Jump to content

Search the Community

Showing results for tags 'other'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Information & Services
    • News
    • Comments & Inquiries
    • Introductions
    • Activation Issues
  • Role-Playing
    • Out of Character Planning
    • Roleplays
  • Custom Cards
    • Custom Card Discussions
    • Experimental Cards
  • Card Game Discussions
    • Yu-Gi-Oh!
    • Magic the Gathering
  • Multimedia
    • Creative Writing
    • Graphic Showcase
    • Anime & Manga
    • TV & Literature
    • Video Games
    • Music
  • Other
    • General
    • Blogs
    • Miscellaneous
    • Clubs & Organizations
  • Archive
    • Archived Forums
  • The NCM Information Bureau's News Updates
  • Archetype Generator Meta's Topics
  • Crayon Corner's Personal Projects
  • The Command Tower's Decklists
  • CIRCUS Team's Topics
  • Operating Systems & Tech's Desktops & Laptops
  • Operating Systems & Tech's Operating Systems
  • Operating Systems & Tech's Software

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 84 results

  1. 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:
  2. Please add a Link Pendulum template to the Card Maker. Like this
  3. 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.
  4. Number C101: Slient Honor Ark (Retrain) 3 Level 5 monsters (This card's name is always treated as "Number C101: Slient Honor Ark") Once per turn: You can target 1 monster your opponent controls; attach it to this card as a face-up Xyz Material. If this card is destroyed and sent to the Graveyard while it has Xyz Material: You can Special Summon this card from your Graveyard, then gain LP equal to the original ATK of this card. "Number 101: Silent Honor ARK" must be in your Graveyard to activate and to resolve this effect. If someone has a better idea for a name, feel free to post it
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. Glorious Emperor Penguin WATER Aqua/Effect Link arrows-1 right, 1 bottom left ATK-1900 LINK-2 2 Aqua-Type monsters If an effect is activated that would return monsters your opponent controls to Hand: Draw 1 card.. You can discard 1 card, then target 1 Aqua-Type monster in your Graveyard; Special Summon it in either face-up attack position or face-down Defense Position to a Zone this card points to. You can only use each effect of "Glorious Emperoe Penguin" once per turn.
  10. Rank-Up-Magic Reforging of the Phantom Knights Normal Spell Target 1 DARK Xyz Monster with no Xyz Material you control; Xyz Summon 1 DARK Xyz monster that is 1 Rank higher than that target from your Extra Deck, using that target, any material(s) it has, and this card as Xyz Material. You can banish this card from your GY and target 1 of your other banished "Phantom Knights" cards; attach it to an Xyz monster you control as material. You can only use 1 effect of "Rank-Up-Magic Reforging of the Phantom Knights" per turn, and only once that turn. PK Launch is probably getting the big ban hammer, and I wanted to pay tribute to the most flexible RUM in the game, and what better way to do that than by replacing it with a RUM that is strictly worse, but still accomplishes the basic function of getting Requiem. To make up for the fact that it's a Normal Spell, its banish effect is far and away better, getting your banished PK monsters onto your break sword/Requiem, or funny things like putting used PK traps onto time thief redoer.
  11. Elemental HERO Flaremanlv 4 FIREWarrior/EffectWhen this card is Normal or Special Summoned: add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: you can banish this card from your GY; Target any number of "HERO" Fusion and/or Link monsters from your GY (Min. 1), return all targeted monsters into the Extra Deck, then, draw 1 card. If you returned 3 or more monsters to your Extra Deck with this effect, draw 2 cards instead. You can only activate each effect of "Elemental HERO Flareman" once per turn.ATK/1800 DEF/1200So Flareman is a enhanced Blazeman where its on summon effect allowing you to search ploy from both hand and deck and instead of sending HERO's from deck to grave to gain their attribute and states it instead banishes itself to return HERO Extra Deck monsters back to your Extra Deck where it then allows you to draw 1 or 2 if you returned 3 or more monsters back to the Extra Deck.In HERO's it works more effectively in its search for Polymerization while also having reversed stats in comparison to Blazeman. Also its recycling effect helps with giving HERO's some draw power where banishing itself adds to Elemental HERO the Shinings effect.
  12. Attribute: FIRE Type: Warrior/Effect LV:4 ATK:1500/DEF:1000 If you control a Level or lower monster: You can special summon(from your hand). Once Per Turn: For the rest of this turn: Any damage inflitcted by your Level/Rank 4 or lower monsters is doubled, When this effect is activated: destroy this card then add 1 level or lower monster with the same name as of the monster(s) who inflicted double damage. Note: Probably busted
  13. Level Resonator lv 3 DARK Fiend/Tuner/Effect When this card is Normal or Special Summoned: you can Special Summon 1 Level 4 or lower monster from your hand or GY, and if you do, you can increase or decrease this cards Level by 1. You can only activate this effect of "Level Resonator" once per turn. This card can only be used as Synchro material for DARK Dragon Synchro monsters. This card cannot be used as a Link or Xyz material monster. ATK/1000 DEF/1000 So Level Resonator is a Tuner monster that acts like Red Resonator where it can summon a monster from your hand when summoned in addition to this also allowing you to summon a monster from your grave, in addition to this it can also adjust its Level so you can Synchro Summon into Red Rising or Red Dragon Archfiend where through Red Rising's effect it also helps with getting you Abyss on the field. In Red Dragon Archfiend Decks this card helps with setting up your high Level Synchro monsters on the field.
  14. 2+ monsters This card's name becomes "Firewall Dragon" while it is on the field or in the GY. Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 monster from your hand. You can only use each activated effect of "Firewall Balanced Dragon" once per turn. I know this isn't very original but I wanted to see what people thought of it. The name is a bit of a joke I'll admit
  15. Time Thief Reboot Quick-Play Spell Target 1 face-up card your opponent controls and detach 1 material from an Xyz Monster you control; attach that target to the Xyz Monster as material. If you detached a material from a "Time Thief" Xyz Monster, you can also attach 1 card from the top of the opponent's Deck to it as Xyz Material. You can only activate 1 "Time Thief Reboot" per turn. Time Thieves are a pretty cool concept so I thought I'd just toss a card out to help 'em (and the Xyz mechanic as a whole).
  16. DARK | Rank 8 | Dragon | Xyz | Effect 2 level 8 DARK monsters You can also Xyz Summon this card by using a Dragon-Type "Evilswarm" Xyz Monster you control as the Xyz Material, other than "Evilswarm Terminus Dragon". (Xyz Materials attached to that monster also become Xyz Materials on this card). This card can't be destroyed by battle by monsters with a zero in the decimal position of their ATK or DEF . Once per turn: You can detach 1 material from this card; change all monsters with a zero in the decimal position of their ATK or DEF to defence position, then, until the end of this turn, all monsters you control deal Piercing Damage while attacking a defence position monster. I made this one because I felt like that Evilswarms didn't have a real boss monster liike other DT archetypes, that have one big guy that commands their tribe/army. Also this is technically the polar opposite of Ptolemy M7 (being this the one ruler behind the Lswarm and M7 the sum of all constellars).
  17. D.D. Synchron DARK * Machine/Tuner/Effect During your Main Phase, while this card is in your GY, you can activate this effect: Return 1 banished non-Tuner monster you own to the GY and banish this card from your GY. When this effect resolves, Special Summon from your Extra Deck 1 Synchro monster whose total Levels equals the combined Levels of this card and the returned monster (this Special Summon is treated as a Synchro Summon). You can only use this effect of "D.D. Synchron" once per turn. 0/500 Just a card that popped into my head.
  18. Rank-Up-Magic Link Force Normal Spell Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if possible, attach 1 Link monster on the field to the Summoned monster as an Xyz Material. Even though I don't play yugioh anymore, this card randomly came to mind while i was lying in bed a few days ago. It might need a better name. edit: Ignore the tags, I don't know how they got there to begin with.
  19. Saw that they were making a room escape based on Yu-Gi-Oh! so was inspired to make this card. Escape the Room! Field Spell When activated: Put 5 Room Counters on this card. Room Counters cannot be removed from this card by other cards or effects. This card is unaffected by other cards or effects while it has a Room Counter. If there are no Room Counters on this card, you win the Duel. The first time you perform any of the following actions after activating this card, remove 1 Room Counter from this card. • Draw 2+ cards with the same effect. • Destroy 2+ cards with the same effect. • Change the battle positions of 2+ monsters with the same effect. • Gain 2000+ LP with the same effect. • Inflict 2000+ damage with the same effect.
  20. 1 “Red-Eyes” Zombie monster + 1 “Archfiend” monster If this card is Fusion Summoned using a Synchro Monster(s) as Fusion Material: You can add 1 "Zombie World" from your Deck or GY to your hand. All monsters your opponent controls lose 100 ATK/DEF for each Zombie monster on the field and in the GYs. Your opponent cannot activate cards or effects during the Battle Phase. If a Zombie monster(s) is destroyed by battle or card effect: You can Special Summon 1 Zombie monster from either GY to your field, and if you do, you can inflict damage to your opponent equal to its original ATK, and if you do that, banish it face-down during the End Phase. You can only use each effect of "Scarred-Eyes Archfiend Darkness Dracolich" once per turn. Version 1 With as many Red-Eyes as there are, I feel that some of them should be streamlined, especially since the main criticism that I hear is that they have no singular strategy. This is meant to be a mix of both Red-Eyes Zombie Necro Dragon and Archfiend Black Skull Dragon, though favoring the former more than the latter.
  21. Blackwing- Zap The Lightning Attribute: Dark Type: Winged-Beast/Tuner/Effect If you control a “blackwing” Synchro monster: You can special summon this card(from your hand), You can only use the following effects of “Blackwing- Zap The Lighting” Once Per Turn. •When this card is used for the synchro summon of a “blackwing” monster: Whenever it destroys an opponent’s monster by battle: you can inflict damage to your opponent equal to half of the destroyed monster’s ATK •You can banish this card from your GY: Target up to 3 of your banished “blackwing” monsters or in the graveyard, shuffle them into the deck, then draw 1 card. purely made for me to try the new forums and from what I learn with PSCT.
  22. Qliphort Defragenius EARTH/Machine/Link/Effect/Rating 3 ATK: 2400 Markers: bottom, bottom-left, bottom-right 2+ Machine monsters, including a "Qli" monster This Link Summoned card is unaffected by Spell/Trap effects and by activated effects from any monster whose original ATK is lower than this card's current ATK. Once per turn (Quick Effect): You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 or more monsters are Special Summoned at the same time to zones this card points to: You can take 1 Machine Pendulum Monster from your Deck, and either Special Summon it, place it in your Pendulum Zone, or add it to your hand. Posted this on YCM a while ago but have made some changes. It's a straightforward upgrade for Qliphort Genius. Admittedly, I made it mainly because I wish the negation effect of Genius was a Quick Effect. Can't say it's a really creative effect, but I tried to give it as much flavor as possible. The changes are making the material requirements more flexible, as it used to require at least 1 Qliphort Link monster, also I changed the protection, and made the search of the last effect more flexible. Trivia, flavor & stuff: - The name makes a reference to defragmentation. Also it hints at Genius compacting, or "defragmenting", itself by finding a body. - It has the same ATK as the Level6 Qliphorts. Thoughts?
  23. Volcanic Flare Dragon FIRE Link: L, DL, U, DR, R Pyro/Link/Effect 3+ FIRE Effect Monsters Must be Link Summoned. When a FIRE monster is summoned to a zone this card points to: destroy 1 card on your opponents side of the field. When this card destroys a monster by battle: inflict damage equal to the destroyed monsters ATK. If this card would be destroyed by battle or by effect: you can tribute 1 FIRE monster you control in a zone this card points to instead. ATK/3500 LINK-5 So Volcanic Flare Dragon acts as a Link 5 FIRE monster whose designed around the very attribute itself with power, destruction and burn while also being able to protect itself by tributing a FIRE monster it points to. In FIRE Decks this card would act as a ideal boss monster for them and would fit best in Salamangreats as they focus around multiple Link Summoning.
  24. A Field Spell to boost your friendly neighborhood Hallos and turn luck to your side. Land of Sweets and Mallows [Field Spell] "Hallo" monsters you control gain 500 ATK/DEF for each card in your Pendulum Zone. When you Pendulum Summon monster(s) while you have a DARK Normal Pendulum Monster Card in your Pendulum Zone, your opponent cannot activate cards or effects. When an effect of a card in your Pendulum Zone is activated that rolls a six-sided die or tosses a coin 1 time: You can banish 1 Pendulum Monster from your GY, face-down; choose the result of that die/coin.
  25. Xceed Slayer lv 6 LIGHT Fairy/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner monster Increase this cards ATK and DEF equal to the combined Link Rating of Link monsters that point to this card x 200. Once per turn (Quick Effect): you can target 1 Xyz monster on the field, remove all Xyz Materials attached to the targeted card. Your opponent cannot activate cards or effects in response to this effect. When this card leaves the field: Special Summon 1 Tuner monster from your GY in Defence Position. ATK/2300 DEF/1900 So Xceed Slayer is a anti Xyz Synchro Monster that can be utilized to shut down your opponents xyz monsters by removing all materials from them, in addition to make it viable outside of dealing with Xyz's this card also gains ATK and DEF if its in the zone link monsters point to and summoning a Tuner monster from your grave either as an additional wall or if it were to have survived that battle phase be used for another Synchro Monster. Ideally this can be an effective counter against cards like Utopia the Lighting and the Galaxy Eyes Xyz's by removing materials to stop them from using their effects.
×
×
  • Create New...