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Found 9 results

  1. Run with the pack using this custom Silver Fang archetype! Core: 5 "Silver Fang" monsters with different names This card can be Link Summoned using "Silver Fang" monsters from your Deck as Link Material. This card is unaffected by card effects, except its own. This card cannot be Tributed or used as material for the Summon of a monster from the Extra Deck. If this card is summoned to a Main Monster Zone: Destroy this card. While you control another "Silver Fang" monster, your opponent cannot target this card for attacks. Other "Silver Fang" monster(s) you control gain 300 ATK for each face-up "Silver Fang" monster in your Extra Deck. Main Deck Monsters: If a "Silver Fang" monster(s) you control would leave the field because of an opponent's card, you can banish 3 "Silver Fang" Pendulum monsters from your GY or face-up Extra Deck instead. This effect cannot be negated, also neither player can activate cards or effects in response to this effect. You can only use this effect once per turn. If a "Silver Fang" monster(s) you control would leave the field because of an opponent's card, you can place 3 of your banished "Silver Fang" Pendulum monsters into your face-up Extra Deck instead. You can only use this effect once per turn. Monster effect: If this card is Pendulum Summoned: you can add 1 "Silver Fang" Spell Card from your Deck to your hand. Pendulum effect: If your opponent controls a face-up monster (Quick Effect): you can place this card into your Extra Deck face-up, and if you do, place up to 2 "Silver Fang" Pendulum monster(s) with ATK greater than 500 from your Deck into your Pendulum Zone(s). You can only use this effect once per turn. Monster effect: If this card is Pendulum Summoned: you can add 1 "Silver Fang" Trap Card from your Deck to your hand. Pendulum effect: If your opponent controls a face-up monster (Quick Effect): you can place this card into your Extra Deck face-up, and if you do, place up to 2 "Silver Fang" Pendulum monster(s) with ATK less than 500 from your Deck into your Pendulum Zone(s). You can only use this effect once per turn. Monster effect: This card can attack your opponent directly while you control a "Silver Fang" monster in your Extra Monster Zone. Pendulum effect: If your "Silver Fang" monster inflicts damage to your opponent: banish 1 random card from your opponent's hand face-down. Monster effect: If this card battles an opponent's monster, that monster's ATK and DEF become halved until the End Phase. Pendulum effect: If your "Silver Fang" monster attacks a Defense Position monster, inflict piercing battle damage. If your opponent controls more cards than you do: you can return all cards your opponent controls to their hand, and if you do, Special Summon this card from your hand to their field. While this card is face-up on the field, neither player can Special Summon monsters, except "Silver Fang" monsters. This card's ATK and DEF are equal to the number of face-up "Silver Fang" monster(s) on the field and in the Extra Deck x 1000. Neither player takes any battle damage from attacks involving this card. If this card battles, after damage calculation: inflict 1000 damage to both players. If this card leaves the field: shuffle this card into the Deck. This card gains 300 ATK and DEF for each of your other "Silver Fang" cards that you control or are in your GY, banishment, or face-up in your Extra Deck. This card can attack once for each "Silver Fang" monster you control, except this card. You cannot attack with other monsters during the turn you attack with this card. If this card is Normal or Special Summoned: you can add 1 "Silver Fang" Spell or Trap card from your deck to your hand, then, you can select 1 "Silver Fang" Pendulum Monster from your Deck, and if you do, place that Pendulum Monster on top of your Extra Deck, face-up. (Quick Effect) You can Special Summon 1 Warrior-Type "Silver Fang" Xyz Monster from your Extra Deck, and if you do, attach this card to it as Xyz Material. You can only use each effect of "Outsider to the Silver Fang" once per turn. If this card is Normal or Special Summoned: you can add 1 "Silver Fang" Pendulum Monster from your Deck or GY to your hand, then, you can select 1 "Silver Fang" Pendulum Monster from your Deck, and if you do, place that Pendulum Monster on top of your Extra Deck, face-up. (Quick Effect) You can Tribute this card: Special Summon "Princess of the Silver Fang" from your Extra Deck to a Main Monster Zone your Link Monster points to. While this card is in your GY and you control a "Silver Fang" monster that was Special Summoned from the Extra Deck: you can shuffle this card into your Deck, also, you can draw 1 card. You can only use the effect(s) of "Child of the Silver Fang" twice per turn, and each effect can only be used once per turn. Extra Deck: Monster effect: This card cannot be Link Summoned. This card must be Summoned by the effect of "Child of the Silver Fang" and cannot be Summoned by other methods. You can declare 1 card type (Monster, Spell, or Trap): until the end of your next Standby Phase, "Silver Fang" monsters you control are unaffected by your opponent's cards of that type. If your opponent activates a card or effect, you can negate that activation, and if you do, banish that card face-down. You can only use each effect of "Princess of the Silver Fang" once per turn. If you can Pendulum Summon Level 3, you can Pendulum Summon this face-up Monster in your Extra Deck to any of your unused Main Monster Zones. Pendulum effect: If this card is face-up in a Pendulum Zone: Destroy it. Monster effect: This card cannot be Xyz Summoned. This card must be Summoned by the effect of "Outsider to the Silver Fang" and cannot be Summoned by other methods. While this monster has material: the effects of your "Silver Fang" cards cannot be negated by your opponent's cards and effects. If you can Pendulum Summon Level 3, you can Pendulum Summon this face-up card in your Extra Deck to any of your Main Monster Zones. Pendulum effect: If this card is face-up in a Pendulum Zone: Destroy it. This card cannot be Xyz Summoned. This card must be Summoned by the effect of "Outsider to the Silver Fang" and cannot be Summoned by other methods. The original ATK and DEF of this card are equal to the number of "Silver Fang" Monsters on the field and face-up in the Extra Deck x 1000. Neither player takes any Battle Damage from attacks involving this card. When this card battles another monster, during the Damage Step: detach 1 Xyz Material from this card. If this card battles another monster while it has no Xyz Material: destroy this card during the Damage Step. Field Spells: Each time you Summon a "Silver Fang" monster(s), place 1 Wolf Den Counter on this card for each of those monster(s). All "Silver Fang" monsters you control gain 300 ATK and DEF for each Wolf Den Counter on this card. If this card leaves the field because of an opponent's card: you can add 1 "Silver Fang" card from your Deck to your Hand, except "Den of the Silver Fang Wolf Pack". You can only use this effect of "Den of the Silver Fang Wolf Pack" once per turn. Each time a "Silver Fang" monster is summoned, place 1 Wolf Pack Counter on this card. Once per turn (Quick Effect): you can remove all Wolf Pack Counters from this card, and if you do, Special Summon "Silver Fang" monsters from your Deck, up to the number of Wolf Pack Counters that were removed. If you use this effect, you cannot activate it again until after the End Phase of your next turn. Each time a "Silver Fang" monster is summoned, place 1 Pack Hunt Counter on this card. (Max. 3) You can remove all Pack Hunt Counters from this card: Destroy cards your opponent controls, up to the number of Pack Hunt Counters that were removed. If this card leaves the field because of your opponent's card: you can draw cards equal to the number of Pack Hunt Counters on it. You can only use each effect of "Legendary Forest of the Silver Fang Wolf Pack" once per turn. Traps: If your opponent controls a monster and you control no monsters in your Main Monster Zone, you can Special Summon up to 2 "Wolf Pup" Monster(s) from your Deck, and if you do, you can place up to 2 "Silver Fang" Pendulum Monster(s) from your Deck into your Pendulum Zone(s). Neither player can activate cards or effects in response to the activation of this card or its effect. You can only use the effect of "Silver Fang Pups at Play" once per turn. If you control a "Silver Fang" Field Spell, this card can be activated from your hand. All "Silver Fang" monsters you control gain 300 ATK and DEF for each of your "Silver Fang" cards that you control or are in your GY, banishment, or in your Extra Deck face-up.
  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. Performance of the Garma Sword DARK | | Warrior/Ritual/Pendulum/Effect | <6> 2550 ATK | 1850 DEF Effect: Once per turn: You can send 1 Ritual Spell or Ritual Monster from your hand to the GY; Negate the effects of all monsters Special Summoned after this effect's activation until your opponent's next End Phase. If this card you control would be destroyed: You can banish 1 Ritual Spell or Ritual Monster from your hand, Deck or GY instead. Pendulum Effect: This card can Ritual Summon itself from the Pendulum Zone. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more. This was an idea I had in mind for a while. Originally I was just going to make a Fusion/Pendulum that had to be made from the old Performance of the Sword and Garma Sword, but Garma Sword is a rare piece of cardboard in this day and age, going for over $100 on ebay, etc. Really took the wind out of my sails. So instead she's more of a retrained Ritual of both the original cards, with the design being as if the Performance of the Sword/Commencement Dance girl is performing the Garma Sword Oath, etc. The reason I'm putting her here in Experimental instead of Singles is because A) As far as I know there has never been a Ritual Pendulum before so I'm not really sure how far I can take the "Ritual Summons itself" idea, and B) I really didn't know what to do for her effect. Any help would be appreciated.
  4. Main Deck Pends (2) Spells (3) Fusions (5) Trap (1) Boss Monster (1) Explanation: Rising Star is the main engine card can the deck kind of needs him to operate, thus having 2 built in ways to special summon him from the deck. Star Mentor not only acts as a way to grab Rising Star, but he helps keep your board intact by providing protection to all Masquerades besides himself. 2 of the 3 spells, Change and Rising Curtain, are stand ins for if you need to use the effects of Star Mentor or Rising Star but are unable to for one reason or another. The 5 Fusions act as a utility Toolbox, and a very reactionary one at that. The Show Must Go On is a 242 searcher can can help you recover if you happen to get overwhelmed. Finally, 5 Star is a big end-all finisher that isn't super difficult to pull off, and if you happen to not be able to finish your opponent, it floats into another Fusion so you can continue your plays normally. First time posting customs to this site, so am happy to receive some feedback.
  5. [So, the gist of these guys is this: each monster is a pendulum monster with an effect when placed in the Pendulum Zone, an effect when placed in the Extra Deck, and an effect when SS’d from the Extra Deck. Each effect is a HOPT. Story of the cards: A group of astronauts found a portal to another universe. Now they make frequent trips there. SS effects and their “added to Extra” effects are generally reversed, to signify the trip from one universe to another. In addition, monsters include 4 Machines and 4 Psychics, with each Machine supposed to generally “mirror” one of the Psychics.] Monsters Pendulum Effects Monster Effects Name Type LV PS ATK/DEF If this card is activated while there are no face-down cards in your Extra Deck… If this card is Special Summoned from the Extra Deck: If this card is added to the Extra Deck Parallanaut Pilot Psychic 6 7 2200/1200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Psychic-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Pilot”, from your Deck to your hand. you can target a card the opponent controls; shuffle it into the Deck. Parallanaut Commander Psychic 4 7 1700/1300 you can destroy this card; take a Machine-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. you can add a “Parallanaut” Spell/Trap card from your Deck to your hand. you can target a Spell/Trap card the opponent controls; return it to its owner’s hand. Parallanaut Specialist Psychic 2 7 800/400 you can destroy a card in your Pendulum Zone, and if you do, draw a card. Once, if the opponent activates a card or effect, you can negate the card or effect and destroy it. This turn, the opponent cannot activate cards or effects in response to the activation or effect of your “Parallanaut” cards. Parallanaut Officer Psychic 3 7 1100/1000 This turn, you can Normal Summon a Machine or Psychic-Type monster as an additional Normal Summon. Can attack twice this turn. “Parallanaut” cards you control cannot be destroyed by battle or by an opponent’s card effects for the rest of the turn. Parallanaut Lander Machine 3 1 1000/1100 This turn, you can conduct a second Pendulum Summon, also you cannot Pendulum Summon monsters, other than Machine and Psychic-type monsters. Take a “Parallanaut” monster from your Deck and add it to your Extra Deck. Shuffle a “Parallanaut” monster from your Extra Deck into your Deck, then draw a card. Parallanaut Rover Machine 2 1 400/800 you can destroy a card in your Pendulum Zone, and if you do, your opponent discards a random card. Target a “Parallanaut” monster you control; it can attack directly this turn. “Parallanaut” monsters you control cannot be targeted for attacks during the opponent’s next turn. Parallanaut Orbiter Machine 4 1 1300/1700 you can destroy this card; take a Psychic-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. target a Spell/Trap card the card the opponent controls; destroy it. target a monster the opponent controls; destroy it. Parallanaut Shuttle Machine 6 1 1200/2200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Machine-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Shuttle”, from your Extra Deck to your hand. take a “Parallanaut” monster from your GY and add it to your Extra Deck face-up. Spells Name Type Effect Parallanaut Gateway Breach Field While there are no face-down cards in your Extra Deck, you can Special Summon monsters from your Extra Deck to your unlinked Main Monster Zones. If there are 15 or more face-up cards in your Extra Deck while there are no face-down cards in your Extra Deck, you win the Duel. Parallanaut Mission Resupply Normal If there are no face-down cards in your Extra Deck; take a “Parallanaut” monster from your Deck and place it face-up in your Extra Deck, then draw a card. You can only activate “Parallanaut Mission Resupply” once per turn. Parallanaut Mission Satellite Launch Normal If there are no face-down cards in your Extra Deck, activate one of the following effects: · Add a Machine-type “Parallanaut” monster from your Deck to your Extra Deck face-up. · Special Summon a Machine- type “Parallanaut” monster from face-up in your Extra Deck. You can only activate one of the above effects of “Parallanaut Mission Satellite Launch” per turn. During your Draw Phase, if this card is in your GY, you can add it to your hand instead of conducting your Normal Draw. Parallanaut Mission Fuel Boost Quick-Play Target a “Parallanaut” monster that is face-up in your Extra Deck that was placed there this turn. If that monster is Special Summoned this turn, apply the following effects: · That monster gains 1000 until the end of the turn, also until the end of the turn all other “Parallanaut” monsters you control gain 500 ATK until the end of the turn. Parallanaut Mission Full Armament Continuous “Parallanaut” monsters you control gain 200 ATK x the number of “Parallanaut” monsters with different original types than them in your Extra Deck. Once per turn, if the number of face-up Machine and face-up Psychic type monsters you control are equal: you can draw a card. Apply the following effects, depending on if there or more Machine or Psychic type monsters face-up in your Extra Deck. · Machine: Your opponent’s Spell effects are negated. · Psychic: Your opponent’s Trap effects are negated. Parallanaut Mission Through the Gate! Normal Add a “Parallanaut” card from your Deck to your hand. If a “Parallanaut Gateway Breach” you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate “Parallanaut Mission Through the Gate!” once per turn. Traps Name Type Effect Parallanaut Mission Dangerous Launch Normal Tribute a Machine and a Psychic monster to target up to 3 cards the opponent controls; destroy them. Parallanaut Mission Training Mission Continuous If there are no face-down cards in your Extra Deck: You can tribute a “Parallanaut” monster you control; Special Summon a Machine or Psychic-type monster from face-up in your Extra Deck with a different original type and an equal level to the Tributed Monster. You can only activate the effect of “Parallanaut Mission Training Mission” once per turn.
  6. 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.
  7. Pendulums with Ritual Summoning P-Effects Rituals to be Summoned with the Pendulum effects. Support Trap + Token
  8. Flotsam is an Water Pendulum Fusion archetype that I rediscovered while looking at old archetypes I had made before link summons were a thing. I don't think I ever posted them and their mechanics work pretty well with the new pendulum rules so I thought I might as well now. They're loosely based on the movie "Cast Away" and focus on recovering monsters "lost at sea" in the extra deck and graveyard. They don't have much removal, but they have powerful board swarming with pendulum summons and their fusion cards. I had a lot of fun designing this archetype and I hope that it shows in the cards. Main Deck Monsters Spell Cards Extra Deck Monsters
  9. 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
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