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About Me

Found 219 results

  1. 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
  2. Mektech Synchro Signature [Continuous Spell] Once per turn: You can target 1 face-up monster your opponent controls; it is treated as a Synchro monster until your opponent's next End Phase. You can add 1 "Meklord" card from your Deck to your hand, and if you do, destroy 1 card you control. You can only use this effect of "Mektech Synchro Signature" once per turn. Support To: Concept:
  3. Trishula, Destroyer of Ice Barrier lv 12 WATER Dragon/Synchro/Effect 1 WATER Tuner monster + 2+ non-Tuner WATER monsters Must be Synchro Summoned. When this card is Synchro summoned: Banish cards on your opponents field and/or GY equal to the number of cards used as Synchro Material to summon this card. Your opponent cannot activate cards or effects in response to the activation of this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. You can only Synchro Summon "Trishula, Destroyer of Ice Barrier" once per turn. ATK/3700 DEF/3000
  4. Dark Gates of Deej Field Spell You cannot activate or Set a Field Spell. Each player can attack with only 1 monster during each Battle Phase. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. Just a generic field spell (because it doesn't feel like we have enough of those). Honestly, I didn't feel too inspired with this one, but I really liked the picture in my mind's eye when I thought of the card. Basically, a monster flies through the circular gate to attack the enemy, but cannot pass back though from the other side and the other side's world corrupts them.
  5. Yosenju Kamai (Still working on it) Wind [Warrior-Beast/Link/Effect] Attack: 2500 LINK -3 (Up, Up-Right, Down) "Yosenju Kama 1, Yosenju Kama 2, Yosenju Kama 3" Must be Link summoned by sending the cards above from the side of your field to your hand. When this card is Link summoned you can target face-up cards up your opponent controls to the number of "Yosenju" monsters and return it to the hand. If you have a face-up "Yosenju" card in your field, you can Normal Summon one "Yosenju" monster from your hand.Once per turn, during the End Phase, if this card was Link Summoned this turn: Return it to the hand.
  6. Equal Opportunity Spell Slicer WIND ***** Warrior/Tuner/Effect If a Spell/Trap leaves the field by an effect, you can Special Summon this card from your hand. If this card declares an attack, you can negate the attack, and if you do, destroy 1 Spell/Trap on the field. The Spell/Trap is treated as though it were destroyed by battle. 2200/1000 Just a silly card I came up with. I noticed that a lot of the floating Spell/Traps only trigger when destroyed by card effect, so I figured I'd make a monster that bypasses that. It can destroy things yet - at the same time - normally doesn't trigger their effects. Yeah, I know I could get a similar utility more conventionally (banishing, negating effects in GY, etc. etc.) but this seemed like more fun! ?
  7. Terrible Twos Continuous Spell You can Normal Summon 1 Level 2 monster in addition to your Normal Summon/Set. You can only gain this effect from "Terrible Twos" once per turn. If a Level/Rank 2 monster you control destroys an opponent's monster by battle: You can discard 1 card; your opponent must discard 1 card. This card came into my head fully formed when I was on the bus yesterday and a child sitting behind me would not stop whining. Annoyances aside, Level 2 seems like one of the lesser supported levels in the game, so I thought I'd drop this as an (admittedly not great) support card.
  8. Cyber Dragon Neu Light Level 5 [Machine/Effect] This card's name is "Cyber Dragon while on the field and GY, if there's a Cyber Dragon monster on the side of your field you can Special summon this card once per turn. If you control a XYZ monster you can, once per turn, attach this card from the field to the XYZ monster, if there are no XYZ monsters, you can Special Summon a monster from your Extra deck or GY using the required number of materials (if the monster was summoned from the Extra Deck, this summon is treated as a XYZ Summon), as long this card has the same level as the XYZ monster's rank. ATK 1600/ DEF 2100
  9. Inner Resonance Spell Target 1 Level 7 or higher monster you control. Reduce that monster's Level by up to 4 (min. 1); Special Summon 1 "Resonator Token" (Fiend/Tuner/LIGHT/ATK ?/DEF ?). The token's Level is equal to the target's Levels reduced by this card. It's ATK and DEF are equal to its Level x 500. You can only activate 1 "Inner Resonance" per turn. Just a free tuner token for decks that can put out a high level monster first.
  10. Fortress Turret Warrior EARTH Link: D, DR Warrior/Link/Effect 2 Warrior monsters This cards ATK becomes equal to the combined ATK of monsters used as this cards Link Material. If a monster that has a Level is summoned to a zone this card points to: Inflict damage to your opponent equal to the Level of the summoned monster x 100. You can only use this effect of "Fortress Turret Warrior" twice per turn. ATK/? LINK-2 So a retrained Turret Warrior as a Link monster thats ATK becomes equal to the materials of the monsters used to summon it and it can inflict damage when a monster with a Level is summoned to a zone it points to.
  11. Sylvan Unity [Normal Spell] Target any number of "Sylvan" monsters with different Levels (min. 2); Special Summon 1 Plant Xyz monster from your Extra Deck whose Rank is same as 1 of the target's Levels, and then attach all of the targets to it as material. You can only activate 1 "Sylvan Unity" once per turn. Support To:
  12. Chronomaly Dendera Lamps LIGHT Machine/Link/Effect SW SE 1800/LINK-2 2 "Chronomaly" monsters If this card is Link Summoned: You can target 1 "Chronomaly" monster in your GY: take a "Chronomaly" monster from your Deck with a different Level from that monster in the GY, and either add it to your hand or Special Summon it. You can only use this effect of "Chronomaly Dendera Lamps" once per turn. Once per turn (Quick Effect): You can target 1 monster on the field; Special Summon 1 "Chronomaly" monster from your hand or GY, and if you do, that monster gains original ATK equal to the ATK of the Summoned monster. If this card leaves the field by battle or card effect: Add 1 "Chronomaly" card, or 1 "Rank-Up-Magic" Spell Card from your Deck or GY to your hand.
  13. Toasterror FIRE ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/1500 DEF/1600 Once per turn: You can discard up to 2 cards; this card gains 500 ATK for each card you discarded until your next Standby Phase, also, during next Standby Phase, destroy a number of cards on the field equal to the number of cards you discarded. Concept and Wordplay:
  14. Wicked Wax Witch of Waning FIRE ✪✪✪✪ (Level 4) [Aqua/Effect] ATK/ 300 DEF/ 1800 Each time a Phase ends, all other monsters lose 100 ATK, then this monster gains 100 ATK for each monster that lost ATK. Once per turn, (Quick Effect): You can target 1 monster whose ATK is lower than their original ATK; negate its effects until the end of this turn. Concept:
  15. Taste the Rainbow! Spell Card Declare 1 monster type; Gain LP equal to the number of monsters in your GY with the declared type but with different Attributes x 500, then, if you gain 2000 or more LP this way: Draw 2 cards. During the turn you activated this card, you cannot summon monsters except monsters with the declared type. You can only activate "Taste the Rainbow!" once per turn. So Taste the Rainbow is a card dedicated to same type multiple Attribute archetypes where it first grants LP gain where if you have 4 monsters with the same type but different attributes in grave it lets you draw additional cards. In addition this card locks you into one type for that turn and has a hard OPT clause on it.
  16. Weeble-Wobble Mecha EARTH Links: W N Machine/Link/Effect 1+ Effect monsters A monster(s) that are used as Link Material for the Summon of this card are treated as being destroyed by battle with an opponent's monster. You can only Link Summon 1 "Weeble-Wobble Mecha" per turn. 800/LINK 2 A mini generic version of a card that I made for an ongoing set of cards on YCM.
  17. Devastating Duststorm Trap Card Target up to 2 Spell/Trap Cards on the field; Destroy the targeted cards. If you control no Spell/Trap cards and your opponent controls 4 or more cards, you can activate this card from your hand. You can only activate 1 "Devastating Duststorm" per turn. So Devastating Duststorm is a upgraded Typhoon for being a Hand Trap version of Heavy Storm Duster minus the prevention of going into the Battle Phase but hit with a hard OPT clause.
  18. Target 1 "HERO" monster in your GY; Special Summon the targeted monster ignoring its summoning conditions, then, double the summoned monsters original ATK and DEF until the End Phase this turn. For the rest of the turn after this card resolves, you cannot Special Summon monsters. If you control no monsters and your opponent controls a monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "HERO's Resolve" per turn. So with the image I found I made this card not only as revival for HERO's but also as a Stat boosting card for the turn the monster was summoned while also giving it hand trap conditions if you had no monsters and your opponent controls a Extra Deck monster and finally balanced it with a hard OPT clause. P.S. Sorry that the image ended up being huge on here.
  19. Red-Eyes Alternative Darkness DragonDARKLink: DDragon/Link/Effect1 Level 7 DARK Dragon monster with 2400 or more ATKGains 300 ATK for each Dragon monster in both players GY. (Quick Effect): Tribute 1 Dragon monster this card points to and target 1 face-up card on your opponents side of the field; negate the targeted cards effects and banish it, then, return that card to the bottom of the Deck during the End Phase this turn. You can only use this effect of "Red-Eyes Alternative Darkness Dragon" once per turn.ATK/2800 LINK-1
  20. Kozmo Master WizardLIGHTLink: DL, DRPsychic/Link/Effect2 "Kozmo" monstersIf you control "Kozmotown", this card cannot be targeted for attacks or by your opponents card effects. During your Main Phase: You can target 1"Kozmo" monster you control except "Kozmo Master Wizard"; shuffle the targeted card into your Deck, then, apply the following effect depending on the type of the targeted monster:* Psychic monster: Special Summon 1 "Kozmo" Machine monster from your Deck to a zone this card points to.* Machine monster: Special Summon 1 "Kozmo" Psychic monster from your Deck to a zone this card points to.You can only use this effect of "Kozmo Master Wizard" once per turn.ATK/2000 LINK-2So Master Wizard based on the Wizard of Oz is a Kozmo monster that can shuffle around your Kozmo monsters with ease and also gains protection with Kozmotown in play.
  21. Marco PolomerizationQuick-Play Spell Card(This card is always treated as "Polymerization".)Fusion Summon 1 Fusion Monster from your Extra Deck, using 1 or monsters you control and 1 monster from your hand Fusion Material. You can banish this card from your GY; Target 1 Fusion monster you control: Banish the targeted monster until the End Phase this turn, and if you do, gain LP equal to the targeted monsters ATK. You can only use each effect of "Marco Polomerization" once per turn.
  22. Trick GuardQuick-Play Spell CardTarget 1 monster you control; the targeted monster is unaffected by your opponents Spell/Trap cards until the End Phase this turn.
  23. Effect: "Genex Controller" + 1+ non-Tuner DARK monsters When this card is Synchro Summoned, declare 1 Phase: Skip that Phase during your opponent's next turn.
  24. S.T. Slayerlv 4 DARKWarrior/EffectGains 300 ATK for each Set card your opponent controls. When the effect of a Flip monster is activated: you can pay 1000 LP; negate the activation, and if you do, destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage.ATK/1700 DEF/1200
  25. Word Rend [Normal Trap] Target 1 non-Gemini Normal Monster you control; all monsters your opponent currently controls loses 100 ATK for each word in its card text (if it is Normal Pendulum monster you do not include its Pendulum card text) (numbers do not count and hyphenated words count as one). Largest Word Counts on Normal Monster Text Thus Far (TCG English): Lowest Word Count On Normal Monster Text Thus Far (TCG English):
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