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The "Celtic Guardian" archetype could center around a series of EARTH Warrior type monsters with an emphasis on swift attacks, precise strikes, and evasion mechanics. Their strategy revolves around gaining momentum through quick, successive attacks and being able to avoid destruction or counter enemy moves. This archetype builds on the flavor of the classic "Celtic Guardian" while modernizing it for competitive play with synergy and swift, strategic gameplay. ~~~~~ Example Cards Celtic Guardian of Swift Blades [EARTH] LV 4/Warrior/Effect (1700/1200) "Celtic Guardian" monsters you control gains 500 ATK during the Damage Step only. You can banish 1 card from your hand or GY; add 1 Spell/Trap that mentions "Celtic Guardian" from your Deck or banishment to your hand. You can only use this effect of "Celtic Guardian of Swift Blades" once per turn. ~~~~~ Celtic Guardian of the Thunder Strike [EARTH] LV 4/Warrior/Effect (1500/1400) If you control other "Celtic Guardian" monster; You can Special Summon this card (from your hand). You can only Special Summon "Celtic Guardian of the Thunder Strike" once per turn this way. At the start of your Battle Phase: You can target 1 monster your opponent controls; halve its ATK. ~~~~~ Celtic Guardian of the Mystic Grove [EARTH] LV 3/Warrior/Tuner/Effect (1400/1000) You can send 1 "Celtic Guardian" monster from your Deck to the GY; Special Summon this card from your hand. If this card is sent to the GY as Synchro Material: You can Special Summon 1 Level 4 or lower "Celtic Guardian" monster from your Deck, except "Celtic Guardian of the Mystic Grove". You can only use each effect of "Celtic Guardian of the Mystic Grove" once per turn. ~~~~~ Celtic Vanguard Protector [EARTH] LV 3/Warrior/Tuner/Effect (1200/1500) (This card is also treated as a "Celtic Guardian" Card) When a "Celtic Guardian" monster you control is targeted for an attack or by card effects: You can send this card from your hand; negate the attack or activation, and if you do, destroy that card. You can banish this card in your GY; add 1 "Celtic Guardian" monster from your Deck to your hand, except "Celtic Vanguard Protector". You can only use 1 effect of "Celtic Vanguard Protector" once per turn. ~~~~~ Sacred Blade of the Celtic Guardian [Equip Spell] Equip only to a "Celtic Guardian" monster. It gains 500 ATK and cannot be destroyed by battle. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage. If the equipped monster destroys a monster by battle: Draw 1 card. ~~~~~ Art of the Swift Strike [Counter Trap] When your opponent activates a card or effect: You can target 1 "Celtic Guardian" monster you control; banish it until the End Phase, and if you do, negate the activation, also, destroy that card. During your Main Phase, if you control a "Celtic Guardian" monster: You can banish this card in your GY; all "Celtic Guardian" monsters you control can make second ATK during Battle Phase this turn. You can only activate 1 "Art of the Swift Strike" per turn. ~~~~~ Celtic Guardian's Last Stand [Continuous Trap] Once per turn, if your opponent declares an attack while you control a "Celtic Guardian" monster: You can banish 1 "Celtic Guardian" monster or 1 card that mentions it from your hand or GY; negate the attack. Once per turn, during the End Phase, if a "Celtic Guardian" monster you control battled this turn: Draw 1 card. ~~~~~ Blade Dance of the Guardians [Normal Spell] Target up to 3 "Celtic Guardian" monsters in your GY or banishment; shuffle them into the Deck, and if you do, Draw that many cards, then discard 2 cards. (Quick Effect): You can banish this card in your GY; all "Celtic Guardian" monsters you control gain 1000 ATK until the end of this turn. You can only activate 1 "Blade Dance of the Guardians" per turn. ~~~~~ Celtic Training Grounds [Field Spell] All "Celtic Guardian" monsters you control gains 300 ATK/DEF. Once per turn, during your Main Phase: You can Special Summon 1 "Celtic Guardian" monster from your GY or banishment, and if you do, for the rest of this turn all Battle Damage your opponent takes is halve. If a "Celtic Guardian" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. ~~~~~ Celtic Guardian of the Champion Blades [EARTH] LV 7/Warrior/Synchro/Effect (2700/2400) 1 EARTH Tuner + 1 non-Tuner "Celtic Guardian" monster This card gains 200 ATK for each "Celtic Guardian" monster in your GY. Once per turn, During your Main Phase: You can banish 1 "Celtic Guardian" monster from your GY; this turn, this card can attack all monsters your opponent controls once each. If this card destroys a monster by battle: You can add 1 Spell/Trap that mentions "Celtic Guardian" from your Deck or banishment to your hand. ~~~~~ Celtic Guardian - Hero of the Forgotten Blade [EARTH] LV 10/Warrior/Synchro/Effect (3200/2600) 1 EARTH Tuner + "Celtic Guardian of the Champion Blades" This card can attack twice during the Battle Phase. Once per turn (Quick Effect): If your opponent activates card or effects, you can banish 1 "Celtic Guardian" monster from your hand or GY; negate the activation, and if you do, destroy it. If this card destroys a monster by battle: Inflict damage to your opponent equal to the destroyed monster original ATK. __________________________________________
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Materiactor Piconaga [WIND] LV 3/Dragon/Pendulum/Normal (0/500) scale: 22 Pendulum Effect: You can target 1 "Materiactor" Xyz monster you control; add 1 materials from it to your hand, then, Special Summon this card in your Pendulum Zone and 1 Level 3 Normal monster in your GY in Defense Position, also, you cannot Special Summon a monster from the Extra Deck for the rest of this turn, except "Materiactor" monsters. You can only use this effect of "Materiactor Piconaga" once per turn. Magnum Materiactor [LIGHT] LV 3/Dragon/Pendulum/Normal (500/0) scale: 55 Pendulum Effect: If you control "Materiactor" Xyz Monsters, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can tribute this card in your Pendulum Zone; negate the activation, and if you do, destroy it, then you can add 1 of your materials from a "Materiactor" Xyz Monster you control to your hand. You can only use this effect of "Magnum Materiactor" once per turn. Materiactor Zeptberus [FIRE] Rank 3/Xyz/Dragon/Effect (2200/1100) 2 Level 3 "Materiactor" monsters Once per Chain, if materials from a "Materiactor" Xyz Monster you control is added to your hand; you can return 1 card on field to the hand, then, if card returned to the hand by this effect is a monster, you can also inflict damage to your opponent's equal to its original ATK. Materiactor Picohöggr [WIND] Rank 3/Dragon/Xyz/Pendulum/Effect (500/2500) scale: 44 Pendulum Effect: (Quick Effect): You can target 1 monster your opponent's control; destroy this card in your Pendulum Zone, and if you do, sent that target to the GY. You can only use this effect of "Materiactor Picohöggr" once per turn. ________________________________________ 2+ Level 3 "Materiactor" monsters If you can Pendulum Summon Level 3, you can Pendulum Summon this face-up card from your Extra Deck. Other "Materiactor" cards you control cannot be targeted by your opponent's card effect, except "Materiactor Picohöggr". If "Materiactor" monsters you control would be destroyed by battle; you can detach 1 material from this card instead. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. You can only use each effect of "Materiactor Picohöggr" once per turn.
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People's Vanguard Level 3 | FIRE | Warrior | Effect (1000/1000) (Quick Effect): You can target 1 monster your opponent controls; equip this card from your hand to "People Running About," "Oppressed People," or "United Resistance" you control as Equip Spell, and make the equipped monster gains ATK equal to the target original ATK. You can banish this card in your GY; Special Summon 1 Normal Monster from your Deck or GY in Defense Position. You can only use each effect of "People's Vanguard" once per turn. --- People's Defender Level 4 | EARTH | Warrior | Effect (1200/1800) If "People Running About," "Oppressed People," or "United Resistance" is destroyed by battle or card effect; you can Special Summon this card from your hand or GY. If this card Normal or Special Summoned; add 1 card that mentions "People Running About," "Oppressed People," or "United Resistance" from your Deck or GY to your hand (except, "People's Defender".) You can only use each effect of "People's Defender" once per turn. --- People's Champion Level 5 | WATER | Warrior | Effect (2000/1500) You can reveal 1 "People Running About," "Oppressed People," or "United Resistance" in your hand; Special Summon this card (from your hand) and if you do, return 1 monster your opponent control to the hand. If this card leaves from the field; you can Special Summon up to 3 Level 3 or lower Normal Monster with different names and Level from your hand, Deck, or GY to your field in Defense Position. You cannot Special Summon a Monsters from the Extra Deck the turn you activate each effect of "People's Champion". You can only use each effect of "People's Champion" once per turn. --- People's Revolution Level 8 | WIND | Warrior | Effect (2800/2500) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing "People Running About," "Oppressed People," and "United Resistance" from your field or GY, also, you can only Special Summon "People's Revolution" once per turn. If this card is Special Summoned, you can activate 1 of these effect. Send all cards in your opponent's hand + 3 cards from the Top of their Deck to the GY. Send all cards your opponent's control to the GY. Skip your Battle Phase the turn you Summoned this card. ~=[Spell and Trap]=~ United Front [Continuous Spell] You take no battle damage from battles involving "People Running About", "Oppressed People", and "United Resistance" you control, also, once per turn it cannot be destroyed by battle. Once per turn during your opponent's End Phase, you can banish 1 card from your GY; Special Summon 1 "People Running About", "Oppressed People", or "United Resistance" from your Deck or GY to your field in Defense Position, then you can set 1 "Huge Revolution" from your hand or Deck to your Spell/Trap Zone. You can only control 1 "United Front". --- March of the Oppressed [Quick-Play Spell] Tribute 1 "People Running About," "Oppressed People," or "United Resistance"; banish 1 card on the field. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 Normal Monster in your GY; Special Summon it. --- Resistance's Resolve [Counter Trap] When your opponent activates a card or effect while you control "People Running About," "Oppressed People," or "United Resistance": Negate the activation, and if you do, destroy that card.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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?
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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).
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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.