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Found 219 results

  1. Millennium Sky Prevei Type: Thunder/Synchro/Effect Level: 9 ATK: 2200 DEF: 2000 Monster Effect: 1 Tuner + 1 or more Thunder non-Tuner monsters Once per turn, if a monster(s) is Special Summoned to your opponent's side of the field: You can change it to face-down Defense Position. If this card is banished: You can target 1 Field Spell Card in your GY; activate it. I am currently working on a new Archetype called "Millennium Sky". There's alot of work going on in terms of artworks and coding for YgoPro. The cards are built around moving opponents into Defense Position and then Piercing through them. I wanted to point out this card because of it's unique lockdown method and would like to have some feedback on it's balancing regarding Master Rule 4. Greets, Messoras
  2. Sidlewinder EARTH [Reptile/Link/Effect] Link Rating:2 Link Arrows: W, E ATK: 1500 2 Reptile monsters You can move this card to 1 of your unoccupied adjacent Main Monster Zones, and if you do, Special Summon 1 Reptile monster from your hand or GY to a Zone this card points to. You can only use this effect of "Sidlewinder" once per turn. Apply these effects depending on Zones occupied by monsters this card is pointing to. Left Zone: This card and monsters it points to cannot be destroyed by battle. Right Zone: This card and monsters it points to cannot be destroyed by card effects. Concept and Wordplay:
  3. Art Source: Romauge Bremer from Atelier, Photoshopped (by me) over a Spirit background I found on YCM Priestess of Tlaloc Level 4 | Spellcaster/Spirit/Effect | EARTH ATK: 1200 DEF: 1900 Effect: Cannot be Special Summoned. If Normal Summoned or flipped face-up: you can target 1 Fusion, Synchro, Xyz, Pendulum or Link monster in your GY; gain LP equal to that target's ATK, then return it to the Extra Deck (if that target is a Pendulum monster, place it face-up on top of your Extra Deck). Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. Design Notes: Never made a Spirit monster before, so I felt like it. I know LP-increasing effects are generally seen as useless, but I always wonder... how high a LP gain does a card have to offer before a player considers running it? Well, I’ll let you guys answer that one. What I can say though is that since many Extra Deck monsters have higher ATK, this can definitely offer a noticeable boost. Returning an Azathot gives you 2400, a Borrelsword will give you 3000, an F.G.D. will give you 5000… but that’s a reach. Either way, this card isn’t only a healing card, as it recycles the Extra Deck monster as well, so that’s (hopefully) useful. Especially for monsters that you only run 1 of (perhaps because its Limited) or if they can’t be Special Summoned from the Graveyard. Another utility this card can offer is with Foolish Burial and Pendulums, as you could use Foolish Burial to dump a Pendulum monster, then use this to get it on top of the Extra Deck, then Pendulum Summon it, effectively making Foolish Burial a ‘Special Summon a Pendulum from the Deck’ card. Granted, I imagine most Archetypes probably have other in-Archetype searchers anyway, I’m just throwing the possibility out there. This card is still weak to Effect Veiler and Impermanence. Typical of Spirit monsters, if its effect gets negated, it doesn’t return to the hand in the End Phase – nor will it return to the hand in any subsequent End Phase, as that effect only applies to the turn it is Normal Summoned/Flipped-face up. I want to say that this card’s target needs to stay in the Graveyard to gain Life Points, and if you can’t gain the Life Points for whatever reason, you don’t get to move the card. Lastly, in case you are wondering, ‘Tlaloc’ is the name of the Aztec god of Rain and crop fertility. Anyways, I wouldn't say this is the most competitive card I've ever come up with, but what are your thoughts?
  4. https://www.youtube.com/watch?v=SOFGQmLpXio Wonder Wings Equip Spell Equip only to a "Utopia" monster. It gains 500 ATK. If the equipped monster attacks, at the end of the damage step: you can send this card to the GY; the equipped monster can make a second attack during each Battle Phase this turn. If this card is sent from the field to the GY: you can add 1 "ZW" monster from your deck to your hand. So I thought that "Wonder Wings" sounded like a card name so I made this.
  5. Prismatic of Endymion DARK / LV 9 / Spellcaster / Fusion / Pendulum / Effect / Pendulum Scale: 9 / ATK: 3300 / DEF: 2100 Pendulum Effect: Each time a Spell card is activated: place 1 Spell Counter on this card when that Spell resolves. You can remove 6 Spell Counters from your field; Special Summon this card from your Pendulum Zone, then select 1 face-up Spellcaster-Type Pendulum monster from your Extra Deck and place it in your Pendulum Zone. You can only use this effect of “Prismatic of Endymion” once per turn. Normal Effect: 3 or more Spellcaster-Type monsters When this card is Fusion Summoned: Place 1 Spell Counter on this card for each Fusion Material used for its Special Summon. Once per turn (Quick Effect): You can remove at least 1 Spell Counter from this card, and if you do, you can look at all Set cards your opponent controls, then destroy a number of cards on your opponent’s field equal to the number of Spell Counters removed from this card. Your opponent cannot activate cards or effects in response to this effect’s activation. If this card in a Monster Zone is destroyed: You can place this card in your Pendulum Zone. Creator's Notes: Honestly, not too much thought went into making this. I just wanted to create a monster card for the unknown character featured on Magicalized Fusion, so I did some of my usual splicing work and made a custom artwork for it. The monster effect was inspired by Borreload Dragon, which I had pulled from my box of Duel Power on the same day I started the card's design, mixed in with some elements of Chimeratech and Spell Counters as an attempt to balance. The remainder of the card is ideally designed for Endymion/Mystical Beast decks, ideally summoned by Magicalized Fusion itself, as either a beatstick or a guaranteed way to deal with face downs and other cards. If this card was real, I wouldn't be surprised to see it become Limited or even Forbidden soon after.
  6. Please add a Link Pendulum template to the Card Maker. Like this
  7. LINK-5s are now a thing in the anime, and yeah, we have that Match Winners have been a thing, and I have made LINK-5s previously, but now it feels like an official thing, even though there aren't any legal LINK-5s yet. Anyway, that's all to say that this card makes it become the End Phase, and then it unleashes a crazy effect! First, your opponent draws equal to the number of cards it points to, then your opponent's HP become equal to the number of cards in their hand x 1000, then it sends all other cards on the field to the GY. Additionally, if it's in the Extra Monster Zone, your opponent can't activate cards in response to this effect, which means that it being in the Extra Monster Zone is ideal, but this also means that your opponent may place monsters in the zones it points to so they can draw more and get more LP, so be careful. The main idea is to Summon this card in the opponent's turn so that you can trigger its first effect and immediately make it the End Phase. It's weird, but powerful if you can pull it off.
  8. Counter Deflation [Normal Trap] Shuffle all cards on the field with counters on them into the Deck, then each player lose LP equal to 200x the number of counters on the cards they controlled that were shuffled into the Deck. These conditions apply based on the total number of counters on the field. 5 or more: You can activate this card from your hand. 7 or more: Your opponent cannot activate cards or card effects in response to this card's activation.
  9. I just made an Insect Queen Deck, and saw that there wasn't really a good selection of Level 6 monsters, since Insect Imitation is a pretty good card for them in there, I wanted to make something for them, and since the Deck deals with equipping Insects, I figured I would make it do that too.
  10. to be compleated: Norn's Dictate Vorinclex's Hunger Sheoldred's Whisper Jin-Gitaxias's Manipulation Urabrask's Wrath All-Suns Throne Moment of Compleation --- Karn, Father of Machines [7] Legendary Artifact Planeswalker - Karn +1: Put a +1/+1 Counter on Target Creature. It becomes an Artifact in addition to it's other types, and gains Infect. -2: Gain Control of Target Artifact. -7: Gain Control of All Artifacts your Opponents control, and then target Opponent gets Poison Counters equal to the Number of Artifacts you control. [5] Phyrexian Prophecy [1BBB] Sorcery Search your Library for a Card and add it to your hand. Then Shuffle your Library. If an Opponent is Poisoned, target Opponent gets a Posion Counter. "In the time of the first sun's reign, the father will rise. In the time of the second sun's reign, the father will fall. In the time of the third sun's reign, we will be born anew. In the time of the fourth sun's reign, the father's disciples crown his son upon the All-Sun's Throne. In the time of the fifth sun's reign, all will be Compleat. In the time of All-Sun's reign, the multiverse shall be one." - Phyrexian Prophecy
  11. Taser Viper LIGHT ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/ 1500 DEF/ 1500 While you control only Thunder monsters, you can activate 1 of these effects of "Taser Viper" once per turn, and only once that turn. During either player's Main Phase(Quick Effect): You can send this card from your hand to the GY and target 1 face-up monster your opponent controls; negate its effects until the End Phase. When an opponent's monster declares an attack: You can send this card from your hand to the GY; negate the attack. That monster cannot attack while it is face-up on the field.
  12. If this isn't allowed in this section, feel free to move it. So I was looking through some of the creatures in the Skylanders series and I saw this thing... It's stats are weird and probably need some adjusting also I'm unfamiliar with the new phrasing of things in the card game because I really don't play it much except through Legacy of the Duelist, but I tried basing it's effect off of one of it's abilities in the games, which is Anyway, here's the main card and now for the Piñata Token (Again, feel free to move this thread if in the wrong spot because of this) I know it's not much but I just had a bright brainstorm that this creature... and maybe a few more on the way... would make for some neat monsters in Yu-Gi-Oh
  13. Shinobird Magpie WIND ✪✪✪✪ (Level 4) [Winged Beast/Spirit/Effect] ATK/1200 DEF/ 1300 Cannot be Special Summoned. If you control a Spirit monster, you can reveal this card in your hand; immediately after this effect resolves, Normal Summon this card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. (Quick Effect): You can Tribute this card from your hand, and 1 other monster from your hand or field; Special Summon 1 "Shinobaroness Peacock" or "Shinobaron Peacock" from your hand (This is treated as a Ritual Summon). Support To: Design Notes:
  14. Normal Trap Card Card text: Tribute 1 monster you control; Special Summon this card as an Effect Monster (Thunder/EARTH/Level 6/ATK 2200/DEF 1500), also negate the effects of all other face-up cards in the same column as this card as long as this card remains face-up on the field. Now here's a Trap Monster with a pretty strong effect, also requiring a Tribute to bring out. Regarding the fact that Trap Cards are rarely played and becoming weaker with more stronger monsters and combos being released, I thought adding some innovative Traps to my custom cards collection might be a good idea. What do you guys think? Greets, Messoras
  15. Art Source: Ulia by Aleksei Vinogradov Iskandra, Avatar of War Level 10 | Warrior/Synchro/Effect | EARTH ATK: 2500 DEF: 2000 Effect: 1 Tuner + 1 or more non-Tuner monsters For this card’s Synchro Summon, you can treat 1 Warrior Monster you control as a Tuner, but the other materials must also be Warrior monsters. If a monster your opponent controls battles this card, or targets it with an effect: you can target that monster; send a number of Equip Spells (max. 5) from your Deck to the GY and decrease that target's ATK by that number x1000, then if its ATK was reduced to 0 as a result, negate that activation (if any), also destroy it. Design Notes: This is a proof-of-concept card intended to represent an alternative kind of Synchro Summon. The basic rundown is, the Synchro monsters of this hypothetical class are generic if Summoned using traditional materials (1 Tuner + 1 or more non-Tuners), but provide the option to utilize any monster of its Type as a Tuner, on the condition that every other material is of that same Type. To compensate for this versatility, its Level is somewhat higher than normal (I imagine a Synchro monster with Iskandra’s effect would normally be Level 8, rather than 10). Keep in mind the materials must still add up to be the appropriate Level, regardless of how you Summon it. A couple ruling notes: since its destruction effect is predicated by an “also” clause and not an “and if you do" clause, it can destroy the card even if it doesn’t negate the effect (but you still have to reduce the monster’s ATK to 0). This is why it is able to destroy stuff it battles. Also, a neat fun fact is if you attack with this card, and it destroys the attack target by this effect, provided you did not activate this effect during the Damage Step, it will trigger a replay battle. That means, if you are running enough Equip Spells, you can just keep attacking monsters and blowing them up over and over again. Another detail is that its ATK reduction is permanent. I wanted to design a card with a strong Warrior-theme, which is why the effect is centered on interaction with other monsters and Equip Spells. The name “Iskandra” is a feminine form of the Greek name “Iskander,” of Alexander the Great fame (an intentional reference to him), and also means “Defender of Mankind.” Your opponent could try to attack over it, or hit it with a monster effect, but they risk you dumping a bunch of Equip Spells and blowing up their monster. Granted, the fact you have to run Equip Spells may be a downside depending on your deck… but its alternate Summoning condition means you don’t need to run Tuners either. At any rate, this card means you are just three Equip Spells away from destroying a Borrelsword, so hopefully it all pays for itself at the end. So, what do you think about this card? Is the Equip Spell-centered effect worth the Main Deck space? Could you see this in competitive play? Is the Synchro Summoning condition a good idea, or do you think its powercreeping a mechanic that doesn’t need it? Am I asking too many questions? Well, I’d like to hear what you all think either way.
  16. This card is kind of silly, but I thought it would be a fun little idea to make a card that plays around with the idea of ordering in terms of alphabetical order. This would obviously not really work in the real game, since the cards are Japanese, and thus a card like this would change how it works, if it even could work, completely over there, even in German or Spanish it would cause a lot of trouble, but hey, who says all cards have to make sense? It also allows you to snatch up special symbol cards and cards that have a number, because why the hell not?
  17. Normal Trap If you control a Spellcaster monster; activate a Continuous Spell from your hand or GY. If you control a Level 7 or higher Spellcaster monster, you can activate it from your Deck or banished cards instead.
  18. You can reveal this card in your Hand; Your opponent chooses 1 random card from your entire Hand, then you discard the chosen card. If this discarded card was not “Danger! Spring-Heeled Jack!”, you can Special Summon 1 “Danger! Spring-Heeled Jack!” from your Hand, then draw 1 card. When an opponent’s monster declares an attack while this card is in the GY: You can discard 1 “Danger!” monster; Special Summon this card, and if you do, change the attack target to this card, also reduce that monster’s ATK by 1000. If this card was Special Summoned from the GY by its own effect, return it to Hand if it would be sent to the GY. You can only use this effect of “Danger! Spring-Heeled Jack!” once per turn.
  19. Normal Trap If a monster you control would be destroyed by battle or by an opponent's card effect; send one monster with the same name as that monster from your Deck or Extra Deck to the GY instead.
  20. Seance for the Vindictive [Normal Trap] Banish a number of monsters from your GY up to the number of your unoccupied Main Monster Zones ; Special Summon a number of "Vindictive Tokens" (Zombie/DARK/Level 1/ATK ?/ DEF 0) (When Summoned, each of their ATK becomes equal to the original ATK of 1 of each banished monster) equal to the number of monsters banished, in Attack Position, but destroy them during the End Phase.
  21. Artwork Source: Couldn't find the artist's name, but the copyright is "Aiming Inc" ___ Colorless Chaos Dragon of Dark World Level 10 | Fiend/Fusion/Effect | DARK ATK: 3300 DEF: 2700 Effect: 4 DARK monsters, including 1 Level 7 or higher "Dark World" monster. Must be Fusion Summoned. You can activate the following effect; discard your hand, then during the End Phase of this turn, draw cards equal to the number of "Dark World" card effects that resolve (without negation) this turn after this effect resolves. You can only use this effect of "Colorless Chaos Dragon of Dark World" once per turn. If this card is sent from the field to the GY by a card effect: destroy cards your opponent controls up to the number of "Dark World" monsters used as material for this card's Fusion Summon. ___ Design Notes: In an episode of GX, there’s a Dark World Fusion Monster that’s referenced with a similar name but is never summoned and never mentioned again. I thought the concept of a Dark World Fusion monster sounded cool, so I felt like making something with that basic idea in mind. Keep in mind, this card isn’t completely based off that card, as we don’t even know what effect or stats that monster was supposed to have. Really, just the name and the fact it’s a Fusion are the same. That said, onto the card. The effect is rather long textwise, but really it only has three things in it: a Summoning restriction, an on-field effect, and a Graveyard effect. The on-field effect was inspired somewhat by Super Rejuvenation, which I recognize is banned (well, in the TCG) but I figure if you’re investing four monsters (and a Fusion Spell) into a card, it’s gotta help you generate some advantage and pay itself back. For example, let’s say you have three Dark World monsters in your hand; pitch them with this card’s effect, their effects go off, then in the End Phase, you Draw 3 cards. Keep in mind, this card’s effect also applies to any Dark World effect, so stuff like Dark World Dealings will also count. Swarming your field with stuff like Goldd and Beige plus getting Draws should help you generate some nice advantage, even if this guy gets wiped off the board. Speaking of which… While the monster itself does not have any built-in protection, it instead has an effect that triggers if your opponent tries to get rid of it with a card effect. You might’ve already guessed, but my inspiration for the card having this type of effect was inspired by how Dark Worlds typically have discard effects. I tend to like Extra Deck monster effects that change somehow depending on the materials you use for them (a good example of an existing card like this Black Luster Soldier, the Chaos Warrior), so this monster in particular rewards you the more Dark World monsters you used to make it. You are always guaranteed to be able to hit 1 card, but in the strongest scenario you can wipeout up to 4 of your opponent’s cards. On a final note, and I guess this goes without saying, but there are only two Level 7 or higher Dark World monsters, which would be Reign-Beaux and Grapha. Let’s be real, you’re not running Reign-Beaux, so obviously Grapha it is. Which is fitting, because they are both Dragonic anyway. Every archetype these days seems to get their own Fusion Spell, so I suppose this card’s competitive viability would be pretty dependent on whether or not a “Dark World Fusion” would be made or not. But maybe I’m wrong, who knows. Well, what are your thoughts on the card? I always enjoy feedback.
  22. Pot of DiversitySpell CardDuring your Main Phase 1: Target 3 monsters with the same type but different Attributes; shuffle all 3 into the deck, then draw 1 card. If you return 2 or more cards into the Extra Deck this way, draw 2 cards instead. You can only activate "Pot of Diversity" once per turn.So Pot of Diversity is a new pot card where it focus's on same type archetype that use multiple attributes like Yang Zing, Altergeists, E-HERO, B.E.S and Duston. Firstly this can recycle monsters in those decks to draw 1 but with decks like Yang Zing, Altergeists and E-HERO if you manage to return 2 or more cards to the Extra Deck with this enables you to draw 2 cards instead making it a good power draw card.
  23. Ojama King Grandelv 6 LIGHTBeast/Fusion/Effect3 "Ojama" monstersThis card is treated as "Ojama King" while on the field or in your GY. Select up to 3 of your opponent's Monster Card Zones. The selected zones cannot be used. During your Main Phase: you can send 1 "Ojama" card from your GY to the bottom of your deck; target 1 card your opponent controls, banish the targeted card face-down. You can only activate this effect of "Ojama King Grande" once per turn.ATK/0 DEF/3000So Ojama King Grande is a new Ojama King that while shares the same effects as the original has both more generic materials and can banish a card face-down by sending a Ojama to the bottom of your deck.In Ojama's this card can be a effective boss monster with Ojama Country where it also can both recycle Ojama cards and banish cards at the same time making it more threating than the original.
  24. Draw and DashQuick Play Spell CardDraw 1 cards, then, target 1 monster you control; return the targeted card to your hand.So Draw and Dash is a Quick play spell that allows you to draw a card while retreating a monster you control back to your hand. Effectively you can use this with Extra Deck monsters like Link 1's to recycle them or with monsters that have effects that trigger upoin leaving the field like Absolute Zero.Ideally this card can be best used to return any searcher you summoned back to your hand so you can resummons it to trigger its searching effect again.
  25. Chimeratech Dragon - Cyber End Destroyerlv 12 DARKMachine/Fusion/Effect1 "Cyber Dragon" + 1+ Level 5 or higher Machine monstersMust be Fusion Summoned with the listed Fusion Materials. The original ATK/DEF of this card becomes equal to the number of Fusion Materials used for its Fusion Summon x 1500. This Fusion Summoned card gains the following effects depending on the number of "Cyber Dragon"(s) used as Fusion Material to summon this card.* 1+: Cannot be destroyed by battle or by card effects.* 2+: If this card attacks a Defense Position monster, inflict piercing battle damage.* 3+: This card can attack thrice during each of your Battle Phases.ATK/? DEF/?So Cyber End Destroyer is acts as a Alternative Cyber End Dragon where this gains a number of effects depending on the number of Cyber Dragon used as materials. In addition this cards ATK can rise at a crazy rate if you manage to Fusion Summon using a lot of Level 5 or higher Machine Monsters.
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