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Found 310 results

  1. Angelfood LIGHT FIend/Effect ATK 1000 | DEF 1800 If this card is sent from the hand or field to the GY: You can Ritual Summon 1 Non-Effect Ritual Monster from your Deck. This effect of "Angelfood" can only be used once per turn. The result of some drawing practice I felt like making into a full card. A pretty straightforward effect that's probably significantly more powerful than I imagine it to be. But hey, those dusty Performance of the Swords and Crab Turtles in your box of old cards deserve some love.
  2. Power Creep Trap Card Tribute 1 face-up monster on either side of the field: Its controller can Special Summon 1 monster from their hand or Deck with the same Type and Attribute and an ATK or DEF greater than the tributed card. Card effects cannot be activated for the rest of this turn, except for the effects of a monster Special Summoned by this card. You can only activate 1 "Power Creep" per turn. Spent a while trying to come up with an effect for the image. If you have any more fitting ideas, let me know.
  3. Time Lizard | LIGHT | Reptile/Effect ATK 500 | DEF 400 You can tribute 1 Reptile monster you control: Toss a coin and call it. If you call it right, Special Summon 1 Reptile or Dinosaur monster from your hand or GY. If you call it wrong, take damage equal to the ATK of the tributed monster. A quickie I drew up because of a pun. Juggled a few different effect ideas so I hope the one I went with wouldn't be overpowered, but I'm always open to suggestions.
  4. Dark Scorpion Motivator Continuous Spell During damage calculation: DARK Warrior monsters you control gain 500 ATK. When "Don Zaloog" and "Dark Scorpion" monsters you control deal Battle Damage: You can activate all of their listed effects (if applicable). Cards sent to the GY by the effect of "Don Zaloog" and "Dark Scorpion" monsters you control are banished face-down instead. I'm certain I messed up some grammar there, but the gist of the card is giving your Dark Scorpions more damage output, giving you access to both of their effects and making cards sent to the GY less advantageous to your opponent. Would this be enough to make the Dark Scorpions viable after almost 17 years? Absolutely not, but they're an archetype I have fond memories of and felt like drawing up a card for them. Open to suggestions and ideas in any case.
  5. With Halloween on the way I began working on some zombie-related cards, and this year I decided to give some love to an old vanilla monster known as The Snake Hair. These are three Equip Spell Cards that play off of the theme of having snakes for hair. Like the Phantasm Spiral spells and traps, these cards can be equipped to and support any Normal Monster but only The Snake Hair herself can be equipped with all three at the same time, turning her from humble old school vanilla to manipulative, petrifying, venomous zombie powerhouse. Petrifying Ponytail: Biting Bun: Blinding Blowout: These were pretty fun to draw up. Enjoy and have a Happy Halloween https://vignette.wikia.nocookie.net/yugioh/images/3/31/TheSnakeHair-SBLS-EN-C-1E.png/revision/latest?cb=20190509220251
  6. Name: Fairy Boy Adam Level 3, LIGHT Attribute, Normal Spellcaster type monster, ATK 1400, DEF 2000, Description: A young man that has psychic powers that gives him decent offense but gives him great defense.
  7. Lord with Eyes of Blue Lv: 1 Light Spellcaster/Tuner/Effect Atk: 1200 Def: 1100 When this card is Normal Summoned: You can send a "Blue Eyes" monster from your hand or deck to the GY, and if you do, target a face-up monster card on the field; its Level becomes equal to the discarded monster, also treat it as a non-Tuner Dragon-Type. If this card is sent to the GY: You can add a "Blue Eyes" or "Eyes of Blue" card from your GY to your hand. You can only activate each effect of "Lord with Eyes of Blue" once per turn.
  8. Meklord Capture Unit Continuous Spell ① Target 1 face-up "Meklord" monster you control with an effect that equips it with Synchro Monsters; your opponent reveals their Extra Deck, you take up to 1 Synchro Monster from it, and equip it to that target. If you did not take a Synchro Monster, draw 2 cards. ② If this card leaves the field: You can target 1 card on the field; destroy it.
  9. Princess Garden [Quick Play Spell] Target 1 Plant monster on the field with an original ATK or DEF of 2800; Special Summon 1 Plant monster from your Deck with 2800 ATK or DEF but a different Attribute. You can banish this card from your GY to target up to 2 "Princess" Plant monsters with different Attributes in your GY; Special Summon 1 and/or add 1 to your hand. You can only use each effect of "Princess Garden" once per turn. - - - - The 4 princesses are Tytannial, Talaya, Chirubime, and Marina. Since we have "Rose Bell of Revelation" in the TCG now, they have a search and Summon way of working besides Lonefire Blossom. Plus them being a Trade-In target and all. I figured it'd be fun to have them aim to be more usable together. Oh, and Aromaseraphy Jasmine can help them as well.
  10. Bouncing Pay [Normal Trap] Gain LP equal to twice the total LP you paid to activate cards/effects from lower chain links in this chain, and if you do, you can have 1 monster on the field gain that much ATK. If you paid LP 2 or more times in the same chain, you can activate this card from your hand. You can only activate 1 "Bouncing Pay" per turn. - - - - My Body As a Shield, Green Baboon, Toon World, Cosmic Cyclone, stuff like that. I got the inspiration after watching a few Solemn Cards in duels recently, but I don't wanna make the card compatible with those counters ironically xD Off the top of my head I calculate you'll at best, consistently pay something like 2000 to 2500 LP and drop this to regain 4000 to 5000 LP and power boost something.
  11. One-Puncher EARTH Level 4 [Warrior/Effect] 1800/1000 If this Normal Summoned/Set card battles a Special Summoned monster, during Damage Calculation: You can reveal any monster(s) in your hand, and if you do, this card gains their combined ATK during Damage Calculation only. - - - - - You can see how you could push the boost on this one. There's plenty of 4k and 5k monsters out there from the Main Deck so you can probably push 24,000 ATK or stuff. Thought about halving damage but looking at how stuff like the Utopia Double combo doesn't, I figure nowadays it shouldn't be as huge of an issue as it once was. Still, what are the opinions on this kind of thing?
  12. Renewed Core of Koa`ki Meiru [Spell] This card is always treated as "Iron Core of Koa`ki Meiru". If sent to the GY by a "Koa`ki Meiru" or "Core" card: You can target 1 card on the field; destroy it. While this card is banished: You can shuffle it into the Deck, and if you do, draw 1 card for each "Koa`ki Meiru" monster you control with a different Type. During your Draw Phase: You can banish this card from your GY. - - - - - - - Notes: -Yes, if you run this at 3, you can't run the original Iron Core. -I Know Koa`ki Rocks are good, but I wanna support Urknight, Bergzak, Maximus, Rooklord, Crusader, and the other single tech kinds. It wants you to run different Types and Maximus and Rooklord can both setup the stage for the multi-draw effect, and it going back to the deck means support can keep searching it (it has a bunch of cards that can search it up, but never recycle, and much less so if banished). -Core Overclock and Core Transport Unit have more of a purpose now because everything else in the archetype will only discard this card on your End Phase, and if you want to capitalize on the destruction effect triggering, this is your best bet. You either get +1500 ATK on all your monsters for the turn or search another copy of this card to further do things (none of these effects are hard OPT).
  13. Mystical Eye of the Space Typhoon [Quick-Play Spell] Target 1 Spell/Trap on the field; destroy it. Then, if it was a face-up Spell, negate the effect of cards with that card's name until the end of the turn. - - - - - So here's another option for S/T removal. Twin Twister covers the x2 destruction for a discard. Cosmic Cyclone covers the better removal (banishing) but for 1k LP. In terms of 1 for 1 removal that only destroys, Artifact Ignition, or the Traps (Heavy Storm Duster and Paleozoic Olenoides). Soooo I guess a pure and simple MST effect is no longer really all that ground-breaking. I wanted to go for a "Called by the Grave" effect, but not one that could affect Normal Traps, as they are already a bit underused nowadays... though still not fully on board with that idea because the decks that DO use it like Altergeist, are some of the last things I want to give an edge to. The flavor is that in the eye of a storm, everything is quiet while the tempest is still raging on around it, so in this card's case it'd prevent the effect from coming out of the eye zone as it'd be swept away by the typhoon around it.
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