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Found 127 results

  1. Marco PolomerizationQuick-Play Spell Card(This card is always treated as "Polymerization".)Fusion Summon 1 Fusion Monster from your Extra Deck, using 1 or monsters you control and 1 monster from your hand Fusion Material. You can banish this card from your GY; Target 1 Fusion monster you control: Banish the targeted monster until the End Phase this turn, and if you do, gain LP equal to the targeted monsters ATK. You can only use each effect of "Marco Polomerization" once per turn.
  2. Trick GuardQuick-Play Spell CardTarget 1 monster you control; the targeted monster is unaffected by your opponents Spell/Trap cards until the End Phase this turn.
  3. Effect: "Genex Controller" + 1+ non-Tuner DARK monsters When this card is Synchro Summoned, declare 1 Phase: Skip that Phase during your opponent's next turn.
  4. S.T. Slayerlv 4 DARKWarrior/EffectGains 300 ATK for each Set card your opponent controls. When the effect of a Flip monster is activated: you can pay 1000 LP; negate the activation, and if you do, destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage.ATK/1700 DEF/1200
  5. 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
  6. 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
  7. 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.
  8. 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.
  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. + = Gemini Metal Elf Level 5 | Machine/Effect | EARTH ATK: 2300 DEF: 1300 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or Deck) by Tributing "Gemini Elf" equipped with "Metalmorph". For each "Metalmorph" in your GY, this card gains 1 additional attack during each Battle Phase. Might need to edit this one a bit. Wanted to revisit the old "Metalmorph transformation" gimmick from way back when like with Red Eyes Black Metal Dragon and Metalzoa, but actually make a card that wasn't a pointless waste of time. So a beefed up Gemini Elf that can attack multiple times if you have Metalmorphs in your graveyard. However, I'm not 100 % if this one would be underpowered or overpowered at all. It's a lot harder to get this on the field than the average Link or Xyz monster, but I did the math and if you were to, for example, get three of these on the field, thus having three Metalmorphs in your GY, you'd have four attacks for each of them every battle phase. That's almost 30,000 damage per battle phase. And if you throw something like Limiter Removal in the mix you're getting over 50,000 points of damage. An unlikely scenario but not impossible, so I'm just not entirely sure if I may have gone overboard. Any help would be appreciated.
  11. Identity Theft! Quick-Play Spell Card Tribute 1 monster from your hand or field: Reveal 1 Normal monster in your Deck; the revealed monster's Name, Type and Attribute (in the Deck) become the same as the Tributed monster, then shuffle your Deck. As with some of my other cards I might need help with the grammar for the effect. Basically you treat a Normal monster in your deck with the same name, type, and attribute as a monster you tribute.
  12. 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.
  13. Artworks made by me (Anem0n/Navden), if you want the full size/wallpaper ones go here : https://www.deviantart.com/anem0n {Cards Text} Azur Glow Chaos Emperor Dragon Level 10 Dragon/Effect DARK Monster | ATK/3000 DEF/3000 This card can also be treated as level 7 or 8 monster and/or a Wyrm-Type monster. If this card is in your GY or in your banished cards, you can banish 1 card face-down from your Hand : Special Summon this card. If this card Summoned by its own effect leaves the field : Send 1 card from the field to the GY, then send 1 random card from your opponent's Hand to the GY, cards sent to the GY by this effect cannot activate their effects until the next Standby Phase. You can activate this card's name effect only once per duel. Crimson Flare Dragon Lord Felgrand Level 10 Dragon/Effect LIGHT Monster | ATK/3000 DEF/3000 This card can also be treated as level 7 or 8 monster and/or a Wyrm-Type monster. If this card is in your GY or in your banished cards, you can banish 1 card face-down from your Hand : Special Summon this card. If this card Summoned by its own effect leaves the field : Target 1 card on the field, banish that target, your opponent cannot activate effects in response to this card's effect, also cards with the same name as the banished card cannot activate its effects until the End Phase of this turn. You can activate this card's name effect only once per duel. Gold Spark Star Eater Level 11 Xyz/Dragon/Effect LIGHT Monster | ATK/3500 DEF/3500 2 Level 11 monsters This card can also be treated as a rank 10, 7 or 8 monster and/or a Wyrm-Type monster. You can also Xyz Summon this card by using 1 level 11 or higher Synchro monster you control as the Xyz Material. You can detach 1 Xyz Material from this card : Your opponent cannot activate monster cards effects during the Battle Phase of this Turn. Your opponent cannot activate cards effects in response to this card's effect. You can activate this card's name effect only once per duel. I'd love to hear your feedback, Thanks guys.
  14. 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.
  15. [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.
  16. 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)?
  17. Malice Doll of Despair Level 4| Fiend/Effect| DARK ATK: 1400 DEF: 1900 During your next Standby Phase after this card was sent from the field to the Graveyard by the effect of a Continuous Trap Card: Special Summon this card from the Graveyard. I swear she's not just Malice Doll of Demise wearing a dress. That would be silly.
  18. 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.
  19. Sword Slasher Mass-Production Model Level 4| Machine| DARK ATK: 1500 DEF: 1450 Sold to the highest bidder, these upgraded autonomous soldiers cut through their targets with two well-honed blades. "Despite the success of our prototype Sword Slasher, We were ordered to redesign its features for mass-production. This meant cutting costs and streamlining design elements, though we were determined to maintain as many key functions as possible for the finished products."
  20. 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.
  21. Canyon Battleguard Level 3| Warrior/Union/Effect| EARTH ATK: 1500 DEF: 550 Effect: Once per turn, you can either: Target 1 Warrior-type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. When this card is equipped to a "Swamp Battleguard"; this card's name is treated as "Lava Battleguard. When this card is equipped to a "Lava Battleguard"; this card's name is treated as "Swamp Battleguard". If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Just an experiment. It's been a long time since I've made a yugioh card so I wanted to give the new site a try. Sorry if the effect grammar is incorrect in places, I really haven't done this sort of thing in a while.
  22. 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.
  23. 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.
  24. 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
  25. 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?
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