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Found 84 results

  1. Since no one else did I decided I would. Based on this thread. The idea is that I will use this to store resources for getting card art. I don't have anything myself so will leave this open. Only post to post links to galleries or sites for finding card art. Try and credit artists where you can so I can include that in the post. When you post the link be sure to "@" me so that I see it because I don't go into this section myself much due to lack of card knowledge. Galleries so far:
  2. Nue, the King of Tatzlewurms DARK / Level 4 / Beast / Pendulum / Effect Scale 10 Pendulum Effect You cannot Pendulum Summon monsters, except monsters with the same Attribute(s) as monster attached on Xyz Monster you control (if any) as Xyz Material. this effect cannot be negated. During your Main phase: You can pay 1300 LP; Immediately after this effect resolved, Normal Summon this card from your Pendulum Zone. Monster Effect This card cannot be used as Tribute or Material to Summon a non-Xyz Monster. If this card is Summoned or flipped face-up: Excavate the top 5 cards from your deck then send 1 Monster that either Excavated or in your hand to GY, or, if don't have any in either, Banish this card face-up. also Category, Level, Type, and Attribute of "Nue, the King of Tatzlewurms" in your possession become same as that sent Monster. if you control 2 or more Xyz Monsters that has "Nue, the King of Tatzlewurms" attached on each of them as Xyz Material (Including this card): Xyz Monster in your possession that has same Category, Type and Attribute as 1 of those monsters have its Category, Type, and Attribute also treated same as the other monster(s) ATK 1050 / DEF 1300
  3. Gourdian Knot DARK ✪✪✪✪ (Level 4) [Plant/Effect] ATK/ 1500 DEF/ 1000 When your opponent's monster declares an attack: You can send this card from your hand to the GY; take control 1 monster your opponent controls other than the attacking monster until the end of the Battle Phase, and if you do, change the attack target to monster you took control of and proceed to damage calculation. Concept and Wordplay
  4. Pinnacle of a New Era [Normal Trap] While there are 2 or monsters on the field, reveal 1 monster from your Main Deck or Extra Deck whose ATK is exactly equal to the combined current ATK of all face-up monsters; send all face-up monsters on the field to the GY, and if you do, Special Summon the revealed monster.
  5. Beckoning of Silence [Normal Spell] At the start of your Main Phase 1: Declare 1 card type (Monster, Spell, or Trap); neither player can activate cards or card effects of the declared card type until the end of your turn. Neither player can activate cards or effects in response to this card's activation.
  6. Hello, fine peoples! So, I had an archetype design in mind, but I'm having a lot of trouble figuring out how to word it to achieve my aim. The idea/prompt is simple: Make an archetype entirely devoid of activation effects. ...Or, if I want to be more specific: Make an archetype that never starts a chain (outside Spell/Trap card activations). Here's the card: Statutist Commander WIND **** Thunder/Effect If you control a "Statutist" Spell, you can Special Summon this card from your hand. After a "Statutist" monster is Summoned or a "Statutist" Spell is activated, add 1 "Statutist" card from your Deck to your hand immediately after the Summon/activation resolves. (You can only gain this effect once per turn.) If a "Statutist" card(s) you control would be destroyed, you can banish this card from your GY instead. 1800/1000 It's the search effect I'm unsure about. I tried to use Spell/Soul Absorption as a reference point (since they don't start a chain), but they aren't bound by OPTs either, so... Anyways, any help with this would be greatly appreciated! Cheers!
  7. 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.
  8. Hi, I’m new to this. I was wondering if you could import your custom cards. If so, how do I do that?
  9. Witchcrafter's Bargain Bin Continuous Spell Once per turn, if a Spell card is sent from your hand or side of the field to the GY, you can target 1 banished "Witchcrafter" monster; Special Summon it, but its ATK and DEF become 0, also, you cannot activate its effects this turn. You can only use 1 of the following effects of "Witchcrafter's Bargain Bin" per turn, and only once that turn. • If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead. • During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone. After I saw the new DM support monster, I wanted to try out Witchcrafters so I could gauge how useful the card would be in that deck. I definitely wasn't playing Witchcrafters "optimally", but I did notice a few glaring weaknesses in the archetype, so I figured I'd make a support card for the deck.
  10. Mektech Synchro Signature [Continuous Spell] Once per turn: You can target 1 face-up monster your opponent controls; it is treated as a Synchro monster until your opponent's next End Phase. You can add 1 "Meklord" card from your Deck to your hand, and if you do, destroy 1 card you control. You can only use this effect of "Mektech Synchro Signature" once per turn. Support To: Concept:
  11. 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
  12. Yosenju Kamai (Still working on it) Wind [Warrior-Beast/Link/Effect] Attack: 2500 LINK -3 (Up, Up-Right, Down) "Yosenju Kama 1, Yosenju Kama 2, Yosenju Kama 3" Must be Link summoned by sending the cards above from the side of your field to your hand. When this card is Link summoned you can target face-up cards up your opponent controls to the number of "Yosenju" monsters and return it to the hand. If you have a face-up "Yosenju" card in your field, you can Normal Summon one "Yosenju" monster from your hand.Once per turn, during the End Phase, if this card was Link Summoned this turn: Return it to the hand.
  13. Sylvan Unity [Normal Spell] Target any number of "Sylvan" monsters with different Levels (min. 2); Special Summon 1 Plant Xyz monster from your Extra Deck whose Rank is same as 1 of the target's Levels, and then attach all of the targets to it as material. You can only activate 1 "Sylvan Unity" once per turn. Support To:
  14. Toasterror FIRE ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/1500 DEF/1600 Once per turn: You can discard up to 2 cards; this card gains 500 ATK for each card you discarded until your next Standby Phase, also, during next Standby Phase, destroy a number of cards on the field equal to the number of cards you discarded. Concept and Wordplay:
  15. Wicked Wax Witch of Waning FIRE ✪✪✪✪ (Level 4) [Aqua/Effect] ATK/ 300 DEF/ 1800 Each time a Phase ends, all other monsters lose 100 ATK, then this monster gains 100 ATK for each monster that lost ATK. Once per turn, (Quick Effect): You can target 1 monster whose ATK is lower than their original ATK; negate its effects until the end of this turn. Concept:
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. Koa'ki Meiru Cortex EARTH [Psychic/Link/Effect] Link Number 2 Link Markers: SW, SE ATK/ 1900 2 Effect monsters, except LIGHT or DARK monsters "Koa'ki Meiru" monsters this card points to cannot be destroyed. You can only use each of these effects of "Koa'ki Meiru Cortex" once per turn. If an "Iron Core of Koa'ki Meiru" is added to your hand: You can draw 1 card. Send 1 "Iron Core of Koa'ki Meiru" from your hand or Deck to the GY; Special Summon 1 "Koa'ki Meiru" monster from your Deck. Discard 1 card and target 1 LIGHT or DARK monster your opponent controls; take control of it. Support To: Flavor Notes:
  23. 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.
  24. 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.
  25. 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
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