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Found 219 results

  1. Aw, Clau, you gots a home now? All because Red is a stupid lucky dumb dumb
  2. Name: Fairy Boy Adam Level 3, LIGHT Attribute, Normal Spellcaster type monster, ATK 1400, DEF 2000, Description: A young man that has psychic powers that gives him decent offense but gives him great defense.
  3. Quick play spell card, description: Discard 1 trap card, then target 1 spell card in your GY, add it to your hand.
  4. Effect monster, level 3, attribute LIGHT, monster type: Spellcaster, ATK 800, DEF 2000, Description: If this card is targeted for an attack and if you control a Beast-Warrior type monster, that monster is targeted for the attack instead of this card. Youn can only use this effect of "Fairy Boy - Adam" once per turn.
  5. Nue, the King of Tatzlewurms DARK / Level 4 / Beast / Pendulum / Effect Scale 10 Pendulum Effect You cannot Pendulum Summon monsters, except monsters with the same Attribute(s) as monster attached on Xyz Monster you control (if any) as Xyz Material. this effect cannot be negated. During your Main phase: You can pay 1300 LP; Immediately after this effect resolved, Normal Summon this card from your Pendulum Zone. Monster Effect This card cannot be used as Tribute or Material to Summon a non-Xyz Monster. If this card is Summoned or flipped face-up: Excavate the top 5 cards from your deck then send 1 Monster that either Excavated or in your hand to GY, or, if don't have any in either, Banish this card face-up. also Category, Level, Type, and Attribute of "Nue, the King of Tatzlewurms" in your possession become same as that sent Monster. if you control 2 or more Xyz Monsters that has "Nue, the King of Tatzlewurms" attached on each of them as Xyz Material (Including this card): Xyz Monster in your possession that has same Category, Type and Attribute as 1 of those monsters have its Category, Type, and Attribute also treated same as the other monster(s) ATK 1050 / DEF 1300
  6. Fusion monster, level 8, attribute type WIND, monster type Beast-Warrior, ATK 2700, DEF 2300, description: "Leobeast" + "Mystical Elf" This card gains 100 ATK and DEF points for every Beast and Beast-Warrior type monster in your GY. If this card attacks a monster in Defense postion your opponent takes damage equal to the destroyed monster's DEF.
  7. Normal monster, Level 7, Arttribue type EARTH, Type: Beast-Warrior, ATK 2500, DEF 2100, Description: The king of the lion people that carries a powerful sword.
  8. Equip Spell This card's name becomes "Metalmorph" while in the Spell & Trap Zone. The equipped monster is unaffected by your opponent's activated Spell effects. Once per turn: You can send 1 Normal Monster from your Deck to the GY; make the equipped monster's name the same as the sent monster's until the end of this turn.
  9. Field Spell When this card is activated: You can add 1 "Gate Guardian" from your Deck to your hand. When a monster is Normal Summoned/Set: You can place 1 "Suijin", "Kazejin" or "Sanga of the Thunder" from your hand or Deck face-up in your Spell/Trap Zone as a Continuous Spell. Cards placed by this effect can be Tributed to Special Summon "Gate Guardian" through its own method. If "Gate Guardian" you control would be destroyed, you can banish 1 Level 7 monster from your GY instead.
  10. Rank-Up-Magic, Chronological Xyz Quick-Play Spell Target 1 Xyz Monster You control; Special Summon from your Extra Deck 1 "Number", or "CXyz" monster whose its Rank is equal or higher than that monster, by using it as the Xyz Material (This Special Summon is treated as an Xyz Summon. Transfer its Materials to the Summoned monster.). You can only summon a monster that either lists the target card name OR listed on the target text this way. also for the rest of this turn, you cannot Special Summon other monster with the same name by the effect of "Rank-Up-Magic, Chronological Xyz ". Then you can repeat this effect by targeting monster summoned by the effect of this card until you choose not to special summon a monster. When this effect resolved, the Summoned monster gain the effect(s) of all monster targeted by this card this turn. You can only activate 1 "Rank-Up-Magic, Chronological Xyz " per turn
  11. Chthoniankaiser Dragon - the Ender of Everything FIRE / Level 8 / Dragon / Gemini This card is treated as a Normal Monster while in your Possession. While this card is face-up on the field, You can either Normal or Tribute Summon it to have it treated as Effect Monster with this effect ● Gemini Monsters OR Monsters that use Gemini Monster as its Tribute(s) or Material(s) to summon whose Level/Rank/Link Rating is 5 or higher cannot be targeted or be destroyed by card effect. Whenever a card is sent to GY by battle or effect of Gemini Monster: Inflict 300 Damage to your opponent. Half the amount of LP to activate this card effect for each number of times this card is Tribute Summoned from your hand and/or on the field (Even either as Normal or Effect Monster). While this Tribute Summoned card is face-up on your Draw Phase, Main Phase 1, or Battle Phase: You can pay 4000 LP; You can Conduct 2nd of such Phase after the end of the current Phase. also you cannot Summon, Attack, or activate the Effect(s) of Monsters for the rest of this turn, except Gemini Monsters. you can only use this effect of "Chthoniankaiser Dragon - the Ender of Everything" once per turn ATK 2900 / DEF 2000
  12. Gourdian Knot DARK ✪✪✪✪ (Level 4) [Plant/Effect] ATK/ 1500 DEF/ 1000 When your opponent's monster declares an attack: You can send this card from your hand to the GY; take control 1 monster your opponent controls other than the attacking monster until the end of the Battle Phase, and if you do, change the attack target to monster you took control of and proceed to damage calculation. Concept and Wordplay
  13. Pinnacle of a New Era [Normal Trap] While there are 2 or monsters on the field, reveal 1 monster from your Main Deck or Extra Deck whose ATK is exactly equal to the combined current ATK of all face-up monsters; send all face-up monsters on the field to the GY, and if you do, Special Summon the revealed monster.
  14. White Lightning Dragon lv 8 LIGHT Dragon/Fusion/Effect 2 LIGHT monsters on the field, except Tokens If this card was Fusion Summoned: This card cannot be targeted or destroyed by your opponents card effects. During your Main Phase: You can discard 1 card from your hand; destroy all monsters your opponent controls, then, inflict damage to your opponent equal to the number of monsters destroyed by this effect x 500. This card cannot attack during the turn you activated this effect. You can only activate each effect of "White Lighting Dragon" once per turn. ATK/3000 DEF/2500
  15. Beckoning of Silence [Normal Spell] At the start of your Main Phase 1: Declare 1 card type (Monster, Spell, or Trap); neither player can activate cards or card effects of the declared card type until the end of your turn. Neither player can activate cards or effects in response to this card's activation.
  16. Fusion Draw Spell Card Discard 1 "Polymerization" Spell Card or "Fusion" Spell Card from your hand; draw 2 cards. During your Main Phase: You can banish this card from your GY; target 1 Fusion monster in your GY, return it to the Extra Deck, then draw 1 card. You can only activate 1 "Fusion Draw" effect per turn and only once that turn.
  17. Super Vehicroid - Mass Transit 11/EARTH/Machine/Fusion 2500/3500 3 "roid" Machine monsters When this card is Special Summoned: You can negate the effects of all other face-up monsters on the field, except Fusion Monsters. Once per turn, when a "roid" monster you control battles an opponent's monster: You can switch each battling monster's ATK with its respective DEF. When this Fusion Summoned card on the field is destroyed by battle or card effect: You can target 1 Level 10 or lower Machine Fusion Monster in your GY; Special Summon it, ignoring its Summoning conditions, and if you do, switch its ATK/DEF. Megaroid Factory Continuous Spell Card When this card is activated: You can target 1 "roid" Machine monster in your GY, except a WIND monster: Special Summon it, and if you do, it gains 500 ATK/DEF, also it is unaffected by Trap effects. If all face-up cards you control are "roid" cards and/or Fusion Monsters: You can target 1 other card you control: send 1 "roid" card from your Deck to the GY, and if you do, that targeted card is unaffected by the effects of cards with the same card type (Monster, Spell or Trap) as the sent card, until the end of the next turn. You can only use each effect of "Megaroid Factory" once per turn. Monsters and Vampires, We are out to round 3 of NCM singles with a support, or rather a pair this time, for one of the most underwhelming archetypes imaginable: Vehicroids. The first thing of note here is our new Fusion, Mass Transit. Perhaps the most important thing about this card more than anything is that this is finally a "roid" Fusion that is not requiring a specific material or particularly clunky. You can run the good "roid" monsters, you can get your mats into this, and it's pretty solid with Connection Zone. Since Megaroid City technically can search any "roid" card, you could actually use Terrortop to facilitate some easier mats for the card, and Expressroid could fetch whatever materials you use back pretty easily. This is further assisted by the second card I present, Megaroid Factory. Not only does this get your "roid" Machines back to use for more materials for the Megazord, but it also works alongside "roid" monsters like Expressroid and Ambulanceroid, or for Tribute Summoning Armoroid if that truly is your calling. The mill not only makes Mixeroid more easily to send and therefore more easily live, but offers some slight protection for the monsters you keep on the field over the next turn. Combine this with Mass Transit and/or Mobile Base and some backrow and you have a pretty sizeable beast. Neither of these cards are a be-all-end-all solutions to all of the problems associated with Vehicroids, we could spend all day going through those, but this is a start to connect Syrus' smiling machinery.
  18. Hello, fine peoples! So, I had an archetype design in mind, but I'm having a lot of trouble figuring out how to word it to achieve my aim. The idea/prompt is simple: Make an archetype entirely devoid of activation effects. ...Or, if I want to be more specific: Make an archetype that never starts a chain (outside Spell/Trap card activations). Here's the card: Statutist Commander WIND **** Thunder/Effect If you control a "Statutist" Spell, you can Special Summon this card from your hand. After a "Statutist" monster is Summoned or a "Statutist" Spell is activated, add 1 "Statutist" card from your Deck to your hand immediately after the Summon/activation resolves. (You can only gain this effect once per turn.) If a "Statutist" card(s) you control would be destroyed, you can banish this card from your GY instead. 1800/1000 It's the search effect I'm unsure about. I tried to use Spell/Soul Absorption as a reference point (since they don't start a chain), but they aren't bound by OPTs either, so... Anyways, any help with this would be greatly appreciated! Cheers!
  19. Kind of surprised at myself for not thinking of this earlier, it makes a lot of sense, don't it? I know I'm not the first to come with this idea, but I figured I would give my twist on it. Since it's late, I'm just doing a written thing, cause I can't be bothered to find a picture right now. Link-Up-Magic Connection Force - Normal Spell Target 1 Link Monster in your Extra Monster Zone; send it to the GY, and if you do, Special Summon 1 Link Monster from your Extra Deck whose Type is the same as that target, but 1 Link Rating higher (this Special Summon is treated as a Link Summon). A Link Monster Summoned with this effect is banished during the End Phase, unless its Attribute is the same as that target, also you cannot Special Summon monsters, except with card effects, for the rest of this turn.
  20. Trancelvania Field Spell Once per turn, during the Main Phase: The turn player can discard 1 "Vampire" Spell/Trap; that player cannot activate the effects of monsters they control for the rest of the turn, except Zombie monsters, also destroy all Spell/Trap Cards in the Spell & Trap Zones. Negate the effects of all cards with the same name as a card in the GY that was sent there from the Deck, except Zombie monsters. Monsters and Vampires, I welcome all round 2 of NCM Singles with a new Vampire support based on one of the most hilarious cards in the Yu-Gi-Oh! GX anime. Not only is this card designed to do some backrow clearing shenanigans that I'm sure would help LP Vampires, but it also features a lock effect that works together with the classic Vampire strategy from cards such as Vampire Lord and expanded later upon with cards like Vampire Duke and Grace. Admittedly a rather "go big or go home" type of card, but also a fairly interesting one. Discuss? A big shoutout to BDSceptyr, who I am working on the coming fic this card will eventually be making its way to, and who helped me find art and used this sparkly Photoshop-friendly card template to give me the card posted in the spoiler.
  21. Hi, I’m new to this. I was wondering if you could import your custom cards. If so, how do I do that?
  22. Destiny HERO Dread-Law DARK / Level 9 / Warrior / Fusion / Effect Destiny HERO Dreadmaster + 1 Special Summoned Effect Monster Cannot be targeted or be destroyed by card effect except on your Main Phase 2 during the turn this card attack. If this card is Fusion Summoned: You can activate 1 "Clock Tower Prison" from your Deck or GY and place a number of Clock Counter on it equal to number of Monster that sent to GY from the field this turn. also, you can have it to gain the following effect(s) up to number of "Destiny HERO Dreadmaster" you control that used as this card Fusion Material +1. ● This card cannot be destroyed by card effect other than "Destiny HERO" Monster Effect. Once Per turn, You can remove 1 Clock Counter on this card: add 1 "Destiny HERO" Monster from your Deck or GY to your hand. ● DARK Warrior Monster in your Possession is also treated as "Destiny HERO" Monster. Monster whose originally has "Destiny HERO" in its name or listed on its text gain 500 ATK ATK 2800 / DEF 2300
  23. Witchcrafter's Bargain Bin Continuous Spell Once per turn, if a Spell card is sent from your hand or side of the field to the GY, you can target 1 banished "Witchcrafter" monster; Special Summon it, but its ATK and DEF become 0, also, you cannot activate its effects this turn. You can only use 1 of the following effects of "Witchcrafter's Bargain Bin" per turn, and only once that turn. • If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead. • During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone. After I saw the new DM support monster, I wanted to try out Witchcrafters so I could gauge how useful the card would be in that deck. I definitely wasn't playing Witchcrafters "optimally", but I did notice a few glaring weaknesses in the archetype, so I figured I'd make a support card for the deck.
  24. Iliaster's Tri-Core DARK / Level 1 / Machine / Effect If this card is Summoned or flipped face-up: You can add 1 either "Meklord" card OR card that list "Meklord" in its text from your Deck or GY to your hand. also, for the rest of the Duel the effect " Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card." of "Meklord" monsters you control becomes " Once per turn: You can target 1 Special Summoned monster your opponent controls; equip that target to this card.". During Your Main Phase: You can Destroy this card. You can only use each effect of "Iliaster's Tri-Core" once per turn. ATK 0 / DEF 0
  25. Artificer of the Goggle Golems EARTH / Level 2 / Warrior / Pendulum / Gemini Scale: 0 Pendulum Effect You cannot Pendulum Summon Monster(s) other than Gemini Monster. This effect cannot be Negated. During the End Phase of the turn you use Gemini Monster(s) as Tribute(s) and/or Material(s) to Summon a Monster: You can draw a number of cards equal to the number of Gemini Monster(s) send to GY as Tribute or Material for Summon this turn.During the End Phase of the turn this card is activated on your Pendulum Zone, Negate the following effect while this card is face-up on the field. ● Normal Summoned Gemini Monster that treated as Effect Monster can also treated as 2 Tribute or Material to Tribute Summon a Gemini Monster or Link Summon a Link Monster. Monster Effect This card is treated as a Normal Monster while in your possession. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster and gain its Pendulum Effect as its Monster effect effect. ATK 800 / DEF 1000
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