#Custom Cards
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I just don't think its particularly worth my time to revise and draft for these competitions: what is fun to me is to at least give the templates a vague shot(even if i don't plan on submitting it)
Normal Spell
Activate 1 “Gravekeeper’s Trap” directly from your hand, Deck, or GY. If your EARTH Fairy monster(s) is sent to the GY or banished: You can banish this card from your GY, then target 1 of those cards; add it to your hand. You can only use 1 “Unsealed Tombs” effect per turn, and only once per turn, also these effects are unaffected by “Necrovalley”.```
Level 3/Warrior/EARTH/Effect
1000 ATK/500 DEF
(This card is allways treated as a "Ki-sikil" monster.) Each time your opponent Summons a monster, your opponent takes 500 Damage. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Lil-la" monster from your hand or Deck. You can only use this effect of "M-Brother #1" once per turn.```
Level 3/Warrior/EARTH/Effect
500 ATK/1000 DEF
(This card is allways treated as a "Lil-la" monster.) Each time your opponent activates a card effect, your opponent takes 500 Damage. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Kis-sikil" monster from your hand or Deck. You can only use this effect of "M-Brother #2" once per turn.```
Black Feather Nest
Continuous Spell
You can reveal 1 "Blackwing" monster in your hand; You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Synchro Monsters, also place 1 "Black Whirlwind" or 1 "Black Feather Whirlwind" from your Deck in your Spell/Trap Zones. If a "Blackwing" monster(s) or DARK Synchro Monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monster(s); It gains ATK equal to its Level x 100 until the end of this turn, then take damage equal to the ATK gained by this effect. If this card on the field is destroyed by a card effect: You can Special Summon 1 of your banished "Black-Winged Dragon". You can only use each effect of "Black Feather Nest" once per turn.
Equip Spell
If the equipped monster battles, or activates its effect: You can equip 1 “Mikanko” Equip Spell from your hand, Deck, or GY to the equipped monster, except “Flourishing Waltz of the Mikanko”. You can target 1 other “Mikanko” card you control, except the equipped monster; add 1 “Ohime the Manifested Mikanko” from your Deck to your hand, and if you do, the equipped monster’s Level becomes 6, also return that target to the hand. You can only use each effect of “Flourishing Waltz of the Mikanko” once per turn.```
What Hides Inside the Fluffals!?
[Normal Trap]
(This card is always treated as a "Frightfur" card.)
If you control a "Frightfur" or "Fluffal" monster: Destroy 1 monster on the field, then, if the destroyed monster was a "Frightfur" or "Fluffal" monster, you can Special Summon 1 "Edge Imp" monster from your Deck. If you control a Fusion Monster, you can activate this card from your hand, also after this card resolves, Set this card face-down instead of sending it to the GY. You can only activate 1 "What Hides Inside the Fluffals!?" per turn.
Neat
Hungry Helper
Level 3/EARTH/Warrior/Effect
1000 ATK/ 1000 DEF
This card can be used as the entire requirement for the Ritual Summon of a "Hungry" monster. Once per turn: You can discard 1 card; add 1 "Hungry" monster or 1 "Hamburger Recipe" from your Deck or GY to your Hand. A "Hungry" ritual monster that was Ritual Summoned by using this card gains 1000 ATK and the following effect:
● Once per turn, if your opponent activates a card effect: You can discard 1 card; negate the activation and when you do, destroy it.```
I thought about making the Rituals Vanillas while the Effect Monsters give them Effects when they get used for the Summon
Also, would it be better if all Ritual Monsters use Recipe or should they get a better one that also uses 1 Monster in the GY?
Paradisical Flower Bird
WIND/Winged-Beast/Monster/Link/Effect
1500ATK/Link-2 (Bottom Left, Bottom Right)
2 WIND monsters
When an opponent's card or effect is activated: You can target 2 cards (1 you control, 1 your opponent controls) return those targets to their owner's hands. When a WIND monster returns to your hand: You can Special Summon 1 WIND monster from your hand. For the rest of this turn: You cannot Special Summon monsters, except WIND monsters. You can only use each effect of "Paradisical Flower Bird" once per turn.
Rescue-Ace Maelstrom
[Level 10/Fire/Machine/Synchro/Effect]
1 Tuner + 1+ non-Tuner monsters
For this card's Synchro Summon you can treat 1 "Rescue-Ace Hydrant" you control as a Tuner. Gains 500 ATK for each Spell/Trap on the field and in the GYs. You can only use each of the following effects of "Rescue-Ace Maelstrom" once per turn. When your opponent activates a card or effect (Quick Effect): You can target a number of cards your opponent controls up to the number of Set cards in your Spell & Trap Zone; return them to the hand. If this card is in your GY: You can banish 3 other "Rescue-Ace" cards from your GY; Special Summon this card.
ATK ? / DEF ?
Golden Goo
1* / WATER
Aqua / Effect
If an Aqua monster is Special Summoned from the GY to your field: You can Special Summon this card from your hand. If Summoned this way: Banish both this card and the monster Summoned from the GY, and if you do, draw 2 cards.
ATK 500 / DEF 1500
revival jam support sort of
I would make it so that you can activate the second effect instead of it being forced since it can make for Link Material or as Tribute Fodder if needed
Quick-Play Spell
Activate only as Chain Link 3 or higher; draw cards equal to the Chain Link number of this card -1. You cannot activate this card if multiple cards/effects with the same name are in that Chain.```
drawing 3 would be a bit much
2 seems fairer in comparison to the activation condition
with extra benefits if your opponent is interacting with you
Now that you mention it Labrynth would love this card so god damn much lol
I get Chain Link 5 with them on a regular bases

I would also add not being able to draw more cards for this turn tbh
That's a good point
not a bad idea
I wonder if burn decks would run that card
ah yes, lemme activate my Chain Link -7 and draw 6 cards to burn you more
Totally didn't activate [Chain Burn] prior or anything
ofc, that relies on you getting to a high chain number, and you run the risk of losing the game in the same turn b4 getting to use your draws
chain strike?
Anyway I think it's a nice card
thanks
Even more because those decks run upstart goblin and such
Aaand it's not guaranteed to get a big payoff
chain burn will probably use it, but idt they'll magically be tier 1
their entire concept is outdated by quite a few years
Yet they still work sometimes lol
this would be a bit more broken in stuffs like Tear that can get to CL4 easily while still playing their game
Still think that Tax Dragon is the funniest interaction ever
Luckily, they did not have Starving Venom Fusion Dragon in their extra deck.
After making this video, I experimented further and made some notable changes to the decklist which will be noted below. The combo is slightly different but more consistent and I will make another video with that decklist if there is demand for it.
Decklist:
Black Met...
(since we were talking about burn damage
Indeed. Luckily Tear has been nerfed
well it's either Kit ban or 1 name ban for the OCG ig
I cannot wait for the day that all cards are added to the OCG
And then in a patch all banned cards are rendered legal by error
Last Turn shenanigans would be funny to see
Last Turn's rulings would be amusing to watch
Did Links added more rulings to that card?
i don't think so?
We never know with that card
About new rulings
I've heard that another Master Rule is supposed to come out soonish
Any actual news about it or are they just rumors?
mostly rumors
it is the end of the current series
and by traditions there usually is a new MR change at the start of each new series
but Konami clearly doesn't intend on introducing new mechanics into the game
so people are just speculating what kind of small changes to specific mechanics they'll make
if at all
Clearly we should all go play Speed Duels instead
not entirely set on the aesthetics and stuff but here's another custom arche
https://www.duelingbook.com/deck?id=11433938
some notes:
- yes, it plays during both player's turns, i like decks that do that
- yes, activating an effect upon return to extra is theoretically possible, it just doesn't exist at the moment
- no, insurgence is not meant to be able to bounce the fusions
- yes, phage is meant to be able to bounce the fusions
- no, architect and circuit do not need to use themselves as material; most of the time it's the best play to do so anyways and it's neat when you can get away with not
- it generates a bunch of advantage by the time t3 rolls around but it's almost entirely in archetypal cards so their usefulness is limited; i think that's probably fine
- the ceiling for archetypal disruption is basically queen + sentinel + phage + insurgence which i think is ok, most common endboard is likely 2-3 in-engine disrupts with some generics
- the board is really often just more sticky than anything else, with system revive, queen protecc, overlord attack draw
- idk if overlord's attack draw is too annoying, especially with system's atk drop adding up fairly quickly
- i feel like the grind might be too good with the traps having recursion on top of the advantage generation the rest of the arche does, since you can just keep looping the backrow with themselves
- questioning whether there should be some locks or if the inherent anti-splashability queen brings is enough to prevent fuckery
yes, activating an effect upon return to extra is theoretically possible, it just doesn't exist at the moment
it does, the neos fusions do it
[storm neos]
Level: 9
[ Warrior / Fusion / Effect ]
ATK 3000 / DEF 2500
"Elemental HERO Neos" + "Neo-Spacian Air Hummingbird" + "Neo-Spacian Aqua Dolphin"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Once per turn: You can destroy all Spell and Trap Cards on the field. During the End Phase: Shuffle this card into the Extra Deck. When this card is shuffled into the Extra Deck this way: Shuffle all cards on the field into the Deck.
Why that name?
[Amphibious Swarmship Amblowhale]
Rating: Link-4 (⬅➡⬇↘)
[ Machine / Link / Effect ]
ATK 2600
2+ Effect Monsters
Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn.
●If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it.
●If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.
It's litterally just different versions of it
I legit never heard of that card lmao
That's why this has no Link 4
I suppose you should climb your card on top of that one
yeah its a pack filler common
Dreadful Omen & Golden Rings
QP Spell
During your Main Phase: Add 1 "&" Tuner Monster from your Deck or GY to your hand. You can banish this card from your GY; Send 1 "&" Tuner Monster from your Deck to the GY, and activate its effect as if you discarded it.
talk about an effect that would never work in japanese
You could go with "1 Tuner monster with 0 ATK/1800 DEF" instead and only accidentally pick up Gusto Squirro. (You could also add Level 3, but by that point it'd feel to me to be way too specific)
forgot they didn't have a consistent name in japanese
This is basically live 100% of the time
Since you can just set it
And bam
Less than 5 cards
Breaker, The Magical Girl Healer.
That's what we should have gotten on the show, counterpart to Dark Magician's Breaker.
Level 6/WATER/Psychic/Effect/Synchro
ATK/1800 DEF/2150
1 Tuner + +1 Non-Tuner monster
When this card is Synchro Summoned: You can target 2 of your monsters that are in the Graveyard or banished, shuffle them back to the Deck, then Special Summon as many Psychic monsters from your Deck with different names whose levels combined is 6, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Synchro monsters.
If this card is used as a Synchro Material, you can target 1 Tuner monster in the GY or banished, add the targeted card to your hand during this turn’s End Phase.
You can only use each effect of “Artificial Supernatural Twins” once per turn. ```
Uminotyrant
WATER/Aqua/Link/Effect
1700ATK/Link 1 (Botton Center)
1 Level 4 or lower Fish, Sea Serpent, or Aqua monster
When a Fish, Sea Serpent, or Aqua monster this card points to attacks and destroys an opponent's monster by battle: You can make that monster attack again in a row. If this card is sent from the field to the GY: You can Special Summon 1 Level 4 or lower WATER monster from your hand or GY, but its effects are negated. You can only use this effect of "Uminotyrant" once per turn.
Level 8 WIND Dragon/Effect
ATK 2500/DEF 2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by revealing 1 "Iron Core of Koa'ki Meiru" in your hand. You can only Special Summon "Koa'ki Meiru Proto Maximus" once per turn this way. Once per turn (Quick Effect): You can target 1 face-up card your opponent controls; negate its effect until the end of this turn. During each of your End Phases, send 1 "Iron Core of Koa'ki Meiru" or 1 "Koa'ki Meiru" monster from your hand to the GY or destroy this card.```
That's pretty weak tbh
Koa'ki Meiru Drago would like to have a word with you
If it was a Negate that also destroys when your Opponent activates a effect it would be good I guess
[2000 ARK/600 DEF/EARTH/Warrior/Rank 3/Xyz]
2+ Level 3 Warrior monsters
Once per turn, if a Bushido Counter(s) is removed from the field: You can target 1 face-up card on the field; destroy it. You can only use each effect of the following effects of "Disciplinant of the Six Samurai" once per turn
● You can detach 1 material from this card; add from your Deck to your hand, 1 Spell/Trap that mentions "Six Samurai" in its text.
● If this Xyz Summoned card is destroyed by an opponent's card and sent to the GY: You can Special Summon 1 "Six Samurai" monster from your Extra Deck, except "Disciplinant of the Six Samurai", and if it is an Xyz Monster, you can attach this card to it as material.```
sorry
Normal Trap
When a "HERO" Fusion Monster(s) you control leaves the field: Place 2 "Vision HERO" monsters with different names from each other from your Deck face-up in your Spell & Trap Zone as Continuous Traps, then Special Summon 2 Level 4 or lower "HERO" monsters with different names from each other from your GY, and if you do, they cannot be destroyed by battle or card effects, also their effects are negated.```
Level 6 DARK Warrior/Fusion/Effect
ATK 2100/DEF 1200
1 "Destiny HERO" monster + 1 "HERO" monster
If this card is Fusion Summoned: Your opponent cannot activate Set Spell/Trap Cards until the end of your next turn. You can only use each of the following effects of "Destiny HERO - Dark Phoenix Enforcer" once per turn. During your Main Phase: You can destroy 1 card you control and 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to their destroyed monster's original ATK. During your next Standby Phase after this card was destroyed, and sent to the GY or banished: You can add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck or GY to your hand.```
Wow that first effect is uh
A bit overkill
Functionally blocking off an entire portion of the card pool for 3 turns
I think I went to far there
Will o' Wingman? We trying to turn the HERO playstyle into the Wingman brigade?
I change the card's name
Level 6 DARK Warrior/Fusion/Effect
ATK 1800/DEF 1600
2 "HERO" monsters with different names
Gains 200 ATK/DEF for each card that were banished. During your Main Phase (Quick Effect): You can target 1 monster your opponent controls; banish it, then if your opponent controls a monster with the same name as the one banished, banished those monsters as well. The banished monster(s) returns to your opponent's field during your 2nd Standby Phase, but their effects are negated. You can only used this effect of "Destiny HERO - Doom Angel" once per turn.```
A Fusion of Elemental HERO Avian and Destiny HERO Doomlord!
Level 3 DARK Warrior/Effect
ATK 1200/DEF 800
(This card is also always treated as "Elemental HERO Burstinatrix".)
If this card is used as material for the Fusion Summon of a "HERO" monster, and sent to the GY or banished: You can target up to 2 "HERO" monsters on the field; each player takes damage equal to their total Levels x 100. During the Main Phase, except the turn this card was sent to the GY (Quick Effect): You can banish this card from your GY, then target 1 Level 6 or higher "HERO" monster in your GY; Special Summon it during your next Standby Phase, ignoring its Summoning conditions. You can only use each effect of "Destiny HERO - Will o' Burst" once per turn.```
Once per turn, if a Bushido Counter(s) is removed from the field (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of the following effects of "Disciplinant of the Six Samurai" once per turn
● You can detach 1 material from this card; add from your Deck to your hand, 1 Spell/Trap that mentions "Six Samurai" in its text.
● If this Xyz Summoned card is destroyed by an opponent's card and sent to the GY: You can Special Summon 1 "Six Samurai" monster from your Extra Deck, except "Disciplinant of the Six Samurai", and if it is an Xyz Monster, you can attach this card to it as material.```
Level 6 DARK Warrior/Fusion/Effect
ATK 2100/DEF 1200
"Elemental HERO Avian" + "Elemental HERO Burstinatrix"
If this card is Fusion Summoned with "Dark Fusion". Cannot be destroyed by battle or by your opponent's card effects. If this card battled an opponent's monster and that monster wasn't destroyed by that battle: Banish that monster.```
My evil hero version of Phoniex Enforcer.
not very impressived, but far better than her Elemental HERO Counterpart.
Level 8 DARK Warrior/Fusion/Effect
ATK 2500/DEF 2100
1 Level 6 or higher DARK "HERO" monster + 1 "Destiny HERO" monster
DARK "HERO" monsters you control gains 200 ATK for each "HERO" monster in your GY. You can only use each of the following effects of "Destiny HERO - Disgrace Winged Outlaw" once per turn. (Quick Effect): You can negate the effect of 1 face-up monster your opponent controls, then destroy 1 card you control. During your next Standby Phase, if this card is destroyed by battle or card effect: You can Special Summon Level 6 or higher "Destiny HERO" monster from your Deck, ignoring its Summoning conditions.```
Y'know, I wonder: What kind of effects would a monster have for it to be a definitive "Anti-boss" card?
Basically, a monster card that has effects that would make it landing on the field a very bad thing for other monster cards that thrive on being untouchable by certain card effects
literally just accesscode talker
Underworld goddess is one
Ah, fair point
Sand Castle King Alexandrite
Link 4 Earth Rock
3000
⬆️⬇️⬅️➡️
2 Link monsters.
This card gains the following effects based on the Link ratings of the monsters used as Link material to summon this card:
Link 1: Once per turn: you can add 1 “Sand Castle” card from your deck to your hand.
Link 2: Cannot be targeted by your opponent’s card effects.
Link 3: Once per turn (Quick Effect): You can target 1 “Sand Castle” monster in your GY; Special Summon it in defense position.
Link 4: Other “Sand Castle” monsters you control cannot be destroyed by card effects.
The Great Sand Castle Contest
Field Spell
Link 3 or higher Link monsters Link Summoned using 2 monsters as material gain 500 ATK/DEF. Once per turn you can target 1 “Sand Castle” Link monster in your GY; Discard cards equal to it’s Link Rating, and if you do, Special Summon it.
Hamsmith
Level 2 / EARTH / Beast / Tuner / ATK 1000 / DEF 1000
You can send this card from your hand to the GY; Add 1 "Chain Dog", "Lock Cat", or "Key Mouse" from your deck to your hand, then take another such card that has a different name, and send it from your deck to the GY. If you control a Beast Synchro monster: You can Banish this card from your GY; draw 1 card, then discard 1 card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro monsters. You can only use each effect of "Hamsmith" once per turn.
Bunnybolt
Level 4 / EARTH / Beast / Synchro / ATK 1300 / DEF 1100
1 Beast Tuner + 1 non-Tuner Beast monster
If this card is Synchro Summoned: You can target 1 Level 4 or lower Beast monster in your GY; Special Summon it, but its effects are negated. This effect cannot be negated if "Hamsmith" is in your GY. If a Synchro monster is destroyed by battle or card effect, while this card is in your GY: You can banish this card from your GY; Special Summon 1 "Key Mouse" from your GY, and if you do, it is unaffected by card effects for the rest of the turn. You can only use each effect of "Bunnybolt" once per turn.
Submission ends tomorrow. Get your entries in.
Oh shit i forgot about that
Same
tbh not really feeling this particular prompt anyways
What's the prompt?
pinned
Oh, ok.
I'm not participating
Ritual Beast Generations
Continuous Spell
Once per turn, if a "Ritual Beast" monster is Normal or Special Summoned: You can banish 1 "Ritual Beast" card from your Deck or GY; That monster cannot be targeted by card effects this turn. During the End Phase: You can target 1 "Ritual Beast" card in your GY; Add it to your hand.
Normal Trap
Add 1 Level 4 or lower “Labrynth” monster from your Deck to your hand, then you can apply 1 or both of the following effects, in sequence.
- If you control a Level 8 or higher “Labyrnth” monster, you can Set 1 Normal Trap from your GY to your field, except “Chibiwelcome Labrynth”.
- If you control “Labrynth Labryinth”, you can Special Summon 1 Level 7 or lower “Labrynth” monster from your hand or GY.
You can only activate 1 “Chibiwelcome Labrynth” per turn. If a “Labrynth Labryinth” you control would be destroyed, you can shuffle this card from your GY into the Deck instead.```
Gah, real life stuff got in the way of me making custom cards for the tournament again
Sorry K


I lost track of it and made a Unchaine Card instead lol
Would this even count as generic DARK support?
i guess so?
the g golem card got listed as an example so i assume that cards can belong to an archetype
double check with david just in case tho
also uhh
what is the name of your card?
Oh...I saw it now too...whoops
My Memmorry has betrayed me
Labrynth Mirrorb
[Link 2⬇️⬆️/Dark/Fiend/Effect]
2 "Labrynth" monsters
You can send this Link Summoned card to the GY, then send 1 Normal Trap Card that meets its activation conditions from your Deck to the GY; this effect becomes that Trap's effect when that card is activated. This is a Quick Effect if you control "Labrynth Labyrinth". You cannot Special Summon monsters the turn you activate this effect, except "Labrynth" monsters. You can only use this effect of "Labrynth Mirrorb" once per turn.
ATK 1000
It’s not you Wintry it’s just I have been very low on spoons as of late for making cards in general
ah I missed my chance to submit
darn
I complete the card too, just forgot to fill out the form
[labrynth of the silver castle]
Level: 8
[ Fiend / Effect ]
ATK 2900 / DEF 1900
Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of "Lovely Labrynth of the Silver Castle" once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent's hand (at random) or their field.
feels like this wouldve been better psct @swift frost
Can you show it?👀
sure
Feels like what Harpie Conductor should have been lol
Name undecided.
Normal Spell.
Summon 1 token (Name undecided. 2k/2k stats) then draw cards equal to the number of Tokens you control with DIFFERENT NAMES, Then discard cards equal to the number of Effect monsters you control, (Or whole hand if not enough). you cannot summon effect monsters for the rest of the turn after activating. Hard once per turn.

You're summoning 1 token so this card already goes neutral
(let's suppose that the text is right
And stops you summoning effect monsters.
And punishes you for having effect monsters already
No it doesn't
I meant stops you for the rest of the turn
Maybe change it to shuffle them into the deck, So its not a hand mill,
Though the handmill is somewhat mitigated by the fact you can't do much combos after at all
A 2k summon that draws a card, And then IF YOU HAVE ANYTHING ELSE YOU HAVE TO DISCARD THAT SAME CARD
I don't know how to put this card
You mean put it in wording? or explaining whats wrong with its concept?
Summon 2k, draw at least one card (may draw 2 with relative ease.... Not more tbh) then discard cards from your hand...
This sounds good
And then not summon any other effect monsters
Like, I may be wrong but
Yes, that too
I really see no downside if used at the end of a combo
If you don't wanna discard just don't use it
the downside is you end on several tokens
Discarding most of your hand? Possibly including the card you drew?
Which is forsaking followup, For... Mill 1 from the top of your deck, and a 2k token
with these restrictions i don't see any deck really running this card except for the no-monster decks who play +0 spells
and phantasm spiral
Not necessarily, just one
Runics?
And the card you draw isn't as helpful, Because you can't use it to start combos
so it's a +0
In that case yes
unless you do something with the token on opponent turn
Watch me go into non effect Links
Gaia who?
To what purpose?
Spend the token and 2 other monsters for... a 2.6k beatstick with no effect or protection?
Indeed
So you Drew 1 card, Discarded 2, Spend 2 monsters on field. For a 2.6k. And forsaken any followup that turn
There's a fundamental problem with that card indeed
Was it not obvious that I was joking?
let's say we have a deck that can summon a token and then add adventure engine and this card
draw 3, then you can have gryphon on field and discard 1
1 other effect monster is discard 2
that's graceful charity
A graceful charity AFTER the combo, Without any followup that turn
That is your end board
You don't start your stuff with that
Runics can just set the Spells for your Opponents turn and Dark Lair has Traps that need a Tribute anyway so it could see plays there
2 negates, +1 hand, graveyard setup, and whatever's in your backrow
I am not talking about your Card
I sent tearlaments to GY 
You can't fusion summon that turn, So unless you can do it again during the opponents turn its pointless for then
Havnis go brr
During the opponents turn with probably no hand if you wanted to do stuff then too.
Hand? What hand? I just need my deck in the GY
draw 3 discard 3 is still very legit btw
Yes, Except the fusing is when sent to the GY. Which is during the turn you can't fusion summon.
Unless you have something already on field to mill duing the opponents turn, or some spells/traps already doing it, Then you can't initiate it
Level: 3
[ Aqua / Effect ]
ATK 1600 / DEF 1000
When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this card from your hand, and if you do, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Havnis" once per turn.
You probably discarded much of your hand
ok frankly why would tearalaments need this
No reason
May I ask what deck you thought that card could go into?
Nvm I read it again
what i'm seeing as an effect that would make sense is: no free token summon, draw cards for each unique token you control, hopt.
It was a concept
but of course that's a completely different card
probably would be relegated to a rarely-seen gimmick
When do you normally summon tokens with different names?
Outside of Altair cards ofc
well like i said, any token deck + adventure engine is draw 2
It could be it's own "Archetpye"
Spells and Traps that summon Tokens with different Names lol
Cyberse piles have a few tokens tbh
That was the idea originally.
like Link Devotee & Cyberse Gadget's tomen
...I've had this as my pfp for like a week lol
Not been active this week
Thoug you don't really end on tokens, And it stops you doing effect monsters afterwards
I was also thinkin shuffle X hand into deck, instead of discard,
Or maybe Banish it
And/or make it random cards
But have the core "Summon 1 Token, Draw for each unique token, Then lose for each Effect monster"
Watch me fix Pot of Greed
"Pot of More Greed"
Spell Card
Draw 2 cards. You cannot draw more cards during the Duel
Yes, no draw phase
Sand Castle Shieldbearer Sh’ell
Level 2 Earth Rock
0/2000
If this card is Normal/Special Summoned: You can Special Summon 1 “Shell Token” (Rock/Earth/Level 1/ATK 0/DEF 0), and if you do, you cannot Special Summon monsters from your Extra Deck this turn, unless you use exactly 2 materials to Summon them, also for the rest of the turn, you can only Special Summon 1 non-rock monster from your Extra Deck. You can only use this effect of “Sand Castle Shieldbearer Sh’ell” up to twice per turn.
runick wincon destroyed!

(Why yes, this card is explicitly worded to allow you to play spright elf and then lock you out of spright BS for the rest of the turn)
because the decks whole gimmick is link summoning using exactly 2 materials
@ember drift Submit it, then. I still haven't closed the form.
give me a half hour
What is the purpose of this
quicker than I thought
what the effects does ? aka giving you more access to normal traps... while setting up for lovely labrynth trap setting effect
it's clear as day.
at worse you just get to use a trap that's hopt twice that turn in a way.
Would it trigger the field?
And I think you can't activate hopt with this
I mean don't get me wrong a send this link bla bla for a quick ok but only your turn it seems strange to me for a trap deck
Why didn't you make it require 2 Fiend Monsters with 1 needing to be a Labrynth?
Ohhh I got what you mean... But I don't see a reason in that since you either don't have enough materials on the field or already have lovely and lady on field
probably could staple the at random part to the hand thing ye
Way too powerful...
cuz it locks you fully to labs. you can ss a random fiend and use the effect the same turn
Still pretty powerful ngl
yeaaaaaa i uhm
idk what u mean. i play the deck and i never had an issue material wise.
I haven't too but using lady and Arianna wouldn't be a good idea imo
it does not. it does not trigger any lab cards. cuz the activated effecr is that of a monster.
I thought about Tour Guide and Chandraglier
nah it still bypasses hopts.
Or any Fiend that SS itself
Could you write the Text in here?
sure
If your opponent Special Summons a monster (Quick Effect): Banish this card from your hand, and if you do, declare 1 non-Extra Deck Monster Card name. Your opponent cannot Summon that card for the rest of the turn. If this card's effect is activated, you skip your next Draw Phase. You can only activate the effect of "Targeting "M"" once per turn.
I don't know if it is the same but seems close enough
Level: 6
[ Dinosaur / Fusion / Effect ]
ATK 4000 / DEF 0
2 "Dinomorphia" monsters with different names
Loses ATK equal to your LP. You can only use each of the following effects of "Dinomorphia Kentregina" once per turn. During the Main Phase (Quick Effect): You can pay half your LP and banish 1 "Dinomorphia" Normal Trap from your GY; this effect becomes that Trap's effect when that card is activated. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.
I see
Then sorry for my misunderstanding, but still I don't think this has enough value to summon off of lady and Arianna or even the two level 4s
how's it?
I think it's ok. A bit weird for my taste though
understandable
another addition to my "M" cards tho
still no idea on the archetype i want to do...
Do you have a Imgur Album or smth with all of them?
all the "M" cards?
i have a folder with the card blueprints and images
That would be good
want me to share it...?
"M" cards are unrelated to the deck i wanna make
they're a set of hand traps on their own
and i'm still not happy with the balance of some ;-;
I thought you wanted to make a Archetype with them. Guess I read wrong then
I forgot my link summoning conditions…
I will take the l on that one
For record it is supposed to be 2 monsters including 1 WIND
should be able to still resubmit including the summon materials
you know it let's u use any normal trap from the deck immediately right ? That's more than enough value.
Gold Pride – Captain Carrie's Revenge
[Rank 3/Water/Fiend/Xyz/Effect]
2+ Level 3 monsters
During the Main Phase (Quick Effect): You can target 1 face-up monster your opponent controls; it loses ATK equal to this card's ATK, then, if your LP are lower than your opponent’s, you can attach that monster to this card as material. You can only use the previous effect of "Gold Pride – Captain Carrie's Revenge" once per turn. Once per turn, during the End Phase, if the previous effect was activated this turn: Detach 2 materials from this card OR return this card to the Extra Deck, and if you do, Special Summon 1 "Gold Pride – Captain Carrie" from your Deck or GY.
ATK 1900 / DEF 2700
Turn 1, none exept using welcome
is there a precedent for "previous effect" mentioning?
Turn 2 somewhat but still "any trap" won't cut it they need lovely...
Cuz you ain't fucking using her for epidemic or deck Dev turn 1 surely...
Or at least I can't think of anything important besides welcomes, and using it once summoned is meh, it isn't a quick so it can only be used your turn
Lady also sets "any trap" but she does it for fricking free, change it that you discard a trap for a any other normal trap and that it is a quckie and this card goes beyond insane real quick...
But I wouldn't summon it if I am not joking with my opponent I dunno
the new leon synchro duh ?
from where tf u think i got this text.
Lol
we see so much here that i couldn't answer that question
if it's from me then you should know by now that i must have based on something. unless i said specifically idk how to word this.
how about i save my brain cells instead.
Ok so I looked at these Gold Pride Cards...are they just a reference to Redline or smth?
Cause the Art kind of reminds me of it I dunno
we have 1
and it cannot be summoned from ED
but it does not have to be ritual summoned...
do with that what u will
[magispirit demon]
Could not resolve English data for searches: magispirit demon
Your opponent cannot target Spellcaster-Type monsters you control with Spell Cards or effects. If a face-up "Magician" Pendulum Monster Card(s) leaves your Monster Zone or Pendulum Zone: Add 1 "Magician" Pendulum Monster from your Deck to your hand. You can only use this effect of "Star Pendulumgraph" once per turn.
[pendulumgraph dragon]
Level: 7 |
Pendulum Scale: 4
[ Dragon / Ritual / Pendulum / Effect ]
ATK 2700 / DEF 2500
During the End Phase: You can add 1 Ritual Spell from your Deck or GY to your hand, then return this card to the hand. You can only use this effect of "Odd-Eyes Pendulumgraph Dragon" once per turn.
You can Ritual Summon this card with "Odd-Eyes Advent". Must be either Ritual Summoned, or Pendulum Summoned from your hand. Each time your opponent Special Summons a monster(s) from the Extra Deck, inflict 300 damage to them. Once per turn, when your opponent activates a Spell Card or effect (Quick Effect): You can place this card in your Pendulum Zone, and if you do, negate that effect, then, if you placed this Ritual Summoned card in the Pendulum Zone, you can Special Summon 1 "Odd-Eyes" monster from your Extra Deck.
yea
it's practically 1:1
Sand Castle Engineer Mo’t
Level 3 Earth Rock
0/1900
If you control a Link 3 or higher monster that was link summoned using exactly 2 materials while this card is in your Hand or GY: You can Special Summon this card, but banish it when it leaves the field. If this card is used as Link Material for a Link Summon, and there was only 1 other Link Material monster: You can send 1 “Sand Castle” card from your Deck to the GY. You can only use each effect of “Sand Castle Engineer Mo’t” once per turn.
Is that chance still possible
I was busy with stuff
By maybe 8 est I should be fine
Level 3 EARTH Beast-Warrior Effect Monster
ATK 1200
DEF 1400
If your LP are lower than your opponent’s. You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 “Gold Pride” monster from your Deck, but you cannot Special Summon monsters for the rest of this turn, except “Gold Pride” monsters, then lose LP equal to that Summoned monster’s original ATK. If this card is sent to the GY: You can target 1 “Gold Pride” card in your GY, except “Gold Pride - Baelz Rollah”; add it to your hand. You can only use each effect of “Gold Pride - Baelz Rollah” once per turn.
rrat
Um need more time my dad showed me this new program to help me with my studies
9 final deadline
Sand Castle Warrior Sh’vel
Link 2 Earth Rock
2000 ATK
↖️⬇️
2 Rock monsters
If this card is Link Summoned using a Link 3 or higher Link monster as material: You can Add 1 “Sand Castle” card from your Deck to your Hand, then banish 1 card your opponent controls. (Quick Effect): You can tribute this Link Summoned Card; Special Summon up to 2 “Sand Castle” monsters from your GY, except “Sand Castle Warrior Sh’vel”, but negate their effects, also banish them when they leave the field. You cannot Summon monsters, except “Sand Castle” monsters the turn you use this effect.
Updated the draw-spell, To be a bit harsher restrictions and an extra Discard cost
PSCT is probably ass, but hows the ideas behind it?
Also, These are probably going to be byfar the best cards in the archetype*
I was kind of confused why that new Card Zexstagger has such a Meh Effect for a Level 8 so I tried smth a little bit different with it
Level 8/Insect/WIND/Effect
1500ATK/2600DEF
Gains 500 ATK for every Insect monster on the field. You can only use each of the following effects of "Armored Insect Combination Megamantis" once per turn. If an Insect monster(s) is Special Summoned: You can Special Summon this card from your hand. During each End Phase: You can Special Summon 1 Insect monster from your hand or GY, but its effects are negated.```
Quick-Play Spell
Look at your opponent’s Deck, and send 1 card from it to the GY.```
I challenge you guys to try and break this.
It allready is though?
"Screw you destroys your engine"
tbh i feel like "look at your opponent's deck" is more powerful than "send 1 card from it to the gy" here
"look at your opponent's deck" really isn't conductive to good gameplay
like they're gonna spend a while looking at the deck
tfw Spell Vanishing allows the player to look at their opponent's whole deck
[spell vanishing]
Sand Castle Deatructor T’de
Link 3 Water Rock
2300
⬅️↙️⬇️
2 monsters, including a Link monster
If this card was link summoned using a Link 4 or higher Link monster as material: You can shuffle cards your opponent controls into the deck, equal to half that monsters Link rating, rounded down. You can only using this effect if “Sand Castle Destructor T’de. If this card is sent to the GY: You can target any number of other “Sand Castle” monsters in your GY: shuffle them into the deck.
i like this one a lot
I tried to retrain Dark Scorpions. (Don Zaloog might be too much but I am not quite sure)
Tales of the burning abyss
Spell Card
Add one "Burning Abyss" monster from your deck to your hand, then send one "Burning abyss" monster from your deck to the gy. You can only activate one "Tales of the Burning Abyss" per turn.
What the fuk does that even mean
Like I got where the pcst came from but how does it function...
(spell/continuous
when this card is activated: pay LP in multiples of 1000 (max. 6000); place a "Shell" counter(s) on this card for each 1000 you payed. once per turn: you can remove 1 "Shell" counter on this card, then target 1 monster on the field; destroy it, and if you do, destroy any monsters in that card's horizontally adjacent zones. if this card is sent to GY with "Shell" counter(s) on it: gain 1000 LP for each "Shell" counter(s). you can only use each effect of "Pump Shotgun" once per turn```
shotgun
It’s pretty easy to understand for me
idk what they are even asking. like there is nothing to explain.
this is what does pot of greed do type of shit
i think they are saying where you put the hopt but idk
that's where konami put it. get mad at them
With permission, is it alright if I make a thread here that goes over what a creator can do to make nice custom cards?
Token Tyrannus
8* / EARTH
Dinosaur / Effect
If this card is Tribute Summoned by Tributing 2 Tokens, it gains these effects.
• Cannot be destroyed by Spell/Trap effects.
• If it battles a monster, it gains 1500 ATK during the Damage Step only.
• If it declares an attack against an opponent's monster, except "Token Tyrannus": Negate the effects of all monsters with the same name as the attack target until the end of this turn.
ATK 2000 / DEF 2000
feels like a good idea to me, but would (those ppl read it tho)
I feel like a Reddit post might be better than a dedicated thread just for that.
If it's good and has useful resources, then we can get the post pinned here.
The problem would be that along with the current stuff already pinned, people who would benefit from them also refuse to actually read them
Righto
barely anyone reads the pins, even less would read a theoretical thread
Knowing that I tried would be good enough
tbh I wonder if it may be a good idea to lock the channel under a similar thing to #marketplace_rules ?
legit the only issue with this channel is all the people that hop in here, post their nonsensical or unreasonable customs, and then refuse to try to improve psct/balance
its almost never regulars btw
forcing new users to read a explanation essay on psct/balance and then a bot command hidden in the essay to gain access to being able to type in here would mitigate that issue
yes but that would be also gatekeeping. cuz in the eyes of said ppl (we are just forcing non-written rules)
It's a hard balance to strike, yeah
i always get the "this is creative and you just don't like it" argument whenever i point out that something cannot be done. e.g. weird stuff like destroy as cost
I have 0 patience for stuff like that
I'll be gentle if it seems like you genuinly want to learn but the moment it feels like someone is just shitposting or not caring I either block you or get blunt with whats wrong
I do the same thing with the deckhelp channels and #general_yugioh and its improved my mental health a lot
I try not to get impatient with others, cause who knows, maybe this is their first time and they wanted to try something. But I will end up saying that critisism is how people improve
If you got people pointing out a flaw in your design, it usually means that there is, in fact, a problem
And that's alright!
i just don't help these days. bc i either get called "i'm being too serious, it's just a game" or completely ignored
Card design can't always be perfect, so the way people improve is to just keep at it. For every gem of a card there's bound to be a dozen or so flops
Sadly, like you said, a lot of creators nowadays seem to take a bit of criticism as a slight against them.
the issue is that some just auto despise the "konami way"
so like their cards are like everything but official-like.
not bc they don't wanna improve,but bc they think they are better than to stick to what konami does.
it's weird tbh.
like is it even ygo cards at that point if you don't like the base of all ygo cards.
If i had a nickle for every member that got muted here that also had a superiority complex
I could buy max rarity charmers
💀
edited to prevent the issue of this attacking another copy of itself and creating a paradox
Jinzo - Parasite
[Level 1/Dark/Machine/Effect]
You can place this card from your hand or field face-up in your opponent's Spell & Trap Zone as a Continuous Trap with these effects.
● Unaffected by "Jinzo" monsters' effects.
● While "Jinzo" is on the field, each time you Normal Summon a monster(s): Place that monster(s) face-up in your Spell & Trap Zone as a Continuous Trap.
If this card is sent from the field to the GY: You can target 1 "Jinzo" monster in your GY; add it to your hand. You can only use this effect of "Jinzo - Parasite" once per turn.
ATK 400 / DEF 500
Jinzo - Mastermind
[Link 2⬆️⬇️/Dark/Machine/Effect]
2 monsters, including a "Jinzo" monster
You can also use 1 face-up Trap your opponent controls as material to Link Summon this card. You can only use each of the following effects of "Jinzo - Mastermind" once per turn. If this card is Link Summoned: You can Special Summon 1 "Jinzo" monster from your hand or GY to your zone this card points to. During your opponent's turn(Quick Effect): You can Tribute this card, then target cards your opponent controls, up to the number of Traps in their GY; banish them.
ATK 1400
Psychic Reflector
[Continuous Spell]
When this card is activated: You can Special Summon 1 Machine monster with 1700 ATK and 1000 DEF from your Deck, also you cannot Special Summon monsters for the resr of this turn, except Machine monsters. While you control a Machine monster, you choose the attack targets for your opponent's attacks. Once per turn, if a monster(s) is sent to the GY: You can target 1 of those monsters; place it face-up in your opponent's Spell & Trap Zone as a Continuous Trap. You can only activate 1 "Psychic Reflector" per turn
Is parasite supposed to not have a Hopt?
Or like any restriction as to how manny times it can do that?
Level 7/Warrior/DARK/Effect
ATK/2300 DEF/2100
(This card is also always treated as “Gaia the Fierce Knight”)
If a “Black Luster Soldier” or “Gaia the Fierce Knight” monster you control is destroyed during your opponent’s Battle Phase and you control no other monsters (Quick Effect): you can Special Summon this card from your hand, and if you do, take damage equal to the destroyed monster original ATK and end the Battle Phase.
Once per turn: if you control a Level 7 pr higher Warrior monster other than this card, you can banish this card from the field, Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using 2 monsters from your hand or Deck as Fusion Material, including a Normal monster. ```
level 4/fire/warrior/tuner
atk 1500/def 1600
this card is treated as a Normal Monster, while in the hand, Deck, and GY. You can only use each of the following effect of "Twin Flame - The Gemiknight" once per turn.
*if this card was Normal or Special Summoned: you can send 1 card from your hand or field to the GY; Special Summon 1 Gemini Monster from your deck, also that monster is treated as an Effect Monster and has gained its effects.
*if a Gemini Monster is Summoned to the field: you can send 1 Gemini Monster from your Deck to your GY; banish 1 random card in your opponent's Hand until the next End Phase.
*during your Main Phase: you can banish this card from your GY; Fusion Summon 1 Fusion Monster from your Extra deck by Banishing Gemini Monsters from your Hand, Field, and/or GY.```
I feel like you can remove the Effect that you would take Damage
It was allways weird that Gemini Monsters never got support in the form of Effect Monsters. I like this one
level 8/fire/pyro
atk 3500/def 1900
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) by banished 1 "Tri-Blaze Accelerator" from your GY. this card cannot be destroyed by battle or card effects. You can only use each of the following effect of "Volcanic Doomfire - Inferno Tempest" once per turn.
*during the Battle Phase you can (quick effect): Destroy as many monsters your opponent controls, and if you do, inflict 1000 damage to your opponent for each monster destroyed by this effect.
*during your oppnents turn you can (quick effect):send 1 "Blaze Accelerator" from your Hand, Deck, or Field; Inflict 1500 damage to your opponent.
*if this card leaves the field by your opponent: add 1 "Volcanic" from your Deck to your Hand, except "Volcanic Doomfire - Inferno Tempest", also if you add "Volcanic Doomfire", Place 1 "Tri-Blaze Accelerator" from your Banished or your GY to your Spell&Trap Zone.```
i feel like i did not use the right words for the last effect but yeah
thanks and this card is used to summon both fusion gemini and synchro gemini monster
I rewrote it a little bit
level 8/fire/pyro
atk 3500/def 1900
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Tri-Blaze Accelerator" from your Field or GY. this card cannot be destroyed by battle or card effects. If this card leaves the field by a opponents card: add 1 "Volcanic" monster from your Deck to your Hand, except "Volcanic Doomfire - Inferno Tempest", also if you add "Volcanic Doomfire", Place 1 "Tri-Blaze Accelerator" that is banished or in your GY in to your Spell/Trap Card Zone. You can only use 1 of the following effect of "Volcanic Doomfire - Inferno Tempest" once per turn.
●during the Main Phase you can (quick effect): Destroy as many face-up monsters your opponent controls, and if you do, inflict 500 damage to your opponent for each monster destroyed by this effect. This card can not attack in the same turn were you activated this effect.
●during the Main Phase you can (quick effect):send 1 "Blaze Accelerator" from your Hand, Deck, or Field to the GY; Inflict 1500 damage to your opponent.```
cool thanks looks clean
but tbh i only made it so you can shoot only 1500 in the oppnenst turn cuz like
when you summon it turn 1 they take 1500
and in their turn -1500
and like that sound kinda good for the burn
oh and banished 1 tri blaze for its summon from the field is kinda strong
and you must play the normal tri and not reload on field
but other then that making both the burn effects that you can only 1 is good
nice card
Sand Castle Molding
Normal Spell
Target 1 "Sand Castle" Link monster you control; Destroy it, and if you do, Special Summon 2 "Sand Castle" Monsters from your GY in defense position. If you Link Summon a link 3 or higher "Sand Castle" monster using a link 3 or higher monster as material while this card is in your GY: You can add this card from your GY to your hand. You can only use 1 effect of "Sand Castle Molding" per turn, and only once that turn.
only the last effect. since there is no point to hopt for these 2 reasons.
● Sure you can clog and S/T zone but it's a neg 1
● a normal summon is already a opt thing. if they wanna double NS (while i have Jinzo up, that's on them).
jeez arw all those effects for 1 card ?
normally cards don't have more than 700 characters
I just rewrote the one from Burdy
I think Parasite clogging up your Op's S/T Zone continiously is a bit much even for Jinzo
it's meh
it does not even do anything until they NS while you control the og jinzo
Level 4 DARK Warrior/Effect
ATK 1000/DEF 1500
You can discard 1 DARK "HERO" monster, then applied 1 of the following effects based on that "HERO" monster you discarded.
● DARK "HERO": If you would Fusion Summon a DARK "HERO" Fusion Monster, you may used 1 DARK "HERO" monster from your Deck as material, but if you do, take 1000 damage.
● "Vision HERO": You may Special Summon "Vision HERO" monsters from your Spell & Trap Zone without Tributing "HERO" monsters this turn, but you lose 800 LP each time you do so.
You cannot Special Summon monsters the turn you activated either of this card's effects, except "HERO" monsters. You can only use this effect of "Vision HERO Outcome" once per turn.```
Will this card work?
Level 6 DARK Warrior/Fusion/Effect
ATK 2100/DEF 1200
1 "Destiny HERO" monster + 1 "HERO" monster
If this card battles an opponent's Special Summoned monster: You can banish this card, until the start of the next Standby Phase; send the opponent's monster that this card battles to the GY, also its effects cannot be activated.```
Level 3 DARK Warrior/Effect
ATK 700/DEF 1000
If you take battle or effect damage while this card is in the GY: You can place this card from your GY to your Spell & Trap Zone as a Continuous Trap. During your Main Phase, if this card is treated as a Continuous Trap: You can Tribute 1 "HERO" monster you control; Special Summon this card. If this card is Special Summoned from your Spell & Trap Zone: Target 1 "HERO" monster you control or in your GY: You gain LP equal to target's Level x 300. You can only use each effect of "Vision HERO Healer Lady" once per turn.```
Level 2 WIND Wyrm/Effect
ATK 900/DEF 300
If this card is Summoned: You can add 1 Dragon or Wyrm Ritual Monster from your Deck to your hand. During your Main Phase: You can pay 1500 LP, then reveal 1 Dragon or Wyrm Ritual Monster in your hand; Special Summon "Dragon Scroll" monsters and/or Dragon or Wyrm Normal Monsters with different names whose Level equals to that of revealed monster's Level from your Deck. You cannot Special Summon monsters from your Extra Deck the turn you activated this effect. You can only use each effect of "Secret Yamatano Dragon Scroll" once per turn.```
Level 5 FIRE Dragon/Ritual/Effect
ATK 1600/DEF 1800
You can Ritual Summon this card with "Unsealing of the Yamadron". This card gains effects based on the type of monsters used for this card's Ritual Summon. You can only use each of the following effects of "Destructive Yamadron" once per turn.
● Dragon: (Quick Effect): You can target 1 Spell/Trap on the field; destroy it, then if its a Field Spell, draw 1 card.
● Wyrm: At the start of the Damage Step, if this card battles an opponent's Special Summoned monster; destroy that monster, and if you do, inflict damage to your opponent equal to that monster's original ATK.```
link 2/ pointing bottom right and left/ machine/ LIGHT
2 "Chronomaly" Monsters
atk 2100
Monsters you opponent controls lose 500 ATK for each "Chronomaly" monsters on the field. You can only use each of the following effect of "Chronomaly Unidentified Flying Object" once per turn.
*if this card was Link Summoned: you can send 1 "Chronomaly" monster from your Deck to your GY; set 1 "Chronomaly" Spell/Trap from your deck.
*During your Main Phase: you can target 1 "Chronomaly" monster with a level from your Field or GY; add 1 "Chronomaly" from your deck with the same level, then, immediately after this effect resolves, you can Normal Summon 1 "Chronomaly" monster.```
level 2/ machine/ fire
atk 1000/def 0
this card cannot be destroyed by battle. You can only use each of the following effect of "Explosivo" once per turn.
*during the Main Phase you can (Quick effect): target 1 monster on the field; place 1 "Sivo Flare" counter on that card.
*during the Main or Battle Phase you can (Quick effect): send this card from your Field to your GY; Destroy all monsters with "Sivo Flare" counters.```
funny bomb
L10
Attribute: EARTH
Type: Insect/Synchro/Effect
1 Insect Tuner + 1+ non-Tuner monsters
ATK 2500/DEF 3500
If you Synchro Summoned this card using only Insect monsters, Insect monsters you control cannot be Tributed. You can only use each of the following effects of "Armored Arthropleura" once per turn. If this card is Synchro Summoned: You can target 1 Insect monster in your GY; Special Summon it. If your opponent would activate a card or effect (Quick Effect): You can banish 1 Insect monster in your GY; negate the activation. If this card is destroyed by battle or a card effect: You can Special Summon 1 Insect Synchro Monster from your Extra Deck, ignoring their Summoning conditions.```
Level 6/DARK/Machine/Fusion
2000ATK/DEF
1 EARTH Machine monster + 1 Level 5 or higher "Ancient Gear" monster
This card is uneffected by all Trap card effects. You can only activate each effect of "Ancient Gear Chaos Cronos" once per turn. You can discard 1 Card; Special Summon 1 "Ancient Gear" Non-Fusion monster from your hand, Deck or GY, ignoring its Summoning conditions. If this card is destroyed by Battle: You can set 1 "Ancient Gear Reborn" from your Deck or GY in to your Spell/Trap Card Zone.```
Lobstar-V
[Level 5/Fire/Aqua/Effect]
[Requirement] If your LP is 2000 or less, while you have 5 or more cards in your GY.
[Effect] Special Summon up to 2 "Lobstar-V" from your hand and/or GY. Then, gains 1000 LP for each face-up Aqua monster on your field.
ATK 2000 / DEF 0
Need help with making a LV based archetype that also uses counters to level up.
Couldn’t find a clean way to incorporate the lv up mechanic and counters on the same card so I gave all my normal spells the lingering effect to gain additional effects
Took inspiration from multiple cards like magical citadel of Endymion/phantom beast cross-wing/math mech diameter but I don’t know if the cards are psct legal
Btw I recommend an equip spell that cannot be destroyed by card effects and can bounce between monsters if the equipped monster is destroyed
D.A. Dungeon Adventure still working on the acronym but I want it to spell a word
Cool is there like a ruling help section for custom cards
I want the mechanic of the deck to at least be legal I took the idea from multiple cards so in theory I think it works
But there isn’t a yugioh card that deals with the LV Mechanic and Counter mechanic simultaneously
I learn better by just doing
That shouldn't be a problem since the two things don't interfere with eachother
I forget half the stuff if I don't interact with it on a Daily bases
I mean...[Silent Magician LV 4]
True
Level: 4
[ Spellcaster / Effect ]
ATK 1000 / DEF 1000
Each time your opponent draws a card(s), place 1 Spell Counter on this card (max. 5). This card gains 500 ATK for each Spell Counter on it. During the Standby Phase of your next turn after the 5th Spell Counter is placed on this card: You can send this face-up card with 5 Spell Counters on it to the Graveyard; Special Summon 1 "Silent Magician LV8" from your hand or Deck.
Oh dang I forgot about the silent magician archetype
Pretty much the only one though
Thnx for the card
Yeah my idea for the deck is the counters will be the experience points for a dungeon character to level up
But most counter cards use so much text just explaining how their specific counter works
Only issue now is if my deck doesn’t have access to the spells they no longer hold counters
Because it would be the spells in the grave giving them the effect
You could just make all your LV Monsters in to one thing.
Kind of like this maybe: If this card destroys a Monster(or does other things), put 1 EXP Counter on it. You can Tribute this Card with 5(or whatever seems apropriate) EXP Counters on it; Special Summon 1 "LV" monster with "D.A." in it's Name from your Deck/Hand/GY.
Part of why LV Monsters are a bit meh is that they summon just their Specific Stuff wich is Ok until you want to build a Deck around them and draw the Higher LV ones
Each time a "D.A." Spell/Trap effect is activated,place 1 XP Counter on this card when that Spell/Trap resolves.
Increase this card’s level by 1 for each XP counter it has.You can tribute this card with 6 Xp counters; Special Summon 1 “D.A.” monster with Xp counter in its name from your hand, deck or gy.
Issue is they would all have to share this effect and that takes away real estate from whatever effect I actually want them to individually have
It could prob work if they were just lv monsters but because I’m also incorporating counters it makes it bloated
Hmm
Text big
All level monsters and counter monsters have this issue I just compounded it by combining both mechanics.
So it’s either they have the lvl/counter maintenance effect in there text or a secondary card applies that effect to them
Do you want them to be able to special summon the Monsters themself?
You could maybe put this on a Continious/Field Spell instead of that is not a big Problem.
You can tribute 1 "D.A." card with 6 Xp counters on it; Special Summon 1 “D.A.” monster with "XPCounter" in its name from your hand, deck or gy.
This is the field spell right now
If ya do that make the field spell protect itself from destruction using counters
Once per turn, when your "D.A." monster destroys an opponent's monster by battle: You can draw 1 card or place 1 XP Counter on this card.
While there are 6 or more XP Counters on this card ,the first time each of your your ”D.A.” monster would be destroyed by battle they are not.
If a card you control with a XP Counter(s) leaves the field by your opponent’s card effect, place its Xp Counters on this card.
During your opponent’s End Phase: If a "D.A." monster was destroyed by battle and sent to the GY this turn: You can Special Summon 1 "D.A" monster from your Hand or Deck with a Level less than that "D.A." monster in the GY.You can only use this effect of "D.A........" once per turn.
I’ll keep these two effect and change the others
If a card you control with a XP Counter(s) leaves the field by your opponent’s card effect, place its Xp Counters on this card.
During your opponent’s End Phase: If a "D.A." monster was destroyed by battle and sent to the GY this turn: You can Special Summon 1 "D.A" monster from your Hand or Deck with a Level less than that "D.A." monster in the GY.You can only use this effect of "D.A........" once per turn.
I'm super intrigued by this idea
Hope ya add a card that destroys opposing monsters and converts them into counters
Raigeki on crack
Yeah that’s a cool idea I’ll definitely add it
Another idea would their final levels are all unaffected by monsters with levels like infini track megaclops
D.A.-Mage Explosion works
Too much, maybe lower level than them
I got a Idea for smth. Will not involve Megumin but a Role her VA got recently
True
D.A Warrior's Legacy
Trap Card
If a "D.A" monster was destroyed this turn: special summon from your Deck 1 "D.A" monster whose level is equal or lower to that monster, then, if this card was Set before activation, add 2 XP Counters to the monster summoned by this card's effect. If you control no "D.A." monsters, you can activate this card from your hand.
.
@paper fjord ^w^
@forest vortex thoughts?
Seems good
Btw that's what I came up with if I just let it be on it's own. Otherwise I want to make it a Duo like Roboyaro and Robolady
"and if you do summon 3 Warrior monsters from your Deck."
Force it to be attacked when it's summoned by the monster that just declared an attack
There you have your Altair
No banish effect, cheap copy
That would not be a bad Idea
Basically a "hope ya have 2.1k ATK more than that, bitch"
"When this card is summoned, the last monster that declared an attack must battle this card"
Would that work?
Or needs more words?
Hmm. I don't think thats how it is worded. But it could just aswell pull a Yang Zing and force every Monster to attack it atleast once
(Level 3/EARTH/Beast/ATK 600/DEF 1900)
You can discard this card to the GY; add 1 "Amazement Precious Park" or 1 "Attraction" Trap from your Deck to your hand. You can send 1 "Attraction" Trap from your hand or face-up field to the GY; Set 1 "Attraction" Trap directly from your Deck to your Spell & Trap Zone. You can only use each effect of "Amazement Announcer Eroic" once per turn.```
NOTE: "Eroic" is taken from the operatic genre "opera eroica", or "heroic opera", which was known to mix drama and romance with improvised comedy.
(I imagine the artwork to be a palette swap of Bufo swaggering about like Miles Gloriosis himself.)
i read that as something else
So did I when I was figuring out its name. I figured the note would defuse any potential AYO WTFs. :P
No it doesn't
Silly me. :P
mehhhhemmm Erotic
How about a Girlfriend for him like Minnie Mouse is to Micky?


ok so
need a little help
for the last part
how do i say "you can destroy as many Tokens as you want"?
is that right?
I think it would be:
You can destroy 1 or more Tokens on the Field...
Isn't that not just a Handtrap Scape Goat?
kinda
ya can still special summon
and the tokens cannot be tributed by opponent
too much?
Not really
also the destruction part is to ensure ya can still normal summon and all if needed lol
good! would you call it balanced?
I would. It's not really busted. Like I said just seems like a Scape Goat thingy like the Zombie Version
perfect then
i also thought of a "M" card for D.A.
or better, generic counters
i suppose you can guess what i'm gonna do

wonder if i'll find a fitting art piece tho
why specifying even in the damage step?
cuz effects like these don't work in the damage step until specified
why would you want it to activate in the damage step?
ok but, why not immediately afterwards?
...
this sounds an extra step for no purpose tbh. if the card could do something with the damage step itself that would be another thing
cuz in that case you have to say destroyed by battle or leaves the field...
e.g. look at Raye..
or firewall
there is no win. you either specify both battle and leaving the field or just say even during the damage step.
it's not even the first card that does so, idk why you are so nitpicky about it
Eldlich of the Golden Land
[Level 10/Light/Zombie/Effect]
You can Set this card from your hand in your Spell & Trap Zone as a Spell. Gains 500 ATK for each card in the Spell & Trap Zones. If this card is sent from the Spell & Trap Zone to the GY: You can apply 1 of these effects.
● Special Summon this card.
● Add this card to your hand, then, if you control "Eldlich the Golden Lord", you can send 1 card from the field to the GY.
You can only use this effect of "Eldlich of the Golden Land" once per turn.
ATK 2800 / DEF 2500
It has no Effect as long as it is a Spell?
Level: 5
[ Fairy / Effect ]
ATK 2200 / DEF 900
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.
the idea is that you send it to the GY to add back eldlich using its GY effect
[Eldlich the golden lord]
Level: 10
[ Zombie / Effect ]
ATK 2500 / DEF 2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
2nd effect i mean.
Ooooooh
I completly forgot about the second effect

Probably because I never use it myself
Crank It to 11!
Continuous Spell
This cards name is treated as "Symph Amplifire" while in your hand, deck, or GY or face-up on the field. When this card is activated: You can place up to 2 "Symphonic Warrior" cards from your deck into your Pendulum Zone, and if you do, you cannot Special Summon monsters this turn, except for Monsters from your extra deck or "Symphonic Warrior" cards. Each time a "Symphonic Warrior" monster(s) is Special Summoned: You can place 1 Symph Counter on this card and all other cards you control that you can place Symph Counters on.
just uh... look at literally anything that denies damage step
Dark Tuning
Spell Card
Target 1 non-Tuner monster you control; reveal 1 DARK Synchro Monster in your Extra Deck, and if you do, add from your Deck to your hand 1 "Dark Tuner" monster whose Level equals the total Level of that target and the revealed monster. You can only activate 1 "Dark Tuning" per turn. If your Synchro Monster Synchro Summoned using a "Dark Tuner" monster as material would be destroyed by battle or card effect, you can banish this card from your GY instead.
i tcg-ised dark tuners a long long time ago, here's a bit of support
Read the messages afterwards please
spell/continuous
once per turn: you can target 1 non-Beast or non-Beast-Warrior monster you control; send it to your GY, and if you do, Special Summon 1 Beast or Beast-Warrior Monster with the same level/rank from your Deck or Extra Deck. once per turn: you can send this card from your Field to the GY and 1 Beast or Beast-Warrior you control; Special Summon 1 non-Beast or non-Beast-Warrior monster from your GY, but its effects are negated. you can only use each effect of "Full White Moon" once per turn```
Is it alright if I can ask someone up there to fish some card up from the archived custom card channel?
might want to actually get a moderator's attention for that
Why's there an achieved one?
Understandable
Could add all those channels back under a "archived" channel group
And not let people speak there
Only see
Ah, yeah, but I don't really wish to bug them with this small request with a ping
Just in case they see it!
they still exist but only the mods can see them
(source: former mod)
ok im sry but "the gemiknight" wouldn't is also be a gemknight, lmao.
you might need to put in a clause that this is not treated as a gemknight.
they have a hyphen?
When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Material, but change its ATK/DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell; the monster Special Summoned by this card's effect gains ATK/DEF equal to its original ATK/DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.
so its a red-eyes situation.
yeah pretty much
ok all goods.
Gem-i-knight, there is a I in the middle too
true but even if their is letters in the middle it still counts as part of an archetype.
if its got all the characters.
thats why cyberdark cards are still treated as cyber cards.
that's completely untrue
an archetype is a string
that's checked for
like think about it a card that has the letters H, E, R, and O in that order is not a hero card
^
it needs to be uninterrupted
"CYBERdark" doesn't have any characters in the middle of cyber
it's the full string
what im saying is that it not because it has the I in the middle but because of the missing hyphen.
no it is because of both
what about cyber end dragon?
what about it
it has characters in the middle.
it sure is in the cyber archetype
Cyber end dragon is in fact not a cyber dragon monster
and its still treated as a cyber dragon monster.
no it ain
i wonder why they choose to rule it like that then.
are their any specific cards that would be accidentally added to another archetype if they did it like that?
It would need smth like Summoned Skulls text to be treated that way
so cyber twin dragon isnt one either.
Yee
i thought as long as it didn't have any letters in between the words.
all the characters that are inside the quotation marks have to be there in all the right order
capitalization doesn't matter unless the whole thing is capitalized
and having spaces at the beginning and end doesn't matter
like for example the word irredeemable has the word redeem in it
i thought it was fine to have words in the middle as long as the words where their and in the right order.
the fact that it has stuff before it and after it doesn't change the fact that all the characters are there in all the right order
Hundred Eyes Dragon had to be erratad because its first print was called Hundred-Eyes Dragon, making it accidentally a red-eyes card
that errata made sense.
so no plural
ig all future support will have to say machine type "cyber" cards.
basically the only rule of archetypes is it has to match the ocg i guess not much else matters
Not exactly
there's a funny thing where tcg locked itself out of the word "crystal" in future spell/trap cards
because that's how they localized the gem beast support cards
level 10/earth/machine/pendulum
scale 11
atk 1500/ def 1500
pendulum effect
once per turn: discard 1 card; add 1 level 10 EARTH Machine monster from your Deck to your Hand. you can only this effect of "Switch Train to Busan" once per turn.
monster effect
you can Special Summon this card (from your Hand or Face-up Extra Deck) by discarding 1 EARTH Machine monster. you can only Special Summon "Switch Train to Busan" once per turn this way. During your Main Phase: you can Discard 1 card, then, target 1 EARTH Machine monster from your GY; Special Summon it, and if you Summoned a level 10 monster using this effect, inflict 1000 damage to your opponent. you can only this effect of "Switch Train to Busan" once per turn```
That Pendulum Effect is just [Revolving Switchyard]
Also I don't know if any other Deck would run this but shouldn't high Scale Pendulum Cards have restictions on what they can summon?
If a Level 10 EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the GY; add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn.
Twilight Dragon Ch'aska
[Level 7/Earth/Dragon/Synchro/Effect]
1 Tuner + 1+ non-Tuner monster
Cannot be Synchro Summoned. Must be Special Summoned (from your Extra Deck) by sending 2 Synchro Monsters you control with different levels to the GY (1 LIGHT and 1 DARK). While there is a LIGHT or DARK monster on the field, your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. During the Main Phase (Quick Effect): You can Special Summon 1 LIGHT or DARK Synchro Monster from your GY, but destroy it during the End Phase, then, you can negate the effects of 1 face-up card on the field. You can only use this effect of "Twilight Dragon Ch'aska" once per turn.
ATK 2750 / DEF 2400
I really like this
It's nice that it can not revive another Copy of itself because it's Earth
it can't be revived anyway
and there is no point of it does revive a copy of itself.
no one is summoning 2
I realize the issue with my sand castle deck isn’t the “link summoning with only 2 materials for everything” gimmick
It’s that I don’t know how to make link spam decks
@swift frost
Really sorry to ping you specifically, but there's a specific card that I wanted to fish out of the archived custom card channels. I was p proud of it previously. Is it alright if I can make a request like that?
what's the name
Hmm... I think it was called "Paladin of Red Dragon"
Made a ritual spell underneath it too, if that's alright
this one?
np
Yeah, this card was p much made in mind for Red Dragon Archfiend. I have zero clue if shoehorning in ritual summons would ever be a good idea, but I already made it so... eh.
Still wondering if the text is spot on, but I assume it is
Then again, I managed to make it very generic, so I am curious if there's any other kinds of DARK Dragon Synchro monsters that would like this.
Continuous Trap
Your opponent's cards and effects cannot be activated in response to this card's activation and effects. Each time the activation of a card you control is negated by an opponent's card, place 1 counter on this card. You can send this card with 4 or more counters to the GY; your opponent cannot activate the effects of monsters they control until the End Phase of this turn.```
I have zero clue what I am thinking when I made this. It's not even balanced, but I felt I had to put it into words somehow.
That's honestly just bad
Why run that instead of any other card that negates minster effects?
Well, being honest, you really shouldn't. I didn't exactly take much time coming up with this.
Lackluster effect for the activation requirements
Too slow
Can be destroyed before doing anything
I figured it would be a unique way of doing so, with these counters symbolizing a player's growing frustration
Uhm
You would get even more furstated after getting 3 counters and then having the card destroyed
If you wanna play into something like that I suppose it would be better to have a card that has multiple effects based on the number of negations occured during the turn
-You gave me an idea tho @nocturne sphinx -
Karma Retribution
Continuous Spell Card
If your opponent negates the effect of one of your cards: choose one of the following effects. Each effect can only be activated once per turn.
• Draw 1 card.
• Negate the effect of a card on the field and destroy it.
• Special Summon a LVL 4 or lower monster from your Deck.
• Look at your opponent's hand and Banish 1 card face-down.
If you have already activated all the previous effects of this card this turn, inflict 500 damage to your opponent instead. This card is unaffected by card effects.
@forest vortex need help from my custom card buddy 
Hmm
I feel like it should just have 1 of the Effects cause it makes it a bit too versatile. But I am not sure how frequent negation is these Days so maybe it wouldn't see any play in favor for Combo Pieces anx or Negates themself
Spells and traps can't have Quick Effect. They are monster-exclusive. It should be a trigger instead.
Never use conjunctions; "You have" instead of "You've".
a card is "unaffected by card effects", not "immune".
last effect should probably be an "instead" effect for clarity.
1st rrrrright
2nd ok!
3rd right
4th thanks!

besides other more minor psct mistakes, there's no overarching issues with it. I don't think it's particularly playable though. Assuming you're using this as insurance for going second, it'd be better to just run a board breaker instead. Going first I think it might be playable in formats where hand traps are popular, but I'm not totally sure if you'd rather play this over more conventional extenders.
Need you to elaborate on that one
each response your opponent has to one of your cards
how would i even write it...
probably i'm just overcomplicating
Fiend Bone Tower
"each time your opponent activates a card in response to one of your cards"
does that work?
that would work, but I don't think it solves the underlying design issue
especially since a lot of the effects that would now proc the effect could likely be activated during an open game state
oh
karma is used non religiously all the time. It's a very common concept.
Level 2 LIGHT Insect/Effect
ATK 750/DEF 600
If this card on the field is destroyed by battle or card effect, and sent to the GY or banished: You can send the top 5 cards of your Deck to the GY, then, send cards from the top of your opponent's Deck to the GY equal to the number of LIGHT monsters among your sent cards. You can only use this effect of "Lightray Needle Worm" once per turn.```
Level 4 WATER Fairy/Effect
ATK 800/DEF 2000
If a monster(s) is placed with Ice Counters on them while this card is in your hand or GY: You can Special Summon this card from your GY (if it was there when a face-up monster(s) has an Ice Counter(s) place on them) or from your hand, (even if not there). If this card is Summoned: You can add 1 "Snow" Spell/Trap or 1 Spell/Trap that specifically mentioned Ice Counters in its text from your Deck to your hand. You can only use each effect of "Snow Angel" once per turn.```
An arc type idea called
‘AlphaMAX’
The first card idea I had was this:
AlphaMAX righteous pose
TRAP card
Toss a coin and call heads or tails. If called correctly, draw two cards. If neither of the cards list ‘AlphaMAX’ in their card name, return both cards to the bottom of your deck. If called incorrectly, send the top card of your deck to the graveyard
Or alternatively: toss a coin. If heads (first effect). If tails (second effect)
Second card:
AlphaMAX Right hand man
Level 4 fire type monster
1100 ATK/1400 DEF
Warrior/effect
If this card is summoned to the field, it’s attack is doubled for the turn it is summoned. If this card is sent to the graveyard, you may target one face up monster your opponent controls: destroy the targeted monster. You can only use the second effect of “AlphaMAX right hand man” once per turn.
Third card:
AlphaMAX villainous
Level 8 dark fusion monster
3100 ATK/ 1600 DEF
Warrior/effect
This card cannot be destroyed by battle. When this card is fusion summoned, target 3 AlphaMAX cards from your graveyard, shuffle them into your deck, then you can send the top three cards of your deck to the graveyard or draw 1 card. If this card is sent from the field to the graveyard, you may special summon 1 warrior type monster from your graveyard in face up defense position. If this card is banished from the field, special summon it during your opponents next standby phase. You can only activate each effect of “AlphaMAX Villainous” once per turn.
The idea popped off the top of my head and I’m trying to build off it
so what are the materials on the fusion
That I’m still working on
I thought 2/3 AlphaMAX monsters but I thought that may be to simple
Although I may go with that, The more cards I have thought out fully, the more confident I’ll be on materials
Field spell(s)
AlphaMAX humble beginnings
Field spell
Once per turn, you may send one AlphaMAX card from your deck to the graveyard. When an AlphaMAX monster is on the field, this card cannot be effected by your opponents spell or trap cards. During the next standby phase, if this card is on the field, you may discard this card. Draw one “AlphaMAX Tower construction” from your deck to your hand.
Field spell 2
AlphaMAX Tower construction
This card can only be activated if drawn by the effect of “AlphaMAX humble beginnings”. When this card is activated, you can target 1 AlphaMAX monster in your graveyard: special summon that monster. Once per turn, you may activate one of the effects listed based on the number of AlphaMAX cards in your graveyard
3: return 1 AlphaMAX card from your graveyard to your hand.
4: Destroy 1 card your opponent controls
5: send this card from your field to the graveyard. Add one “AlphaMAX Tower” from your deck
Field spell 3
AlphaMAX Tower
This card can only be activated if drawn by the effect of “AlphaMAX Tower Construction. Once per turn, if this card is targeted by an opponents card effect, negate that effect and destroy the card. All AlphaMAX monsters you control cannot be banished by your opponents card effects. All AlphaMAX spells and traps, excluding this one, cannot be sent to the graveyard by your opponents card effects. If an opponent destroys any AlphaMAX monsters you control by battle, you may special summon that monster to your field from your graveyard.
Sand Castle Seer Pa'l
Level 4 Earth Rock
1000/1000
If you would Link Summon a Link 4 or higher monster using exactly 2 monsters as material, you can use this card in your hand as Link Material. If this card is sent to the GY as Link material: You can target 1 "Sand Castle" monster in your GY; Shuffle it into the deck, or, if this card was sent from the field to the GY. you can Special Summon it instead, and if you do, Negate it's effects, also you cannot Special Summon monsters this turn, except "Sand Castle" monsters" You can only use each effect of "Sand Castle Seer Pa'l" once per turn.
Level 7 WATER Sea-Serpent/Fusion/Effect
ATK 2300/DEF 1600
1 "Atlantean" monster + 1 WATER monster
Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. You can only use each of the following effects of "Neptabyss the Atlantean Dragon" once per turn. (Quick Effect): You can send 1 other WATER monster from your hand or field to the GY; this turn, all WATER monsters you currently control gain 200 ATK for each Spell/Trap on the field, also "Atlantean" monsters you control are unaffected by your opponent's Spell/Trap effects. If this card Special Summoned from the Extra Deck is destroyed and sent to the GY: You can Special Summon 2 Level 4 or lower WATER monsters with different names from your GY.```
Level 2 WATER Sea Serpent/Effect
ATK 1400/DEF 0
If this card is Special Summoned by an "Atlantean" card's effect: You can Set 1 Spell/Trap from your opponent's GY to their field, but it cannot be activated. If this card is sent to the GY to activate a WATER monster's effect: You can Special Summon 1 "Alantean Token" (WATER/Sea Serpent/Level 2/ATK 1000/DEF 0). You can only use each effect of "Alantean Elite Pikeman" once per turn.```
does Neptabyss trigger atlantean stuff 
just curious
the tribute condition I mean
wow the atlantean card lineup is way smaller than I thought
their only in-archetype spell/trap is their soul charge
Oh god I remember playing them in DL
I wondered if there was anything besides the few monsters I saw at first
theres not much
atlanteans were deliberately designed to be played mixed with mermail
I mixed them with water, at least I know I was on the right track
I need to let my mind cook on my AlphaMAX’s before I go to work
I think I had too much fun making stupid cards lol. I had a different alt win condition of this card as well
Is his attack and defense just ?
? means a value determined by the effect
I've thought of making it infinite or stupid by 1 million, but I'm thinking maybe 0 honestly
I was about to say
Am I stupid, or is there no effect determining the ATK def
tbh making an archetype that's just support for ? atk/def monsters could be neat
The thing is, atk/def was supposed to be stupid or irrelevant
I could make it infinite or an arbitrarily high amount since it's numerons tho
I’m trying to base my archetype around having cards that get their effects with destruction in the graveyard and battle on the field, and boss monsters that recycle them into the deck.
But I’m also interested in a little lore amongst the cards, a fighting team that goes up against other cards, leading to them growing stronger until some of them is fatally wounded, and to survive, their closest partners use magic to combine themselves, resulting in even stronger versions of themselves in the form of extra deck monsters
I failed again
no?
this stuf works very well
I just mean from a gameplay standpoint Atlanteans work too well with mermails for it to be unintentional
you're right about that
Green Baboon, Sacred Defender of the Forest
8* / EARTH
Beast / Synchro / Effect
1 EARTH Tuner monster + 1 or more Beast non-Tuner monsters
If a Beast monster is destroyed by battle or card effect, except "Green Baboon, Sacred Defender of the Forest", and this card that was Synchro Summoned is on your GY: You can Special Summon this card from your GY, and if you do, gain 1000 LP. If this monster is destroyed by battle or by a card effect: You can pay 1000 LP; Special Summon this card from your GY, but banish it when leaves the field. You can only use each effect of "Green Baboon, Sacred Defender of the Forest" once per turn.
3000 ATK / 2000 DEF
Sacred Altar of the Forest
Field Spell Card
Beast monsters you control gain 300 ATK and DEF. Each time that a Beast monster is destroyed by battle or a card effect, this card gains 1 Forest Counter (monsters your opponent controls lose 100 ATK and DEF for each Forest Counter on the field). If this card would be destroyed: You can remove 2 Forest Counters from this card instead. You can remove 4 or more Forest Counters from this card; Special Summon a Beast monster from your hand or GY with a Level equal to the amount of Forest Counters removed by this effect. You can only use this effect of "Sacred Altar of the Forest" once per turn.
Ancient Gear dual Wield Hammer
Equip spell card
If the target this card is equipped to does not list “ancient gear” in their name, destroy this card and the card this card is equipped to. If this card is equipped to an “Ancient Gear” monster, the target gains 1000 ATK, and cannot be destroyed by battle. If this card leaves the field, you can draw one card, and if the card is an “Ancient Gear” monster, you may special summon it, ignoring its summoning conditions. If the card does not list “Ancient Gear” in its name, discard that card.
the word you want is dual
Ah, it is isn’t it
Transcendrake World - Area Xeno
[Field Spell]
During the Main Phase: You can destroy 1 Dinosaur monster in your control or in your hand, and if you do, Special Summon 1 "Xeno Token" (Dinosaur/FIRE/Level 6/ATK 200 / DEF 2000). During your opponent's Standby Phase: You can destroy this card, and if you do, Special Summon 1 Dinosaur monster from your GY. You can only use each effect of "Transcendrake World - Area Xeno" once per turn.
Neo Metamorphosis
Normal Spell Card
(This card's name is always treated as "Metamorphosis".)
Tribute 1 "HERO" monster you control; Special Summon 1 "HERO" Fusion monster from your Extra Deck with the same level as the tributed monster, ignoring the summoning conditions. If this card was sent to the GY by the effect of a "HERO Neo" monster: You can return this card from your GY to your hand. You can only use each effect of "Neo Metamorphosis" once per turn.
Elemental HERO Neo Avian
3* / WIND
Warrior / Effect
Cannot be Normal Summoned / Set. Must be Special Summoned (from your hand) by tributing 1 "Elemental HERO Avian" you control and sending "Metamorphosis" from your hand to the GY. This card's name is treated as "Elemental HERO Avian" while on the field. This monster can attack twice per turn during the Battle Phase. Once per turn, this monster cannot be destroyed by battle. If this monster attacks or is attacked by an opponent's monster: Destroy the opponent's monster at the end of the Damage Step. If you activate "Feather Shot" while this card in your possession is on the field, its effect becomes "Destroy up to 3 monsters your opponent controls. This card's activation cannot be negated". You can only use this effect of "Elemental HERO Neo Avian" once per turn.
ATK 1000 / DEF 1000
I feel like at that point you could just make this a retrain of Avian without the Metamorph stuff on it
Jar of Desires (Spell)
Banish 2 cards from the top of your Deck face-down; Draw 1 card.

Yes, I'm aware this is a worse reckless greed
The Metalmorph effect only absorbs half of the attack from the opponent's monster when you attack.
What's the Metalmorph in this?
I wrote Metamorph not Metalmorph
I meant that this whole thing (and sending "Metamorphosis" from your hand to the GY) is a bit bad just to get out a Effect retrain of Avian
Absolute Evolution! - Re:Morph!
[Continuous Spell]
This card's name becomes "Metamorphosis" while in the hand or the field. You can Tribute 1 non-"Re:Morph!" monster; Special Summon 1 "Re:Morph!" Fusion Monster from your Extra Deck with the same Type, Attribute, and Level as the Tributed monster (This is treated as a Fusion Summon), but for the rest of this turn, you cannot Special Summon monsters with the same original name by the effect of "Absolute Evolution! - Re:Morph!".
Absolute Lifefrom! - CoRe:Morph!
[Level 1/Light/Reptile/Effect]
You can send this card from your hand or field to the GY; activate 1 "Absolute Evolution! - Re:Morph!" directly frok your Deck. You can banish this card from your GY; reveal 1 "Re:Morph!" monster in your Extra Deck, and if you do, add 1 monster with the same Type, Attribute, and Level from your Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Fusion Monsters. You can only use each effect of "Absolute Lifefrom! - CoRe:Morph!" once per turn.
ATK 0 / DEF 0
Cyber Dragon! - MechaRe:Morph!
[Level 5/Light/Machine/Fusion/Effect]
"Cyber Dragon" + 1 monster
If this card is Special Summoned: You can Special Summon 1 monster from your hand with the same Type as a "Re:Morph!" monster you control or in your GY. During your opponent's turn (Quick Effect): You can send 1 Spell/Trap from your hand or field to the GY, then target 1 face-up card on the field; destroy it. You can only use each effect of "Cyber Dragon - MechaRe:Morph!" once per turn.
ATK 2100 / DEF 1600
Winged Kuriboh! - NeoRe:Morph!
[Level 1/Light/Fairy/Fusion/Effect]
"Winged Kuriboh" + 1 monster
If this card is Special Summoned: You can target 1 of your banished cards; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Winged Kuriboh! - NeoRe:Morph!" once per turn. You take no damage.
ATK 300 / DEF 200
Question about Winged Kuriboh
?
You take no damage while the card is on the field?
yes. Basically if an effect doesn't specify location, its means it only works on field.

what other gx main deck monsters should be remorphed
Could not resolve English data for searches: liubei
How tf did I wrote that lol
Ultimate Tyranno
Is Harpy Lady from GX?
you can't search that
[yubel]
Level: 10
[ Fiend / Effect ]
ATK 0 / DEF 0
This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by an opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Tribute 1 other monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
the idea is that the base monster to at least have a main deck counterpart with the same level attribute and type
Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.
Basically all of them are supposed to work with Fusion deployment
XYZ-Megazord Lineup maybe?
could make that word since those are all level 4 light machines
same can be said for the cyber dark trio
Machina Defender, Soldier and Sniper are all lvl4 earth monsters
Rank 3/DARK/Fiend/XYZ/Effect
2000 ATK/1200 DEF
2 Level 3 monsters
You can only activate each effect of "Underworld Express 999" once per turn. You can detach 1 Material from this card, then target 1 Level 3 or lower Fiend monster in your GY; Special Summon that target. You can target 1 monster you control and 1 monster your opponent controls, give both targets back to the Hand, then if the monster that you controled was a Fiend monster, you can Normal Summon a second time this Turn.```
Ms.Guide
I challenge you to make an amazing card that just cannot be played due to the archetype it's stuck in
Do you mean smth like a good Level 8 Synchro but it is stuck in Genex?
Maybe smth like this?
I don't really know how Scraps are played these days(or if they even get played at all)
Level 9
Machine/EARTH/Synchro/Effect
3300 ATK/2200 DEF
1 "Scrap" Tuner monster + 1+ Non-Tuner "Scrap" monster(s)
If this card is Synchro Summoned, add 2 EARTH monsters from your Deck to your Hand. You can only activate each effect of "Scrap Dozer" once per turn, you can either:
● Destroy all Spell/Trap cards on the Field.
● Destroy all monsters on the Field.
If this card is destroyed by a card effect or by Battle: You can Special summon as manny "Scrap" monsters from your GY as possible (except "Scrap Dozer") in Defence Position, but destroy them during the End Phase.```
@long spruce
Level: 4
[ Beast / Effect ]
ATK 2000 / DEF 1000
When this card is Normal Summoned, destroy it. If this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Kong", and add it to your hand.
They pretty much share the last part of the Effect
I also wanted to make it more unhinged at first lmao
● Destroy all Cards in both Players Hands

"While face-up on the field, when a card or effect is activated (Quick Effect): You can send 1 monster you control to the GY; negate the activation, and if you do, destroy that card."
is this written properly?
it should negate the activation of a card by sending a monster you control to the GY
i don't see why you need the first part
copied from baronne
baronne has it cause once while face up on field
yeah the rest is right
thank you
Because I was going on the spirit of "Neo Bubbleman", also, I made a retrain of Metamorphosis that only works on HERO monsters and has support for the main "HERO Neo" monsters.
DISCLAIMER:
this card was made just to please a friend. Effects based on the in-game character.
"You can Ritual Summon this card with "Dark Water Ritual". Each time your opponent summons or activates the effect of a monster, inflict 400 damage to your opponent immediately after it resolves. Monsters your opponent controls lose 700 ATK. If this card inflicts Battle Damage to your opponent by a direct attack: your opponent banishes face-down a card from their hand. When a card or effect is activated (Quick Effect): You can send 1 monster you control to the GY; negate the activation, and if you do, destroy that card. You can reveal this card to your opponent: shuffle it into your deck; draw 1 card."
Problem is Neo Bubbleman himself was terrible too.
The Effects are a bit weird on Avian to me considering that he is one of the Weakest Heroes with 1000 Atk
(help correcting text and such is appreciated)
Tax Sea Cucumber
tax is fun
and that's how it works in the other game, lol
it drains the opponent on action
From what is it?
That's the most 2012 thing I have seen in a good while
It sure does
Btw that Direct attack effect could just aswell be triggered through battle damage since Monsters with big Numbers are mostly used to take out the Opponents in my experience
and a hand banish face-down on damage dealt would be ok? 
being real tho, if you take 3500 to the face i don't think ya have many chances to win
anyway, here.
"You can Ritual Summon this card with "Dark Water Ritual". Each time your opponent summons or activates the effect of a monster, inflict 400 damage to your opponent immediately after it resolves. Monsters your opponent controls lose 700 ATK. If this card inflicts Battle Damage to your opponent: your opponent banishes face-down a card from their hand. When a card or effect is activated (Quick Effect): You can send 1 monster you control to the GY; negate the activation, and if you do, destroy that card. You can reveal this card to your opponent: shuffle it into your deck; draw 1 card."
i have to at least make "Dark Water Ritual" now, haven't i?

Why not? It's not like this is a Cheap Ritual Monster......[ritual raven]
question
"
This card can be used to Ritual Summon any "Ghoul" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you select an "Elemental" monster as a Tribute, you can also use monster(s) in your GY, by banishing them.
"
is the last part written correctly?
i'm unsure if you can select as tribute or/and the order of events works this way
I think "use" is the right Word for it
but would that still allow you to use monsters from the GY after you use an "Elemental" monster as Tribute?
like
if i use as tribute the Ritual monster is already evoked, no?
I used the Djin Effect as a base
When you Ritual Summon a "Ghoul" monster by using a "Elemental" monster as Tribute, you can also banish monsters from your GY for the Ritual Summon.
the act of using and evoking occours at the same time, no?

words are hard
This card can be used to Ritual Summon any "Ghoul" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you use an "Elemental" monster as Tribute, you can also banish monsters from your GY for the Ritual Summon.
this should be right then?
I think so.
I am no expert in this so I am not to 100% sure though
thanks a lot either way

now i can keep avoiding to make my custom archetype for a little longer
since i made this 2 cards smth
i do wonder if there's a way to make an archetype that uses all summoning methods and works...
without having a field spell with 30 lines
meme card incoming
cough D/D/D cough
Just give them a Ritual Monster that can use the Contracts as Ritual Cards @long spruce
mhhhhh
i'll give it a try tomorrow
Independent Backfiring System
Equip Spell
During the Main Phase: You can send any number of monsters you control to the GY, other than the equipped monster, and if you do, choose an equal number of monsters your opponent controls and apply the following effects. You can only use this effect of "Independent Backfiring System" once per turn.
- Their effects are negated.
- Their ATK becomes 0.
- The equipped monster can attack all of those monster during each Battle Phase this turn, once each.
Level 4 DARK Dragon/Ritual/Effect
ATK 1900/DEF 1200
You can Ritual Summon this card with "White-Horned Ritual". At the start of the Damage Step, if this card battles an opponent's Special Summoned monster: Destroy that monster, then, if it was Special Summoned by a Spell effect, your opponent sends 1 Spell from their hand or Deck to the GY. You can only use this effect of "Paladin of White-Horned Dragon" once per turn. You can Tribute this card; Special Summon 1 "White-Horned" monster from your hand or Deck.```
Ritual Spell
This card is used to Ritual Summon "Paladin of White-Horned Dragon". You must also Tribute monsters from your hand or field whose total Levels are equal 4 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "White-Horned" Spell/Trap from your Deck to your hand, except "White-Horned Ritual".```
My White-Horned cards
[Contract]
D/D/Ds have a lot of them @long spruce
Yes yes, I've done some research
Thanks for telling me about those

Archetype is gonna be called "Dracoshine"
Planning to only have 2 pendulums for scales
...and a funny card... Maybe...
Fuuuck now I wanna make an "M" card on that mechanic, lol
Eh, later
Eldersage Dracoshine
LVL 7 LIGHT Dragon/Pendulum/Effect
🔵 7 🔴
ATK 2500/DEF 2000
You cannot Pendulum Summon monsters, except "Dracoshine" monsters. Once per turn, if a non-Extra Deck "Dracoshine" monster leaves the field: Special Summon it ignoring it's summoning conditions. This card's effects cannot be negated.
You can Tribute Summon this card by tributing 1 "Dracoshine" monster. If this card is Summoned: add 1 "Dracoshine" monster from your deck to your hand. Once per turn, if this card leaves the field: you can add it to your hand. Each turn, the first card(s) in your Pendulum Zone that would be destroyed by an opponent's card effect, is not destroyed.
@forest vortex 
I think it's fine? Idk
I would need to know the whole Deck to undestand what the Gameplan is.
I am guessing Link/Fusion/Synchro Summoning?
In a vacuum, is it alright?
Also a Ritual
I want it to do be able to do everything
Or uhm, to summon everything
It's a personal challenge more than anything
Anyway Eldersage is supposed to be the main protection of the deck
Along with the other pendulum
Ritual? Hmm...I guess? Depends on the Ritual.
Honestly from this alone it looks more like a Tribute Engine just because of the Pendulum Effect




