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Found 127 results

  1. 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.
  2. Please add a Link Pendulum template to the Card Maker. Like this
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Yubel, Summoned Nightmare 3 BB Legendary Planeswalker - Yubel Loyalty 1 +1: This card gains X loyalty, where X is equal to your devotion to black. 0: Inflict X damage to target opponent, where X is equal to the toughness of target creature they control -8: You get an emblem with "Damage that would reduce Yubel, Summoned Nightmare's loyalty to less than 1 reduces it to 1 instead." Was inspired after facing Yubel in Duel Links and I've had MtG on the brain for a good sec too. Was thinking of allowing her to be used as commander, but I don't know what deck she would even support so ?
  15. 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.
  16. If you control a Dark Dragon-Type monster except “Dragonic Knight”: You can Special Summon this Card. When this card attacks, it is changed to Defense Position at the end of the Damage Step, You can target 1 Dragon-Type monster in your GY:Return it to the hand and if you do, switch this card to Attack Position and it can attack gain in a row. You can only use the effect of “Dragonic Knight” Once Per Turn.
  17. Artwork Source: Inner-City Train by Daniele Solimene Express Train to Nowhere LV10 | EARTH | Machine/Effect ATK: 2500 – DEF: 1000 Effect: You can Normal Summon this card without a Tribute, but it is sent to the GY during the End Phase. If this card is in your GY, except the turn it was sent there (Quick Effect): You can Banish this card, then target 1 EARTH Machine monster in your GY; Special Summon that target, then if possible you can immediately Xyz Summon using that monster as an Xyz material. You can only activate this effect of "Express Train to Nowhere" once per turn. Design Notes: This one’s for Anna. I felt like making Train support, as I would love for that deck to become competitive. I guess it could support Infinite Ignitions as well, but I’m not as enthusiastic of those for whatever reason. I just like Trains. Like most Trains, the card has a way to Summon itself without a Tribute. There’s usually some drawback, often an ATK reduction of some sort, but I opted to instead allow this thing to hit the field as a 2500 beater but with the drawback that it sends itself to the GY during the End Phase. I feel that it having this downside fits its name and theme better, rather than just an ATK reduction. Though considering how easily you can pump out Rank 10s in the deck, it’s rare that it’ll actually be sent to the Graveyard by its own effect anyway. The revival effect has a number of uses in Trains such as: potentially stop an OTK, Special Summon a Main Deck Train at full ATK, revive Double Header Anger Knuckle without using its own effect, etc. A neat combo you can pull off is banish this card, Special Summon Derricrane, go into Number 81 (the only Rank10 Train that can use its effect during the opponent’s turn), detach Derricrane for 81’s effect, then Derricrane goes off and pops a card. Since you can use this combo during your opponent’s turn, it not only puts a big monster on board but can potentially disrupt one of their plays. Alternatively, you can use Express Train to revive an Xyz monster and immediately use it to Xyz Summon Juggernaut Liebe on top of it with the greatest of ease. Of course, that assumes you have enough material on the field already that would allow you to Xyz Summon. Maybe you don’t. Luckily, the revival effect does trigger Revolving Switchyard even if it’s your opponent’s turn, and while by the time Switchyard’s effect resolves it will be too late to Xyz Summon by this effect, what you can do is wait till your opponent’s End Phase, activate Express Train, revive a Train, activate Switchyard, then during your turn use those two monsters to go into your Xyz monster, thus bypassing Switchyard’s downside (if you Special Summon a monster off its effect, your opponent does not take Battle Damage that turn) completely. On a side note, while it can only revive EARTH Machine monsters, it does not specify that you have to use said revived monster to Xyz Summon an EARTH Machine, you don’t even have to use it to Xyz Summon at all. So, tell me what you think. I’m not sure if this one card would be enough to push Trains into competitive play, but it surely couldn’t hurt.
  18. 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.
  19. Card Art: Saiba Aisu Dancing Fusion Normal Spell Card Fusion Summon 1 "Cyber" Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You cannot Normal or Special Summon other monsters the turn you activate this card, except "Cyber" Warrior or "Cyber" Fairy monsters. You can banish this card from your Graveyard and target 1 "Cyber Blader" you control; apply an effect listed on it that depends on the number of monsters your opponent controls until the End Phase. You can only use each effect of "Dancing Fusion" once per turn. I wanted to create a fun card that would revitalize Cyber Girls as an archetype, while also allowing for combination plays with Cyber Angels. Assuming your opponent controls an Extra Deck Monster, you can use this card to Special Summon Cyber Blader using monsters from your Deck (Etoile Cyber and Blade Skater) as Fusion Materials. You can then banish this card from the Graveyard in order to apply Cyber Blader's third effect ("Negate your opponent's activated card effects") until the End Phase, allowing you to play without interference. From there, you can use cards like Machine Angel Absolute Ritual to recycle Etoile Cyber and Blade Skater from the Graveyard for Ritual Summons.
  20. [Normal Spell] Draw 2 cards, then your opponent can set 1 Trap from their Deck or GY, and can activate it the turn it was set. You can only activate 1 "Trick & Treat" per turn. You cannot activate this card if you have a "Trick & Treat" banished face-up or in your GY. - - - - - It's more like an Upstart but instead of a boring +0 single draw that gives some chump change LP to the opponent, it is a +0 that draws 2, but you give your opponent an immediate extra weapon that you have no control over. The idea is that it's a Pot of Greed right out of the bat unless the opponent techs at least 1 Trap in their build. It is meant to encourage Trap usage. It has a hard OPT clause to prevent looping, and even when you can use a copy again, you better get rid of the one you previously used. I don't really like all that much how the modern philosophy in Deck-building encourages maxing out on copies you can't use multiple times, risking dead draws because you know that first usage of them in a duel will make it or break it and that probably there isn't gonna be a late game to go into, but I'll take it over having this be an easy "draw 2" every turn. I'm considering giving the Trap some sort of protection... maybe protection from Monster Effects so it can only be rid of by something like MST-like Spells, pretty much nullifying the extra draw, though what are your thoughts people?
  21. I've used this drawing for other cards at YCM but usually for the same theme of a "Call of the Haunted" -like effect. I think this is gonna be the definitive version of the effect (or whatever this thread has me edit it into after fixes and suggestions xD ) I plan to re-draw this art too though. I drew it back in 2013 so it's long overdue for it. [Continuous Trap] Activate this card by targeting 1 monster in your GY that can be Normal Summoned or Set; Special Summon it. If that monster destroys a monster by battle: You can gain LP equal to the destroyed monster's DEF, and if you do, set this card. If that monster leaves the field, you can destroy this face-up card. If this card leaves the field, you can destroy that monster. - - - - - Yes effect #2 doesn't work on Links. The idea is to make the player get creative if they want to make use of it. It works on Pendulums and Tokens in case you are wondering. The self-destruct bit is optional now. In case you wanna ensure keeping it for a Magic Planter combo, or getting rid of it for a Treeborn Frog or Gorz play, or that sort of thing. Part of an ongoing crusade to make a sort of starter deck once enough of my cards are amazed xD Thoughts, comments, suggestions all appreciated.
  22. Artwork Source: "Billy" illustrated by Miyano Akihiro, for Gyakushuu no Fantasica. Quickdraw Kid LV3 | FIRE | Warrior/Tuner/Effect ATK: 1000 – DEF: 200 Effect: During your Opponent's End Phase: you can discard this card; draw cards equal to the number of Special Summoned monsters your opponent controls +1, then shuffle cards from your hand into your deck equal to the number of Special Summoned monsters your opponent controls. You can only use the effect of "Quickdraw Kid" once per turn. Design Notes: The logic behind this card is that if your opponent swarms the field and makes some huge unbreakable board (one that you might not be able to counter), this card allows you to refresh your hand and hopefully provide you with better tools to get back in the game. While this effect can be useful at any stage of the duel, I imagine this card is possibly the best in your opening hand when you’re going second. To give an example, let’s say your opponent is going first and after a series of crazy combos they manage to Special Summon four big monsters by the end of their turn. You discard this, and since your opponent has four Special Summoned monsters, you draw 5 cards off this effect, and then you must put back 4. But, before you put back those 4, you have a total of 9 cards to choose from (your opening hand had 5, you discarded this card making 4, then you drew 5), so it allows you ditch bricks and hopefully end up in a better place you started out. In this manner, the card hopefully encourages more interactive play. In a way, after thinking about it, it’s like some sort of weird cross between Maxx “C” and Magical Mallet. Of course, unlike Maxx “C”, you never go plus off Quickdraw Kid (and unlike Magical Mallet, it isn’t a minus either) – you always start out and finish up with the same number of cards in your hand. That’s in part why, while Maxx “C” is banned, I don’t believe this card would be banned. I also think this helps to give a little extra consistency to decks that might not have it, helping them compete against their meta counterparts. If nothing else, it’s also a Tuner, as hand traps tend to be. I figure this gives the card a little extra utility, so it isn’t a total dead draw later on. I was actually a little hesitant to make it a Tuner (I didn’t want it to be too useful), but I figure if all those Ghost girls are Tuners, this should be fine too. I’m interested to get feedback on this card, because this is just a random idea I had and I am not sure if it’s a ‘good’ idea or a ‘bad’ idea. And by bad idea, I mean, it’s either not as useful as I assumed it would be, or it may be too good. Being able to refresh your hand sounds pretty good to me, but then again, it is dependent on your opponent, so… I’m not sure either way. Let me know what you think.
  23. Artwork Source: Found the image on Google, couldn’t find the original source. Frostwave Xyvern Rank 7 | WATER | Dragon/Xyz/Effect ATK: 2600 – DEF: 0 Effect: 2 Level 7 monsters You can detach 1 Xyz material from this card: While this card is face-up, until the end of your opponent's next turn, Set cards cannot be activated or Flipped face-up, also if a face-down monster is attacked, destroy it at the start of the Damage Step. While this effect is active, if this card attacks a monster: you can flip that monster into face-down Defense Position. Design Notes: The inspiration behind this card basically combines two things I like: Rank 7 monsters, and one of my favorite Spells, Cold Wave. I really like Elemental Dragons, as broken and deserving the banhammer as they are, so Rank 7s (a key part of that deck) have always had a soft spot in my heart. And Cold Wave gives me a lot of nostalgia, because back around the middle school lunch table, I ran that thing in 3s and my friends hated it. Well, I hated Magic Cylinder and Sakarestu Armor just as much. With that being said, on to the card itself. So its first effect is basically a pseudo-Cold Wave. Unlike Cold Wave, it affects only Set cards, but it affects Set monsters, Spells, and Traps, preventing them from being flipped face-up. It doesn’t stop all Spells/Traps outright, so it’s arguably not as much of a “ha, you can’t play” card that Cold Wave is. The fact that it, in addition to this, blows up face-down monsters seems a little random, but actually the logic behind that is, when you attack a face-down monster, you have to flip it face-up, naturally. But, this card says you can’t do that – so, something’s got to happen to these monsters. I opted to have them blow-up. This is useful, because while freezing the backrow probably varies in usefulness depending on the format/Deck, since this monster also can flip face-down anything it attacks, it can basically act as easy monster removal as well. I picture it like that old cliché where a character gets frozen in a block of ice, and then gets shattered when something tips them over. A final note and fun-fact about the name: I initially meant to type “Wyvern”, but somehow typed “Xyvern” instead. I thought the typo looked cool, and worked since it is a Xyz monster, so “Xyvern” it is. Anyways, what do you think of this card? How does it stack up against other Rank 7s? The reason for the update is, this is actually the original card effect I had for this card, that I initially dropped cuz it doesn’t deal with Link monsters. But, I decided to re-update the card with this old effect, because I decided I like it more than the other idea I had. Here's the initial post effect:
  24. 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.
  25. Artwork Source: Guard by wlop Royal Rebuke Trap | Counter Effect: If a card or effect would negate an activation or effect of a card you control: negate that activation and if you do, destroy it, also for the rest of this turn effects of cards you control that are of the same card type (Monster, Spell, Trap) as the card that would have been negated cannot be negated. You can activate this card from your hand by paying half your LP. Design Notes: There’s a ton of negation cards out there, so I felt inspired to make a tech card specifically to counter these negations. I’m not sure if my wording on the card is a little weird/unclear, but to give a basic example of the card in action: let’s say you activate Raigeki, and your opponent activates Stardust Dragon’s effect to negate it. You respond with Royal Rebuke, negating Stardust Dragon, and not only does your Raigeki resolve, but for the rest of your turn the effects of your Spell cards cannot be negated, since Raigeki is a Spell. Another example would be if your opponent hits your Elemental HERO Stratos’s search effect with an Ash Blossom if you reply with this card, since Stratos is a Monster, you get your search off Stratos, and your monster effects cannot be negated for the rest of your turn. Granted, the card’s activation condition is a little situational, so I wanted to give the card a little extra spice because otherwise you’d just run a more versatile negation card. A card like Solemn Judgement can negate most negations just as well, but then again it can’t protect future activations the way this card can. And probably the most appealing part of the card is that it can be activated straight from your hand, thus subverting the inherent downside of being a Trap card. Adding the ability to activate the card right away was important, because hopefully it makes up for the card’s rather narrow scope. Though I imagine a player would have to use this carefully, because on one hand it can protect against getting hit with a Hand Trap on the first turn for example, but then on the other hand who wants to start the duel with just half their Life Points? Depending on your strategy, it may be worth it. This card can hit some pretty popular cards, such as Infinite Impermanence and Ash Blossom for two examples. And at the very least, I think this card could be some good Side Deck Tech. If you’re facing a deck whose keycard is all about negation, it could be a deadly surprise. But what are your thoughts?
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