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  1. Trancelvania Field Spell Once per turn, during the Main Phase: The turn player can discard 1 "Vampire" Spell/Trap; that player cannot activate the effects of monsters they control for the rest of the turn, except Zombie monsters, also destroy all Spell/Trap Cards in the Spell & Trap Zones. Negate the effects of all cards with the same name as a card in the GY that was sent there from the Deck, except Zombie monsters. Monsters and Vampires, I welcome all round 2 of NCM Singles with a new Vampire support based on one of the most hilarious cards in the Yu-Gi-Oh! GX anime. Not only is this card designed to do some backrow clearing shenanigans that I'm sure would help LP Vampires, but it also features a lock effect that works together with the classic Vampire strategy from cards such as Vampire Lord and expanded later upon with cards like Vampire Duke and Grace. Admittedly a rather "go big or go home" type of card, but also a fairly interesting one. Discuss? A big shoutout to BDSceptyr, who I am working on the coming fic this card will eventually be making its way to, and who helped me find art and used this sparkly Photoshop-friendly card template to give me the card posted in the spoiler.
  2. Super Vehicroid - Mass Transit 11/EARTH/Machine/Fusion 2500/3500 3 "roid" Machine monsters When this card is Special Summoned: You can negate the effects of all other face-up monsters on the field, except Fusion Monsters. Once per turn, when a "roid" monster you control battles an opponent's monster: You can switch each battling monster's ATK with its respective DEF. When this Fusion Summoned card on the field is destroyed by battle or card effect: You can target 1 Level 10 or lower Machine Fusion Monster in your GY; Special Summon it, ignoring its Summoning conditions, and if you do, switch its ATK/DEF. Megaroid Factory Continuous Spell Card When this card is activated: You can target 1 "roid" Machine monster in your GY, except a WIND monster: Special Summon it, and if you do, it gains 500 ATK/DEF, also it is unaffected by Trap effects. If all face-up cards you control are "roid" cards and/or Fusion Monsters: You can target 1 other card you control: send 1 "roid" card from your Deck to the GY, and if you do, that targeted card is unaffected by the effects of cards with the same card type (Monster, Spell or Trap) as the sent card, until the end of the next turn. You can only use each effect of "Megaroid Factory" once per turn. Monsters and Vampires, We are out to round 3 of NCM singles with a support, or rather a pair this time, for one of the most underwhelming archetypes imaginable: Vehicroids. The first thing of note here is our new Fusion, Mass Transit. Perhaps the most important thing about this card more than anything is that this is finally a "roid" Fusion that is not requiring a specific material or particularly clunky. You can run the good "roid" monsters, you can get your mats into this, and it's pretty solid with Connection Zone. Since Megaroid City technically can search any "roid" card, you could actually use Terrortop to facilitate some easier mats for the card, and Expressroid could fetch whatever materials you use back pretty easily. This is further assisted by the second card I present, Megaroid Factory. Not only does this get your "roid" Machines back to use for more materials for the Megazord, but it also works alongside "roid" monsters like Expressroid and Ambulanceroid, or for Tribute Summoning Armoroid if that truly is your calling. The mill not only makes Mixeroid more easily to send and therefore more easily live, but offers some slight protection for the monsters you keep on the field over the next turn. Combine this with Mass Transit and/or Mobile Base and some backrow and you have a pretty sizeable beast. Neither of these cards are a be-all-end-all solutions to all of the problems associated with Vehicroids, we could spend all day going through those, but this is a start to connect Syrus' smiling machinery.
  3. Hi, I’m new to this. I was wondering if you could import your custom cards. If so, how do I do that?
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  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. 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.
  18. 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.
  19. 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.
  20. First time in singles, gotta go out of my way to put in a card that can really stand out, really show my original spirit, really help bring some underdog Archetype in the TCG to some level of feasili- Or this, this works too I guess. So what inspired this newfound addition to the Most Busted Ritual Deck Ever, besides two pounds of cough syrup and Daigusto Phoenix? Simple. A way to actually put out the final hurrah for a Deck that bucked the trend of mediocrity so hard it literally ran the meta for several months. I've always been idly impressed with how they showed that over-reliance on a Spell didn't mean you had to be a sitting duck in the hand. YOU HEAR THAT, WITCHCRAFTERS? So I took the only Extra Deck Level/Rank 2 Monster from the Duel Terminal, gave it to the only Ritual-less member of the Archetype, and, well, this does a lot to extend a play. Returning up those banished Ritual Spells is a quick way to +2 (considering the discard of this card), Summoning the crew from your hand (that means everyone but Nekroz of Sophia, check the Attribute) and being able to quick-play surprise your opponent with Ritual Spells shows a way to elicit multiple attacks as the Phoenix does. Besides, Ariel is best girl until we find out if that U.A. Referee is gonna be debuted. And I wouldn't have it any other way. So for the first time on NCM, I'll close out with my patented catchphrase in full: May the reviews and revelry arrive in abundance for this pixelated treasure. B-D be praised. Black D'Sceptyr, signing off.
  21. 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.
  22. 1 "Edge Imp Needle" + 1 "Fluffal Bear" Once this is fusion summoned choose up to 2 cards on the field and attach them to this card. Once per turn you can detach 1 card and this card gains the ATK of the detached material, also while attached use their effects.
  23. 2+ Level 4 monsters You can detach 2 materials from this card, then target 1 Cyberse Link Monster in your GY; Special Summon it. If this card attacks an opponent's monster, it gains 500 ATK for each Cyberse Monster you control during the Damage Step only. In my opinion the original Firewall eXceed Dragon's effect was a big let down, especially with the special summon lock so I tried to make it better.
  24. https://www.youtube.com/watch?v=SOFGQmLpXio Wonder Wings Equip Spell Equip only to a "Utopia" monster. It gains 500 ATK. If the equipped monster attacks, at the end of the damage step: you can send this card to the GY; the equipped monster can make a second attack during each Battle Phase this turn. If this card is sent from the field to the GY: you can add 1 "ZW" monster from your deck to your hand. So I thought that "Wonder Wings" sounded like a card name so I made this.
  25. Please add a Link Pendulum template to the Card Maker. Like this
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