine Effect Monsters This card, also Machine monsters this card points to gain 200 ATK for each Machine monster you control and in your GY except "Ultimate Machine King". During your Main Phase: you can tribute 1 Machine Monster this card points to; inflict damage to your opponent equal to half of the tributed monsters original ATK. When this card is destroyed by battle or by an opponents card effect and sent to the GY: you can banish 2 Machine monsters you control and/or from your GY except "Ultimate Machine King"; Special Summon this card from your GY. You can only activate each effect of "Ultimate Machine King" once per turn. ATK/3000 LINK-4 So Ultimate Machine King is a Link 4 that gains ATK like the other Machine Kings but gains the boost from both the field and GY while also granting that boost to Machine monsters it points to. In addition Ultimate Machine King can also tribute machine monsters in order to deal some effect damage and when this card is sent to the grave by the opponent it can then resurrect itself by banishing 2 of your Machine Monsters. In any Machine Deck summoning this with the bare minimum monsters will grant you at least a 3600 ATK beatstick that can revive itself at least once with the number of Machine Monsters in grave. Ideally this card could be used in Qliphort to help with their Pendulum Summoning with this cards Link Markers as well as generating a large amount ATK while also being able to recycle your Qliphorts for burn damage through its second effect.
  9. Oblivion God Dragon lv 12 DARK Dragon/Fusion/Effect 3 Level 8 or higher DARK Dragon Fusion Monsters with the same name Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned, and during each of your End Phases: its ATK becomes 10000. It is unaffected by the effects or be destroyed by battle with EARTH, WATER, FIRE, WIND or DARK monsters. After damage calculation: you can have this card lose 2000 ATK, and if you do, it can attack a monster again in a row. You can only control 1 "Oblivion God Dragon". ATK/5000 DEF/5000 So Oblivion God Dragon which is designed as a final boss type of card is a powerful Fusion Monster that can be summoned 10000 ATK and DEF and have full protection against all monsters except for Light monsters. In addition this card can also make additional ATK during a battle Phase by reducing its ATK by 2000 allowing it to attack for 10000, 8000, 6000, 4000 and then 2000 where at the end of the turn it resets back to 10000. So of the key methods of balancing such a powerful monster like this are making its fusion requirements require 3 Level 8 or higher DARK Dragon Fusion Monsters with the same name meaning the easiest way you could summon it is if you managed to get 3 Starving Venom Fusion Dragons out (where in addition you would also need a Fusion Spell to summon this.) In addition I also added that its summoning conditions cannot be ignored (even though this is not an official term thats been used in Yu-Gi-Oh it helps avoid easy plays from decks such as Guardragons) and lastly you can only have 1 Oblivion God Dragon on the field at a time making it so you don't have the case of you or your opponent face down 3 of these as facing one would be enough of a challenge as it self. As Mentioned a Deck using Dark Dragons like Starving Venom Fusion Dragon that can summon multiple out on the field to then summon this the best way to go around summoning this card where ideally you could utilize this in a DARK Dragon/Predaplant Deck where you focus on Fusion Summoning only Starving Venom Fusion Dragon in order to set. Also for some Trivia this card was designed as a form of evolution from Five Headed Dragon as the original design for this required 3 Five Headed Dragon though I eased the summoning requirements a bit to what it has for the case that I added the cannot ignore summoning condition clause.
  10. whoops Ascetic Ascension Continuous Spell If this card leaves the field by your opponent's card: Banish, facedown, cards your opponent controls, up to the number of cards banished this way. You can only use 1 of the following effects of "Ascetice Ascension" per turn, and only once per turn. You can banish 1 card from your Hand, field, GY, Extra or from the top of your Deck, face-down. If all other cards in your possession are banished face-down (Quick Effect): You can banish this card facedown; You win the Duel. Yep, it's an alt-wincon, but I felt it appropriate for this new forum to be thought of as a kind of "ascension" as people seem to feel about it. Banish facedown seems to be becoming more of a thing, so making a whole win con around it is something that would be fun. The themeing is, if it wasn't obvious, the idea of surrendering your material possessions to achieve enlightenment, as practiced by ascetics.
  11. I really like the Batteryman archetype, and I really feel like they could use some modern support, like a Link monster. So... Batteryman Duplex LIGHT / Thunder / Link / Effect 100 ATK / LINK-2 ↙ ↓ 2 Level 4 or lower "Batteryman" monsters This card gains ATK equal to the combined original ATK of the monsters used as Link Material for its Link Summon. Once per turn: You can pay 1000 LP; Special Summon up to 2 Level 6 or lower "Batteryman" monsters with different names from your hand or GY to zones this card points to, but their original ATK is halved, also destroy them during the End Phase. If you do, this card cannot attack this turn. If this card would be destroyed, you can send one "Batteryman" card from your hand to the GY instead.
  12. 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?
  13. 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.
  14. Elemental Deity Doriado lv 12 LIGHT Spellcaster/Fusion/Effect 3+ Monsters with different Attributes Must be Fusion Summoned. When this card is Fusion Summoned: its original ATK and DEF become equal to the number of monsters used as this cards Fusion Materials x 1000. This card is also treated as DARK, FIRE, WATER, WIND and EARTH Attribute. This card gains the following effects depending on the number of Fusion Materials used to summon this card. * 3+ Increase the ATK and DEF of all other monsters you control equal to the number of monsters in your GY with different attributes x 300. * 4+ This card cannot be destroyed by battle and cannot be destroyed or targeted by card effects. * 5+ Once per turn (Quick Effect): you target 1 face-up card your opponent controls, negate the targeted cards effects until the End Phase that turn. * 6+ Once per turn: you can return 6 monsters with different Attributes that are banished or in your GY to the bottom of your deck in any order; shuffle all other cards on the field into the deck. During the turn you activated this effect, you cannot conduct your Battle Phase. ATK/? DEF/? So Elemental Deity Doraido is a Fusion version of Grace Doraido where it gains 1000 ATK for each material used to summon it along with some powerful effects depending on the number of materials you use to summn it where if you manage to get 6 different monsters to summon it, it resets the field where only it will remain while balancing that last effect by making it so you can do your Battle Phase that turn. Ideally you can summon this card out with Magicialize Fusion in decks like Six Samurai, Yang Zing, Gladiator Beast, Altergeist and E-HERO which use many monsters with different Attributes that can effectively work to summon this with as many effects as possible. In addition to this if you decide to run Slifer, Ra or Obelisk in the deck for the 7th Attribute you can max this cards ATK and DEF out at 7000.
  15. A Field Spell to boost your friendly neighborhood Hallos and turn luck to your side. Land of Sweets and Mallows [Field Spell] "Hallo" monsters you control gain 500 ATK/DEF for each card in your Pendulum Zone. When you Pendulum Summon monster(s) while you have a DARK Normal Pendulum Monster Card in your Pendulum Zone, your opponent cannot activate cards or effects. When an effect of a card in your Pendulum Zone is activated that rolls a six-sided die or tosses a coin 1 time: You can banish 1 Pendulum Monster from your GY, face-down; choose the result of that die/coin.
  16. Artwork Source: Red Riding Hood by Arden Rey Scattershot Hotshot Level 4 | DARK | Warrior/Effect ATK: 1900 – DEF: 500 Effect: Once per turn: target 1 face-up card you control; destroy that target, and if you do, destroy all other cards in that same column. This card cannot attack the turn this effect is activated. Design Notes: I’ve always thought cards that play around with the columns and rows are neat, I think the first one that I personally saw (that I can remember anyway) that mentioned columns in its effect was Alien Infiltrator, way back whenever that came out. In an era with Link monsters, columns and rows are more relevant than ever. So, I wanted to make a monster that plays around with this mechanic. The effect is pretty straightforward. At worst, it offers 1-for-1 removal. At best, it can ruin your opponent’s day; if they have their Extra monster Zone, the main monster zone behind it, and their Spell/Trap zone all full, this 1 card can get rid of all of that with a heavy 1-for-3 removal. It’s also technically non-targeting destruction (you target your card, but not your opponent’s) on top of that. Since you can use Scattershot’s effect to target itself, it kind of reminds me of an Exiled Force on steroids – if you wanted, you could just summon it in front of your opponent’s boss monster and pop both. Another fun use I thought of with this card is, it can act as a hard “off-switch” for continuous effects that have outlived their usefulness. Back in the day, you could flip Imperial Order on your opponent’s turn, negate their spells, then not pay the cost during your turn so it goes to the Graveyard. Since then, Imperial Order has been errata’d so you can’t do that anymore. But, with Scattershot’s effect, you actually can; just target it, and blow it up, and takedown some of your opponent’s cards with it. A quick ruling note about the card’s wording that I think is kind of interesting: since the card has an “…and if you do,…” clause, that means Scattershot has to be the one to destroy its target to determine whether it can destroy the other cards in the column. So, if you target a face-up Spell or Trap you control with Scattershot, and your opponent chains Mystical Space Typhoon to destroy that face-up Spell or Trap, Scattershot’s effect doesn’t resolve correctly because its target is gone. Unfortunately, Scattershot’s “Cannot attack this turn” effect still applies. So, it turns out MST can negate after all. Who knew? Anyways, I think this is a fun card, hopefully you like it too. When I designed this card, what I really wanted was to make a simple tech card that does only 1 thing, but does it (hopefully) well, and in a balanced way. So, what are your thoughts? What decks do you think this card would find a home in?
  17. Crimson Meteor Dragon DARK Link: UL, L, R, UR Dragon/Link/Effect 2+ Effect Monsters including 1 Level 7 or 8 Dragon Synchro Monster During your Main Phase 1: you can tribute this card; destroy all cards on the field, then, it becomes your Main Phase 2. If you control a Dragon Synchro Monster when you activated this effect, you can have monsters you control not be destroyed by this cards effect. You can only activate this effect of "Crimson Meteor Dragon" once per turn. During your End Phase or either players Battle Phases while you have no cards on your side the field: you can Special Summon this card from your GY (This is a Quick Effect.) You can only Special Summon "Crimson Meteor Dragon" this way once per turn. ATK/3000 LINK-4 So Crimson Meteor Dragon is a Link 4, Link Monster that at least requires a Synchro to be summoned but can tribute itself to destroy everything at the cost of your battle phase where if you in addition to having this on the field control a Dragon Synchro Monster this then allows you to keep your monsters if you choose to. Next this card can auto revive during either your End Phase or either players Battle Phase while you control no cards acting as a 3000 ATK wall. In Dragon Synchro/Link Decks, this card with its Link Markers can effectively help to set up a 3 card Extra Link where this card revives itself in the centre Main Monster Zone while also acting as Nuke when required.
  18. I shall keep posting until my existence is acknowledged. Anyway, more Dirt cards! My only real fear with this set would be the first overlapping with what Rabbit Mage is supposed to do.
  19. Heavily Armed Samurai - Benkei DARK Link: DL, DR Warrior/Link/Effect 2 monsters with different names, except Tokens When this card is Link Summoned to the Extra Monster Zone: you can equip as many Equip Spell Cards from your GY to this card. For each Equip Card equipped to this card, it gains 1 additional attack during each Battle Phases. This card cannot attack your opponent directly. ATK/1500 LINK-2 So Heavily Armed Samurai - Benkei is Link Retrain of the original Benkei where summoning this allows you to grab all of your Equip Spells from the grave and equip them to this card granting it through its other effect to make a massive number of attacks. Lastly to balance this card while it has 2 downward markers is that if theirs a monster in a zone it points to it cannot attack directly. In a equip heavy deck or a deck that utilizes Isoldes effect to dump equip spells into the grave you can effectively summon this card with a mass number of equip spells on it where it can act as steamrolling beatstick if utilizing cards like Moon Mirror Shield to have this cards ATK go over your opponents monsters high ATK monsters.
  20. 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.
  21. DARK Link-0 [Spellcaster/Link/Effect] 100 ATK 0 monsters Must be Link Summoned to an Extra Monster Zone that 2 or more Link Monsters point to. Cannot be used as a Link Material. If Link Summoned to a zone 3 or more Link Monsters point to: You can banish all cards your opponent controls face-down. During each of your Standby Phases: This card gains 2000 ATK. - - - - Another re-train from my YCM, updated. Now it can keep getting bigger even if you don't use it for the hard to achieve field nuke effect. Having an empty Extra Monster Zone with 3 Links pointing to it is no easy task. You can take advantage of your opponent's cards that happen to link up to it, but even so, it should be a challenge, and hopefully I did not just broke something ^^"
  22. EARTH Level 3 [Fiend/Flip/Effect] 800/1800 FLIP: You can target 1 card on the field; destroy it. If this set card is targeted by an effect: You can change it to face-up Attack or Defense Position, and if you do, this card becomes unaffected by that card's name's effects. If this card battles with a monster with 2500 ATK or more, this card gains 2200 ATK and DEF during damage calculation only. - - - - This is a retrain of a version I had posted at YCM. Now it battling with boss monsters will consistently make it 3000/4000, and the protection flip clause is not exactly a 1 time protection but now this card gains permanent protection against what tried to kill it. If Dark Armed Dragon tried to target it, this card now remains unaffected by Dark Armed Dragon while it remains on the field. I contemplated the FLIP effect banishing instead of destroying, but I think the card is solid enough as it is. Thoughts/comments/suggestions/etc. all welcomed like always.
  23. Timeless Justice, Anti-Chrono DARK / Level 8 / Psychic / Fusion / Effect 2 non-Token Monster you control and/or in your hand If this card is Special Summoned, Based on the other Duel result(s) of this current Match that you either Lose and/or Win you can apply 1 or both the following effects. @ Lose: This card gain 2500 ATK. reduce the amount that would be gained by 400 for each of your turn that passed on the Duel that you Lose. Also while this card is face-up, This card cannot be destroyed by card effect @ Win: While this card is face-up, This card cannot be Targeted by opponent card effect ATK 2500 / DEF 2300 as the title suggest, this is supposed to be posted on NY yesterday. the card itself is monster that like Matchwinner has Match based effect although another take on it by being stronger in different ways depending on the current result of your match-up. in a single duel is still a generic 2500/2300 vanilla for 2 monster your own (well i kinda want to prevent Super-poly shenanigans first unless you guys thinks this is okay)
  24. Dinowrestler Amarlariat lv 6 EARTH Dinosaur/Synchro/Effect 1 Dinosaur Tuner Monster + 1+ non-Tuner Dinosaur Monsters Monsters this card battles are not destroyed by battle. At the start of the damage step, if this card attacks a defence position monster: switch that monster to face-up Attack Position (Flip Effects are not activated at this time), then, halve the ATK of the monster this card battles during damage calculation only. If this card battles an opponents monster, any battle damage this card inflicts to your opponent is doubled. Once per turn when this card inflict battle damage during the Battle Phase: you can banish 1 "Dinowrestler" monster from your GY; this card can make an additional attack during the Battle Phase this turn. ATK/2500 DEF/0 So Amarlariat is a Level 6 Synchro that is a play on the Lariat as this card does not destroy the opponent monsters but grapples it by switching any defence position monster to attack and halve its ATK during that battle while also being able to banish a Dinowrestler to make an additional attack on an opponents monster. The card itself is also based on the Amargasaurus and in Dinowrestlers can also act as a effect push for damage like Giga Spinosavate.
  25. 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?
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