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Found 219 results

  1. 2 DARK monsters, including a Tuner If this card is Link Summoned: You can discard 1 card; Special Summon 1 DARK Tuner monster from your Graveyard, but its effects are negated. If a DARK Synchro Monster(s) is Special Summoned to a zone(s) this card points to while this card is on the field, except during the Damage Step: Draw 1 card. You can only use each effect of "Dark Synchronizer" once per turn. first card on ncm whoooo
  2. So as a start to being on NEO YCM I thought I bring my updated Kingdom Neos card on here with its effect updated. This card being a Fusion that can be easily summoned off with Neos Fusion in HERO's makes it a great addition to any HERO Deck as it allows you to mill off a Shadow Mist with Neos from the deck to summon this and get a search of Shadow Mist. In addition this card will gain ATK and DEF for each additional HERO you control excluding itself or any copies of itself where this with another HERO can make it a 3000 ATK beatstick. In addition to this Kingdom Neos is both a offensive and defensive monster where it has protection from monster effects and also can grant itself plus any other HERO monster you control protection from Spells and Traps during the battle phase as to fit in with their play style of beat down. An ideal play with this card is to have both this and Dread Decimator on the field to both give Dread Decimator protection from Spells and Traps during the battle phase while Dread Decimator grants this card ATK through its effect while Kingdom Neos gains 500 through its own with Dread Decimator on the field.
  3. A Trap monster that focuses on destroying things depending on how many of your turns it has been Set on the field. It's designed to be offensive if that's what you want, or destroying your own cards, the focus being on Artifacts mostly, due to this becoming a Level 5 monster. Additionally, since you may want this Set for a while, if it's destroyed while Set, it destroys a card on the field, so your opponent gotta be careful with what they blow up.
  4. [Normal Trap] After this card's effect resolves, set this card instead of sending it to the GY. If an opponent's monster effect targets a card(s) you control: That monster effect instead becomes the following depending on the type of card. ●Monster: The target gains 1000 ATK and DEF. ●Spell/Trap: Reveal that card, and the target's owner can add 1 card from their Deck or GY to their hand with the same name. - - - - It's meant to be similar to the re-setting of Scrap Iron Scarecrow but the multi bullet effects make it awkward to put afterwards, but will edit if I can't get away with this xD It only works on monster effects that target to help you troll a bit and possibly give an incentive for running cards that aren't necessarily the omni-consistent monster effects in most decks nowadays. Though something like Sky Strikers really flies over this sort of card.... Still, I think it'd be fun. x9
  5. Spirit Drain Continuous Spell Card Activate this card by paying 1000 LP. Once per turn: you can set 1 "Mind Drain", "Skill Drain" or "Soul Drain" directly from your deck. You activate that card during the turn it was set. During each of your End Phases, inflict 500 points of damage to your opponent for each "Drain" Continuous Trap card you control. You can only control 1 face-up "Spirit Drain". So Spirit Drain is a Continuous Spell that helps quickly set you up with the other Drain Traps where it gets them from the deck and allows you to activate them during the turn they were set. In addition Spirit Drain also has the added effect of burning your opponent for 500 damage for each Drain Trap you control and is also balanced by it only allowing you to control only 1 at a time. In a Stun Deck thats built around countering various effects, this card will be handy for getting your Drain Cards into effect and in addition to that Magic Planter can also work with this card by having you get a Drain Card that you don't effectively need by can use send to the grave for Magic Planters effect in order to draw 2 cards.
  6. Angelic Hero Zera LIGHT **** Fairy/Effect You can target 1 monster your opponent controls; banish this card and that target. If you control "The Sanctuary in the Sky": You can activate this effect as a Quick Effect. You can only activate this effect of "Angelic Hero Zera" once per turn. 1600/1600 In honor of a new website, I thought I'd retrain a classic monster with a simple but powerful removal effect.
  7. A strange LINK-1 that Special Summons to your opponent's field. If a monster is Summoned to the zone it points to, it will negate its effects, and it gains 1000 ATK for each monster on the field whose effects are negated.
  8. Was too lazy to find an image omegalul I like the idea of pairing Sigil generation to strong Dirt legendaries, kinda like Orichalcum Golem.
  9. So, I was messing around on the Discord server, and ended up making this as a joke. However, Dova himself actually liked it, so why should I let it go to waste? Here it is: Dova, the Avian Reptile WATER - Level 6 - Winged-Beast/Effect - 2000/1800 When this card is Tribute Summoned, you can target 1 WATER monster in your GY, add it to your hand, and if you do, shuffle 1 WATER monster from your GY into your Deck. When this card leaves the field, you can Special Summon 1 WATER monster from hand, then shuffle this card into your Deck.
  10. Level Linker lv 2 LIGHT Fairy/Effect When a you Normal Summon a monster: you can Special Summon this card from your hand, then, this cards Level becomes the same as the Level of the monster you Normal Summoned. You can only Special Summon "Level Linker" this way once per turn. This card cannot be used as Synchro Material. ATK/100 DEF/300 So Level Linker is designed best to go with the effects of Which Starling where they both enable you to summon any 2 material Xyz Monster from Rank 5 to Rank 8 where it allows you to summon various cards from Rank 5 Volcasaurus to Rank 8 Galaxy-Eyes Prime Photon Dragon. In addition this card is balanced by the fact it cannot be used as Synchro Material so its not abusable in Synchro decks.
  11. Nonstop infinite Dirt support. Always. (In hindsight, should probably cost 5 or 6 instead)
  12. Dolphin Magic LIGHT Level 6 [Aqua/Effect] 1200/3000 f your Normal Summoned/Set monster is attacked: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation, also change all monsters your opponent controls to Attack Position and they must attack this turn, if able. Your opponent cannot target monsters for attacks, except this one. - - - - Hand trap that supports the battle phase and Normal Summons. Your opponent is forced to clash against a 3k wall with everything, and leave everything in Attack Position even if this card itself doesn't involve removal of any kind. It is also a ptotection, ideally. Its last effect is live even if you bring the card out by other means so good old attack locks with just a Broken Blocker or Inferno Reckless xD
  13. A bit of a retrain of an old card of mine, mostly to help it catch up to today's standard a bit better. Sitting Long Neck EARTH Level 3 [Dinosaur/Effect] 1200/800 If this card would be destroyed by battle or effect, you can change it to Defense Position instead. While there are 3 or less total cards in your hand and field, it gains 1200 ATK and DEF, 3 Levels, and cannot be targeted by your opponent's effects. While it is the only card in your hand and field, it gains 1600 ATK and DEF, 4 Levels, and is unaffected by your opponent's effects.
  14. Thief Dragon EARTH Level 3 [Dragon/Effect] 1200/700 This card cannot be destroyed by battle with monsters with 1800 or more ATK. If it battles a monster, after damage calculation: You can target 1 Spell/Trap your opponent controls; add the target to your hand. You can only use this effect of "Thief Dragon" once per turn. - - - - It's like a combination of Baby Dragon and Graverobber. Except it steals from the opponent's field rather than their GY. If either this monster or the S/T are removed from the equation, the effect dies off, but considering it's a damage calculation effect, that's probably not a big concern. Can steal scales and whatnot and has a little bit of a safety net against battle.
  15. I recently realized that there isn't a whole lot of Normal Spell support in general, so I figured I would make a searcher for them. Obviously I understand that it can be a powerful thing to grab a Normal Spell, so you have to give up quite a lot to do so, by first revealing another Normal Spell in your hand, as well as your entire hand when this card resolves, then you shuffle that revealed card into your Deck, and you also can't activate it, nor the card you added to your hand that same turn. I think that's fair enough to grab any Normal Spell in the game, as there have been similar things for other kinds of Spells and Traps which aren't used much, but still useful should your Deck have a lot of Normal Spells or something that's hard to search normally.
  16. I recently took a look at the new Harpie support, and thought it interesting that they played into Harpie Lady Sisters and higher Level Harpies in general, so I came up with an idea to support that, as well as give them even more options than before, since they are limited to Rank 4s and 7s for the most part, so this card enables them to do so much more. Firstly, it's a Harpie Lady on the field and GY like most Harpies tend to be, but it's also a Tuner. Next, it got two effects, the first Special Summon itself by increasing the Level of 1 of your Harpie monsters by 1. This plays into the next effect, which activates on its Summon, which targets any Harpie you control and make all Harpies on the field into that target's Level. This gives you the option to Xyz Summon Rank 5s and 8s, something you couldn't do before, or Synchro Summon with this card for a variety of Synchro Monsters. Either if you want to use this on Harpie Lady Sisters or Harpie's Pet Dragon to make Rank 7s or 8s or if you are more into the Synchro Summoning side, you just want a relatively free Special Summon from your hand, this gives you many options for plays your opponent wouldn't normally expect in a Harpie Deck.
  17. So am bring back some of the themes I made on the old YCM and revamping them starting off with Accel Androids which is a WIND Psychic Synchro Deck which focus's on swiftly building their Synchro monsters and laddering them up into higher Level Synchro's where those Synchro monsters will gain certain effects if a Accel Android Synchro Monster was used as Synchro Material. Finally the names of these cards are all based on sound and dance. Accel Android - Newstyle lv 1 WIND Psychic/Tuner/Effect While you control only "Accel Android" monsters, you can Special Summon this card from your hand. You can only Special Summon "Accel Android - Newstyle" this way once per turn. If you use this card you control for a Synchro Summon, you can treat this card as a non-Tuner monster. ATK/100 DEF/100. Accel Android - Danbreak lv 2 WIND Psychic/Effect When this card is Normal or Special Summoned: Special Summon 1 "Accel Android" Tuner monster from your deck in Defence Position. (Quick Effect): you can banish this card from your GY; target 1 monster your opponent controls, change the battle position of the targeted monster. You can only activate each effect of "Accel Android - Danbreak" once per turn. ATK/500 DEF/300 Accel Android - Dantap lv 2 WIND Psychic/Tuner/Effect When this card is Normal or Special Summoned: Special Summon 1 "Accel Android" non-Tuner monster from your deck in Defence Position. (Quick Effect): you can banish this card from your GY; target 1 monster you control, the targeted monster can attack your opponent during the Battle Phase this turn. You can only activate each effect of "Accel Android - Danbreak" once per turn. ATK/500 DEF/300 Accel Android - Swingzo lv 3 WIND Psychic/Effect When this card is Special Summoned: target 1 monster your opponent controls, destroy the targeted card. When this card is used as Synchro Material for a Level 5 or higher "Accel Android" Synchro Monster: draw 1 card. You can only activate each effect of "Accel Android - Swingzo" once per turn. ATK/600 DEF/600 Accel Android - Discance lv 3 WIND Psychic/Tuner/Effect When this card is Special Summoned: target 1 Spell/Trap Card your opponent controls, destroy the targeted card. When this card is used as Synchro Material for a Level 5 or higher "Accel Android" Synchro Monster: draw 1 card. You can only activate each effect of "Accel Android - Discance" once per turn. ATK/600 DEF/600 Accel Android - Base Beat lv 4 WIND Psychic/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner Monsters When this card is Synchro Summoned: you can Special Summon 1 "Accel Android" Tuner monster from your GY in Defence Position. Once per Chain, during your opponents Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 "Accel Android" Synchro monster using this card you control (this is a Quick Effect.) ATK/1400 DEF/1200 Accel Android - Rhythm Beat lv 5 WIND Psychic/Synchro/Tuner/Effect 1 Tuner Monster + 1+ "Accel Android" non-Tuner Monsters When this card is Synchro Summoned: you can Special Summon 1 "Accel Android" non-Tuner monster from your GY in Defence Position. Once per Chain, during your opponents Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 "Accel Android" Synchro monster using this card you control (this is a Quick Effect.) ATK/1600 DEF/1800 Accel Android - Brave Beat lv 6 WIND Psychic/Synchro/Effect 1 "Accel Android" Tuner monster + 1+ "Accel Android" non-Tuner Monsters If this card battles, your opponent cannot activate cards or effects until after the damage step. If this card was Synchro Summoned using a Synchro monster as Synchro material, this card gains the following effect. * This card can attack every monster your opponent controls (one attack on each monster per Battle Phase.) ATK/2200 DEF/1600 Accel Android - Echo Beat lv 7 WIND Psychic/Synchro/Effect 1 "Accel Android" Tuner monster + 1+ "Accel Android" non-Tuner Monsters When this card is Synchro Summoned: inflict 700 points of damage to your opponent. If this card battles an opponents monster, any battle damage it inflicts to your opponent is doubled. If this card was Synchro Summoned using a Synchro monster as Synchro Material, this card gains the following effect. * Once per turn (Quick Effect): you can target 1 face-up monster your opponent controls, negate the targeted monsters effects until the End Phase this turn. ATK/2400 DEF/2000 Accel Android - Sound DJ WIND Link: DL, DR Psychic/Link/Effect 2 "Accel Android" monsters Once per turn (Quick Effect): you can shuffle 1 "Accel Android" Tuner monster and 1 "Accel Android" non-Tuner monster that has a Level from your GY into your deck; Special Summon 1 "Accel Android" monster from your Extra Deck whose Level is equal to the combined Level of the monsters that were shuffled into the deck to a zone this card points to (this Special Summon is treated as a Synchro Summon.) If this card is destroyed by battle or by card effect, destroy all Spell/Trap cards on your opponents side of the field. ATK/1500 LINK-2 Synchro Salsa Spell Card Target 1 "Accel Android" monster you control, then, declare a Level from 1 to 5; the targeted monsters Level becomes the declared Level. (Quick Effect): you can banish this card from your GY; target 1 "Accel Android" monster you control that has a Level, increase the targeted monsters ATK equal to its Level x 200. You can only activate this effect of "Synchro Salsa" once per turn. Accel Hip-Hop Spell Card Shuffle 1 "Accel Android" monster you control into your deck, then, Special Summon 1 "Accel Android" from your deck. (Quick Effect): you can banish this card from your GY; target 1 "Accel Android" monster you control, the targeted monster is unaffected by your opponents card effects until the End Phase this turn. You can only activate this effect of "Accel Hip-Hop" once per turn. Accel Gang Style Spell Card Target 1 "Accel Android" monster you control, increase the targeted monsters ATK equal to the number of "Accel Android" monsters you control x 200. (Quick Effect): you can banish this card from your GY; Special Summon 1 "Accel Android" monster from your deck in defence position. During the turn you activate this effect, you cannot Special Summon monsters from your Extra Deck except "Accel Android" monsters. You can only activate this effect of "Accel Gang Style" once per turn. Accel Echo Trap Card Target 1 "Accel Android" Synchro monster in your GY in Defence Position, Special Summon the targeted monster from your GY. (Quick Effect): you can banish this card from your GY; Special Summon 1 "Accel Android" non-Synchro monster from your GY in Defence Position. You can only activate this effect of "Accel Echo" once per turn. Synchro Sound Counter Trap Card Activate this card when your opponent activates a card or effect while you control a "Accel Android" Synchro monster. Negate the activation and effects of that card and destroy it. You can only activate 1 "Synchro Sound" per turn.
  18. Acqua Magica Continuous Spell If a WATER Spellcaster monster is Summoned to your field: You can Special Summon 1 Aqua monster from your Deck or GY whose ATK is lower than that monster's ATK. If that WATER Spellcaster would be destroyed, you can destroy the monster Summoned by this effect instead (even if this card leaves the field). You can banish this card from your GY: Send 1 WATER Spellcaster from your hand or Deck to the GY, and if you do, Special Summon 1 Aqua monster from your Deck or GY whose Level is equal or lower than the Level of the sent monster +1. It cannot be destroyed this turn. You can only use each effect of "Acqua Magica" once per turn. Semi-generic support for all WATER Spellcasters, basically. Ideally it takes 1~2 Aqua techs to take advantage of it, with the intent to keep it as a compact engine. Some archetypes inherently have WATER Spellcasters and Aquas, namely Ice Barriers. Thoughts?
  19. Worked on with a certain user god knows I've mentioned a lot in the last 5mins but... they are someone who I enjoy working with on ideas and stuff. There's a YGO variant of these very cards I will be hyperlinking eventually and updating together as we both have time. Saradominist Minelayer | 1UU Creature - Saradomin Knight When you counter a spell or ability while this card is in your hand, you can pay {1}. If you do, put this card from your hand onto the battlefield. Spells or mana abilities that counter a spell cost {1} less. 1/2 Saradomin's Wise Drop Off | 1U Tribal Instant - Saradomin Scry 2, then draw a card. Or Counter target spell that would draw, then scry for the amount instead. >>>>>>>> The Crown Archival Unactivated {4} Tribal Artifact - Saradomin Equipment Equipped creature gains +5/+5. Equip {5} Equip Wizard {2} When you counter a spell, transform The Crown Archival Unactivated. The Crown Archival Activated Tribal Artifact - Saradomin Equipment When The Crown Archival Activated transforms, equip it to target creature you control. Equipped creature gains +5/+5 and has this ability: "{1 WU}: Counter target spell. Activate this ability only once each turn." Equip {6} Equip Wizard {4} <<<<<<<<<< Altar to Saradomin 8WWW Tribal Enchantment - Saradomin Affinity for Saradomin Saradomin Creatures cannot take non-lethal damage. WW: Saradomin Creatures have First Strike this turn. UU: Saradomin Creatures have Hexproof this turn. R: Target Saradomin creature has Haste this turn.
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