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Found 310 results

  1. Destiny HERO Dread-Law DARK / Level 9 / Warrior / Fusion / Effect Destiny HERO Dreadmaster + 1 Special Summoned Effect Monster Cannot be targeted or be destroyed by card effect except on your Main Phase 2 during the turn this card attack. If this card is Fusion Summoned: You can activate 1 "Clock Tower Prison" from your Deck or GY and place a number of Clock Counter on it equal to number of Monster that sent to GY from the field this turn. also, you can have it to gain the following effect(s) up to number of "Destiny HERO Dreadmaster" you control that used as this card Fusion Material +1. ● This card cannot be destroyed by card effect other than "Destiny HERO" Monster Effect. Once Per turn, You can remove 1 Clock Counter on this card: add 1 "Destiny HERO" Monster from your Deck or GY to your hand. ● DARK Warrior Monster in your Possession is also treated as "Destiny HERO" Monster. Monster whose originally has "Destiny HERO" in its name or listed on its text gain 500 ATK ATK 2800 / DEF 2300
  2. Mythic-Ninja of Thunderous Leaps, Jiraiya LIGHT / Level 5 / Warrior / Effect During your Main phase, you can Reveal This card from your hand and play rock-paper-scissor with your opponent: Immediately after this effect resolved and you win; You can Normal Summon This card without tribute. additionally if you win using rock, Inflict 800 Damage to your opponent. If this card is Summoned or flipped face-up: Excavate top card(s) of your deck until you Excavated a "Mythic-Ninja" card; add 1 of any Excavated "Ninja" or "Ninjutsu Art" card from your Deck to your hand other than "Mythic-Ninja of Thunderous Leaps, Jiraiya", also return the rest back into the top your Deck in any order. You can only use each effect of "Mythic-Ninja of Thunderous Leaps, Jiraiya" once per turn. ATK 2400 / DEF 1000 Mythic-Ninja of Splashing Beauty, Tsunade WATER / Level 7 / Warrior / Effect During your Main phase, You can Reveal This card from your hand and play rock-paper-scissor with your opponent: Immediately after this effect resolved and you win; You can Normal Summon This card without tribute. additionally if you win using paper, Draw 1 card and Negate the effect of all face-up monsters your opponent control until your next Standby Phase. You can target 1 "Ninja" Monster you control, all Warrior monster you control gain 400 ATK and have its Levels become same as that target. You can only use each effect of "Mythic-Ninja of Splashing Beauty, Tsunade" once per turn. ATK 2000 / DEF 2000 Mythic-Ninja of Venomous Edges, Orochimaru DARK / Level 8 / Warrior / Effect During your Main phase, You can Reveal This card from your hand and play rock-paper-scissor with your opponent: Immediately after this effect resolved and you win; You can Tribute Summon this card to either side of the field by tributing monsters on that side of the field. Whenever an effect that play rock-paper-scissor is resolved and a Player win it using Scissor while this card in your GY or Banished face-up: Special Summon this card to that player side of the field. This card original ATK becomes 3000 while in its original owner control. if this card battle, neither player can activate cards or effects until the end of the Damage Step. You can only use each effect of "Mythic-Ninja of Venomous Edge, Orochimaru" once per turn. ATK 0 / DEF 0
  3. Witchcrafter's Bargain Bin Continuous Spell Once per turn, if a Spell card is sent from your hand or side of the field to the GY, you can target 1 banished "Witchcrafter" monster; Special Summon it, but its ATK and DEF become 0, also, you cannot activate its effects this turn. You can only use 1 of the following effects of "Witchcrafter's Bargain Bin" per turn, and only once that turn. • If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead. • During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone. After I saw the new DM support monster, I wanted to try out Witchcrafters so I could gauge how useful the card would be in that deck. I definitely wasn't playing Witchcrafters "optimally", but I did notice a few glaring weaknesses in the archetype, so I figured I'd make a support card for the deck.
  4. Advance Heraldry Escutcheon [Equip Spell] Equip only to a "Heraldic Beast" monster or an Xyz Monster. When the equipped monster would be destroyed, you can detach 1 Xyz Material from it or send this card to the GY instead. You can 1 of these effects of "Advance Heraldy Escutcheon" per turn and only once that turn. If this card is sent to the GY: You can take 1 "Heraldic Beast" from your Deck and either add it to your hand or send it to the GY. You can banish this card from the GY and target 1 face-up Xyz Monster you control; Special Summon 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as Xyz Material (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned Monster.) Support To: Concept and Flavor Notes:
  5. Incrementor EARTH ✪ (Level 1) [Cyberse/Effect] ATK/ 500 DEF/ 500 You can pay LP in multiples of 500 (max. 5500); Special Summon this card from your hand, and if you do, this card gains 1 Level for every 500 LP you paid and 500 ATK for every 1000 LP you paid. You can only use this effect of "Incrementor" once per turn. Concept and Wordplay: Tips:
  6. Iliaster's Tri-Core DARK / Level 1 / Machine / Effect If this card is Summoned or flipped face-up: You can add 1 either "Meklord" card OR card that list "Meklord" in its text from your Deck or GY to your hand. also, for the rest of the Duel the effect " Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card." of "Meklord" monsters you control becomes " Once per turn: You can target 1 Special Summoned monster your opponent controls; equip that target to this card.". During Your Main Phase: You can Destroy this card. You can only use each effect of "Iliaster's Tri-Core" once per turn. ATK 0 / DEF 0
  7. Banking Jar DARK ✪✪✪ (Level 3) [Rock/Flip/Effect] ATK/ 300 DEF/ 500 FLIP: Toss a coin 4 times, and apply these effects based on the results. *For each Heads: Draw 1 card. *For each Tails: Your opponent draws 1 card. In Relation To:
  8. Mektech Synchro Signature [Continuous Spell] Once per turn: You can target 1 face-up monster your opponent controls; it is treated as a Synchro monster until your opponent's next End Phase. You can add 1 "Meklord" card from your Deck to your hand, and if you do, destroy 1 card you control. You can only use this effect of "Mektech Synchro Signature" once per turn. Support To: Concept:
  9. Time Thief Rift [Field Spell] "Time Thief" monsters you control gain 300 ATK. While you have a "Time Thief" monster banished by your own card effect, any battle damage you take is halved. You can banish 1 card from your hand until your next Standby Phase, and if you do, Special Summon 1 "Time Thief" Spell/Trap Card from your hand or GY as a Normal Monster (Machine/DARK/Level 4/ATK 0/ DEF 0), also you cannot Special Summon monsters for the rest of this turn, except "Time Thief" monsters. You can only use this effect of "Time Thief Rift" once per turn. Support To:
  10. Bog Frog WATER ✪✪ (Level 2) [Aqua/Effect] ATK/ 1400 DEF/ 800 (Quick Effect): You can send this card from your hand or your the field to the GY; take 1 "Wetlands" from your Deck, and either activate it or add it to your hand. While this card is banished, Aqua monsters you control gain 300 ATK and DEF. Support To: Referenced Field Spell (Wetlands):
  11. Trishula, Destroyer of Ice Barrier lv 12 WATER Dragon/Synchro/Effect 1 WATER Tuner monster + 2+ non-Tuner WATER monsters Must be Synchro Summoned. When this card is Synchro summoned: Banish cards on your opponents field and/or GY equal to the number of cards used as Synchro Material to summon this card. Your opponent cannot activate cards or effects in response to the activation of this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. You can only Synchro Summon "Trishula, Destroyer of Ice Barrier" once per turn. ATK/3700 DEF/3000
  12. Dark Gates of Deej Field Spell You cannot activate or Set a Field Spell. Each player can attack with only 1 monster during each Battle Phase. If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase. If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect. Just a generic field spell (because it doesn't feel like we have enough of those). Honestly, I didn't feel too inspired with this one, but I really liked the picture in my mind's eye when I thought of the card. Basically, a monster flies through the circular gate to attack the enemy, but cannot pass back though from the other side and the other side's world corrupts them.
  13. Equal Opportunity Spell Slicer WIND ***** Warrior/Tuner/Effect If a Spell/Trap leaves the field by an effect, you can Special Summon this card from your hand. If this card declares an attack, you can negate the attack, and if you do, destroy 1 Spell/Trap on the field. The Spell/Trap is treated as though it were destroyed by battle. 2200/1000 Just a silly card I came up with. I noticed that a lot of the floating Spell/Traps only trigger when destroyed by card effect, so I figured I'd make a monster that bypasses that. It can destroy things yet - at the same time - normally doesn't trigger their effects. Yeah, I know I could get a similar utility more conventionally (banishing, negating effects in GY, etc. etc.) but this seemed like more fun! ?
  14. Terrible Twos Continuous Spell You can Normal Summon 1 Level 2 monster in addition to your Normal Summon/Set. You can only gain this effect from "Terrible Twos" once per turn. If a Level/Rank 2 monster you control destroys an opponent's monster by battle: You can discard 1 card; your opponent must discard 1 card. This card came into my head fully formed when I was on the bus yesterday and a child sitting behind me would not stop whining. Annoyances aside, Level 2 seems like one of the lesser supported levels in the game, so I thought I'd drop this as an (admittedly not great) support card.
  15. Cyber Dragon Neu Light Level 5 [Machine/Effect] This card's name is "Cyber Dragon while on the field and GY, if there's a Cyber Dragon monster on the side of your field you can Special summon this card once per turn. If you control a XYZ monster you can, once per turn, attach this card from the field to the XYZ monster, if there are no XYZ monsters, you can Special Summon a monster from your Extra deck or GY using the required number of materials (if the monster was summoned from the Extra Deck, this summon is treated as a XYZ Summon), as long this card has the same level as the XYZ monster's rank. ATK 1600/ DEF 2100
  16. Inner Resonance Spell Target 1 Level 7 or higher monster you control. Reduce that monster's Level by up to 4 (min. 1); Special Summon 1 "Resonator Token" (Fiend/Tuner/LIGHT/ATK ?/DEF ?). The token's Level is equal to the target's Levels reduced by this card. It's ATK and DEF are equal to its Level x 500. You can only activate 1 "Inner Resonance" per turn. Just a free tuner token for decks that can put out a high level monster first.
  17. Fortress Turret Warrior EARTH Link: D, DR Warrior/Link/Effect 2 Warrior monsters This cards ATK becomes equal to the combined ATK of monsters used as this cards Link Material. If a monster that has a Level is summoned to a zone this card points to: Inflict damage to your opponent equal to the Level of the summoned monster x 100. You can only use this effect of "Fortress Turret Warrior" twice per turn. ATK/? LINK-2 So a retrained Turret Warrior as a Link monster thats ATK becomes equal to the materials of the monsters used to summon it and it can inflict damage when a monster with a Level is summoned to a zone it points to.
  18. Sylvan Unity [Normal Spell] Target any number of "Sylvan" monsters with different Levels (min. 2); Special Summon 1 Plant Xyz monster from your Extra Deck whose Rank is same as 1 of the target's Levels, and then attach all of the targets to it as material. You can only activate 1 "Sylvan Unity" once per turn. Support To:
  19. Chronomaly Dendera Lamps LIGHT Machine/Link/Effect SW SE 1800/LINK-2 2 "Chronomaly" monsters If this card is Link Summoned: You can target 1 "Chronomaly" monster in your GY: take a "Chronomaly" monster from your Deck with a different Level from that monster in the GY, and either add it to your hand or Special Summon it. You can only use this effect of "Chronomaly Dendera Lamps" once per turn. Once per turn (Quick Effect): You can target 1 monster on the field; Special Summon 1 "Chronomaly" monster from your hand or GY, and if you do, that monster gains original ATK equal to the ATK of the Summoned monster. If this card leaves the field by battle or card effect: Add 1 "Chronomaly" card, or 1 "Rank-Up-Magic" Spell Card from your Deck or GY to your hand.
  20. Toasterror FIRE ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/1500 DEF/1600 Once per turn: You can discard up to 2 cards; this card gains 500 ATK for each card you discarded until your next Standby Phase, also, during next Standby Phase, destroy a number of cards on the field equal to the number of cards you discarded. Concept and Wordplay:
  21. Wicked Wax Witch of Waning FIRE ✪✪✪✪ (Level 4) [Aqua/Effect] ATK/ 300 DEF/ 1800 Each time a Phase ends, all other monsters lose 100 ATK, then this monster gains 100 ATK for each monster that lost ATK. Once per turn, (Quick Effect): You can target 1 monster whose ATK is lower than their original ATK; negate its effects until the end of this turn. Concept:
  22. Taste the Rainbow! Spell Card Declare 1 monster type; Gain LP equal to the number of monsters in your GY with the declared type but with different Attributes x 500, then, if you gain 2000 or more LP this way: Draw 2 cards. During the turn you activated this card, you cannot summon monsters except monsters with the declared type. You can only activate "Taste the Rainbow!" once per turn. So Taste the Rainbow is a card dedicated to same type multiple Attribute archetypes where it first grants LP gain where if you have 4 monsters with the same type but different attributes in grave it lets you draw additional cards. In addition this card locks you into one type for that turn and has a hard OPT clause on it.
  23. Weeble-Wobble Mecha EARTH Links: W N Machine/Link/Effect 1+ Effect monsters A monster(s) that are used as Link Material for the Summon of this card are treated as being destroyed by battle with an opponent's monster. You can only Link Summon 1 "Weeble-Wobble Mecha" per turn. 800/LINK 2 A mini generic version of a card that I made for an ongoing set of cards on YCM.
  24. Devastating Duststorm Trap Card Target up to 2 Spell/Trap Cards on the field; Destroy the targeted cards. If you control no Spell/Trap cards and your opponent controls 4 or more cards, you can activate this card from your hand. You can only activate 1 "Devastating Duststorm" per turn. So Devastating Duststorm is a upgraded Typhoon for being a Hand Trap version of Heavy Storm Duster minus the prevention of going into the Battle Phase but hit with a hard OPT clause.
  25. Target 1 "HERO" monster in your GY; Special Summon the targeted monster ignoring its summoning conditions, then, double the summoned monsters original ATK and DEF until the End Phase this turn. For the rest of the turn after this card resolves, you cannot Special Summon monsters. If you control no monsters and your opponent controls a monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "HERO's Resolve" per turn. So with the image I found I made this card not only as revival for HERO's but also as a Stat boosting card for the turn the monster was summoned while also giving it hand trap conditions if you had no monsters and your opponent controls a Extra Deck monster and finally balanced it with a hard OPT clause. P.S. Sorry that the image ended up being huge on here.
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