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Found 127 results

  1. Cyber Jammer EARTH Warrior/Effect ATK 2000, DEF 2400 If a Fairy or Warrior monster made a direct attack this Battle Phase, you can (Quick Effect) reveal this card in your hand: Normal Summon 1 monster OR Fusion Summon 1 Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Material. You can only use this effect of "Cyber Jammer" once per turn. I hope you weren't expecting a Cyber Dragon card! The Cyber Girls are a group of mostly-EARTH Warrior monsters also originating from Yugioh GX that really never took off the way their successors, the Cyber Angels, eventually would. I felt like making one of my own to at least relate to what most of their effects did as several of the Cyber Girls have effects relating to direct attacks and their boss monster, Cyber Blader, happens to be a Fusion Monster. The Cyber Girls all have something to do with female sports or athletics, so for this one I felt like going with roller derby since I haven't really seen that used as an aesthetic for anything in the game to the best of my knowledge. Enjoy!
  2. Angelfood LIGHT FIend/Effect ATK 1000 | DEF 1800 If this card is sent from the hand or field to the GY: You can Ritual Summon 1 Non-Effect Ritual Monster from your Deck. This effect of "Angelfood" can only be used once per turn. The result of some drawing practice I felt like making into a full card. A pretty straightforward effect that's probably significantly more powerful than I imagine it to be. But hey, those dusty Performance of the Swords and Crab Turtles in your box of old cards deserve some love.
  3. When this card leaves the Field, you can add 1 "Spellbook" Spell card from your Deck to your Hand.
  4. Power Creep Trap Card Tribute 1 face-up monster on either side of the field: Its controller can Special Summon 1 monster from their hand or Deck with the same Type and Attribute and an ATK or DEF greater than the tributed card. Card effects cannot be activated for the rest of this turn, except for the effects of a monster Special Summoned by this card. You can only activate 1 "Power Creep" per turn. Spent a while trying to come up with an effect for the image. If you have any more fitting ideas, let me know.
  5. Time Lizard | LIGHT | Reptile/Effect ATK 500 | DEF 400 You can tribute 1 Reptile monster you control: Toss a coin and call it. If you call it right, Special Summon 1 Reptile or Dinosaur monster from your hand or GY. If you call it wrong, take damage equal to the ATK of the tributed monster. A quickie I drew up because of a pun. Juggled a few different effect ideas so I hope the one I went with wouldn't be overpowered, but I'm always open to suggestions.
  6. Myutant Soldier EARTH Psychic/Link/Effect | ATK/ 0 LINK-1 1 Level 4 or lower Psychic monster When this card is Link Summoned, You can add 1 "Myutant Evolution lab" from your deck to your hand. You can Tribute this card, then banish 1 card from your GY or face-up field, except "Myutant Soldier"; Special Summon 1 monster from your hand or Deck, based on the banished card. ● Monster: "Myutant Beast" ● Spell: "Myutant Mist" ● Trap: "Myutant Arsenal" You can only use each effect of "Myutant Soldier" once per turn.
  7. Okay here we go, first time posting a card lol XD So...being the nerd I am and being that I'm writing a Yugioh Arc-V fanfic I made a performapal Pendulum monster XD https://imgur.com/a/PgjPlK4 Performapal Safety Magician [Level 3 – Scale 4 – Wind – ATK:300/DEF:2000 – Spellcaster/Pendulum/Effect: Normal Effect: When this card is Pendulum summoned all monsters on your opponent’s field have their effects negated. Target one monster on your field and increase its attack points by this cards defence points until the end of your next turn. This card may switch places with any “Magician” monster in your Pendulum zones. Pendulum Effect: Select one “Odd-Eyes”, “Performapal” or “Magician” monster you control, that monster may attack each of your opponent’s special summoned monsters once.] (there will eventually be a second Magician that goes along with this one but...*shrugs* might be a while XD Also hope I tagged right XD)
  8. Dark Scorpion Motivator Continuous Spell During damage calculation: DARK Warrior monsters you control gain 500 ATK. When "Don Zaloog" and "Dark Scorpion" monsters you control deal Battle Damage: You can activate all of their listed effects (if applicable). Cards sent to the GY by the effect of "Don Zaloog" and "Dark Scorpion" monsters you control are banished face-down instead. I'm certain I messed up some grammar there, but the gist of the card is giving your Dark Scorpions more damage output, giving you access to both of their effects and making cards sent to the GY less advantageous to your opponent. Would this be enough to make the Dark Scorpions viable after almost 17 years? Absolutely not, but they're an archetype I have fond memories of and felt like drawing up a card for them. Open to suggestions and ideas in any case.
  9. With Halloween on the way I began working on some zombie-related cards, and this year I decided to give some love to an old vanilla monster known as The Snake Hair. These are three Equip Spell Cards that play off of the theme of having snakes for hair. Like the Phantasm Spiral spells and traps, these cards can be equipped to and support any Normal Monster but only The Snake Hair herself can be equipped with all three at the same time, turning her from humble old school vanilla to manipulative, petrifying, venomous zombie powerhouse. Petrifying Ponytail: Biting Bun: Blinding Blowout: These were pretty fun to draw up. Enjoy and have a Happy Halloween https://vignette.wikia.nocookie.net/yugioh/images/3/31/TheSnakeHair-SBLS-EN-C-1E.png/revision/latest?cb=20190509220251
  10. Toon Swordmistress EARTH | Warrior/Toon/Effect | 1400 ATK | 1400 DEF Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. Once per turn: If this card is sent to the GY by the effect of a Toon monster or as Tribute for the Summon of a Toon monster; You can Special Summon this card. + Randomly felt like making a counterpart for Kanan the Swordmistress and also to draw a toon monster for the first time. Normal Kanan looks so sultry I decided to go for a Jessica Rabbit sort of style for her toon version. Didn't have any groundbreaking effect in mind for her, so I went with a simple tribute fodder effect to give a little support to other toons, but I'm open to other ideas for her if anyone wants to take a swing at it.
  11. 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.
  12. Ashlyn, Dream Fairy LIGHT Level 3 [Fairy/Tuner/Effect] 0/1800 If a Trap Card is activated while you control a Set monster: You can Special Summon this card from your hand, then gain LP equal to the total ATK of all face-up monsters on the field, and if you do, set as many other face-up monsters as possible. - - - - - - A bit of a sucker for LP gain effects, and I am aware that Links make this hard to be a real huge disruptor nowadays unless timed really REALLY well, plus it asks for a Trap to trigger to top it off, but I didn't wanna compete with Nibiru entirely. Wanted to make an archetype of around 6 cards in terms of drawing the images and this is the first one I've gotten to ink and color in months, but I ended up only being able to complete 1. Hopefully I can rehabilitate my drawing habit a bit more from here xP
  13. Happy Halloween everyone. This was something I had in mind to make for a while but I finally buckled down and got them done in time for the holiday. Took a long time to get them all drawn, but I'm glad I went through with it. I always liked Jiangshi in Chinese folklore and I was interested in adding something to the Vampire archetype. Coincidentally, as many Vampire monsters are styled after Castlevania characters, and there happens to be a Jiangshi boss in one of the games, I was able to use its color scheme for my Hopping Vampire. First time I've made a LV Monster. It's another older feature of the game I remember fondly so I wanted to make one of my own. The Hopping Vampires would be unique as the only Zombie-type LV Monsters and the only LV Monsters (unless I'm blind and wasn't paying attention in my research) that summon each other from the graveyard instead of the hand or deck. A bit of a hurdle, but if you can get the LV7 version out on the field you can potentially lock down your opponent's ability to remove cards from their own graveyard. If you see anything that could be improved upon in any of these cards, give me a holler, and I'll see what I can do. In the meantime I'll post the card images in the art gallery, you guys are free to use them for your own cards if you want. Thanks for any feedback and have a Happy Halloween.
  14. 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.
  15. 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.
  16. Hi, I’m new to this. I was wondering if you could import your custom cards. If so, how do I do that?
  17. So, this is my second and probably final post for today, cause upon reading my custom made cards, I realized I should not make them too strong, but rather fun to use and actually viable. Still, I just like greek mythology so I made these cards according to my liking. Hope you enjoy. Text: If you have 3 or more Fairy-type monsters with 2100DEF and different attributes in your GY, you can special summon this card. This card`s special summon cannot be negated. You can tribute this card to destroy all monsters your opponent controls. Your opponent cannot activate cards and effects in response to this card`s activation. If this card leaves the field, you can special summon 1 "Olympus" monster from your hand. It cannot attack this turn. You can only control 1 "Zeus of Olympus, Emperor of Thunder". You can only activate each effect once per turn, and only once that turn. Text: If you control "Zeus of Olympus, Emperor of Thunder", you can special summon this card from your hand. If this card is summoned this way, you can add 1 "Olympus" card from your GY to your hand. During your main phase, you can send 1 "Olympus" monster from your Deck to the GY. You can only activate each effect of "Hera of Olympus, Empress of Rebirth" once per turn, and only once that turn. Text: If any effect that would activate in the GY, or an effect that would move a card in the GY is activated, you can discard this card; negate that effect. If this card is in the GY, you can discard one Fairy-type monster with 2100DEF; banish one card in your opponent`s GY. If this card leaves the field, you can add one level 6 or lower "Olympus" monster from your deck to your hand, if you do, discard 1 card. You can only activate each effect once per turn, and only once that turn. Text: If this card is normal or special summoned, add 1 "Olympus" monster from your Deck to your hand. You can normal summon this card by tributing 1 "Olympus" monster. Once per turn, you can discard one card to destroy 1 Spell/Trap card your opponent controls. Text: If this card is normal summoned, or special summoned by the effect of "Olympus" card, target one monster your opponent controls; destroy it. If this card destroys an opponent`s monster by battle, all monsters you control gain 200 ATK. If this card is destroyed by battle or card effect, target one monster your opponent controls; negate its effect until the end of the turn. You can only activate each effect of "Ares of Olympus, Emperor of Swords" once per turn, and only once that turn. Text: You can discard this card to add 1 "Olympus" Sell or Trap card from your Deck to your hand. You cannot special summon "Hephaestus of Olympus, Emperor of Forging" the turn you activate this effect. If this card is special summoned by the effect of "Olympus" card, add 1 "Olympus" Spell or Trap card from your GY to your hand. You can only activate each effect once per turn, and only once that turn. Text: If this card is special summoned by the effect of "Olympus" monster, you can return this card and one card your opponent controls to the hand. You cannot summon "Hermes of Olympus, Emperor of Cunning" the turn you activate this effect. You can only activate the effect of "Hermes of Olympus, Emperor of Cunning" once per turn, and only once that turn. Text: Send 1 "Olympus" monster from your deck to your GY, then add 1 level 7 or lower "Olympus" monster to your hand. You can only activate this effect once per turn. Text: Target 1 "Olympus" monster you control. This turn, it is unaffected by your opponents card effects. If an "Olympus" monster would be destroyed by battle or card effects, you can banish this card from the GY. Text: Special summon 2 "Olympus" monsters with different names from your GY. Their effects are negated and they cannot attack this turn. If this card`s activation is negated or destroyed by your opponent`s card effect and sent to the GY, add 1 "Olympus" monster to your hand. You can only activate each effect once per turn and only once that turn. Text: Discard 1 "Olympus" card to special summon 1 level 9 or lower "Olympus" monster from your hand or GY. You can activate "Olympus Ambush" only once per turn.
  18. Hey guys, as this is my first post here, I hope you like it. I have to say it was also my first time making my own yu-gi-oh cards, so do tell if I made it broken, OP, or too weak and slow. Have a nice day https://imgur.com/ZERMCE0
  19. 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
  20. Traptrix Latrodecta EARTH/Insect/Link/Effect/Rating 2 ATK: 1800 Markers: bottom, left 2 Effect Monsters with different names This Link Summoned card is unaffected by Trap effects. If this card is Link Summoned: You can target 1 monster in either player's GY with an effect(s) that activates (and starts a chain): Set it as a Normal Trap, and when you activate it, its effect becomes 1 of the effects that activates (and starts a chain) of that monster (your choice). If a card this card points to is sent to the GY: You can Set 1 "Hole" Normal Trap directly from your Deck or GY, also shuffle it into the Deck if it leaves the field. You can only use each effect of "Traptrix Latrodecta" once per turn. Basically the first effect turns any monster with an activable effect into a Normal Trap. That means that if you were to Set Myrmeleo, when you activate it you get to choose either the Hole search effect, or the backrow removal effect. I'm not sure how this effect will interact with other effects or mechanics, though. For example, in Myrmeleo's case, IDK if it would be possible to negate it with Ash Blossom due to the Hole searching effect; I suppose it would because even if it's treated a Normal Trap now, Myrmeleo's card effects include a searching effect. Also note that this would skip costs, so effects that require the monster to Tribute itself (e.g. Rai-Oh, the Koa'ki rocks) can still be used. IDK if this would break a card out there for example by milling a monster with a pontent effect but hard to Summon and then Setting it with this effect, but I take an stance of "nice until proven naughty", if that's how the saying goes, on this effect. I wanted to keep this card relatively splashable. In a pre-MR4 era I would have gone for a Rank4, but now with Links around, I figured a Link2 with conditions similar to the Knightmares would be the way to go. Also I went for a Traptrix monster because of the Trap effect, and Rafflesia as precedence of an splashable Traprix member. The second effect was added to further justify this card being a Traptrix. Finally, Latrodecta stems from Latrodectus, the genus that includes black widows, following the pattern of Atrax' name. Moreover, 1800 is yet another nod to Atrax, as a fellow spider-based Traptrix. Thoughts?
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. 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.
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