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2 points
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Revenant Red-Eyes Zombie Dragon (DARK) Level 5 Zombie/Tuner/Effect If a “Red-Eyes” monster you control is Sent to the GY; You can Special Summon this card from your GY, and if you do, it’s name becomes “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. During either players turn, while “Zombie World” is on the field, you can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand. If a “Red-Eyes” monster you control Destroys a monster (by battle or card effect) and sends it to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY. ATK/2400 DEF/0 SO, the card is meant to act as cross-support between “Red-Eyes” and Zombie decks, and is itself meant to be a more proper “Zombie Counterpart” of Red-Eyes Black Dragon (what with it having 2 less Levels and 0 DEF, like older Zombie monsters like “Clown Zombie” when compared to “Crass Clown”), with effects that require “Red-Eyes” AND Zombie cards working in tandem to make the most of it. Edit: I’ve made adjustments to the card that will be showcased below, mainly by adding a cost to the Special Summon and rearranging some of the wording to keep the text from getting too bloated: If a “Red-Eyes” monster you control is Sent to the GY: You can pay 2400 LP; Special Summon this card from your GY, then, Change it’s name to “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. You can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand during either players turn while “Zombie World” is on the field. If a monster is Destroyed (by Battle or card effect) by a “Red-Eyes” monster you control and sent to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY. Second Edit: I’m making the LP cost into self-Burn Damage for flavor’s sake: If a “Red-Eyes” monster you control is Sent to the GY: You can inflict 2400 damage to yourself; Special Summon this card from your GY and change it’s name to “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. You can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand during either players turn while “Zombie World” is on the field. If a monster is Destroyed (by Battle or card effect) by a “Red-Eyes” monster you control and sent to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY.1 point
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… I GOT IT: I’ll Change the effect to require a payment of 2400 LP per Special Summon. It’s more fluffy and interactive than a Soft or Hard OPT, and the game has plenty of THOSE as is. I’ll make an addendum to the OP comment in a moment, so feel free to look this over in the meanwhile: If a “Red-Eyes” monster you control is Sent to the GY: You can pay 2400 LP; Special Summon this card from your GY, then, Change it’s name to “Red-Eyes Black Dragon”. Cannot be Destroyed by battle by, and Unaffected by the effects of, other Zombie monsters. You can activate "Red-Eyes" or “Zombie” Spells/Traps from your hand during either players turn while “Zombie World” is on the field. If a monster is Destroyed (by Battle or card effect) by a “Red-Eyes” monster you control and sent to the GY; You can Special Summon it as a Zombie monster. You can tribute 1 Zombie monster you control (Quick Effect); Special Summon 1 “Red-Eyes” or Zombie monster from your hand or GY. Beyond the need for a cost or OPT, would you say this card would be anyway useful in a competitive scene for “Red-Eyes” and/or Zombie decks?1 point
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A dark tribute summon archetype of level 6 beast beast-warrior + winged beast monsters with below avg stats. They like summoning into each other and their main goal is hand destruction. They are pretty consistent at ripping the hand, but because they like tribute Summons, they usually end on only 1 monster so they have a hard time actually finishing the opponent. They also have removal effects when the opponent is empty handed to help their strategy going 2nd. Sinestto Hawkeye - DARK - L6 - Winged Beast - 1600/1500 If you control no monsters, you can reveal this card and 1 other "Sinestto" monster; Special Summon 1 "Sinestto Token" (Beast/DARK/Level 1/ATK 0/DEF 0), then, immediately after this effect resolves, you can Tribute Summon 1 monster. If this card is Tribute Summoned: Shuffle 1 random card from your opponent's hand into the Deck and during the next Standby Phase, both players draw 1 card, then, if your opponent has no cards in their hand, you can destroy up to 2 cards on the field. During the Main Phase, if your opponent has 1+ cards in their hand (Quick Effect): You can Tribute Summon 1 "Sinestto" monster. You can only use each effect of "Sinestto Hawkeye" once per turn. Next: Poultrygeist1 point
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This time we're celebrating one whole year...since last time that YCMaker even bothered to log onto his site! wooooooooo1 point
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"Kaiser Paladins" archetype about Level 9 Warrior and Spellcaster monsters with high stats and effects that focus on summoning themselves by controlling the battlefield. They revolve around Kaiser Marks—special markers placed on cards that trigger powerful effects and offer unique gameplay mechanics. Playstyle: "Kaiser Paladins" focus on controlling the board with a mix of brute force and precision effects. They aim to place Kaiser Marks on enemy cards to disrupt strategies or on their own cards to trigger buffs and combos. Example card: Kaiser Paladin - Vanguard Knight Level 9 | Warrior | LIGHT ATK: 2800 | DEF: 2400 If you control no monsters, you can Special Summon this card from your hand. Once per turn: You can place 1 Kaiser Mark on 1 monster your opponent controls. Monsters with Kaiser Marks have their effects negated. If this card destroys a monster with a Kaiser Mark by battle, inflict damage to your opponent equal to the destroyed monster's original ATK. --- Kaiser Paladin - Arcanist Commander Level 9 | Spellcaster | DARK ATK: 2500 | DEF: 3000 If monsters with a Kaiser Mark is on the field, you can discard 1 card; Special Summon this card from your hand or GY. You can only Special Summon "Kaiser Paladin - Arcanist Commander" once per turn this way. Once per turn: You can target 1 card on the field; place 1 Kaiser Mark on it. If a monster with a Kaiser Mark leaves the field, draw 1 card. Kaiser Fatal Armory [Continuous Spell] Once per turn (Quick Effect): You can place 1 Kaiser Mark on a face-up card on the field. Monsters with Kaiser Marks lose 200 ATK/DEF. If a "Kaiser Paladins" monster destroys a monster with a Kaiser Mark by battle, draw 1 card. Kaiser Thorn Hammer [Continuous Trap] Once per turn (Quick Effect): If monsters with Kaiser Mark activate its effect, you can negate the activation. If you control "Kaiser Paladins" Monsters, if your opponent activate monster effects in the hand: You can banish this card from your GY; negate the activation, and if you do, destroy it, then you can add 1 "Kaiser Paladins" monster from your Deck or GY to your hand. You can only activate this effect of "Kaiser Thorn Hammer" once per turn. Kaiser Marks are markers placed on cards using the effects of "Kaiser Paladins" monsters or their support cards. These Marks trigger additional effects when marked cards are destroyed, banished, or leave the field. This archetype provides strategic flexibility, allowing players to dominate the field by locking down threats while powering up their own forces. Next: "Sinestto" archetype1 point
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I am about a day late on my weekly Hina posts. But, with her, time is meaningless, as she seems to be something that radiates forever. A world without Hina would be a world ending, and she makes it worthwhile to be in the one right now.1 point
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_______________________________________ People's Vanguard Level 3 | FIRE | Warrior | Effect (1000/1000) (Quick Effect): You can target 1 monster your opponent controls; equip this card from your hand to "People Running About," "Oppressed People," or "United Resistance" you control as Equip Spell, and make the equipped monster gains ATK equal to the target original ATK. You can banish this card in your GY; Special Summon 1 Normal Monster from your Deck or GY in Defense Position. You can only use each effect of "People's Vanguard" once per turn. --- People's Defender Level 4 | EARTH | Warrior | Effect (1200/1800) If "People Running About," "Oppressed People," or "United Resistance" is destroyed by battle or card effect; you can Special Summon this card from your hand or GY. If this card Normal or Special Summoned; add 1 card that mentions "People Running About," "Oppressed People," or "United Resistance" from your Deck or GY to your hand (except, "People's Defender".) You can only use each effect of "People's Defender" once per turn. --- People's Champion Level 5 | WATER | Warrior | Effect (2000/1500) You can reveal 1 "People Running About," "Oppressed People," or "United Resistance" in your hand; Special Summon this card (from your hand) and if you do, return 1 monster your opponent control to the hand. If this card leaves from the field; you can Special Summon up to 3 Level 3 or lower Normal Monster with different names and Level from your hand, Deck, or GY to your field in Defense Position. You cannot Special Summon a Monsters from the Extra Deck the turn you activate each effect of "People's Champion". You can only use each effect of "People's Champion" once per turn. --- People's Revolution Level 8 | WIND | Warrior | Effect (2800/2500) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing "People Running About," "Oppressed People," and "United Resistance" from your field or GY, also, you can only Special Summon "People's Revolution" once per turn. If this card is Special Summoned, you can activate 1 of these effect. Send all cards in your opponent's hand + 3 cards from the Top of their Deck to the GY. Send all cards your opponent's control to the GY. Skip your Battle Phase the turn you Summoned this card. ~=[Spell and Trap]=~ United Front [Continuous Spell] You take no battle damage from battles involving "People Running About", "Oppressed People", and "United Resistance" you control, also, once per turn it cannot be destroyed by battle. Once per turn during your opponent's End Phase, you can banish 1 card from your GY; Special Summon 1 "People Running About", "Oppressed People", or "United Resistance" from your Deck or GY to your field in Defense Position, then you can set 1 "Huge Revolution" from your hand or Deck to your Spell/Trap Zone. You can only control 1 "United Front". --- March of the Oppressed [Quick-Play Spell] Tribute 1 "People Running About," "Oppressed People," or "United Resistance"; banish 1 card on the field. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 Normal Monster in your GY; Special Summon it. --- Resistance's Resolve [Counter Trap] When your opponent activates a card or effect while you control "People Running About," "Oppressed People," or "United Resistance": Negate the activation, and if you do, destroy that card.1 point
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Number44, the Insect Horrifying Composite DARK Level 10 Insect/Fusion/Effect 5 Insect-Type monsters with different name This card's ATK and DEF are equal to the original ATK and DEF of the monster used for Fusion Summoned. If this card is Fusion Summoned: Your opponent cannot activate card effects until the end of this turn. While this card is in the Graveyard: Banish 1 Fusion Material card this card used as, and if you do, Special Summon this card to your field in Attack Position with its original ATK and DEF, then this card gains 1000 ATK. ATK/? DEF/? Next:1 point
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"The World Needs Heroes!" An archetype of cards that splits the character roles from Overwatch into Extra Deck, Main Deck, and Normal Pendulum monsters. Their main strategy is supposed to set up for a coordinated dive, activating ultimates, that staggers the enemy and pushes for game— in yugioh words, Pendulum Summoning their interruptions during the opponent's turn and exhausting interactions. My personal goal is to eventually make a card for each Overwatch character that references their abilities or character in one way or another. Also to make cards for a Pendulum engine potentially splashable into other Decks, whatever their focus on Special Summoning is. All the artwork here comes from Quirkilicious unless otherwise credited! Click here for their gallery! Normal Pendulum Monsters Or the Support role in Overwatch. They offer backline protection or interesting techs the other cards can't compare. With the "Speedsters" guaranteeing they can work with anyone, the two heroes most focused on healing have the strangest Pendulum Summon access. Their flavor text comes from the Overwatch promo site. I go back and forth if Mercy and Lifeweaver's effect should be "cannot be used next turn" instead à la Mirrorjade. Effect Monsters AKA the Damage role in Overwatch. They have straightforward effects that only get better if Pendulum Summoned. Some of their statlines and effects hint what kinda other cards they can work with. There's currently over 40 characters in Overwatch, so while they'll all share that moniker, there's also room to show factions / sub-archetypes like "Strikeforce", "Omnic", or "Talon". Extra Deck Monsters Lastly, the Tanks. They share the same protection leveraging their bulk. Some of them even want to be preemptively destroyed to be Pendulum Summoned later. I'm unsure if their DEFs are high enough to protect them from meta staples, but I'm unsure what that threshold should actually be. Spell/Traps Going 1st, these are your three-of's facilitating your board building, and card advantage. Ultimate is worded the way it is to allow your opponent a chance to remove the monster before it resolves, kinda like if you get killed during your Ultimate's cast time in Overwatch lmao. The third line in the Field Spell is meant to play around floodgates like Dimensional Shifter, but still loses to Ghost Ogre. There's more in the wings to share eventually, but I'd like to update the thread in batches that make sense. This is sorta the baseline for power their archetype will have. Thanks for reading this far! I'm new to the forum, and just wanted to share this idea after getting into yugioh. I'd be especially interested if anyone linked their card ideas similar to ones presented here. (sorry in advance if this is formatted wrongly. I'll repost any card text raw on request)1 point
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The idea of counters on Pendulum Monsters has been better monopolized by the Edymions & Spell Counters, but I do quite like the idea of modulating Pendulum Scale for effects and cost. These are two in the wings I might as well share now. the DEF increase is important when it becomes a breakpoint for other monsters the "Tanks" become unaffected by. Plus, if you use Ana woth Lucio, Lucio uses its effect to change Ana's Scale so she doesnt need to wait for 2 Normal Summons hehe. Moira synergies with Mercy if you mill overwatch effect monsters into the grave that Mercy can summon!1 point
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splashable 7 pend support and coin toss engines? oh hell yea these rock. plus it can still make use of the original "7" which is always funny the only thing I'd think to specify is the last 'it' in "7's Casino" last line— or maybe its just be, taking a couple rereads to realize it wasn't trying to summon the field spell itself lmao1 point
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the bots can try but they will never match the posting power of ragnarok1945 it is truly unbelievable he made 50,000 posts in under 3 years and remains the leading all-time poster despite being banned for 11 years and inactive for 14, the next closest are 45k twice and 40k, all across 10+ years and then nobody else has broken even 30k ever rag averaged 45 posts a day, that is insane1 point
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It's that time of the month again xD The time in which I post whatever doodles I have at hand to avoid getting the club archived. Got other works undergoing but yeah, this will do for now xD1 point
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https://x.com/TheFigen_/status/1898134858926571781 @Sleepy1 point
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Zoa, Boss Beast of the Silver Castle Labrynth [DARK] LV 8/Fiend/Fusion/Effect (3400/1500) "Zoa the Fiendish Beast" + "Lady Labrynth of the Silver Castle" This cards name is also treated as "Zoa". Once per turn, during the battle phase: You can activate one Normal Trap Card during your battlephase directly from your deck. Whenever you activate a Normal Trap Card that equips itself to a monster, you can apply either of the following effects. Destroy any number of level 3 or lower "Labrynth" monsters with different names in your hand or on your side of the field: Draw an equal number of cards. Destroy any number of level 3 or lower "Labrynth" monsters from your side of the field: Destroy an equal number of cards from the field or in your opponents hand. Destroy 3 level 3 or lower "Labrynth" monsters with different names from your side of the field: Special summon a Level 6 or higher "Labrynth" monster from your hand or grave. Next: "The Unhappy Girl" + "The Unhappy Maiden" typo1 point
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Psychocean is an archetype based on the "Remove Brainwashing" card. It uses spell cards to summon a powerful boss monster to its opponent's side of the field and then takes control of it. The main 3 cards that it uses to do this are "Psychocean Rising Tide" a spell card that sets up the field, "Pshychocean Serine Temptress" which is used to gain control of you monster from the opponent, and "Psychocean Maelstrom Berserker" which is the boss monster. Psychocean Rising Tide Quickplay Spell If you control no monsters or if the only monsters you control are Psychic monsters: Special Summon 1 Level 4 or lower "Psychocean" monster from your Deck, then Special Summon 1 Level 9 or higher monster from your Deck to your opponent's side of the field ignoring its summoning conditions. "Psychocean Maelstrom Berserker" Level 10 WATER Psychic/Effect 3200 ATK / 1000 DEF Cannot be Normal Summoned/Set. Must first be Special Summoned to your opponent's field from your hand by sending 1 WATER monster from your field to the GY. When control of this card changes: You can destroy 1 card from your hand or field; Your opponent Banishes all cards they control until their next End Phase. Next: Kaiser Paladins (Level 9 Warrior and Spellcaster monsters)1 point
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It is that time of month again. I had made this drawing for Nyx's birthday, featuring one of Nyx's OCs n.n As per usual, I've been a little extra busy. My grandma had a 95th birthday party a few days ago and the last few weeks have been hectic, although weather has finally improved so as soon as I can get cozy with some hot chocolate and a blanket I'll deliver a little more stuff xD1 point
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Mechanised Ninja Construct Rank 6 DARK Machine/Xyz/Effect 2+ Face-Down Monsters This card's XYZ Summon can only be done with cards that were not Set this turn. Once per turn, if this card would be flipped Face-Down, instead all other cards on the field are flipped Face-Down. You can detach 2 materials from this card: Flip any number of Face-Down Monsters and Continuous Spell/Trap cards you control Face-Up. When this card leaves the Field it is banished Face-Down. Next:0 points
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