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Showing content with the highest reputation since 03/02/2025 in all areas

  1. 6 points
  2. 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
  3. 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
  4. 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! :D
    2 points
  5. I tried to make an archetype based on different types of magicians/spellcasters that runs Level/Rank 1 monsters. It's my first time making custom cards, so tips and suggestions are welcome.
    2 points
  6. 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: Poultrygeist
    1 point
  7. This time we're celebrating one whole year...since last time that YCMaker even bothered to log onto his site! wooooooooo
    1 point
  8. "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" archetype
    1 point
  9. February 30th doesn't exist they've done this joke before
    1 point
  10. 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
  11. _______________________________________ 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
  12. A truly momentous occasion
    1 point
  13. 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
  14. "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
  15. 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
  16. 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 lmao
    1 point
  17. 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 insane
    1 point
  18. 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 xD
    1 point
  19. https://x.com/TheFigen_/status/1898134858926571781 @Sleepy
    1 point
  20. It's too much the Saddest Mommy
    1 point
  21. 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" typo
    1 point
  22. Oh, okay! I was just trying to give that text a fitting card with good quality. I understand.
    1 point
  23. _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
  24. 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
  25. 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
  26. 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
  27. How have you been? I lowkey missed this site, lol.
    1 point
  28. 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
  29. 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
  30. 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
  31. https://neocardmaker.com/
    1 point
  32. 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 Oubliette
    1 point
  33. 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
  34. 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
  35. 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
  36. A couple more drawings I made today~
    1 point
  37. 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 xD
    1 point
  38. Yep, really incentivizes you to NOT let your opponent fucking get him.
    1 point
  39. 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: Yormungarde
    1 point
  40. 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 Overlord
    1 point
  41. 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
  42. Wait, aren't the Ghostrick types based on their Levels/Ranks?
    0 points
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