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Found 310 results

  1. Dark Ultimatum [Counter Trap] When your opponent activates a Spell/Trap, or monster effect is activated: They can have you draw 3 cards, otherwise negate the activation, and if you do, destroy that card
  2. Running of the Bulls [Normal Trap] Look at your opponent's hand, then they Special Summon as many monsters from their hand as possible, ignoring their Summoning conditions. Concept:
  3. Red-Eyes Alternative Darkness DragonDARKLink: DDragon/Link/Effect1 Level 7 DARK Dragon monster with 2400 or more ATKGains 300 ATK for each Dragon monster in both players GY. (Quick Effect): Tribute 1 Dragon monster this card points to and target 1 face-up card on your opponents side of the field; negate the targeted cards effects and banish it, then, return that card to the bottom of the Deck during the End Phase this turn. You can only use this effect of "Red-Eyes Alternative Darkness Dragon" once per turn.ATK/2800 LINK-1
  4. Kozmo Master WizardLIGHTLink: DL, DRPsychic/Link/Effect2 "Kozmo" monstersIf you control "Kozmotown", this card cannot be targeted for attacks or by your opponents card effects. During your Main Phase: You can target 1"Kozmo" monster you control except "Kozmo Master Wizard"; shuffle the targeted card into your Deck, then, apply the following effect depending on the type of the targeted monster:* Psychic monster: Special Summon 1 "Kozmo" Machine monster from your Deck to a zone this card points to.* Machine monster: Special Summon 1 "Kozmo" Psychic monster from your Deck to a zone this card points to.You can only use this effect of "Kozmo Master Wizard" once per turn.ATK/2000 LINK-2So Master Wizard based on the Wizard of Oz is a Kozmo monster that can shuffle around your Kozmo monsters with ease and also gains protection with Kozmotown in play.
  5. Marco PolomerizationQuick-Play Spell Card(This card is always treated as "Polymerization".)Fusion Summon 1 Fusion Monster from your Extra Deck, using 1 or monsters you control and 1 monster from your hand Fusion Material. You can banish this card from your GY; Target 1 Fusion monster you control: Banish the targeted monster until the End Phase this turn, and if you do, gain LP equal to the targeted monsters ATK. You can only use each effect of "Marco Polomerization" once per turn.
  6. Koa'ki Meiru Cortex EARTH [Psychic/Link/Effect] Link Number 2 Link Markers: SW, SE ATK/ 1900 2 Effect monsters, except LIGHT or DARK monsters "Koa'ki Meiru" monsters this card points to cannot be destroyed. You can only use each of these effects of "Koa'ki Meiru Cortex" once per turn. If an "Iron Core of Koa'ki Meiru" is added to your hand: You can draw 1 card. Send 1 "Iron Core of Koa'ki Meiru" from your hand or Deck to the GY; Special Summon 1 "Koa'ki Meiru" monster from your Deck. Discard 1 card and target 1 LIGHT or DARK monster your opponent controls; take control of it. Support To: Flavor Notes:
  7. Trick GuardQuick-Play Spell CardTarget 1 monster you control; the targeted monster is unaffected by your opponents Spell/Trap cards until the End Phase this turn.
  8. All for One [Normal Spell] Discard your entire hand; Special Summon 1 monster from your Deck whose Level is equal to number of cards you discarded.
  9. Parasitic Muka Muka EARTH | Rock/Union/Effect | Level 2 ATK: 600, DEF: 300 "Once per turn, you can either: Target 1 EARTH monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 300 ATK and DEF for every card in the opponent's hand, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead." [Was trying to put together a workable Muka Muka deck. Didn't have any luck, but I felt like making a quick and simple card related to it. Might draw a card image later unless someone's got a good image for a rock...bug thing.]
  10. Within One's Element [Equip Spell] Equip only to a DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF. Activate this card by declaring 2 Attributes; the equipped monster is treated as them. It gains 1000 ATK. If the equipped monster destroys a monster by battle: You can Special Summon 1 DARK or LIGHT "Element" monster with 1500 ATK and 1200 DEF from your hand or Deck. Support To: Design Notes:
  11. Effect: "Genex Controller" + 1+ non-Tuner DARK monsters When this card is Synchro Summoned, declare 1 Phase: Skip that Phase during your opponent's next turn.
  12. S.T. Slayerlv 4 DARKWarrior/EffectGains 300 ATK for each Set card your opponent controls. When the effect of a Flip monster is activated: you can pay 1000 LP; negate the activation, and if you do, destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage.ATK/1700 DEF/1200
  13. Chef's Choice [Normal Trap] When a card or effect activates: You can have the activated effect become 1 of these effects. Your opponent destroys 1 card they control. Your opponent discards 1 card. Your opponent banishes 2 cards from their GY. Your opponent returns 2 cards they control to the hand. You draw 1 card.
  14. Ghost Cell lv 1 DARK Zombie/Effect When this card is Normal Summoned or Special Summoned: You can discard 1 Spell from your hand; Special Summon up to 2 "Ghost Cell" from your hand, Deck or GY. You can only use this effect of "Ghost Cell" once per turn. You cannot Special Summon monsters the turn you activated this effect except Zombie monsters. ATK/0 DEF/0
  15. Master of DragonmaidDARKLink: DL, DRDragon/Link/Effect2 "Dragonmaid" monstersIf this card points to a non-Link "Dragonmaid" monster, this card cannot be targeted for attacks and your opponent cannot target this card with card effects. When a non-Link "Dragonmaid" monster is summoned to a zone this card points to: Apply 1 of the following effects.* Draw 1 card.* Increase your LP equal to the summoned monsters original ATK.* Add 1 "Dragonmaid" card from your GY to your hand.You can only use this effect of "Master of Dragonmaid" once per turn.ATK/1000 LINK-2
  16. Diverse SingularityContinuous Trap CardAfter activation, apply 1 of the following effects.* Each player can only control 1 Type of monster but all monsters they control must be different Attributes. Send all other face-up monsters they control to the Graveyard.* Each player can only control 1 Attribute of monster but all monsters they control must be different Types. Send all other face-up monsters they control to the Graveyard.
  17. Shuffllin' Fleas DARK ✪ (Level 1) [Insect/Effect] ATK/200 DEF/ 100 Cannot be used as Link Material. Each time a player(s) shuffles their Deck, switch control of this card. Once per turn, during the End Phase: The controller shuffles 1 card from their hand or side of the field into the Deck, except a "Shufflin' Fleas" they control. Concept: Mechanic Explanation:
  18. Cursed Fiber Basket [Equip Spell] Only the original owner of this card can activate it's effects. During the Battle Phase, negate your opponent's effects in the same column as this card or as the equipped monster. If the equipped monster battles, after Damage Calculation: You can target 1 Spell or Trap in this card's column; swap it with this card. Then, you can flip the target face-down. - - - - - - - - It steals 1 S/T and gives you the option of re-setting it once it is on your side. Meanwhile, the equip itself doesn't care which side it changes to because you are still the original owner and it is still equipped to the monster it was equipped to previously. It just clogs the backrow it moves into. Yeah, the spelling is odd, I know...... xD
  19. Witchcrafter Blomste WIND Level 1 [Spellcaster/Pendulum/Effect] ATK/ 500 DEF/ 300 ◄4 4► [Pendulum Effect] Spellcaster monsters you control gain 500 ATK and DEF. If a "Witchcrafter" monster you control would discard to activate an effect, you can destroy this card instead. [Monster Effect] During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Blomste". You can shuffle 1 "Witchcrafter" Spell in your GY, then Special Summon this card from either your hand or face-up in the Extra Deck. You can only use this effect of "Witchcrafter Blomste" once per turn. Support To: Flavor Notes:
  20. Rebel Reborn Trap Card Target 1 Level 4 or lower monster in your GY; Special Summon the targeted monster in Attack Position. It cannot be destroyed by battle this turn, also any battle damage you take involving the summoned monster this turn is dealt to your opponent instead. If you control no monsters you can activate this card from your hand.
  21. Chain Reactor Potion [Equip Spell] Once per turn, when the equipped monster's activated effect resolves: Destroy 1 card on the field, and then the equipped monster loses 500 ATK and DEF.
  22. Destiny Defiance [Trap] If your Spell or Trap's activation or effect is negated: Take 2 cards from your Deck with the same name as the negated card, and either add them to your hand or set them to your side of the field. Cards taken this way that can only activate during the Battle Phase can be activated the turn they are set. You can only activate 1 "Destiny Defiance" per turn.
  23. Majesty XII, The True Dracocaster Maiden WIND/Wyrm/Effect/Level 7 2800/2000 (This card is always treated as a "Majespecter" and "Zoodiac" card.) To Tribute Summon this card face-up, you can Tribute Continuous, "Majespecter" and Zoodiac" Spell/Traps you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. When your opponent activates a card or effect while you control this Tribute Summoned monster (Quick Effect): You can target 1 monster you control and 1 face-up monster your opponent controls; return them to the hand(s). You can only use this effect of "Majesty XII, The True Dracocaster Maiden" once per turn. Originally made this for the "Unlikely Archetypes" game in the Workshop subsection, but I think it actually may be decent and realistic enough to be placed here. After all, Zoodiacs are tied with the True Dracos lore-wise. Basically, it takes inspiration from the currently banned Master Peace, being a strengthened version of Majesty Maiden and carrying Master Peace's iconic protection + quick-effect disruption combo effects. However, I watered down the disruptive effect, making it reactive and requiring you to bounce a monster of yours as a drawback of sorts. To further add a hint of flavor, the protection and bouncing effect can be seen as a reference or nod to Majespecter Kirin. Flavor and artwork-wise, the card would depict Majesty Maiden strengthened by couple of the Zoodiac weapons, if not all of them, before giving them to Metaltron XII. Thoughts?
  24. Volcanic Homingshot FIRE ✪✪✪ (Level 3) [Pyro/Effect] ATK/ 500 DEF/1800 While you control a "Blaze Accelerator" card (Quick Effect): You can banish this card from your hand or GY and target 1 face-up card your opponent controls; destroy the target, and if you do, inflict 500 damage to your opponent. You can only use this effect of "Volcanic Homingshot" once per turn. Support To: Concept:
  25. Bonfire Fuel [Normal Spell] You can discard up to 2 FIRE monsters with 200 DEF; draw a number of cards equal to the number of cards you discarded +1. You can only activate 1 "Bonfire Fuel" once per turn. Inspiration From:
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