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Fanart by me! Finally it’s finished. I’m tired of seeing DM and DMG getting all the spotlight, so I drew these two together. I also believe Magician of Black Chaos and Magician’s Valkyria would make a great duo because of their matching attack names Hope you like it, and you’re more than welcome to share it or use it for whatever you’d like6 points
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Just got done making this since I'm getting back into YGO and yes, it's a CB again. Ikr? How original; wishing CBs weren't trash and had actual good support. This one's entire goal is to help CBs have even faster speed. Found the background and monster images from online so they're not mine, just an FYI. The best word to describe Diamond Snake is Versatility. You can do an absolute crap ton of stuff with it. You could absolutely just summon it and get the CB Deck or GY search, but you could also use Pegasus into Snake (S&T Zone), banish into another Diamond Snake Special Summon, use its effect to get a Rainbow Dragon into your hand, attack with a CB (Snake if you're feeling daring), Special Summon Rainbow Dragon, repeat Snake banish into the third Diamond Snake and get yet another Rainbow Dragon, attack with first Rainbow Dragon and summon a second Rainbow Dragon. Yeah, you're not friggin' laughing at CBs anymore, are ya? That's what I thought. Oh, and look at that; you've got a whole bunch of CBs on the field already! Better get to them CB S&T Zone shenanigans! :D3 points
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This Card is already good, just add some little thing... When your opponent activates a Spell/Trap Card while you control a "Dragunity" Synchro Monster or "Dragunity" Monster with Equip Spell equipped to it: Negate the activation, and if you do, banish that card, then if you control a Level 10 "Dragunity" monster, you can have 1 "Dragunity" monster you control gain 100 ATK for each face-up card that is currently banished. You can only activate 1 "Dragunity Oubliette" per turn. Next: "Jar Robber"2 points
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i never noticed as the bot posts are so all-encompassing generally but they in fact do not post in miscellaneous at all, i don't know why, the only difference is the posts not counting maybe there's some permissions bots cannot acquire to get in there in any case this website is officially as far as i am concerned retired, it will be here who knows how long and maybe pinning a thread to every section will resurrect the sadly slain ycmaker https://neocardmaker.com/2 points
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I would like permission to use the picture to make another card. I feel sorry for the beautiful art. Blind Devil Magician DARK Level 7 Spellcaster/Fusion/Effect 2 Dark monsters Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: Place 2 Spell Counters on this card. This card gains 300 ATK for each Spell Counter on the field. You can remove 1 Spell Counter from this card; banish 1 Spell or Trap Card your opponent controls, and if you do, inflict 300 damage to your opponent for each card banished by this effect. You can only use effect of "Blind Devil Magician" once per turn. ATK/2400 DEF/2000 Super Power Yeah! Trap Card (Counter) When an opponent's monster declares an attack: Negate the attack, and if you do, loses 500 ATK, then, if that monster's ATK is less than the monster with the highest ATK on your field, destroy that monster, and if you do, Inflict damage to your opponent equal to the half of original ATK of the destroyed monster in the GY. Next:2 points
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2 points
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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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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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1 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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Oh, okay! I was just trying to give that text a fitting card with good quality. I understand.1 point
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_Temporal Time Wizard_ (LIGHT) Level 12 Spellcaster/Effect _(Quick Effect) You can toss a coin and call it. If you call it right, your opponent must send all cards they control to their GY and take damage equal to the total ATK/DEF those cards had while they were on the field, then, they can Normal/Special Summon 1 monster from their hand or Deck who’s Total ATK/DEF is less than or equal to the damage taken. If you call it wrong, you must send all cards you control to your GY and take damage equal to the total ATK/DEF those cards had while they were on the field, then, you can Normal/Special Summon 1 monster from your hand or Deck who’s Total ATK/DEF is less than or equal to the damage taken. You can only use this effect of “Temporal Time Wizard” once per turn._ ATK/2400 DEF/2400 Basically, the idea would be to DRAMATICALLY magnify the original Time Wizard’s field wiping effect in how dangerous it could be for either player. The effect is is now a HOPT (Quick Effect), and it has it’s wipe effect play out similarly to “Destructive Daruma Karma Cannon“‘s own, meaning that even the most usually unbreakable boards would get swept away. On top of THAT, that person that gets their board wiped then takes damage equal the total ATK/DEF their cards (and I mean “cards” and not monsters, meaning that monsters in one’s Spell/Trap zones should also count towards the damage) had while they were last on the field, AND as a consolation prize, that player can then Normal or Special Summon 1 monster from their hand or Deck who’s total ATK/DEF is equal to or less than the damage they took. If this seems a tad overly strong, keep in mind that it all comes down to a coin toss that the “Temporal Time Wizard”’s controller has to call, so there’s a 50/50 that they’d be screwed over too (especially since this would mean the Time Wizard sends itself to the GY and hits it’s controller with it’s total ATK/DEF of 4800 as effect damage.) THERE, I made an edit to the original’s effect where the ATK/DEF based damage is halved in comparison to the above. That would mean that there would have to be at least 16,000 ATK/DEF on either field for the attack to be able to one-shot either player right off the bat. Of course this also halves the card’s searching potential, but that search is useless anyway if the player that would get to use it is Yamcha posing in a crater, right?1 point
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I just realized that Nightfall Crow of Bad Omens won't work either because the effect states that "YOUR opponent" cannot special summon from the ED more than twice. That alone is fine because it's meant to lock your opponent, but when it's in your opponents Pendulum Zone THEY control it. Making yourself the opponent.1 point
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Alright, I change that. For Nightfall Mage, what if I made it so that you had to use Nightfall Mage for a ritual Summon to place in the Pendulum zone, and then re edited his monster effect to something like this: When this card is used as material for a Ritual Summon, place this card into your Pendulum Zone(Destroy any card already in that zone) and destroy one card on the field.1 point
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I'd recommend replacing many of the GY effects with face up in the extra deck effects because most actions that would send a pendulum card to the GY send to the ED instead. Also it's generally helpful to give all of your searchers a target when making and showing cards in a batch. Additionally, there is very little incentive to Ritual Summon Nightfall Mage because its protection effect is much stronger than its on field effect.1 point
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How have you been? I lowkey missed this site, lol.1 point
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This would single-handedly end way to many games. If it's used going second then it could OTK off of just 2 cards with a stat minimum of 2000/2000. If you miss, then you will only lose LP instead of losing the game. The summon effect is interesting, but if the card kills then it doesn't matter. I think that making it only deal damage equal to half of the combined stat total would make more sense.1 point
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Let's see how long this lasts: The best thing to come out of this site was meeting Hina. She is one of the best people to ever inhabit this world.1 point
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1 point
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Shapesnatch Level 5 DARK Machine/Effect ? ATK / 1700 DEF Cannot be Normal Summoned/Set, must be Special Summoned by tributing 1 Level/Rank 5 or lower monster on either side of the field, and if you do this card's original ATK becomes equal to the tributed monster's. "Shapesnatch" can only be summoned once per turn this way. Next: Dragunity Oubliette1 point
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I stop checking this place for just a few days and suddenly the 7000 ish members needed to reach the million get past the goal? The bots are strong in this one.1 point
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And another for ya!...Don't look at me like that. I'm a gentleman, you orangutan. Jokes aside, Dancer's more of a support than an actual CB addition since she only counts as one when in your hand or Deck. This was to ensure you couldn't just bleed out more of the crappy CBs for Rainbow Dragon shenanigans since that would very easily break CBs and topple meta in an unfair manner. Her primary purpose is to help those relatively horrible CBs gain something of a purpose besides being, ya know, crap. Her easy-to-summon nature also helps things when combo'd into Diamond Snake. This will allow you to mill those pesky CBs from your Deck a bit more easily, allowing you to get out the CBs 'actual' boss card without your opponent laughing in your face as you take a bajillion years to get it out. Also, her face is up there, bucko. Yeah, I see you. Once again, the background and monster images aren't mine, as they were found online.1 point
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https://neocardmaker.com/ the above linked website works and is run by someone, i was going to add adjectives here but actually just the fact that it is run by someone at all is an infinite improvement; this place is not even being held together by tape, nyx is unfathomably committed to patching holes but the ship is three-quarters underwater so if you want to do any of the things you would've aspired to do here i think try ncm instead1 point
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You can limit the number of times a card can activate its effect after being banished (because I want Necroface to support this Architype), or the type of card that can activated effect after getting banished, something like that. Because this Architype only have "Metaphys Ragnarok" as a starter, and it need something to make it function after getting Ash or Veiller from opponent. Furthermore, you cannot guarantee that you will be able to draw Gol Sac or Ragna every time. In that case, with a pile of LV 7 in your hand and a few handtrap cards, you can only hope that the top deck next turn has something good (not to mention a bunch of interruptions from the opponent), then you have to wait for stand by phasse after the next turn. So at least having cards to play (easily) after Ragnarok has been interrupted is necessary, I believe so.1 point
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Legend of White lv 4 LIGHT Warrior/Tuner/Effect While in the hand, Deck, field, GY or banishment, this card is also Dragon Type. You can only use the following effects of "Legend of White" once per turn. * If this card is Normal or Special Summoned: Add 1 "Neo Blue-Eyes White Dragon" from your Deck or GY to your hand. * During your Main Phase: You can target 1 "Blue-Eyes White Dragon" in your GY or banishment; either add the targeted card to your hand or return it to the bottom of your Deck, if the targeted card was returned to the bottom of your Deck by this effect, draw 1 card. ATK/1500 DEF/1250 Neo Blue-Eyes White Dragon lv 8 LIGHT Dragon/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by sending 1 "Blue-Eyes White Dragon" from your hand, Deck or field to the GY. You can only Special Summon "Neo Blue-Eyes White Dragon" once per turn. Unaffected by your opponents monster effects. You can only use the following effects of "Neo Blue-Eyes White Dragon" once per turn. * During your Main Phase: You can Special Summon 1 Level 4 or lower LIGHT Tuner monster from hand, Deck, GY or banishment, also, for the rest of this turn, you cannot Special Summon monsters from your Extra Deck except LIGHT Dragon monsters. * If this card is used as Material to summon a LIGHT Dragon "-Eyes" monster from your Extra Deck: You can add 1 Spell/Trap from your Deck, that specially list "Blue-Eyes White Dragon" to your hand. ATK/3000 DEF/2500 Neo Blue-Eyes Shining Dragon lv 10 LIGHT Dragon/Fusion/Effect "Neo Blue-Eyes White Dragon" + 1 LIGHT Dragon Tuner monster Must be Fusion Summoned. Gains 300 ATK for each LIGHT monster in your GY, also, unaffected by your opponents monster effects. You can only use the following effects of "Neo Blue-Eyes Shining Dragon" once per turn. * When your opponent activates a card or effect (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it, then, during the End Phase, if this effect was activated this turn (and was not negated), you can Special Summon this card from your GY. * If this card is destroyed or banished by an opponents card: You can Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, GY or banishment. ATK/3000 DEF/2500 Legend of the Blue-Eyes White Dragon Spell Card Banish 1 "Blue-Eyes White Dragon" from your Deck; Special Summon 1 Level 4 or lower LIGHT Tuner monster from your Deck, also, for the rest of this turn, you cannot Special Summon monsters from your Extra Deck except LIGHT Dragon monsters. During your Main Phase: You can banish this card from your GY and send 1 card from your hand or field to the GY; Special Summon 1 "Blue-Eyes" monster from your banishment ignoring its summoning conditions. You can only use each effect of "Legend of the Blue-Eyes White Dragon" once per turn. Miracle of White Trap Card Fusion Summon 1 LIGHT Dragon Fusion monster from your Extra Deck, by banishing the listed materials from your field or GY, also, if the summoned monster specially list "Blue-Eyes White Dragon", your opponent cannot banish the summoned monster with card effects. If a LIGHT Dragon Fusion monster would be destroyed by an opponents card, you can banish this card from your GY instead.1 point
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I guess I'll chime in. I'm still committed to cleaning out these bots and keeping a semblance of order. But yeah. To any users reading this that don't know: Agreed. If you want your threads seen and not buried under the upteenth Temu, crypto, or escort shill, go to the site shared above. Plus, it comes with more features. This forum had its day in the sun, but it's evident that the owner doesn't care about the state of it.1 point
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1 point
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Is nearly one year too late? Eh, I'll do it anyway. Maiden of the Moonlight Level 4 LIGHT 1500 ATK/ 1300 DEF [Spellcaster/Effect] (Quick Effect) Each time you activate a Spell, gain 300 LP. While this card is on the field, monsters you control gain 200 ATK for each Spell activated this turn. Sort of basic, but I was trying to use the "Moonlight" part of the card name to sort of guide its effects. Also, as I was looking up the original card, I found that apparently this card has been remade as "Maiden of the Millennium Moon" as part of the "Millennium" archetype. Obviously, that card's effect is a lot more complicated, but I had no clue that this card even had an official remake, and a recent one at that. Next card: "Angel Trumpeter"1 point
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Within the vast expanses of space, a desolate space ship drifts aimlessly. On the spaceship are the Calamissions, a group of machines designed to avert any possible calamity their creators could face. Yet their planet is nowhere to be seen, the spaceship the only remaining relic of a one great planet. What could have happened to the Calamission robots that they outlived the calamity they were meant to prevent? Design wise, the "Calamission" Archetype is a collection of EARTH and DARK Machines that focus on trying to prevent disadvantageous situations for their players ("calamities" such as card destruction, taking damage, having effects negated, etc.). The Main deck "Calamission" machines are all EARTH attribute, and each member refers to a specific calamity they were meant to prevent. The monsters are levels 2-4, and they don't have the greatest attack or defense. Besides having some Rank-Up-Magic Spells, there won't be many spell or trap cards, and they will mostly focus on bringing out the "Calamission" monsters perfect for the situation. However, the deck isn't purely reactionary. Within the "Calamission" group, there are some members which have... deviated from their original purpose. Rather than wait for the opponent to attack one of their own, these XYZ "Calamission" will banish those monsters before they can even attack. All XYZ "Calamission" machines are DARK attribute, and take preventative measures to the absolute extreme. These XYZ monsters start as low as Rank 2, but they can get up to Rank 7 using their own Rank-Up-Magic Spells. At the highest Rank, "Calamission Extinction" will banish all of your opponent's cards from the field... if you are willing to pay the price of all of your cards on the field being banished as well. Example Cards: Calamission Tornado Level 3 EARTH Machine/Effect 1300 ATK/ 600 DEF If a Set Spell/Trap Card(s) would be destroyed by a card effect (Quick Effect): You can Special Summon this card from your hand, negate the effect, and if you do, add 1 "Calamission" Spell from your Deck to the hand. Once per turn, while this card is on the field, you can target one Spell/Trap on the field, return it to the hand. Calamission Rank-Up-Magic Preventative Force Quick-Play Spell Card Target 1 "Calamission" XYZ monster you control, XYZ summon 1 "Calamission" monster 1 Rank higher than the targeted monster, using the monster you targeted as material (transfer XYZ materials to the new monster). If this card is in your GY, except the turn it was sent there (Quick Effect): You can attach this card to a "Calamission" XYZ monster you control as a material. Calamission Extinction Rank 7 DARK Machine/XYZ/Effect 2800 ATK/ 2300 DEF 2 Level 7 "Calamission" monsters When this card is XYZ Summoned: banish all cards on the field, except this one. Neither player can activate cards in response to this effect. You can detach 2 materials: for the rest of this turn, neither player can summon Monsters from the hand. This card cannot attack while there are no cards on your opponent's field. This took quite a while to design. I may have jumped the gun with "Calamission Extinction" 's effect, but I basically wanted to simulate, well, an extinction on both sides. Hopefully having to use multiple Rank-Up-Magic spell cards can also help to keep this card in check. Anyway, time to go back into dormancy for quite a while. Not before posting the next archetype prompt. Next prompt: Symbotany ("Symbiosis" and "Botany")1 point
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1 point
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NOT going to make this card more Skull Servant support, despite the obvious hint to do so... Dokuroizo the Grim Reaper - Zombie/Tuner/Effect, 3*, DARK, ATK 900, DEF 1200. "This card's name can be treated as "Plaguespreader Zombie" if used for a Synchro Summon. If this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Zombie monster from your hand or either GY, but negate its effects, also it cannot be used as Material for any monster's Summon, except the Summon of a Zombie monster. If this card is sent to the GY as Synchro Material for the Synchro Summon of a Zombie monster, you can target 1 monster in your opponent's GY; it becomes a Zombie monster, and if it does, all monsters in your opponent's GY become Zombie monsters. These effects last until the end of this turn. Next up: Yormungarde1 point
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Berserk Dragon DARK ☆☆☆☆☆☆☆☆ Zombie/ Effect Cannot be Normal Summoned or Set. Must first be Special Summoned by "A Deal with Dark Ruler". This monster can attack all of your opponent's monsters once each. Inflict piercing damage if this card destroys a DEF pos. monster. Each time this card is targeted by your opponent's card effect: Negate it, then reduce this card's ATK by 700. ATK: 3500 DEF: 0 Next: Heratic Seal of the Sun Dragon Overlord1 point
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