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Found 4 results

  1. A semi-joke retrain of my favorite fusion monster along with a counterpart. I've made no attempt to balance either of these but tried to make them somewhat realistic and at least usable in a casual game. Sanwitch of Forbidden Arts Spellcaster/Fusion/DARK/Lv6/ATK2100/DEF1800 "1 Level 3 Fiend monster + 1 Level 4 Spellcaster monster The first time each turn a monster you control is sent from the field to the GY; add one monster from your deck to your hand with ATK less than or equal to that sent monster, then this card gains ATK equal to the ATK of the added monster, you can only activate this effect of "Sanwitch of The Forbidden Arts" once per turn. If this card would be removed from the field you can banish one "Sangan" or "Witch of the Black Forest" from your GY instead" Goddess of The Chestnut Grove Fairy/Fusion/LIGHT/Lv4/ATK1500/DEF1200 ""Kuriboh" + "Goddess with the Third Eye" Once per turn, when a monster you control is targeted for an attack, you can reveal one Fusion Monster from your Extra Deck that lists that targeted monster; tribute that monster and discard monsters from your hand equal to the number of other listed Fusion Materials, then Special Summon that revealed Fusion Monster (this is treated as a Fusion Summon) and it becomes the attack target instead. This card cannot be targeted for attacks or your opponent's card effects while you control another Fusion Monster."
  2. Once again in the mood to share my ideas, this time the somewhat incomplete "Zaparticle" Archtype, a group of Thunder monsters that like to either have empty zones between them or a sequence of monsters whose combined Level is 0 to make their spell/traps and ED monsters more powerful, all loosely based on the idea of positive/negative ions. it uses my (very unoriginal) concepts of "Negative" monsters (monsters whose level is a negative value) and my iteration of Trap Pendulums (seen here: The Monsters The strategy primarily revolves around using the effects of the three pendulum monsters to easily swarm the field, after which they can be used as both link materials and tribute fodder for you link monster's effects. "Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can draw one card for each empty zone between (exclusive) this card and that monster." "If you control a face-up Thunder-Type Negative Monster you can Special Summon this card to a zone adjacent to that monster." "Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can target one card on the field; return that card to it's owners Hand. You cannot Pendulum Summon except "Zaparticle" Monsters. (this cards Pendulum Scales is always treated as -2)." "If you control a face-up Thunder-Type Monster with a positive Level you can Special Summon this card to a zone adjacent to that monster. This cards Level is always treated as -1." "Target two Thunder-Type Monsters you control whose combined Levels equals 0, monsters you control in zones between those targets cannot be removed from the field until the Endphase, then you can Pendulum Summon Thunder-Type monsters. This cards Pendulum Scale is always treated as the scale of the monster in your other Pendulum Zone x-1." "Cannot be Normal Summoned/Set. If you control Thunder-Type monsters whose combined Levels equals 0 you can Special Summon this card from your Hand." The Link monsters, with the exception of Collida, each have effects revolving around the level of monsters you tribute for their effects or summon. "1 Thunder-Type monsters You can also Link Summon this card by discarding one "Zaparticle Prota" and "Zaparticle Electra", if Link Summoned this way you can, immediately after this effect resolves, Link Summon one "Zaparticle" monster from your Extra Deck using this card and other "Zaparticle" monsters you control. Once per turn you can tribute this Link Summoned monster (quick effect); Special Summon up to three monsters from your Hand, GY, or faceup from your Extra Deck whose combined Levels equals 0. You can only Link Summon one "Zaparticle Collida" per turn." "2 Thunder-Type Monsters This card and any monster it is used as a Link Material for the summon of gains the following effects based on the level of "Zaparticle Monsters used as Materials for this card's Link Summon; ● -1 or lower: This card is immune to Spell Cards/Effects. ● 0: When this card is summoned destroy cards on the field equal to the number of empty zonesthis card points to. ● 1 or higher: This card is immune to trap cards/effects." "3 Thunder-Type monsters If you control a Negative Monster and a monster with a positive Level you can move this card to a main monster zone between those monsters. Once per turn you can tribute a monster linked to this card, add one "Zaparticle" Spell or Trap card from your Deck to your Hand." image has an error, Reactor Dragon's ATK is 2800 "2+ Thunder-Type and/or Negative Monsters Once per turn you can tribute a monster linked to this card, activate the appropriate effect based on that monsters Level; ● -1 or lower: this card can attack all monsters with a positive Level your opponent controls during your next battlephase. ●0: add monsters from your Deck or face-up from your Extra Deck to your Hand whose combined Levels equals 0. ●1 or higher: Special Summon one Thunder-Type Monster from your GY or Face-up from your Extra Deck to a zone this card points to." The Spells/Traps I currently don't have images for the few spells/traps I have made. Ionized Zaparticles Quickplay "Discard one card then target two Thunder-Type Monsters you control whose combined Levels equals 0; Special Summon as many "Zaparticle Ion Token" (Thunder/LIGHT/Level 0/ATK 0/DEF 0) as possible to Monster Zones between those targeted monsters." Zaparticle Inversion Normal "Target one Thunder-Type monster you control; it's Level becomes equal to it's original Level x-1." Zaparticle Barrier Continuous "Face-up Thunder-Type monsters you control cannot be destroyed by battle or your opponents card effects. Destroy this card if the combined Levels of monsters you control is not 0." Charged Zaparticles Normal "Target all "Zaparticle" monsters you control in zones adjacent to each other whose combined Levels equals 0; Those monsters gain 500 ATK for each targeted monster until the Endphase."
  3. Felt like dropping in something I made around a year ago to see what people think. I'm really into ancient board games and thought an archetype based on Senet, or "The Game of Passing", would be appropriately themed considering the ancient Egypt aesthetic of early yugioh. I also took the opportunity to make a "zones matter" archetype, caring about adjacent zones and zone columns sense i love the idea but don't see it used very often, and no, this isn't based one the card Senet switch (mostly because i forgot it exists) but it did end up synergizing with it really well. Monsters The main deck monsters are each named for one of the parts of the soul in Egyptian mythology, six in total (one for each part of the soul plus the physical body), and have effects that either reference their namesake or based on an aspect of Senet. the monsters each follow a basic pattern for their effects, they can each only be summoned to your left most monster zone (the furthest from your graveyard) and once per turn can either move "forward" one zone (move to the zone on their right), send themselves to your gy if they are in your furthest right zone, or activate an effect unique to that card. Khet - The Body "Can only be summoned to your left-most Monster Zone. you take no damage from battles involving this card. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone. ● Tribute this card, Special Summon one Level 6 or lower Zombie-Type monster to the zone this card occupied from your Hand or Deck (ignore summoning conditions)." Ren - The Name "Can only be summoned to your left-most Monster Zone. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone. ● If this card is in your right-most Monster Zone, send it to your GY. ● Normal Summon one Zombie-Type monster in addition to your Normal Summon/Set. If you have five "Next World" monsters with different names in your GY (including this card) that were sent by their own effects you win the duel." Ba - The Personality "Can only be summoned to your left-most Monster Zone. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone or, if that zone is occupied, the next Monster Zone to the right. ● If this card is in your right-most Monster Zone, send it to your GY. ● Move a left-adjacent Zombie-Type monster to the right-adjacent zone." Ib - The Heart "Can only be summoned to your left-most Monster Zone. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone. ● If this card is in your right-most Monster Zone, send it to your GY. ● Add one Continuous Spell from your Deck or GY to your Hand." Ka - The Double/Essance "Can only be summoned to your left-most Monster Zone. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone. ● If this card is in your right-most Monster Zone, send it to your GY. ● Adjacent Zombie-Type monsters cannot be destroyed (Quick Effect)." Sheut - The Shadow "Can only be summoned (except by it's own effect) to your left-most Monster Zone. Once per turn you can activate one of the following effects; ● Move this card to a right-adjacent Monster Zone. ● If this card is in your right-most Monster Zone, send it to your GY. ● When a "Next World" monster is destroyed Special Summon this card from your Hand to the Main Monster Zone the destroyed monster occupied." "1 Zombie Type monster Once per turn you can tribute a linked monster, activate the appropriate effect; ● If the tributed monster is a "Next World" monster send one monster from your Deck to the GY, it is treated as being sent by it's own effect. ● if the tribute monster is not a "Next World" monster this card gains that monsters ATK." "2 Zombie-Type Monsters Linked "Next World" monsters are immune to your opponents card effects. Once per turn you can send one face-up Continuous Spell you control to the GY, Special Summon a "Next World" monster from your Hand or GY to a Linked Zone (ignore summoning conditions)." "2+ "Next World" Monsters Once per turn you can move a linked "Next World" monster you control to another linked zone. Once per turn you can return one face-up Continuous Spell you control to the Deck, add one Spell Card from your Deck or GY with a different name to your Hand." Spells the archetype has no spells or traps technically but i did give it four related but technically generic continuous spells named for the marked spaces on a Senet board. Each affects all cards in the its column. "When a card enters in this cards column from the Hand, Deck, or GY draw one card. When this card leaves the field add one Continuous Spell from your Deck or GY to your Hand." "Once per turn you can move a Zombie-Type monster in an adjacent column to this cards Column (Quick Effect). Other cards in the same Column as this card cannot be removed from the field." "Level 4 and lower monsters in this cards column can activate their effects an additional time during their controllers turn." "Once per turn you can move another card in this cards column to an adjacent column. When this card leaves the field return all cards in this cards column to the Hand."
  4. Duel Monsters is at its peak in popularity, it’s the standard form of resolving conflicts, in many countries it is considered the most popular sport, and there are even pricey private schools to train for the pro circuit. For those that seek the fortune of a professional duelist without the fame, those who desire the funds to go pro, or those simply seeking a thrilling duel “Duel Castles” are the way to go. Places for duelists to come and participate in high stakes duels, often with their own twist or mysterious puzzles, these businesses offer an experience unlike any other and draw in duelists from across the globe in hopes of conquering the castle of their choice and earning whatever prizes lie within! The United States "Las Vegas Duel Castle & Casino" has opened it's doors and duelists, professional and casual alike, are quickly making their way to the tower and working their way up it's ten floors. It is the coveted top floors “Jackpot Duel” that yields the highest rewards, a battle royale fusion between Duel Monsters and Poker that few qualify to participate in, will you climb the castle walls and win the jackpot or crumble under the pressure and go bankrupt? basically players will be in a race to amass enough "LifePoint Chips", both the gambling currency and the measure of your lifepoints during duels, in order to qualify as a "high roller" to reach the tenth floor where the ultimate duel and grand prize for conquering the castle wait. each floor has it's own gimmick and rule change that participants will have to contend with in order to be victorious. but unique duels isn't all, the building is also full of other ways to earn the needed "LP Chips" by gambling on every game imaginable. the higher up the tower you travel the larger the minimum bets become, resulting in an escalation of risk and reward that will either propel your character forward or bury them in debt.
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