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Found 310 results

  1. Torch Racer FIRE ✪ (Level 1) [Pyro/Effect/Tuner] ATK/500 DEF/200 You can Tribute this card; Special Summon 1 FIRE monster with 200 DEF from your Deck, except "Torch Racer". You can only use this effect of "Torch Racer" once per turn. While this card is in the GY, FIRE monsters you control gain 100 ATK. Concept: Design Notes:
  2. Chop, DICE, Mince! [Normal Spell] Destroy 1 monster you control then roll a six-sided die, Special Summon a number of "Mince Meat Tokens" (Zombie/ DARK / Level 1 / ATK ?/ DEF 0) (When Summoned, their ATK become equal to half the original ATK of the destroyed monster.) , equal to the result, anywhere on the field. These Tokens cannot be used as Link Material for a Link Summon. You can only activate 1 "Chop, DICE, Mince!" per turn. Concept
  3. Atavistic Morph [Quick-Play Spell] Target 1 Effect Monster on the field; send it the GY, and if you do, Special Summon 1 Normal Monster from your Deck to the side of the field the monster was sent from, whose ATK is equal to or lower than the sent monster's ATK. You can activate 1 "Atavistic Morph" once per turn. Concept:
  4. D.D. Portal Orb [Quick-Play Spell Card] Shuffle 1 banished Spell/Trap into the Deck; banish 1 "D.D." monster from your hand, Deck or GY, and if you do, Special Summon it during the End Phase. You can only use this effect of "D.D. Portal Orb" once per turn. A monster Summoned by the effect of "D.D. Portal Orb" cannot be targeted by your opponent's attacks or effects while you control a "D.D." monster Summoned by other ways. If this card is banished while you control a "D.D." monster: Add it to your hand. - - - - The card is meant to support "D.D. Master" which is like "The Creator" but for banished monsters. It gives it protection to a degree. Also, if you have a Macro Cosmos-like effect on the field, the Spell will return to your hand to become discard fodder for D.D. Master's effect. The protection effect is worded like that so that no matter which copy of this spell you used, having only D.D.s summoned this way won't create an attack/target lock. Its idea is that D.D. Master returns the D.D. Warrior/Warrior Lady/Assailant monsters and smashes them against the opponent for good old removal, before being able to touch the master.
  5. D.D. Zone [Field Spell] Any of your cards sent to the GY are banished instead. If a card's is banished: You gain 500 LP for each card. Once per turn, if you Summon a "D.D" monster: You can Special Summon 1 monster from your Deck, then banish it. - - - - - Notes: Macro Cosmos and Dimensional Fissure are not enough to make the self banishing theme sustainable, even if they weren't limited. Banisher of the Light/Radiance need extra protection and the Normal Summon on an otherwise already slow-moving deck, so they are not much better. D.D. Ground is alright, but only lasts 1 turn. So I eliminated the part where it disrupts the other player, but being a Field Spell gives it more mobility, and it covers Soul Absorption's effect a little bit so you can focus on running other things, mainly because my intention is to use things like D.D. Scout Plane, Strike Ninja, D.D. Survivor, or D.D. Destroyer, which are all poor on the defensive side. Yes this can Summon any monsters from the Deck, but asks you run D.D.s to trigger it so it's semi-generic. You can use it on Necroface or Sacred Crane yes. xP
  6. Reconfigurator LIGHT ✪✪✪(Level 3) [Cyberse/Effect] ATK/ 1000 DEF/ 1000 During damage calculation, if a Cyberse monster battles a monster (Quick Effect): You can send this card from your hand to the GY; all face-up monsters switch their current ATK and DEF.
  7. Dark Summoning Alchemist DARK Level 5 [Spellcaster/Effect] 0 / 0 If you control no monsters or if you only control Level 10+ monsters, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", "Raviel, Lord of Phantasms", or "Armityle the Chaos Phantom" from your hand or GY, ignoring its Summoning Conditions. You can banish this card from your GY: Activate 1 "Fallen Paradise" from your Deck or GY. - - - - - Since Sacred Beasts didn't win the Structure Deck, here's some support. It covers for the field searcher, recycles the beasts, actually Summons itself and unlike Beast, the Summons of any of the above is not tied to a hard OPT clause and doesn't end your chances of battling that turn. Inferno Reckless works with it but you gotta have the beasts in the hand or GY already unlike with Beast. It's a Spellcaster because the decks I've seen already run the Summoner Monk engine along with Transmodify to Armageddon Knight/Dark Grepher and Stygian Street Patrol. If I made 2 more cards it'd be a Warrior-Type "Dark Summoning..." monster and a Spell similar to Transmodify but for the archetype. Maybe both ideas can fit into a single card actually.....
  8. Dark Magician of White Dragon LV ********** Type: Spellcaster/Fusion/Effect Attribute: Dark ATK: 3500 DEF: 3000 "Dark Magician" + "Blue Eyes White Dragon" This card cannot be Special Summoned except by Fusion Summon. This card is treated as a LIGHT monster while face-up on the field. Once per turn: You can add a card from your deck to your hand that lists "Dark Magician" or "Blue Eyes White Dragon" in its effect. While you control another face-up "Dark Magician" or "Blue Eyes White Dragon" monster; This card is unaffected by your opponent's card effects.
  9. + = Gemini Metal Elf Level 5 | Machine/Effect | EARTH ATK: 2300 DEF: 1300 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or Deck) by Tributing "Gemini Elf" equipped with "Metalmorph". For each "Metalmorph" in your GY, this card gains 1 additional attack during each Battle Phase. Might need to edit this one a bit. Wanted to revisit the old "Metalmorph transformation" gimmick from way back when like with Red Eyes Black Metal Dragon and Metalzoa, but actually make a card that wasn't a pointless waste of time. So a beefed up Gemini Elf that can attack multiple times if you have Metalmorphs in your graveyard. However, I'm not 100 % if this one would be underpowered or overpowered at all. It's a lot harder to get this on the field than the average Link or Xyz monster, but I did the math and if you were to, for example, get three of these on the field, thus having three Metalmorphs in your GY, you'd have four attacks for each of them every battle phase. That's almost 30,000 damage per battle phase. And if you throw something like Limiter Removal in the mix you're getting over 50,000 points of damage. An unlikely scenario but not impossible, so I'm just not entirely sure if I may have gone overboard. Any help would be appreciated.
  10. Igknight Garand LINK-2/1900/Warrior/FIRE/Effect Arrows: Down-Right, Down-Left 2 Normal Pendulum Monsters "Igknight" cards in your Pendulum Zones cannot be destroyed by your Opponent's card effects. When this card is Link Summoned: You can target 1 Face-Up "Igknight" Monster in your Extra Deck, Special Summon it to a zone this card points to. Once per turn, you can target 1 "Igknight" card you control: Destroy it, and if you do, Special Summon 2 "Igknight" Monsters with different names from your deck. You can only use each effect of "Igknight Garand" once per turn.
  11. Gaia's Emissary EARTH Level 4 [Fairy / Effect] 1200/2000 If Summoned from your hand: You can target 1 Field Spell from either GY; place that card face-up on your Field Zone, ignoring its conditions, and if you do, you can draw 1 card. If this card is destroyed by battle or by an effect: You can Special Summon 1 "Gaia" monster from your Extra Deck. You can only use this effect of "Gaia's Emissary" once per turn. - - - - The intention is to wink at both Yugioh's Gaia Warrior series and Gaia the goddess of Earth from Greek Mythology. Gameplay-wise, I want a generic reverse Terraforming (something that'd fetch from the GY instead of searching out). Since that's inherently weaker than outright searching out, I decided to give it a draw bonus. The lack of a hard OPT clause shouldn't be a huge deal if you have to get the card back in hand to trigger it. The "ignore the conditions" part of the Field Spell activation clause is meant to bypass things like Orichalcos' "once per Duel". A random tip but there's a Quick Play Spell that Summons a Level 4 LIGHT from hand, so it is an instant Field Effect such as immunity from cards like the fields of the God cards and the Sacred Beasts. The Mine floodgate that's running around is raining on my parade but IDK what I can do about that.
  12. Identity Theft! Quick-Play Spell Card Tribute 1 monster from your hand or field: Reveal 1 Normal monster in your Deck; the revealed monster's Name, Type and Attribute (in the Deck) become the same as the Tributed monster, then shuffle your Deck. As with some of my other cards I might need help with the grammar for the effect. Basically you treat a Normal monster in your deck with the same name, type, and attribute as a monster you tribute.
  13. Artworks made by me (Anem0n/Navden), if you want the full size/wallpaper ones go here : https://www.deviantart.com/anem0n {Cards Text} Azur Glow Chaos Emperor Dragon Level 10 Dragon/Effect DARK Monster | ATK/3000 DEF/3000 This card can also be treated as level 7 or 8 monster and/or a Wyrm-Type monster. If this card is in your GY or in your banished cards, you can banish 1 card face-down from your Hand : Special Summon this card. If this card Summoned by its own effect leaves the field : Send 1 card from the field to the GY, then send 1 random card from your opponent's Hand to the GY, cards sent to the GY by this effect cannot activate their effects until the next Standby Phase. You can activate this card's name effect only once per duel. Crimson Flare Dragon Lord Felgrand Level 10 Dragon/Effect LIGHT Monster | ATK/3000 DEF/3000 This card can also be treated as level 7 or 8 monster and/or a Wyrm-Type monster. If this card is in your GY or in your banished cards, you can banish 1 card face-down from your Hand : Special Summon this card. If this card Summoned by its own effect leaves the field : Target 1 card on the field, banish that target, your opponent cannot activate effects in response to this card's effect, also cards with the same name as the banished card cannot activate its effects until the End Phase of this turn. You can activate this card's name effect only once per duel. Gold Spark Star Eater Level 11 Xyz/Dragon/Effect LIGHT Monster | ATK/3500 DEF/3500 2 Level 11 monsters This card can also be treated as a rank 10, 7 or 8 monster and/or a Wyrm-Type monster. You can also Xyz Summon this card by using 1 level 11 or higher Synchro monster you control as the Xyz Material. You can detach 1 Xyz Material from this card : Your opponent cannot activate monster cards effects during the Battle Phase of this Turn. Your opponent cannot activate cards effects in response to this card's effect. You can activate this card's name effect only once per duel. I'd love to hear your feedback, Thanks guys.
  14. [INTRODUCTION] Hi guys, happy to present you this card i quickly made just like that. From an instant win idea, this card is inspired by the Vacuum Decay, a scientist real theory that describe a totaly nearly impossible event that can happen in ridiculous conditions (its about quantum physics) that can vanish the entire universe (a bubble of void that extends infinitely). I built this effect on the same principle, wich deck will be able to play the cards required to summon this card? With an instant win condition, motivation can bring solutions... [CARD DESCRIPTION] The Vacuum Decay WIND [Aqua/Xyz/Effect] Rank : 0 |ATK/ 0 DEF/ 0| This card can only be summoned by its own effect and cannot be summoned by other ways. The summon of this card cannot be negated. Unaffected by other cards effect. You can Xyz summon this card by using 1 "Sanctuary in the Sky", 1 "Dark Mimic LV1", 1 "Koitsu", 1 "Pyramid of Wonders", 1 "Gravity Bind", and 1 "Hercules Beetle" from either field as Xyz materials. You can detach all Xyz materials of this card : You win the duel.
  15. Anticlimax [Continuous Trap] Your opponent cannot win the Duel by card effect, except by reducing your LP to 0 or if you have no cards in your Deck Zone when you would draw a card. You can activate this card in your hand, and if you do, send this card to the GY during the your next turn's End Phase. If this face-up card leaves the field, you lose the Duel.
  16. Okay, this is my first custom card idea. It's more or less part of an archetype idea, but for this one, I'm trying to make its effect as self-contained as possible. What do you think? Critiques and advice are welcome!
  17. Nimble Dragon WIND [Reptile/Link/Effect] Link Rating:2 Link Arrows: ⬆ (N), ⬇ (S) ATK: 1700 2 monsters including at least 1 "Nimble" monster You can target up to 3 cards in your GY; shuffle them into the Deck, and if you do, all "Nimble" monsters you currently control gain 300 ATK for each monster shuffled. If this card or a monster this card points to is destroyed by battle or by card effect: Special Summon 2 "Nimble" monsters from your Deck in face-up Attack Position or face-down Defense Position. You can only use each effect of "Nimble Dragon" once per turn. Support To: Flavor Notes:
  18. Amorphage Despair EARTH [Dragon/Link/Effect] Link Rating:2 Link Arrows: ⬇ (S), ⬋ (SW) ATK: 1850 2 monsters, including at least 1 "Amorphage" monster During your Main Phase, you can conduct 1 Pendulum Summon of a "Amorphage" monster(s) in addition to your Pendulum Summon (You can only gain this effect once per turn.) If this card is Tributed or destroyed by battle or by card effect: You can add 1 "Amorphage" monster that is either face-up in your Extra Deck or in your GY to your hand. During your opponent's turn (Quick Effect): You can place 1 "Amorphage" Continuous Spell/Trap from your Deck face-up in your Spell and Trap Zone, and if you do, destroy 1 card you control. You can only use this effect of "Amorphage Despair" once per turn. Support To: Design and Flavor Notes:
  19. Amorphage Mutation [Continuous Spell] "Amorphage" monsters you control gain 100 ATK for each Mutation Counter on this card. Once per turn, if a "Amorphage" monsters(s) would be destroyed by battle or by card effect, you can place 1 Mutation Counter on this card instead. Once per turn, if a "Amorphage" Spell/Trap(s) other than this card would be destroyed be card effect, you can place 1 Mutation Counter on this card instead. You can only control 1 "Amorphage Mutation". Support To:
  20. Malice Doll of Despair Level 4| Fiend/Effect| DARK ATK: 1400 DEF: 1900 During your next Standby Phase after this card was sent from the field to the Graveyard by the effect of a Continuous Trap Card: Special Summon this card from the Graveyard. I swear she's not just Malice Doll of Demise wearing a dress. That would be silly.
  21. Teeter Trolley [Field Spell] During the Standby Phase, the turn player either gain or lose 1000 LP (their choice). While bother players' LP are different from each other, apply these effects. The player whose LP is higher than their opponent takes doubled battle damage. The player whose LP is lower than their opponent takes halved battle damage.
  22. Sword Slasher Mass-Production Model Level 4| Machine| DARK ATK: 1500 DEF: 1450 Sold to the highest bidder, these upgraded autonomous soldiers cut through their targets with two well-honed blades. "Despite the success of our prototype Sword Slasher, We were ordered to redesign its features for mass-production. This meant cutting costs and streamlining design elements, though we were determined to maintain as many key functions as possible for the finished products."
  23. DARK/LVL 11/ZOMBIE/XYZ/Effect/5000 ATK/4500 DEF 2 Level 10 monsters If "Anubis God of Death" destroys an opponents monster, attach it to this card as material. Once per turn: You can detach 1 material from this card, then banish 2 cards on the field. This effect cannot be negated.
  24. Greetings, everyone! This will be my first post on this forum, so please let me know if there's anything I can do to improve my posts in the future (making it easier to read, shortening card text, etc,). Also, while I am well-versed in PSCT and have no shortage of card ideas, I lack the skills and time to create the card artwork for many of these cards. If you have an image which you believe fits the cards I post, I would REALLY appreciate it if you shared it with me. I can't give you money for it, but I'll definitely give you a shout-out with a post of the image on the card with your profile name in place of the serial number. With that out of the way, let's dive in to these new cards! Reserve Squad (Continuous Spell) Once per turn, you can activate one of the following effects: Target 1 non-Effect monster in your GY; place it on the bottom of the Deck, and if you do, draw 1 card. Reveal 1 non-Effect monster in your hand; place it on the bottom of the Deck, and if you do, draw 2 cards. You can banish this card from your GY; Special Summon 1 non-Effect monster from your GY. You can only use this effect of "Reserve Squad" once per turn. Goblin Underdog (Link-1 Monster) DARK Warrior Link Arrow: Bottom Attack: 1000 1 non-Effect monster, except a Token If this card is Special Summoned: You can Set 1 "Squad" Spell/Trap card, "Heart of the Underdog", or "Common Charity" directly from your Deck. (Quick Effect): You can Tribute this card; you take no damage this turn. During your Main Phase, except the turn this card was sent to the GY: You can send 1 Spell/Trap card you control to the GY; Special Summon this card from the GY, and if you do, it gains a Link Arrow pointing to the right. I imagine these cards being based on the goblin series of Yugioh cards which appear on Supply Squad and Backup Squad, with Goblin Underdog dressing up like underdog from Common Charity and Heart of the Underdog. I've always admired slow, Normal Monster-oriented control strategies, such as Dino Rabbit and Pacifis Control, so I designed these cards with those in mind. If you ever brick with a vanilla (including the legendary Garnet), you can summon it, link into Goblin Underdog, search Reserve Squad, then return the vanilla you used to the bottom of your deck for a free draw. Alternatively, if you have Reserve Squad in hand already, you can return a dead card for 2 free cards instead, hopefully to draw a Rescue Rabbit or other play starter. In either case, Reserve Squad is a +1 in card advantage while Goblin Underdog can help you survive your opponent's turn if you open bad turn 1. Coincidentally, there's a Normal Trap called Ballista Squad, which offers a minor disruption if you're willing to run it (I literally had no idea it existed before doing my research to make these cards). So what did you think? Too balanced, too broken? Feel free to share your ideas in the comments! Also, if you have an image that fits these cards, please let me know and I will upload the card with your name in the serial number slot. Thanks for reading! Stay tuned for more exciting Yugioh cards in the future. Above all else, just remember to be creative.
  25. Naturia Hummingbird EARTH ✪✪ (Level 2) [Winged-Beast/Tuner/Effect] ATK/ 1000 DEF/ 600 If you control an EARTH Plant monster or an EARTH Insect monster, you can Special Summon this card from your hand or GY, but you cannot Special Summon monsters for the rest of this turn, except EARTH Synchro monsters and EARTH Fusion monsters. You can only use this effect of "Naturia Hummingbird" once per turn. Support To:
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