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Found 4 results

  1. 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."
  2. Pretty much the same as every other "Make a ___ Card" game just with my own (not particularly original) Sub-Type. And because I need something to do when I'm bored I'll try my best to make images to go with any cards that aren't given any and add them here Cards Created Rules 1. All monsters must have the "Negative" Subtype and have either the "Negative Clause" (see rule 2) or an effect that allows their Level or Rank to become a negative number OR must directly support/be supported by Negative monsters. 2. All monsters types can be Negative except Link due to the lack of a Level or similar attribute that can be given a Negative value, Links that require Negatives as tribute or benefit from being linked to them are allowed. 3. Suggestions can come in the form a card name, a Type/Attribute, an additional Sub-Type, an effect/premise, or any combination of the 4 beyond that it's the basic rules 4. If you create a card leave a prompt 5. You must respond to the most recent prompt only (Not a rule, more a design note to keep in mind, Negative monsters tend to have strange effects such as having no Attribute or only being able to be summoned during your opponents turn) to get the ball rolling here's some examples of what you can do with Negative monsters As for a suggestion how about a monster that has effects based on the combined Levels of all monsters on the field, the closer to zero the better the effect.
  3. Not my most amazing set in practice but I really like the premise so . . . introducing the "Dimewarp" archetype, a set of inter-dimensional and time traveling Negative monsters. In terms of flavor/lore the ED acts as a space between dimensions or it's own dimension entirely that the monsters came come and go from as they please through pendulum summons, the archetypes main gimmick is the ability to perform Pendulum and Synchro summons during your opponents turn, typically at an odd cost. in terms of monster design most of the monsters are intended to be different versions of a single person, be they from the past, future, or an alternate universe, those that aren't are just various entities that inhabit the space between worlds. Monsters Spells/Traps
  4. So the idea for this originally came when I was trying to come up with support cards for my Archetype of "Discord" monsters, while making the field spell I realized they didn't have a proper boss monster and decided to fuse the two into "Grand Discordian King Xaos" a monster that must first be played as a field spell, kind of a reverse of how ED/Pendulums typically work Of course he wasn't originally given the "Domain" Sub-Type and the wording was a bit messier, a while later I expanded on the idea, figured out a more reasonable way to word it, and began making a set of "Domain" monsters for each attribute along with their own version of terraforming. Domain monsters (so far at least) tend to be high level with "Domain effects", as I've come to call the effects active while in the field zone, that support and help them set up for when they become monsters, while they are special summon-able by other means the advantage a few of them gain from being field spells first can make it worth playing them as expected, especially with their own search card. The all have the same layout to their effects; "This card cannot be Normal Summon/Set, this card can only be played (from your hand) as a Field Spell card with the following effect; - (insert Domain effect) If this card is destroyed while in the Field Spell Zone, Special Summon it. (insert monster effect)"
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