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About Me

Found 127 results

  1. Artwork Source: Red Riding Hood by Arden Rey Scattershot Hotshot Level 4 | DARK | Warrior/Effect ATK: 1900 – DEF: 500 Effect: Once per turn: target 1 face-up card you control; destroy that target, and if you do, destroy all other cards in that same column. This card cannot attack the turn this effect is activated. Design Notes: I’ve always thought cards that play around with the columns and rows are neat, I think the first one that I personally saw (that I can remember anyway) that mentioned columns in its effect was Alien Infiltrator, way back whenever that came out. In an era with Link monsters, columns and rows are more relevant than ever. So, I wanted to make a monster that plays around with this mechanic. The effect is pretty straightforward. At worst, it offers 1-for-1 removal. At best, it can ruin your opponent’s day; if they have their Extra monster Zone, the main monster zone behind it, and their Spell/Trap zone all full, this 1 card can get rid of all of that with a heavy 1-for-3 removal. It’s also technically non-targeting destruction (you target your card, but not your opponent’s) on top of that. Since you can use Scattershot’s effect to target itself, it kind of reminds me of an Exiled Force on steroids – if you wanted, you could just summon it in front of your opponent’s boss monster and pop both. Another fun use I thought of with this card is, it can act as a hard “off-switch” for continuous effects that have outlived their usefulness. Back in the day, you could flip Imperial Order on your opponent’s turn, negate their spells, then not pay the cost during your turn so it goes to the Graveyard. Since then, Imperial Order has been errata’d so you can’t do that anymore. But, with Scattershot’s effect, you actually can; just target it, and blow it up, and takedown some of your opponent’s cards with it. A quick ruling note about the card’s wording that I think is kind of interesting: since the card has an “…and if you do,…” clause, that means Scattershot has to be the one to destroy its target to determine whether it can destroy the other cards in the column. So, if you target a face-up Spell or Trap you control with Scattershot, and your opponent chains Mystical Space Typhoon to destroy that face-up Spell or Trap, Scattershot’s effect doesn’t resolve correctly because its target is gone. Unfortunately, Scattershot’s “Cannot attack this turn” effect still applies. So, it turns out MST can negate after all. Who knew? Anyways, I think this is a fun card, hopefully you like it too. When I designed this card, what I really wanted was to make a simple tech card that does only 1 thing, but does it (hopefully) well, and in a balanced way. So, what are your thoughts? What decks do you think this card would find a home in?
  2. I shall keep posting until my existence is acknowledged. Anyway, more Dirt cards! My only real fear with this set would be the first overlapping with what Rabbit Mage is supposed to do.
  3. 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.
  4. DARK Link-0 [Spellcaster/Link/Effect] 100 ATK 0 monsters Must be Link Summoned to an Extra Monster Zone that 2 or more Link Monsters point to. Cannot be used as a Link Material. If Link Summoned to a zone 3 or more Link Monsters point to: You can banish all cards your opponent controls face-down. During each of your Standby Phases: This card gains 2000 ATK. - - - - Another re-train from my YCM, updated. Now it can keep getting bigger even if you don't use it for the hard to achieve field nuke effect. Having an empty Extra Monster Zone with 3 Links pointing to it is no easy task. You can take advantage of your opponent's cards that happen to link up to it, but even so, it should be a challenge, and hopefully I did not just broke something ^^"
  5. EARTH Level 3 [Fiend/Flip/Effect] 800/1800 FLIP: You can target 1 card on the field; destroy it. If this set card is targeted by an effect: You can change it to face-up Attack or Defense Position, and if you do, this card becomes unaffected by that card's name's effects. If this card battles with a monster with 2500 ATK or more, this card gains 2200 ATK and DEF during damage calculation only. - - - - This is a retrain of a version I had posted at YCM. Now it battling with boss monsters will consistently make it 3000/4000, and the protection flip clause is not exactly a 1 time protection but now this card gains permanent protection against what tried to kill it. If Dark Armed Dragon tried to target it, this card now remains unaffected by Dark Armed Dragon while it remains on the field. I contemplated the FLIP effect banishing instead of destroying, but I think the card is solid enough as it is. Thoughts/comments/suggestions/etc. all welcomed like always.
  6. 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
  7. 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?
  8. 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.
  9. 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
  10. A Trap monster that focuses on destroying things depending on how many of your turns it has been Set on the field. It's designed to be offensive if that's what you want, or destroying your own cards, the focus being on Artifacts mostly, due to this becoming a Level 5 monster. Additionally, since you may want this Set for a while, if it's destroyed while Set, it destroys a card on the field, so your opponent gotta be careful with what they blow up.
  11. [Normal Trap] After this card's effect resolves, set this card instead of sending it to the GY. If an opponent's monster effect targets a card(s) you control: That monster effect instead becomes the following depending on the type of card. ●Monster: The target gains 1000 ATK and DEF. ●Spell/Trap: Reveal that card, and the target's owner can add 1 card from their Deck or GY to their hand with the same name. - - - - It's meant to be similar to the re-setting of Scrap Iron Scarecrow but the multi bullet effects make it awkward to put afterwards, but will edit if I can't get away with this xD It only works on monster effects that target to help you troll a bit and possibly give an incentive for running cards that aren't necessarily the omni-consistent monster effects in most decks nowadays. Though something like Sky Strikers really flies over this sort of card.... Still, I think it'd be fun. x9
  12. 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.
  13. Casual Fire Demon, Emalf Lv:4 ATK:1800 DEF: 1200 Attribute: Fire Type: Fiend When this card is summoned, you can add a Fire monster from your deck to your hand. If this card is sent to the GY, you can send a Fire monster from your deck to the GY; Special Summon a Fire monster from your hand to your side of the field. As my first post (not counting my intro) I have decided to make a card based on my favorite character from The Gray Garden. He's basically just generic Fire support but I don't know if his effect is too slow by today's standards. Feedback is appreciated.
  14. A strange LINK-1 that Special Summons to your opponent's field. If a monster is Summoned to the zone it points to, it will negate its effects, and it gains 1000 ATK for each monster on the field whose effects are negated.
  15. You can send 1 Spellcaster monster from your Deck to the GY; Special Summon 1 Spellcaster monster from your hand that cannot be Normal Summoned, ignoring the Summoning conditions. If you control 2 or more Spellcaster monsters: You can target 1 Spellcaster monster you control that was Summoned by the effect of "Council of the Mystic Arts"; add 1 Spell from your GY to your hand, also that target cannot attack and its effects are negated until the End Phase. You can only use each effect of "Council of the Mystic Arts" once per turn. Original version: Built from the art up. Showed up in the YGOPro Percy Discord around Halloween 2018 and thought it was too good to not make a card from. Original image in spoiler below
  16. Was too lazy to find an image omegalul I like the idea of pairing Sigil generation to strong Dirt legendaries, kinda like Orichalcum Golem.
  17. 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.
  18. Alien Homeworld Field Spell If a monster with an A-Counter(s) battles an "Alien" monster, it loses 300 ATK/DEF for each A-Counter during damage calculation only. Once per turn: you can remove 2 A-Counters from anywhere on the field; Special Summon 1 "Alien" monster, 1 Reptile "Cosmic" monster, or 1 "Flying Saucer Muusik'i" from your Deck or GY. When an "Alien" monster is Summoned, place 1 A-Counter on this card. While you control at least 1 "Alien" monster, 1 Reptile "Cosmic" monster, or 1 "Flying Saucer Muusik'i", this card cannot be targeted or destroyed by your opponent's card effects. Honestly after the disappointment that was /Mighty Frame, I felt the Aliens could use a support that actually did something for them they couldn't already. So... I made a better version of their Field Spell: Otherworld - The "A" Zone. Instead of just the basic A-Counter reduction that isn't even on every counter generator (which means it's not a property of the counters themselves for some reason.) It: Inflicts an enhanced version of the standard A-Counter debuff, stacking for each A-Counter that the victim holds for the first time since the mechanic began. Adds consistency by removing 2 A-Counters to search the entire monster lineup. Soft OPT rather than hard on this effect to enable power-plays with multiple copies, since I feel Aliens might have been powercrept far enough to get away with that. Generates counters on any Summon of an "Alien" monster. Protects itself while any monster in the lineup is on-board with it. Includes Flying Saucer Muusik'i which further enhances the Deck's consistency while on-board. Includes Gangi'el and Gol'gar, without other monsters who happen to have "Cosmic" in their names.
  19. 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.
  20. Nonstop infinite Dirt support. Always. (In hindsight, should probably cost 5 or 6 instead)
  21. Dolphin Magic LIGHT Level 6 [Aqua/Effect] 1200/3000 f your Normal Summoned/Set monster is attacked: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation, also change all monsters your opponent controls to Attack Position and they must attack this turn, if able. Your opponent cannot target monsters for attacks, except this one. - - - - Hand trap that supports the battle phase and Normal Summons. Your opponent is forced to clash against a 3k wall with everything, and leave everything in Attack Position even if this card itself doesn't involve removal of any kind. It is also a ptotection, ideally. Its last effect is live even if you bring the card out by other means so good old attack locks with just a Broken Blocker or Inferno Reckless xD
  22. A bit of a retrain of an old card of mine, mostly to help it catch up to today's standard a bit better. Sitting Long Neck EARTH Level 3 [Dinosaur/Effect] 1200/800 If this card would be destroyed by battle or effect, you can change it to Defense Position instead. While there are 3 or less total cards in your hand and field, it gains 1200 ATK and DEF, 3 Levels, and cannot be targeted by your opponent's effects. While it is the only card in your hand and field, it gains 1600 ATK and DEF, 4 Levels, and is unaffected by your opponent's effects.
  23. 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.
  24. I recently realized that there isn't a whole lot of Normal Spell support in general, so I figured I would make a searcher for them. Obviously I understand that it can be a powerful thing to grab a Normal Spell, so you have to give up quite a lot to do so, by first revealing another Normal Spell in your hand, as well as your entire hand when this card resolves, then you shuffle that revealed card into your Deck, and you also can't activate it, nor the card you added to your hand that same turn. I think that's fair enough to grab any Normal Spell in the game, as there have been similar things for other kinds of Spells and Traps which aren't used much, but still useful should your Deck have a lot of Normal Spells or something that's hard to search normally.
  25. I recently took a look at the new Harpie support, and thought it interesting that they played into Harpie Lady Sisters and higher Level Harpies in general, so I came up with an idea to support that, as well as give them even more options than before, since they are limited to Rank 4s and 7s for the most part, so this card enables them to do so much more. Firstly, it's a Harpie Lady on the field and GY like most Harpies tend to be, but it's also a Tuner. Next, it got two effects, the first Special Summon itself by increasing the Level of 1 of your Harpie monsters by 1. This plays into the next effect, which activates on its Summon, which targets any Harpie you control and make all Harpies on the field into that target's Level. This gives you the option to Xyz Summon Rank 5s and 8s, something you couldn't do before, or Synchro Summon with this card for a variety of Synchro Monsters. Either if you want to use this on Harpie Lady Sisters or Harpie's Pet Dragon to make Rank 7s or 8s or if you are more into the Synchro Summoning side, you just want a relatively free Special Summon from your hand, this gives you many options for plays your opponent wouldn't normally expect in a Harpie Deck.
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