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Site UpkeepThanks for even considering a donation. The site does cost money each month to upkeep. I don't sell any data, nor do I run any ads. For more info, click "Show More"
The site does cost money each month to upkeep. I don't sell any data, nor do I run any ads - any support you can give to help with the upkeep of things would be greatly appreciated.
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The site will remain active and online for as long as I can maintain it. I'm not struggling financially (at least as much as some!) and can maintain this regardless.
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kinda want to do a yu-gi-oh! rp, not about playing card games, but rather exploring the various worlds in card lore, since that's the direction these days
how i should go about it is the real question...
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Hi CowCow.
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Not really sure where this would go in the forums, but does anyone have a good way of simulating custom-card booster packs? I used to use MSE back in the day but I can't find the version I used to use (and I don't think it had link support anyway). DM me if you know, please!
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By Thomas★Zero · Posted
Meklord Emperor Wisel 0 lv 0 DARK Machine/Effect (This cards original level is always treated as 1.) Cannot be Normal Summoned/Set. When a face-up card monster you control is destroyed by a card effect: You can Special Summon this card from your hand. Once per turn: You can target 1 monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of monsters equipped to this card. If your opponent activates a Spell/Trap card (Quick Effect): You can destroy 1 monster equipped to this card; negate the activate and destroy it. You can only use this effect of "Meklord Emperor Wisel 0" once per turn. ATK/2500 DEF/2500 Meklord Emperor Skiel 0 lv 0 WIND Machine/Effect (This cards original level is always treated as 1.) Cannot be Normal Summoned/Set. When a face-up card monster you control is destroyed by a card effect: You can Special Summon this card from your hand. Once per turn: You can target 1 monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of monsters equipped to this card. During your Main Phase: You can destroy 1 monster equipped to this card; inflict damage to your opponent equal to this cards ATK. You can only use this effect of "Meklord Emperor Skiel 0" once per turn. ATK/2200 DEF/2200 Meklord Emperor Granel 0 lv 0 EARTH Machine/Effect (This cards original level is always treated as 1.) Cannot be Normal Summoned/Set. When a face-up card monster you control is destroyed by a card effect: You can Special Summon this card from your hand. Once per turn: You can target 1 monster your opponent controls; equip that target to this card. This card gains ATK equal to your LP and the combined ATK of monsters equipped to this card. If an opponents monster attacks (Quick Effect): You can Special Summon 1 monster equipped to this card to your field, also, it becomes the target of that attack, then, equip it to this card at the end of the Battle Phase. You can only use this effect of "Meklord Emperor Granel 0" once per turn. ATK/0 DEF/0 Meklord Astro Hypen Drakanikle lv 12 DARK Machine/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by banishing 3 "Meklord Emperor" monsters with different Attributes from your hand, field or GY. Once per turn: You can target 1 monster your opponent controls or in their GY; equip that target to this card. This card gains ATK equal to the combined ATK of monsters equipped to this card. This card can attack all monsters once during each of your Battle Phases. During your End Phase: You can send all monsters equipped to this card to the GY; Inflict 500 points of damage for each Ritual, Fusion, Synchro, Xyz, Pendulum and Link monster in the GYs. You can only use this effect of "Meklord Astro Hypen Drakanikle" once per turn. ATK/4000 DEF/4000 Meklord Infinity Zero Field Field Spell Card After activation: Add 1 "Meklord Emperor" card from your Deck to your hand, then, special summon 1 "Meklord Core Token (Machine/DARK/Level 1/ATK 0/DEF 0). You cannot Special Summon monsters from your Extra Deck. During your Main Phase: You can destroy 1 monster you control; add 1 "Meklord" Spell/Trap card except "Meklord Infinity Zero Field" from your Deck to your hand. You can only use this effect of "Meklord Infinity Zero Field" once per turn. You can only activate 1 "Meklord Infinity Zero Field" per turn. Meklord Reboot Quick-Play Spell Card Destroy 1 card you control; Special Summon 1 "Meklord" monster from your Deck or GY. If a "Meklord" monster(s) would be destroyed by an opponents card; you can banish this card from your GY instead. You can only activate 1 "Meklord Reboot" per turn. Meklord Trinidart Ouroboros Continuous Trap Card If you have no cards in your Extra Deck, you can activate this card from your hand or GY. Activate this card when a card you control is destroyed by a card effect. Special Summon this card as an Effect monster (Machine/DARK/lv 10/ATK 3000/DEF 3000) in Defense Position. (This card is also still a Trap Card.) Once per turn, while in a Monster Zone: you can target 1 "Meklord" monster you control; the targeted card gains 1 of the following effects until the End Phase this turn. * If this card attacks a Defense Position monster, inflict piercing battle damage. * If this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed cards original ATK. * If this card attacks, your opponent cannot activate cards or effects until after damage calculation. You can only activate 1 "Meklord Trinidart Ouroboros" once per turn. Meklord Absorber Core Trap Card If you have no cards in your Extra Deck, can activate this card during the turn it was set. Target monster your opponent controls or in their GY; equip it to 1 "Meklord Emperor" or "Meklord Astro" monster you control that has an effect that would equip monsters to it, also, that card is treated as being equipped by the effect of the monster its equipped to. You can only activate 1 "Meklord Absorber Core" once per turn. -
By Thomas★Zero · Posted
Secret Weapon R.F. Equip Spell Card Equip to a Ritual or Fusion monster you control. The equipped monster gains 1500 ATK, also, the equipped monster attacks a Defense Position monster, inflict piercing battle damage. If the equipped monster attacks, your opponent cannot activate cards or effects until after damage calculation. If you control a Ritual or Fusion monster: You can add this card from your GY to your hand. You can only use this effect of "Secret Weapon R.F." once per turn. You can only activate 1 "Secret Weapon R.F." per turn. -
Quinn followed the child’s gaze as it dodged around the top of the lighthouse. He was very pointedly not making eye contact, which was, of course, impolite. Quinn tried to resolve this issue by bobbing its head and shifting around so that he could at least try to match the boy’s gaze before he shifted away. If the boy looked down at Quinn’s shoes, Quinn bent over sideways. If he looked above, Quinn did their best to stand on tippy-toes. This was not the only way that the boy had been rude, however. He also had besmirched Quinn’s reputation in a way that, if Quinn were the more vengeful sort of ghost, would have been dangerous. He was lucky that Quinn was able to take it all in stride. “I have to ask if you start all your conversations this animated,” Quinn said. “I like to think I am consistent in my approach, and I appreciate that it does get the occasional odd reaction, but you seem to be the sort that would respond the way you have to an even simpler introduction.” There were factors that Quinn was only just now considering, such as the fact that xe and Bridget had intruded on this boy’s space, but being caught unawares by a dead adventurer and hir scientist friend was still no excuse to be uncivil. All that said, Quinn did figure out why the boy was pointedly ignoring its gaze. If their eyes met, they’d be honor-bound to fight in a Pokémon battle. For the moment, Quinn stopped trying, especially when the first Pokémon the boy tried to summon turned out to have suffered the same fate as Quinn’s and Normandie’s berries. Quinn’s mental narration tried to stop itself from the phrase “given up the ghost,” but failed, apparently. In any case, Quinn was sympathetic. “Oh dear,” Quinn said. “Well, listen. We can help you find your precious companion, and then, if you would like, you are welcome to try and battle us out of your clubhouse.” Perhaps this was not what Bridget wanted out of this whole ordeal, but Quinn was Quinn’s own ghost. It was only then that Quinn noticed what a state Bridget was in. There was a look on the woman’s face that made it clear both who (or what) was responsible and how much she wanted to talk about it. “Well, perhaps not immediately, but whenever would be most convenient.” A thought struck Quinn and she returned to the boy with renewed interest. No longer was Quinn bobbing and weaving with the boy’s gaze. “I do not believe in coincidences. I imagine we will have to find both your missing Pokémon and this lighthouse’s resident ghost if we are to solve this mystery. But such a task requires your cooperation.”
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