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Found 219 results

  1. Ghost Cell lv 1 DARK Zombie/Effect When this card is Normal Summoned or Special Summoned: You can discard 1 Spell from your hand; Special Summon up to 2 "Ghost Cell" from your hand, Deck or GY. You can only use this effect of "Ghost Cell" once per turn. You cannot Special Summon monsters the turn you activated this effect except Zombie monsters. ATK/0 DEF/0
  2. Trapsaction [Normal Spell] Send 1 Trap from your hand or side of the field to the GY; draw 2 cards. You can only activate 1 "Trapsaction" once per turn. Wordplay:
  3. Master of DragonmaidDARKLink: DL, DRDragon/Link/Effect2 "Dragonmaid" monstersIf this card points to a non-Link "Dragonmaid" monster, this card cannot be targeted for attacks and your opponent cannot target this card with card effects. When a non-Link "Dragonmaid" monster is summoned to a zone this card points to: Apply 1 of the following effects.* Draw 1 card.* Increase your LP equal to the summoned monsters original ATK.* Add 1 "Dragonmaid" card from your GY to your hand.You can only use this effect of "Master of Dragonmaid" once per turn.ATK/1000 LINK-2
  4. Diverse SingularityContinuous Trap CardAfter activation, apply 1 of the following effects.* Each player can only control 1 Type of monster but all monsters they control must be different Attributes. Send all other face-up monsters they control to the Graveyard.* Each player can only control 1 Attribute of monster but all monsters they control must be different Types. Send all other face-up monsters they control to the Graveyard.
  5. Rebel Reborn Trap Card Target 1 Level 4 or lower monster in your GY; Special Summon the targeted monster in Attack Position. It cannot be destroyed by battle this turn, also any battle damage you take involving the summoned monster this turn is dealt to your opponent instead. If you control no monsters you can activate this card from your hand.
  6. Chain Reactor Potion [Equip Spell] Once per turn, when the equipped monster's activated effect resolves: Destroy 1 card on the field, and then the equipped monster loses 500 ATK and DEF.
  7. Allegoric Code [Equip Spell] Equip only to a non-Gemini Normal monster. It gains 800 ATK. The equipped monster is also treated as an Effect Monster with this effect based on corresponding words specifically listed in the equipped monster's card text (if the equipped monster is also a Pendulum Monster you do not include its Pendulum card text). "Destroy", "Melt", "Feeds", or "Attack": Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; destroy that target. "Defense", "Shield", "Solid" or "Wall": This card cannot be destroyed by battle or by card effect. "Soul", "Spells", "Flames", or "Legendary": Once per turn (Quick Effect), when Spell or Trap card is activated: You can negate the activation. Concept: Design Notes:
  8. Atavistic Morph [Quick-Play Spell] Target 1 Effect Monster on the field; send it the GY, and if you do, Special Summon 1 Normal Monster from your Deck to the side of the field the monster was sent from, whose ATK is equal to or lower than the sent monster's ATK. You can activate 1 "Atavistic Morph" once per turn. Concept:
  9. Dark Magician of White Dragon LV ********** Type: Spellcaster/Fusion/Effect Attribute: Dark ATK: 3500 DEF: 3000 "Dark Magician" + "Blue Eyes White Dragon" This card cannot be Special Summoned except by Fusion Summon. This card is treated as a LIGHT monster while face-up on the field. Once per turn: You can add a card from your deck to your hand that lists "Dark Magician" or "Blue Eyes White Dragon" in its effect. While you control another face-up "Dark Magician" or "Blue Eyes White Dragon" monster; This card is unaffected by your opponent's card effects.
  10. Art Source: Not sure of the specific source, but the character is apparently from Fire Emblem. Tidalwave Dancer N, SW, SE | Aqua/Link/Effect | WATER ATK: 2100 LINK-3 Effect: 2+ WATER monsters If this card is Link Summoned: you can target 1 card in your GY with "Umi" in its name or card text (except "Tidalwave Dancer"); return that target to your hand. During either player's Main Phase: you can send 1 WATER Normal monster from your Deck to the GY; negate the effects of all non-WATER monsters currently face-up on the Field until the end of this turn. You can only use each effect of "Tidalwave Dancer" once per turn. --- Design Notes: My first Link monster! And, for some reason, I felt like making it a card that’s unapologetic WATER support. The first effect is a basic recovery effect, centered around Umi cards. We seem to get some new Umi cards every so often, like “Sea Stealth Attack”, so even if it casts a fairly narrow net now, I like to think its a sleeper-effect that will get better with time. The second effect is Spell Speed 2, and can negate the effects of all your opponent’s non-WATER monsters. While it does apply to your non-WATER monsters as well, you’re probably running this card in a WATER-only build, so that’s negligible. To balance the effect, the cost requires you to run bricky Normal monsters, and it’s also the reason this card has a lower ATK and an up-pointing arrow. Like I said, this is the first Link monster I’ve made. So, I was indecisive of where to put the arrows, and I initially thought of making it Link-2, but thought it would be too easy to Summon then. In any case, I’m interested to hear your thoughts on it.
  11. First time in singles, gotta go out of my way to put in a card that can really stand out, really show my original spirit, really help bring some underdog Archetype in the TCG to some level of feasili- Or this, this works too I guess. So what inspired this newfound addition to the Most Busted Ritual Deck Ever, besides two pounds of cough syrup and Daigusto Phoenix? Simple. A way to actually put out the final hurrah for a Deck that bucked the trend of mediocrity so hard it literally ran the meta for several months. I've always been idly impressed with how they showed that over-reliance on a Spell didn't mean you had to be a sitting duck in the hand. YOU HEAR THAT, WITCHCRAFTERS? So I took the only Extra Deck Level/Rank 2 Monster from the Duel Terminal, gave it to the only Ritual-less member of the Archetype, and, well, this does a lot to extend a play. Returning up those banished Ritual Spells is a quick way to +2 (considering the discard of this card), Summoning the crew from your hand (that means everyone but Nekroz of Sophia, check the Attribute) and being able to quick-play surprise your opponent with Ritual Spells shows a way to elicit multiple attacks as the Phoenix does. Besides, Ariel is best girl until we find out if that U.A. Referee is gonna be debuted. And I wouldn't have it any other way. So for the first time on NCM, I'll close out with my patented catchphrase in full: May the reviews and revelry arrive in abundance for this pixelated treasure. B-D be praised. Black D'Sceptyr, signing off.
  12. [INTRODUCTION] Hi guys, happy to present you this card i quickly made just like that. From an instant win idea, this card is inspired by the Vacuum Decay, a scientist real theory that describe a totaly nearly impossible event that can happen in ridiculous conditions (its about quantum physics) that can vanish the entire universe (a bubble of void that extends infinitely). I built this effect on the same principle, wich deck will be able to play the cards required to summon this card? With an instant win condition, motivation can bring solutions... [CARD DESCRIPTION] The Vacuum Decay WIND [Aqua/Xyz/Effect] Rank : 0 |ATK/ 0 DEF/ 0| This card can only be summoned by its own effect and cannot be summoned by other ways. The summon of this card cannot be negated. Unaffected by other cards effect. You can Xyz summon this card by using 1 "Sanctuary in the Sky", 1 "Dark Mimic LV1", 1 "Koitsu", 1 "Pyramid of Wonders", 1 "Gravity Bind", and 1 "Hercules Beetle" from either field as Xyz materials. You can detach all Xyz materials of this card : You win the duel.
  13. Anticlimax [Continuous Trap] Your opponent cannot win the Duel by card effect, except by reducing your LP to 0 or if you have no cards in your Deck Zone when you would draw a card. You can activate this card in your hand, and if you do, send this card to the GY during the your next turn's End Phase. If this face-up card leaves the field, you lose the Duel.
  14. Art Source: Cardfight! Vanguard Sunsoul Dragon Level 7 | Wyrm/Synchro/Effect | FIRE ATK: 3000 DEF: 0 Effect: 1 Tuner + 1 or more non-tuner monsters During each of your opponent's End Phases, if you control this Synchro Summoned monster: your opponent takes 3000 damage. Reduce this damage by 1000 for each 1 Card type effect (Monster, Spell, Trap), except this card, that was activated this turn. You can only use the effect of "Sunsoul Dragon" once per turn. Design Notes: The basic rundown of this card's effect is this: your opponent ends their turn, then they take a whopping 3000 damage. The catch is, this damage gets reduced for each different card type that was activated this turn. So, if your opponent activates a Spell card, the damage gets reduced by 1000, so it is only 2000 damage. Note that, if your opponent activates two Spell cards, the damage is still 2000, because they are the same card type. Also, while this card doesn’t count its own activation for its effect (that would be lame if it did), it does count other cards that you activate. So, if you drop a Trap card like Infinite Impermanence, the damage would be reduced by another 1,000. In other words, if a Monster, a Spell, and a Trap effects are all activated in the same turn, this card’s damage total is 0. One last note, is that if a card's activation is negated, then it won't reduce this card's damage. However, if a card's effect is negated, then it will still count since it was still activated. An example of a card that negates effects but not activations is Ash Blossom. So, tell me your thoughts. What decks do you think would use this (if any)?
  15. Nimble Dragon WIND [Reptile/Link/Effect] Link Rating:2 Link Arrows: ⬆ (N), ⬇ (S) ATK: 1700 2 monsters including at least 1 "Nimble" monster You can target up to 3 cards in your GY; shuffle them into the Deck, and if you do, all "Nimble" monsters you currently control gain 300 ATK for each monster shuffled. If this card or a monster this card points to is destroyed by battle or by card effect: Special Summon 2 "Nimble" monsters from your Deck in face-up Attack Position or face-down Defense Position. You can only use each effect of "Nimble Dragon" once per turn. Support To: Flavor Notes:
  16. Amorphage Mutation [Continuous Spell] "Amorphage" monsters you control gain 100 ATK for each Mutation Counter on this card. Once per turn, if a "Amorphage" monsters(s) would be destroyed by battle or by card effect, you can place 1 Mutation Counter on this card instead. Once per turn, if a "Amorphage" Spell/Trap(s) other than this card would be destroyed be card effect, you can place 1 Mutation Counter on this card instead. You can only control 1 "Amorphage Mutation". Support To:
  17. There are not that many Xtra HERO Link monsters. It kinda sucks, especially since Isolde and Summon Sorceress are the only solid Honest Neos support links out there. I wanted to try out two different cards that I thought were useful. Xtra HERO Distress Instrumentalist Dark / Warrior / Link / Effect Attack 1800 | Link -2 (BL, BR) 2 "HERO" Effect monsters When this card is Link Summoned; add 1 Spell Card that specifically lists "Fusion Summon" in its text, from your Deck to your hand. You can only Summon 1 "Xtra HERO Distress Instrumentalist" per turn. Xtra HERO Angelic Muse Light / Warrior / Link / Effect Attack 2100 | Link -3 L, R, B) 2+ "HERO" Effect monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to; Draw 1 card. You can only activate this effect of "Xtra HERO Angelic Muse" once per turn. This card gains 200 ATK for each "HERO" monster Summoned this turn. If this card attacks a Defense Position monster, inflict piercing damage.
  18. DARK/LVL 11/ZOMBIE/XYZ/Effect/5000 ATK/4500 DEF 2 Level 10 monsters If "Anubis God of Death" destroys an opponents monster, attach it to this card as material. Once per turn: You can detach 1 material from this card, then banish 2 cards on the field. This effect cannot be negated.
  19. Greetings, everyone! This will be my first post on this forum, so please let me know if there's anything I can do to improve my posts in the future (making it easier to read, shortening card text, etc,). Also, while I am well-versed in PSCT and have no shortage of card ideas, I lack the skills and time to create the card artwork for many of these cards. If you have an image which you believe fits the cards I post, I would REALLY appreciate it if you shared it with me. I can't give you money for it, but I'll definitely give you a shout-out with a post of the image on the card with your profile name in place of the serial number. With that out of the way, let's dive in to these new cards! Reserve Squad (Continuous Spell) Once per turn, you can activate one of the following effects: Target 1 non-Effect monster in your GY; place it on the bottom of the Deck, and if you do, draw 1 card. Reveal 1 non-Effect monster in your hand; place it on the bottom of the Deck, and if you do, draw 2 cards. You can banish this card from your GY; Special Summon 1 non-Effect monster from your GY. You can only use this effect of "Reserve Squad" once per turn. Goblin Underdog (Link-1 Monster) DARK Warrior Link Arrow: Bottom Attack: 1000 1 non-Effect monster, except a Token If this card is Special Summoned: You can Set 1 "Squad" Spell/Trap card, "Heart of the Underdog", or "Common Charity" directly from your Deck. (Quick Effect): You can Tribute this card; you take no damage this turn. During your Main Phase, except the turn this card was sent to the GY: You can send 1 Spell/Trap card you control to the GY; Special Summon this card from the GY, and if you do, it gains a Link Arrow pointing to the right. I imagine these cards being based on the goblin series of Yugioh cards which appear on Supply Squad and Backup Squad, with Goblin Underdog dressing up like underdog from Common Charity and Heart of the Underdog. I've always admired slow, Normal Monster-oriented control strategies, such as Dino Rabbit and Pacifis Control, so I designed these cards with those in mind. If you ever brick with a vanilla (including the legendary Garnet), you can summon it, link into Goblin Underdog, search Reserve Squad, then return the vanilla you used to the bottom of your deck for a free draw. Alternatively, if you have Reserve Squad in hand already, you can return a dead card for 2 free cards instead, hopefully to draw a Rescue Rabbit or other play starter. In either case, Reserve Squad is a +1 in card advantage while Goblin Underdog can help you survive your opponent's turn if you open bad turn 1. Coincidentally, there's a Normal Trap called Ballista Squad, which offers a minor disruption if you're willing to run it (I literally had no idea it existed before doing my research to make these cards). So what did you think? Too balanced, too broken? Feel free to share your ideas in the comments! Also, if you have an image that fits these cards, please let me know and I will upload the card with your name in the serial number slot. Thanks for reading! Stay tuned for more exciting Yugioh cards in the future. Above all else, just remember to be creative.
  20. Vanity & Envy DARK [Spellcaster/Link/Effect] Link Rating:2 Link Arrows: ⬋ (SW), ⬊ (SE) ATK: 0 2 monsters with the same name While you control monsters other than "Vanity and Envy", this card cannot be targeted for attacks or by card effect. (Quick Effect): You can target 1 face-up monster your opponent controls; Special Summon 1 "Reflection Token" (Fiend/LIGHT/Level 1/ATK ?/ DEF 0) (When Summoned, its ATK becomes equal to the current ATK of the target +100). You can only use this effect of "Vanity & Envy" once per turn. Concept
  21. Memory Lane [Field Spell] During the turn player's Draw Phase, instead of conducting their normal draw: They can add 1 card from their GY to their hand, and if they do, place 1 Memory Counter on this card. Once per turn, while you control no monsters: You can target 1 monster from either player's GY; Special Summon it, but its effects are negated. Each time a monster(s) is Special Summoned from the GY, place 1 Memory Counter on this card. Monsters Special Summoned from the GY gain 300 ATK for each Memory Counter on this card. Concept:
  22. Puppet Roulette [Normal Spell] Reveal 3 different "Gimmick Puppet" monsters or cards that specifically lists "Gimmick Puppet" in its text, have your opponent randomly add 1 of them to your hand, and send the rest to the GY. Immediately after this card resolves, you lose 1000 LP for each monster sent to the GY. You can only activate 1 "Puppet Roulette" per turn. Support To:
  23. 1 "Edge Imp Needle" + 1 "Fluffal Bear" Once this is fusion summoned choose up to 2 cards on the field and attach them to this card. Once per turn you can detach 1 card and this card gains the ATK of the detached material, also while attached use their effects.
  24. (Made this one mostly 'cuz the idea of Wildheart as a pirate captain intrigues me =3) Elemental HERO Wildtide WATER/Lv 7/Warrior/Fusion/Effect/2500 ATK/1900 DEF “Elemental HERO Wildheart” + 1 WATER monster Must be Fusion Summoned, and cannot be Special Summoned by other ways. Once per turn, if your opponent activates a Spell/Trap Card or effect: You can return 1 of your “HERO” monsters that is either banished or in the GY to the bottom of your Deck; negate the activation/effect of that Spell/Trap, and if you do, destroy it. Once per turn, if a “HERO” monster you control destroys a monster by battle, or inflicts battle damage to your opponent: You can add 1 card from your opponent’s GY to your hand.
  25. 2+ Level 4 monsters You can detach 2 materials from this card, then target 1 Cyberse Link Monster in your GY; Special Summon it. If this card attacks an opponent's monster, it gains 500 ATK for each Cyberse Monster you control during the Damage Step only. In my opinion the original Firewall eXceed Dragon's effect was a big let down, especially with the special summon lock so I tried to make it better.
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