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About Me

Found 127 results

  1. A LINK-3 Link Monster that plays around with using both Link Monsters and non-Link Monsters in combination, by boosting itself and other linked monsters, as well as producing Tokens through banishing.
  2. Super simple card, it steals your opponent's monster when used as Synchro Material for a WATER monster. Nothing much else to say here.
  3. 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
  4. Artwork Source: Esdeath fanart by Joseph Lee, Pixiv ID 4404476 Elemental HERO Deluge LV8 | WATER | Warrior/Fusion/Effect ATK: 2700 – DEF: 2300 Effect: 1 "HERO" Fusion monster + 1 WATER monster Must be Fusion Summoned. When this card and/or a card(s) in your possession is destroyed by a card effect and sent to the GY: shuffle as many cards into the deck as possible that your opponent controls, but not more than the number of destroyed cards. Once per turn: you can activate this effect; destroy any number of other cards you control or in your hand. Design Notes: When HEROes first came out, I liked them but I wasn’t necessarily the biggest fan, other than I thought Flame Wingman’s design was awesome, and I thought Burstinatrix was hot. It wasn’t really until the “Omni-Heroes” (the Attribute-focused ones, such as Absolute Zero, Escuriado, etc) came out that I really started liking the archetype, and even wanted to make an E-HERO deck of my own. So, this card was inspired to be a variant of that tradition, except it goes a step further and requires a HERO Fusion monster as one of its materials. My intention was to make a HERO that may be a little harder to Summon, but has a really strong effect to make up for it. So with that said, let’s talk about the card. So anytime one of your cards gets destroyed, except by battle, you hit your opponent back with a disruptive non-targeting, non-destruction removal effect. Your opponent is going to be less inclined to use a Twin Twisters or possibly even a Raigeki on you since they know they are going to lose resources if they do. And of course, if your opponent isn’t destroying your stuff, Deluge has a built in destruction effect that allows you to trade off your own cards for removing your Opponent’s. The card doesn’t have any built-in protection or immunity for balancing reasons, but since its effect acts like a pseudo-backrow protector anyway, you could probably get away with protecting it with other cards if you needed to. At first I had some internal debate over how exactly this card would remove stuff. I thought of bouncing stuff back to the hand, or maybe even banishing cards instead, but eventually settled on returning stuff to the deck. I started to really like this idea when I remembered the card “Drowning Mirror Force”, since this card is a WATER monster, therefore its effect fits with some pre-established lore of the game. I imagine with this card’s auto-destruction effect, it’s like its taking energy from your own cards and turning it into a giant flood (or ‘deluge’) to drown out the opponent’s cards. I’m not an expert on the meta, but from what I do understand, HERO decks pop up here and there as potential rogue options and this card would hopefully provide some decent support to that end. So I gotta ask the HERO players out there, would you run this? And to anyone really, what do you think of this card? Tell you the truth, I was a little hesitant at first if its effect was too powerful, but I’ll see what others have to say. Edit 1: Reworded the card text and fixed a mistake where the card bounced cards based only on the number of destroyed monsters, rather than the total number of destroyed cards.
  5. 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).
  6. 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).
  7. 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.
  8. Here's an interesting little Continuous Trap that is able to negate end the Battle Phase in two different ways. So, when your opponent targets a monster you control for an attack, you get to either an effect that negates the attack and ends the Battle Phase and makes your opponent draw a card, or power up your monster, but your opponent can then choose to negate the attack and end the Battle Phase, making the choice of them ramming into a monster, but getting to keep attacking afterwards or to stop the Battle Phase, leaving your monsters powered up and protected, so this card really plays with both players.
  9. So I found an old YGO pro script file called "project starnight" on my PC. I couldn't remember what I was trying to do with it, but I knew it had to refer to the OC I'd created (shown above) and his unique way of casting spells in a MOBA game that I'd programmed him into. After some experimentation I figured out that the script was for a new mechanic of applying effects during a chain. I fixed up a few bugs it had and finally I decided to add this card to the two astronomy themed archetypes that I could think of. Below is the current result of Project Starnight: Before you ask: No I'm not ripping off "Project Shadow" from Sonic Adventure 2's lore. I sometimes call my scripting challenges "Project" followed by a word to represent them, like this one for example https://forum.yugiohcardmaker.net/topic/367296-turquoise-mage-archtype-once-an-effect-has-been-activated-i-can-use-it-once-more/?hl=turquoise Starnight the Hedgehog Level 4 LIGHT Beast-Warrior/Effect 1800/1400 If you control a "Galaxy", "Constelllar", or "tellarknight" monster, you can special summon this car (from your hand). Once per turn: you can target 1 "Galaxy", "Constellar", or tellarknight" monster you control; this card's level becomes equal to that monnster's. While this card is face-up or in your GY, before resolving an effect in a chain, you can banish 1 "Galaxy", "Constellar" or Tellarknight" card from your hand or GY and if you do, choose 1 monster in your hand deck or GY that can be normal summoned, if its in the GY banish it otherwise send it to the GY also apply 1 of that monster's ignition or quick effects that can be activated from the same location as this card's as this card's effect including costs and conditions. You can only use this effect of "Starnight the Hedgehog" once per turn. An xyz monster that has this card as an xyz material also gains these effects. Here are some notes and examples on how this effect works:
  10. 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.
  11. "Destiny HERO - Plasma" + 1 DARK "HERO" monster Must be Fusion Summoned. This card is unaffected by your opponents monster effects. During your Main Phase: you can discard 1 "Destiny HERO" monster from your hand; inflict damage to your opponent equal to the original ATK of the discard card. During the turn you activated this effect, monsters you control except this card cannot attack during the Battle Phase this turn. You can only activate this effect of "Destiny HERO - Chaos Plasma" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. So Destiny HERO - Chaos Plasma is a powerful Fusion made with OG Plasma and a DARK HERO monster where it becomes a 3000 ATK beatstick that can't be hit by monster effects and can dish out some major damage with both its attack and effect where with its effects it can discard a Destiny HERO to deal damage equal to its ATK where if you use this effect only this card can attack during the battle phase this turn but is also backed up with being able to deal piercing damage as well. In Destiny HERO's this card can be a effective boss monster that can take on a major offensive, dishing out some major damage where with the new Fusion Destiny card it can make bringing this out much easier.
  12. Been a while since I have made a Pendulum Synchro, so here's a Level 9 monster that is based around Attributes! Its material requirements require different Attribute non-Tuners, but don't get discouraged by that, since you want as many different Attributes as you can to boost this card with new effects! As it's LIGHT already, you get the effect that makes you able to put it in a Pendulum Zone if it would be destroyed, and if it's DARK, you can destroy a card your opponent controls, if it's FIRE or WATER you get to boost its ATK, if it's EARTH or WIND it cannot be targeted by card effects or Tributed. In the Pendulum Zone, you get to send 2 or more Pendulum Monsters from your Extra Deck to the GY to Special Summon it again and gain those Attributes, so it never really dies!
  13. I made a Code Talker Deck with some of the somewhat recent support it had gotten, and I felt like I was missing another EARTH monster, as well as something I could use in the GY and that banished easily for Balancer Lord, and I wanted something that could get monsters out without having to Normal Summon them as much, so here's a card with below 1200 ATK for Code Generator, Level 2 and EARTH that does all of that.
  14. 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.
  15. Target 1 Ritual Spell Card, and 1 Monster that was used for a Ritual Summon, in your Graveyard; add them to your hand. Its a simple counterpart to fusion recovery. I doubt this card will break anything, but I wanted to double check before I script it for YGO pro.
  16. 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.
  17. 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.
  18. Assault Mode recently got some support, so I figured I would make a little Synchro Tuner for them, though you can also use this elsewhere for its last effect as well. So, when Synchro Summoned, you get to Special Summon any monster that mentions Assault Mode Activate from your hand, but additionally, if you control an Assault Mode monster, you get to Summon that monster from the Deck instead, making it both useful early game as well as later game. As a Synchro Tuner, the last effect becomes very useful, as it is able to Special Summon itself when used as Synchro Material for a Level 8 or higher monster, though it locks down the Extra Deck for Synchros only, but that shouldn't be a problem in a Assault Mode focused Deck anyway, or most Decks that like to Synchro Summon a lot in general.
  19. WATER Level 2 [ Aqua / Gemini / Effect ] 800/1000 This card is treated as a Normal Monster while face-up on the field or in the GY. While it is a Normal Monster on the field, you can Normal Summon it to have it gain this Effect. ●This card becomes a Level 7 LIGHT Warrior with 2500 ATK and 2000 DEF. Negate the effect of all Special Summoned monsters on the field that have not battled this card as an Effect Monster, and they cannot activate their effects. This card cannot be targeted or destroyed by your opponent's Spell or Trap effects. - - - - - Let's go ahead and try to support one of the things I find more annoying: Floodgates xD A low level toad becomes a prince with protagonist's Ace stats, and says you have to cross swords with it if you wanna get past him. Can be defeated by Normal Summon antics like Exiled Force and as long as you battle with it, it won't matter if he has protection, that'll be enough to make your effect live again, leading the game into Battle Phase antics. That's the idea. This is an old-ish drawing of mine. Thoughts/comments/suggestions/etc. welcomed as always~ Quick edit: unaffected by your opponent's S/T. Stuff to protect him or Catalyst Field should be able to work with it.... fixed xD
  20. A random LINK-2 that allows you to look at a random card in your opponent's hand and banish it for a discard, and offers some protection too, that also moves it, in case you want to keep it around for longer.
  21. [Spell Card] Activate when your opponent controls a Defense Position monster: Destroy all monsters your opponent controls. For the rest of the turn, halve all battle damage to either player's LP. Also, if your opponent takes battle damage, you gain LP equal to twice the amount inflicted. - - - - In this case, the drawing came first and the card came second. Though I admit it's a bit of a quick drawing xD It is a more tame Raigeki that demands seeing up a wall to break and instead of getting the opponent closer to die, it gets the owner farther from losing. =9
  22. Mythril Golem LIGHT / Rock / Pendulum / Normal / Level 7 / Scale 3 / ATK 2000 / DEF 2800 Pendulum Effect: You can send 1 face-up Flip monster from your field to the GY, then target 1 other Flip monster in your GY with the same Attribute and an equal or lower Level than the sent monster's; Special Summon that target in face-up or face-down Defense Position, but banish it when it leaves the field. You can only use this effect of "Mythril Golem" once per turn. Flavor text: Between its formidable toughness and its beauty, very few managed to put a dent on this behemoth. It is pacifistic, but will strike back with a tremendous force when angered.
  23. 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?
  24. 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.
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