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Showing content with the highest reputation since 12/17/2024 in all areas
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I may not miss high school, but I do miss the simpler days of just making shitty cards and posting them here. That and hoping for acceptance. Either way, time sure flies. 17 years later and I barely even lurk anymore.3 points
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I've been here so long, my profile is almost old enough to vote. 17 years of YCM. Jeez3 points
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this is your occasional reminder: fuck generative AI and anyone that uses it3 points
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Hi Everyone well didn't know where to post this but to anyone who see this that is not a bot or a spammer in this community. Merry Christmas! Take care of you and the family!3 points
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@Thar @Rodrigo @Yui @Simping For Hina @Yankee STAY GUYS :)2 points
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all these losers who've been here over ten years couldn't be me2 points
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I should add to it: 14 years here, and I still think of this place fondly. It is where I met my wife, it is where I found my passion, and it is a place I am just be. Thanks for all the joys, YCM, as what you were and what you are :)2 points
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Happy New Year Dear Friends New resolution, post here at least once daily2 points
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So its 2025 New Year equals New Me. What are your goals for 2025?1 point
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Ancient Gear Horse lv 4 EARTH Machine/Effect This card can be treated as 2 Tributes for the Tribute Summon of an "Ancient Gear" monster. During your Main Phase this turn, you can Normal Summon 1 "Ancient Gear" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is tributed to Tribute Summon a Level 8 "Ancient Gear" monster: Draw 2 cards. You can only use this effect of "Ancient Gear Horse" once per turn. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. ATK/1600 DEF/12001 point
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https://ygorganization.com/yehior/ ALIN-JP013 Regenesis Warrior Beresheet Level 7/FIRE/Warrior/Effect You can only Special Summon with the (1)st effect of this card’s name once per turn. You can only use the (2)nd and (3)rd effect of this card’s name each once per turn. (1) If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). (2) (Quick Effect): You can Tribute this card, then target 1 monster your opponent controls; return it to the hand. (3) During your opponent’s End Phase, if this card is in your GY because it was sent there this turn: You can add it to your hand. 2500/2500 ALIN-JP014 Regenesis Sage Shemot Level 7/WATER/Spellcaster/Effect You can only Special Summon with the (1)st effect of this card’s name once per turn. You can only use the (2)nd and (3)rd effect of this card’s name each once per turn. (1) If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand) (2) When your opponent activates a card or effect (Quick Effect): You can send 1 other “Regenesis” card from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card. (3) During your opponent’s End Phase, if this card is in your GY because it was sent there this turn: You can add it to your hand. 2500/2500 ALIN-JP015 Regenesis Dragon Vayikra Level 8/WIND/Dragon/Effect You can only Special Summon with the (1)st effect of this card’s name once per turn. You can only use the (2)nd and (3)rd effect of this card’s name each once per turn. (1) If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). (2) (Quick Effect): You can Tribute this card, then target 1 Spell/Trap your opponent controls; banish it. (3) During your opponent’s End Phase, if this card is in your GY because it was sent there this turn: You can add it to your hand. 2500/2500 ALIN-JP016 Regenesis Daemon Bemidbar [Regenesis Archfiend Bemidbar] Level 8/EARTH/Fiend/Effect You can only Special Summon with the (1)st effect of this card’s name once per turn. You can only use the (2)nd and (3)rd effect of this card’s name each once per turn. (1) You can Special Summon this card (from your hand) by revealing 1 monster in your hand with 2500 ATK or DEF. (2) If this card is Normal or Special Summoned: You can add 1 “Regenesis” card from your Deck or banishment to your hand, except “Regenesis Archfiend Bemidbar”. (3) During your opponent’s End Phase, if this card is in your GY because it was sent there this turn: You can add it to your hand. 2500/2500 ALIN-JP017 Regenesis God Deuteronomion Level 10/LIGHT/Illusion/Effect Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 face-up monster you control with 2500 original ATK and DEF. You can only Special Summon “Regenesis God Deuteronomion” once per turn this way. (1) If this card is Special Summoned: You can Set 1 “Regenesis” Spell/Trap from your Deck. (2) Gains 2500 ATK during the Battle Phase only. (3) If this card attacks a Defense Position monster, inflict piercing battle damage. 2500/2500 ALIN-JP059 Regenesis Spell You can only use the (1)st and (2)nd effect of this card’s name each once per turn. (1) Take 1 “Regenesis” monster from your Deck, and either add it to your hand or send it to the GY, or, if you control a “Regenesis” monster, you can add 1 monster with 2500 ATK and DEF from your Deck to your hand instead. (2) If this card is in your GY, except the turn it was sent there: You can banish it, then target 1 “Regenesis” monster in your GY; Special Summon it. ALIN-JP060 Torah Regenesis Spell/Quick-Play You can only use the (1)st and (2)nd effect of this card’s name each once per turn. (1) You cannot Special Summon from the Extra Deck until the end of the next turn after this card resolves, also Special Summon 1 “Regenesis” monster from your Deck, but send it to the GY during your opponent’s End Phase. (2) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished “Regenesis” monsters; Special Summon it. ALIN-JP074 Regenesis Birth Trap/Continuous You can only use 1 of the (1)st and (2)nd effect of this card’s name per turn, and only once that turn. (1) You can send 1 “Regenesis” monster from your Deck to the GY, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. (2) During your opponent’s turn: You can send this face-up card from your Spell & Trap Zone to the GY; Special Summon as many “Regenesis” monsters with different names as possible from your hand, GY, and/or banishment, but send them to the GY during the End Phase.1 point
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Almost 17yrs here? Fucking hell! How time flies! Anyway, I am turning my focus to a new plan and my activity in other places will likely suffer as a result. Here's to an awesome 2025!1 point
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Sorry my friend, I will borrow something so I can post something important. Rate this animation, is it legendary or a failure? Tell me, I am training in making videos or animation. pixverse%2Fmp4%2Fmedia%2F4c1af2c4-80d2-44c8-a527-27f8faa3cc0b_seed109545911.mp41 point
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On And Off The Court, Straight Fundamentals. No Funny Business.1 point
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site's been fucked around a lot the last 15 years but particularly the last 3 or so it's just fallen apart, i fear posts prior to like 2015 and probably even later are just gone i don't really have any powers despite being a mod the admin revoked our backend access so i can't help really but the outlook is not great1 point
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A quick guide to creating custom cards/archetypes - Part 1 The first thing you want to do is to think about what you want your archetype to do. This is like an idea that you make. A custom archetype starts with an idea. It doesn't have to be a very complicated one. Next, you want to use that idea that you have come up with, and implement that idea. For example, an idea could be "monsters that get stronger the less cards you have in your Main Deck". In that case, Pot of Desires can be an excellent tech to the deck. In order to implement that idea, you'd want card/effects to thin your deck size and or recycle, because if you have 0 cards in your deck and it is your Draw Phase, you lose the game. However, you'd also want to ask yourself, "How would I thin out my deck?". The point is to keep the idea simple so that it is easier to execute, and then stick with that idea. Another example is Union monsters, which open a galaxy for you to explore (e.g. contact fusion w/ Union monsters whose Fusion are Unions themselves which are summoned by sending main deck unions you control to the GY to Special Summon those.). You also want to stick with the same idea throughout the archetype creation process. If not, your archetype will become incoherent and not perform well. If you can pick 4-6 cards in your archetype and your opponent can see that the other cards do the same thing, it is coherent. Otherwise it is incoherent. Incoherent archetypes tends to brick more often. If one idea does not suit you, or that idea causes your archetype to be hard to execute to the point where it does not work, try another idea and see that if it suits you. Keep in mind that custom archetypes are a way to experiment. Now for Costs These are resources that you must give up in order to do something. Costs in Yugioh can include the following (in general, anything that comes before the ; is a cost): Discarding Tributing from hand/field Send from field/hand to GY Return from field to hand Banish from GY Paying LP shuffle from field/GY into deck1 point
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Fusion Ritualist lv 4 DARK Illusion/Effect If this card is Normal or Special Summoned: Add 1 "Ritual Fusion" from your Deck or GY to your hand. You can only use this effect of "Fusion Ritualist" once per turn. While in your GY, Ritual monsters and Fusion monsters that mention "Ritual Fusion" cannot be destroyed by battle or card effects. ATK/1800 DEF/200 Ritual Fusion Ritual Spell Card Special Summon 1 Fusion monster that mentions "Ritual Fusion" from your Extra Deck, by sending monsters from your hand or field whose Level is equal or greater than the monster your summoning. (This Special Summon is also treated as a Fusion Summon.) During the Main Phase: You can return 1 Fusion monster than mentions "Ritual Fusion" from your GY to the Extra Deck; add this card from your GY to your hand. You can only use this effect of "Ritual Fusion" once per turn. Phantom Relinquished lv 1 DARK Illusion/Fusion/Effect Must be Special Summoned by the effect of "Ritual Fusion". If this card battles a monster, neither can be destroyed by that battle. Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; negate the targeted cards effects and equip it to this card (max. 1). This card's ATK/DEF become equal to that equipped monster's. If you would receive battle damage: You can destroy the monster equipped to this card; all battle damage you would of taken from that battle is dealt to your opponent instead. ATK/0 DEF/0 Knight of Summoning Dragon lv 4 LIGHT Dragon/Fusion/Effect Must be Special Summoned by the effect of "Ritual Fusion". You can only use the following effects of "Knight of Summoning Dragon" once per turn. * You can Tribute this card; Special Summon 1 Level 8 or lower Dragon monster from your hand or Deck, also, the summoned monster cannot attack directly this turn. * (Quick Effect): You can equip this card from your GY to a Dragon monster you control; the equipped monster gains 900 ATK and can inflict piercing battle damage. ATK/1900 DEF/1200 Magician of Fusion Chaos lv 8 DARK Spellcaster/Fusion/Effect Must be Special Summoned by the effect of "Ritual Fusion". Gains 300 ATK for each Spell Card with different names in your GY. You can only use the following effects of "Magician of Fusion Chaos" once per turn. * If your opponent activates a card or effect (Quick Effect): You can banish 3 Spell Cards from your GY; negate the activation and destroy it. * If this card is destroyed by an opponents card: You can Special Summon 1 "Dark Paladin" from your Extra Deck, also, the summoned monster cannot attack directly this turn. (This Special Summon is treated as a Fusion Summon.) ATK/2800 DEF/26001 point
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https://ygorganization.com/seiyaryu2525/ ALIN-JP079 Dragon’s Mind Trap/Counter You can only use the (1)st and (2)nd effect of this card’s name each once per turn. (1) When a Spell/Trap Card, or monster effect, is activated and you control a monster with 2500 original ATK or DEF: Negate the activation, and if you do, destroy that card. (2) If this card is in your GY: You can pay 2500 LP; Set this card, but banish it when it leaves the field.1 point
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Hello all, I have recently seen alot of custom cards on this platform and using my extensive coding knowledge I have learned how to script cards for the game EDOPro. If you are interested in being able to use your custom cards/archetypes you can message me, and I can do so for you. I have been wanting to do this for a while now and it seems like it would be interesting for me. If you are interested, send me a message with, the card/cards names, what archetype they are a part of, the effects of the cards (written well), and the card art. If you do this I can get them scripted within a week at the most, depending on the size or amount of cards as well as the complexity of the cards. This would specifically be for EDOPro as YGOOmega is a little weird. Also you would only be able to use the cards for yourself or with others on LAN as long as they also have the cards. I also can help you if you need any help putting the cards in the correct location and such. I hope to hear from some people, cheers!1 point
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Would anyone be interested in duelling in a master duel tournament? Stakes or not I think it could be fun.1 point
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Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD1 point
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do y'all nehey missed me as much as i missed him? :> i said before he should come back to us and less than 24 hours later, boom, there he is, like a christmas miracle. or maybe i'm some sort of internet necromancer. who knows?1 point
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Dear YCM Community Members, Destitution does not arrive at our doorstep without warning. It is the culmination of a slowly beaten drum. Today, we on these very forums count the days that YCMaker has dared to abstain from implementing updates; tomorrow, we will live in a constant state of wait, never truly enjoying the fruits of his coding because of the anticipation we let to consume us. When I was a passionate card creator, I awoke each day overflowing with excitement, not about what new feature, what new interface, what new shiny effects might be unveiled— what pulled me out of bed each day was envisioning the cards I would create. The captions, the artwork, the attack-to-defense ratios and wondrous titles were so dreamy that when I awoke I often had to change my sheets. Today we count the days. In my day, we got lost in the hours. Tyranny does not just arrive at our doorstep without our complacency. Neither does the yugiohcardmaker disappear without our complicity. If we continue down the currently trodden path, we risk everything. I ask the yugiohcardmaker community— what is it that we value: facile novelty, or our fundamental craft? I already know in my heart that our community knows the answer to this question. Your deputy, Falling pizza1 point
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It does help. It feels like that a lot of people are coming on here and sharing their experience with custom cards. That means a lot to me.1 point
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Thanks for the guide, surge. I'd like to add a couple of talking points to it, based on my own experience. 1. When coming up with archetype concepts, I try to imagine the hand movement of the player // flow of cards when resolving the cards. Are my cards // hands doing something that hasn't been done to death already? Can I imagine a player resolving a mechanic and having fun doing it? A few examples to try and explain what I'm saying. - Witchcrafters want you to discard a hand full of spells to power their abilities, only to have those resources come back in the EP. Causing massive swings in card advantage. - Codetalkers / Prankkids want to vomit their main deck to power their extradeck climbs - VW mill their combo pieces, then banish those, then shuffle them back. Then do it again next turn. 2. Is there a large amount of things you do to resolve your cards // between cards? would an opponent be able to follow what's happening? IMHO, walls of text should be kept to minimum. It's one thing if your boss // payoff // main combo piece is doing a whole bunch of things for you, but if you've got more then one or two of those in the deck... then it's very likely you - a. are trying to explain a mechanic that's too complicated or b. made cards that simply do too much, on their own You should try simplify the text, or split the mechanics in between multiple cards. Hopefully you find a way to do these in a satisfying way without breaking anything, as things can get very interesting with a bit of creativity. ----------- hope this helps! have fun coming up with cool ideas.1 point
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Indeed - this statement is very biased. The goal to making a custom archetype is to think of a theme (or an idea) in order to give it an identity to work on. Once you have come up with an idea, work on it. Keep in mind that the identity does not have to be complex (e.g. Morphtronics have effects depending on their Battle Position.)1 point
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Hello welcome to YCM! This thread is filled with a lot of good advice for getting started. Come up with a theme, gimmick, and play style put it all together and you got it! If you need help fleshing out an idea ask the community.1 point
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And here's one last thing when making custom archetypes in terms of balance. Even with all these cases above, the end board must be checked. An archetype with 5+ negates isn't fun to play against. You want you and your opponent to have a good time playing the game. No one wants a one-sided game. If an archetype generates absurd card advantage to the point where Drytron can't take it anymore, then that archetype is unbalanced and must be checked. This means that you must control the # of negates on the end board. It's alright to have 1 omni-negate Counter Trap (or a Spell/Trap negate), but if you choose to do so, don't make any more negates. Just because a custom archetype can play through Nibiru doesn't make it broken. For example, Mythical Beast has a monster negate that can negate Nibiru's hand effect so that you won't get the token. An archetype that adapts to the opponent does not make the archetype broken.1 point
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Alright - so here's Part 3 of my custom archetype guide Part 3 - Implementation of your custom archetype Now that you have your theme and idea, it's time to implement it. What you want to do is design the cards so that they "center" around that theme. All archetypes need to have searchers (and possibly recyclers). Searchers (or tutors) help you get the cards that you need, typically, you'll need 1 or 2 searchers to make your archetype work. Some other people use the term "Stratos", named after Elemental HERO Stratos, to refer to the word "searcher", but it's the same idea. You can make an archetype without a searcher, but they will be very slow as you may brick more often. Some custom archetypes have recyclers to get back resource(s) that were lost. For example, Morphtronics monsters have the theme/mechanic, "Do A when in Attack Position, but do B when in Defense Position" where A and B are different effects on the same card. But there are 3 variants: OTK, with Equip Spells, and swarm. It's best in this case if you want to make custom Morphtronics, pick one path and stick with it. Keep in mind that OTKing is a going 2nd strategy, as we'll explain later. Another example is the part where you have the gimmick of "the less cards you have your Main Deck, the stronger your monsters become". In this case, you could use self-milling effects like Lightsworn to help you with the strategy, but keep in mind Pot of Desires is a tech card. Foolish Burial is another tech card. Keep in mind that you don't want to design unhealthy cards. If your opponent can't play against your deck, then you only designed a custom archetype just for the sake of winning and becomes unhealthy as a result. This is bad because ANY archetype can win, given the right condition(s). Also, keep in mind the TCG banlist (or if you are in a custom card server, use their banlist as well, if they have one). Nor would you have to make an archetype whose endboard has 5+ negates, as your opponent cannot play, which is also unhealthy. Cards are put on the TCG banlist for a reason. If you have anything to add, let me know.1 point
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Part 2 - Mechanics Now that you have your idea set up, it's time to get creating with mechanics. You can use ideas that have been abandoned or start with existing ones. Here are the basic ideas you can use. Battle Position manipulation (Morphtronics, Karakuri) Co-linking (be creative if you want to use this one) Columns (Mekk-Knight) Contact Fusion (Gladiator Beasts, Thunder Dragon archetype, Neos, etc.) Counters (Alien, Venom, and other cards with counters) Equipping of monsters (Unions, Inzentors, Dragunity) Level manipulation (Fortune Ladies) Tokens (try to be creative, the Brave series) Trap monsters (Paleo Frog) Xyz monsters (these can range from getting an end board of them, ranking up/down), and please focus on one idea in mind when doing this. And let your imagination flow when doing customs. Nothing is stopping you from trying something new. For example, if someone's idea was customs Dinosaurs that aggro, the idea is very vague since the goal is not clear. Do they want to OTK? If so, then Ultimate Conductor Tyranno should be the boss that assists those dinosaurs. Do they want to co-link? Without a clear-cut specific detailed idea, you won't get far. And keep your ideas simple so that you can expand on them later on. Another example would be if someone's idea was to control the opponent, the idea is very vague because EVERY control deck hinders the opponent in some way. How do you want to hinder the opponent? Again, without a clear cut idea, this will not get far. Try to avoid doing stuff that does not make the game fun.1 point
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This is great! Personally I'm a big fan of two approaches: The first being,as Uko said, finding effects that aren't so well elaborated on. It's a great way to take a seed of an idea and grow it into something much more useful and fun. The second approach that I enjoy is actually to find a theme to base your cards around first. Sometimes it can be a roadblock, but I find that it can also help you tie everything together lore wise in a way that you couldn't do with a function first. It doesn't always work, but if you find yourself with a really really cool theme that you want to follow, follow it!1 point