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Found 5 results

  1. So. Brooke & Mayday Walker. Brooke's Anna Kaboom's former mentor, and Mayday's her husband, and they both get corrupted by the Barian force in ZeXal and try to take it to Yuma and Anna, and yet despite Anna and Yuma being at each other's throats because of course Anna can handle them alone, it's still one of the most compelling times of ZeXal yet. This time, I decided that this counted as "singles" rather than "support", since the Archetype isn't TCG-bound yet. However, Brooke's apprentices's support makes for such an amazing flurry base of support for it that I'm eager to show how I can make this viable with a few new cards. And by that I mean within 10 cards EXACTLY. Also, this time, I'll be mentioning which massive ship/aircraft/spacecraft they're based on, which are usually doomed yet big vessels of history. That begins on the first wave of new support. Until then, enjoy. (also for some reason its called the Supercolossal series, but whachagonnado) Supercolossal Monsters Supercolossal Spell/Trap Cards Supercolossal Extra Deck Monsters BD'S, signing off. UPDATE I: The Level 10s are now in-with the Unreachable Kingstallion and the Submarine Seversta. UPDATE II: Final entry comes with the Walkers' counterpart to Train Connection - the Equip Spell Supercolossal Bulkhead
  2. Hardware Dragon LIGHT/Machine/Fusion/LV5 1500 / 1000 1 Machine monster + 1 Cyberse monster If this card is Special Summoned, you can target a monster on the field; destroy it. If a Spell/Trap card on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Hardware Dragon” once per turn. Software Dragon LIGHT/Cyberse/Fusion/LV5 1000 / 1500 1 Cyberse monster + 1 Machine monster If this card is Special Summoned, you can target a Spell/Trap on the field; destroy it. If a monster on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Software Dragon” once per turn. Firmware Dragon LIGHT/Machine/Fusion/LV7 2000 / 2000 1 Machine monster + 1 Cyberse monster (including a Fusion monster) Gains 500 ATK for each Fusion monster used to Fusion Summon it. If this card was Fusion Summoned, once per turn, you can (Quick Effect); target 1 card on the field and/or GY; banish it. If this card was Fusion Summoned using 2 Fusion monsters as material, you can activate the above effect twice per turn instead, and those cards are banished face-down instead.
  3. Flint, Flint Missile, and Flint Lock are real cards based on a konami game that I thought were super cool, but they never got any real support, so I decided to make them into an archetype. There are only 3 cards in the game in this archetype, but I managed to make some support I think that fit them and the game itself pretty thematically. The archetype is broken into the Flint Lock monsters, 2 support continuous traps, some quick-play spells that are mostly used for removal and set up, and the field spell of the archetype, Planet E-Square. Monsters Spells Traps
  4. Intro The Scarlet Terrors are an archetype of FIRE Machine monsters. Their motifs are taken from military roles/vehicles and dragons. The Level 4 monsters are bipedal cyborg dragon soldiers, the Tuners are equipments, and the higher level monsters are vehicle/dragon hybrid ala Fusilier Dragon. Their playing style is rapidly summoning the higher Level monsters from hand and overwhelm the opponent with removal effects. The Level 6+ monsters have an effect that (HOPT) allows them to Special Summon themselves from hand by sending Machine monsters from hand/field to the GY, or 1 "Scarlet Terror" monster. Think of them like an aggro Monarchs/Machina Fortress, except they're Special Summoning. Due to this, they can put up okay boards, but burn their resources quickly. The Level 4s alleviate this by offering on-summon effects OR effects when they're sent to GY by the effect of a "Scarlet Terror" card. Think of it like Shaddolls, except more xenophobic. Overall I'm intending it to be a solid tier 2 candidate, so suggestions are welcome if you think they're either too strong or too weak. They can ocassionally go into Synchro using the two Level 2 Tuners they have. However I think of this as just a side flair instead of the main focus. Main Deck Low Level Monsters: (7 cards) Main Deck high-Level monsters (4 cards) Extra Deck monsters (4 cards) Spell & Traps (5 cards)
  5. This time, folks, we're going to dip once again into the Duel Terminal storyline of the tragic tale of the World Legacy. This time, however, we go back to the beginning-before Ib and Avram and Ningirsu, before Imduk at the beginning and his other six sinister brethren at the end, before Mekk-Knights and Krawlers and Knightmares (oh my!).... ...but not before Lee. And not before the rise of the World Hero. Indeed, this is the tale of how the world was once in thrall to the machines and the Mekkstrosities they churned out. And behind it all flittered a sinister little angel-changed in appearance but not in attitude-that kept them all going with her own twisted World Key. But then her encounter with an otherworldly horror turned her into one that rivaled the power of a certain Source of Destruction. From her ghastly form would come a different Machine, one that bathed the world it walked on alight in the flames of the morning star. And it would take the sacrifice of the World Hero to put them all down. This is the tale of the landmarks that made the Legacies....this is the story of the Seven World Regalias. World Regalias: Monsters World Regalia: Spells/Traps World Regalia-Final Boss This story is now complete. BD'S, signing off.
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