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About Me

Found 84 results

  1. When this card is Normal Summoned: You can target 1 monster you control; gain Life Points equal to its ATK. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card, then target 1 monster; gain Life Points equal to its ATK. One of my ports from YCM. Yea, it's a simple Life Point gaining card (LP and GY still don't feel right btw); however, the second effect could prove very useful in surviving an opponent's onslaught. I can only see this used in Casual play, but I just couldn't get the idea out of my head and the image fits well. I thought about having it set to Summon instead of Normal Summon, but I decided against it. Anyway, CnC?
  2. Just in case if YCM goes down and I forget to post this. Hallo who carries hope on its white wings! Set forth your magical blades with unyielding light! Xyz Summon! Appear! Magical Swordsman who cuts through crossovers! Hallohallope Magician! Hallohallope Magician DARK Rank 3 Once per turn: You can roll a six-sided die and apply this effect, then destroy this card. Once applied, the Levels of all monsters you currently control become the same as the result +1, until the end of this turn. <--Pendulum Scale 2--> [Spellcaster/Xyz/Pendulum/Effect] 2 Level 3 monsters You can detach 1 material from this card; Add 1 Level 3 DARK monster from your Deck to your hand, then you can place this face-up card in your Pendulum Zone. You can only use this effect of "Hallohallope Magician" once per turn. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hallo" Pendulum Monster from your Deck or Pendulum Zone. 1800/1600 -------------------------------------- Original
  3. Monsters in this card’s column cannot target or be targeted by the attacks or effects of monsters, except for monsters in this card’s column. If a player controls no monsters in this card’s column, that player’s opponent’s monsters in this card’s column can attack directly. Monster’s in this card’s column do not prevent direct attacks, except from monsters in the same column as it. Once per turn, if there are no monsters in this card’s column, you may move this card to another of your empty Spell/Trap zones. Meant to "isolate" a column into a single battleground separate from the rest. Thoughts?
  4. 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.
  5. A new Hallo hero has arrived, in a form of Cyberse Wizard, to support Hallo Rituals, specifically Cyberse Neo Hallohallo. Neo Hallohallo Level 3 DARK Once per turn: You can roll a six-sided die and shuffle Pendulum Monsters from your GY and/or face-up Extra Deck into the Deck up to the result. <Pendulum Scale 2> [Spellcaster/Pendulum/Effect] If this card is Normal Summoned: You can banish 1 "Hallo" card from your hand; Add 1 "Hallo" Ritual Monster to your hand, and 1 Ritual Spell from your Deck to your hand whose name is listed on that Ritual Monster, then you can place this face-up card in your Pendulum Zone. If this card is Special Summoned from the Pendulum Zone: You can target 1 card on the field; return it to the hand. You can only use each monster effect of "Neo Hallohallo" once per turn. 1600/800
  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. 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.
  8. Time to continue the Hallo Saga on this new website. Hallo who wields the power of Cyberse! Inherit this new power of Neo! Ritual Summon! Appear, Level 6! Cyberse Neo Hallohallo! Cyberse Neo Hallohallo Level 6 DARK Cannot be activated. Your opponent cannot target "Hallo" monsters you control with card effects. Once per turn: You can target 1 monster you control; roll a six-sided die and that monster gains ATK equal to the result x 500 until the end of this turn. <Pendulum Scale 7> [Cyberse/Ritual/Pendulum/Effect] You can Ritual Summon this card with "Gateway to Neo". You can target 1 card in your Pendulum Zone; Special Summon it, and if you do, place this card in the same Pendulum Zone. You can only use this effect of "Cyberse Neo Hallohallo" once per turn. If a "Hallo" Normal Monster you control battles an opponent's monster: it gains 1500 ATK for each card in your Pendulum Zone, during that damage calculation only. 2000/2500 Gateway to Neo Ritual Spell Card This card can be used to Ritual Summon any "Hallo" Ritual Monster. You must also Tribute monsters from your hand or field and/or send Normal Pendulum Monsters from your Deck to the GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If your opponent controls a Field Spell and you control no Field Spells: You can banish this card from the GY, then target 1 "Hallo" Ritual Monster you control; it can attack directly this turn. You can only use this effect of "Gateway to Neo" once per turn.
  9. 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.
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