#Custom Cards
1 messages · Page 12 of 1
Got an idea for a card, But need thoughts on its effect/s,
Reveal 1 Level 6 monster in hand, or banish 1 level 6 monster from your Gy -> Add 1 "Dice Witch" monster with a different attribute from deck to hand. During the mainphase (except the turn this was sent to the GY), You can banish this card from the GY, Roll 1 dice and apply the effect.
1,2: Special summon 1 Level/rank 6 monster from your Gy.
3,4,5: Special summon 1 Level 6 monster from your hand.
6: Special summon 1 "Dice Witch" monster from your deck.```
Before I PSCT it up, How does it seem?
(Also it needs HOPT)
jorogumo
Level 7
/insect/Dark/effect
Atk 2700 /def 3000
Cannot be normal summoned/set. Must first be special summoned (from your hand) by revealing "Jirai Gumo" in your hand. You can only special summon "jorogum" once per turn this way. While this card is on the field, cards with Coin tossing effect; treat all results as heads. Once per turn: toss a 3 times, if all 3 results are heads; special summon 3 "jirai gumo" from your hand, deck, and gy. For the rest of this turn after this effect resolves,You cannot special summon monsters except monster with coin tossing effect.
Could the effect need some work?
https://www.duelingbook.com/deck?id=12629280 a new archetype i've been testing
Doesn't seem good, and the reward from Summoning it is ok.
Number II: Heat Lich of Malice
Rank: 5
3 Level 5 Monsters
FIRE
Pyro/Xyz/Effect
1500/0
Cannot be Xyz Summoned. You can Special Summon this card from your Extra Deck by using Pyro monsters you control as material (max. 3), then you can either draw cards or send cards from the top of your Deck to your Graveyard equal to the number of materials this card has.
You can only use the 1st and 3rd effects of "Number II: Heat Lich of Malice" once per turn.
This card gains ATK each time a Pyro monster's effect resolves that inflicted damage to your opponent.
When this card is sent from the Field to the Graveyard, you can add 1 "Rekindling" from your Deck to your hand.
Is it because of coin toss effect?
it guarantees its own coin toss you realize
Because all it does is being out a few mild beatsticks which don't do anything, and stop you Summoning better cards.
Presumably it's effect would apply to itself so it would always summon all 3, but it's mediocre then, since the only way to summon it is to have itself and another card in hamd
I mean [Tour of Doom] exists but I don't think it could abuse it consistently
It's also a Brick if you don't have the needed monster in Hand
Hmmm ok what if I just remove special summon restriction off the card
And give if it a additional effect that recover the jirai back
Also forgot about Arcana force
[Arcana Force Ex - the Light Ruler]
Level: 10
[ Fairy / Effect ]
ATK 4000 / DEF 4000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: Toss a coin and gain the appropriate effect.
●Heads: When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 card in your Graveyard; add that target to your hand.
●Tails: During either player's turn, when a Spell/Trap Card, or monster effect, that targets this card is activated: This card loses exactly 1000 ATK and you negate the activation, and if you do, destroy it.
Level: 8
[ Fairy / Effect ]
ATK 3100 / DEF 3100
When this card is Summoned, toss a coin:
●Heads: During your End Phase, you can send 2 monsters you control to the Graveyard to skip your opponent's next turn.
●Tails: During your opponent's Draw Phase, add the top card of their Graveyard to their hand.
That one
people use light barrier for the world
Thoughts on this?
Is the activation condition balanced enough or should it be
if you control 1 Level 5 or higher Warrior monster and your opponent controls 4 or more monsters then you
This seems too specific to actually pull off
"Goodbye"
That's an anime card
How many very strong level 6 monsters exist that work generically? Or psudoGeneric
Dice Witch supports level 6s, and don't want to fall into "Spright Syndrome" where half of them get banned for OP bullheck
Continuous Spell
The activation of your "Speedroid" cards cannot be negated, also your "Speedroid" cards effects cannot be negated, except "Speedroid Get It Twisted". during the your Main Phase: you can discard 1 card; reveal 3 "Speedroid" cards with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the others to the GY. You cannot Special Summon monsters from the Extra Deck, except WIND Synchro Monsters, the turn you activate this card. You can only activate 1 "Speedroid Get It Twisted" per turn.```\
oh wait sorry let me just
You'll be fiiiiiiine
What could possibly go wrong
Harmonious Pair
Normal Spell
Activate only at the start of your Main Phase 1. Pay 1000 LP; both players reveal their hands, then each player picks one card from his opponent’s hand and shuffle it into the deck.
Seriously.
I dont want Spright Frogs all over again.
Current I have isolated only about 3 possible problems.
Bystials, Amorphage Sloth, and Vanities/Magesties
What I do when making cards is just locking everything in the archetype
Jinzo is obviously the most problematic card in the entire Game. He shuts down Trap Cards
Jk
I wonder what will be the next old card that will become broken due to a new mechanic
(not related to Jinzo)
[Bad Reaction to Simochi] can become busted easaly
shoutout Slackermagician on Deviant Art
Custom or new card?
They aren't even out yet lol
Cardmaker. net
Yeah I read them like half an hour ago lmao
I've been meaning to make a Fighting Game-like archetype myself, but Konami beat me to it
Well if I actually wanna troll the entire community yeah lol
Please do so
I'm lazy
I'm trolling the Unite community rn, it's been pretty fun
Basically there's a character that must have a set item and cannot be changed
And i perfectly photoshopped proof that I found a bug that let's me chance it
People going crazy, very funny
I do love that lol
Also since it's a bug ofc the third party software everyone uses to check stuff won't properly detect it
So who knows, the top players might be using it

Made a fake report ticket and all, censoring where I allegedly explained how to perform the bug to the devs
Suuuuper fun
(no i didn't sent it ofc, this is to troll the Discord)
ok i now remember why i don't use that
pendulum boxes and text size
Understandable
it sucks so much, all of the card makers have SOMETHING missing that others have
(This card is also always treated as having the names of all other cards.)
would this condition on a card limit you to having only 2 of any other card? i sure hope it would because i just thought of this
uhhhhh
thats kinda strange since the name condition only applies to cards in your deck
which suggests that you have to actually put the card in your deck successfully for it to have the same name, and if you then draw that card in the duel it ceases to have that name
also that would make the gamestate completely untrackable
id say no it wouldn't
if it didn't say your deck and just said it has every card name, then it probably would (and would make it wayyy easier to track what names the card actually has)
I mean Harpies and Umi do that too. So yeah it would limit them from the get go
Not Word for word but I am sure it would work the same way
Ok but wouldn't that be a problem?
What if I wanna summon a monster using that card as material but oops, it says it cannot use "Bystial" monsters as material
For example
Anyway why would you ever want such a card to exist

if this card is making my deck highlander then i hope it has more payoff than being link fodder
the upside is its the most searchable card in the game
Give it to your opponent for shits and giggles maybe?
Probably better to put "this card is always considered to be a possible target for card effects"
It's not "possible" wait a sec
Uhh
i take it that making your deck highlander is the entire point
not just being all targets but specifically the condition is to lock you out of triples of other cards
that also means running 3 copies of this card would be straight illegal
Lmao
Wouldn't be able to make a deck at all
Yu-Gi-Oh should learn some card effects from Magic
play 3 of this + 37 mtg relentless rats
No, like this
Adding cards form outside the game to your hand

Why having a side deck if you can have this
mind, in mtg these effects refer to the side deck in tournament play
Still relevant
altho youre free to pull it out of your back pocket playing casual
draw 2 cards from your ass and add them to your hand
declare the Cardname out loud
Understandable
if you pronounced it wrong, you loose 2000LP
Been trying to make an archetype which revolves around bouncing your cards back to your hand, would love to hear some criticism
Make them Level 2 Beasts
U see I like the idea of them being level one fiends, any reason on the level 2 beasts?
Mellfys
melffys my beloved
Can't say I've heard of mellffys, but it could be a good use for a hybrid deck
[melffy puppy]
Level: 2
[ Beast / Effect ]
ATK 300 / DEF 100
If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can Special Summon 1 Level 2 or lower Beast monster from your Deck, except "Melffy Puppy". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Puppy" once per turn.
Damn, so I just made a card for an archetype that exists 😭
[melffy rabbit]
So should I make the spell more focused on level 2 beasts?
make melffy support
So then it can be combined with cards such melffy
very simple
Good point
[melffy mommy]
Rank: 2
[ Beast / Xyz / Effect ]
ATK 1000 / DEF 1000
2+ Level 2 Beast monsters
Once per turn (Quick Effect): You can attach 1 Beast monster from your hand or face-up field to this card as material. This card gains effects based on the number of materials attached to it.
●3+: Cannot be destroyed by battle.
●4+: You take no damage from battles involving this card.
●5+: When an attack is declared involving this card and an Attack Position monster: You can inflict damage to your opponent equal to that Attack Position monster's ATK.
idea for later: archetype with multible unsummonable extra deck monsters with gy effects, and main deck monsters that send cards from extra deck to the gy
albaz
Potential Dogmatika stuff?
It needs to be sent by one of the archetype cards to trigger
Also i just realized that is literally mirrorjade turbo
Fuck
Idea for later: archetype that treats it's special summons as normal summons with cards that make you gain advantage for the normal summoned monsters on the field

That is really solid,
Gonna make abyss actors a bunch better
Nice and all but you changed the card name
The naming effects are wrong
Too strong for them or not?
Maybe it requiering a Level 5 or higher Actor is too much of a downside
I don't know what kind of combos they usually do. I just thought about it being used as kind of like a Costume Change for Superstar
I also thought abot making it Special Summon Mellow Madonna on Summon and locking you in to Abyss Actors for the turn but thought that would be too much
Rewrote it a bit
3 "Abyss Actor" monsters
You can also Link Summon this card by Tributing 1 "Abyss Actor - Super Star" in your Extra Monsterzone. You can not Summon other monsters in the turn this card was summoned except "Abyss Actor" monsters. If this card is link Summoned, Special Summon 1 "Abyss Actor - Mellow Madonna" from your Deck, hand or Extra Deck. "Abyss Actor" monsters this card points to can not be targeted by your opponent for Attacks or card effects. Once per turn: You can Set 1 "Abyss Script" Spell directly from your GY, but it is sent to the Deck during the End Phase. You can only control 1 "Abyss Actor - Phantom of the Theatre".```
Neat
Did I do the PSCT right
"in your hand"
I never noticed kek, THanks
do you need to specify that the different attribute is of the revealed card?
Yeh
"except" is lowercase
then do so XD
"and apply the result."
Yeah, I got it fixed already in a different server
1 or 2
3, 4 or 5
Special Summon
Deck
i think this is all
send raw text next time smth

Shambling Army of the Pestilent Wind
Level 6 Wind Zombie Pendulum
2500/0
Scale 7
Pend Effect: If a monster(s) is Pendulum Summoned: You can send 1 "Pestilent Wind" card from your Deck to the GY, then discard 1 card.
Monster Effect: If this card is sent to the GY: Add it to your hand, then, if this card was sent there because it was detached from a monster, you can Special Summon 1 "Pestilent Wind" monster from your Hand or GY, except a level/rank 6 monster. You can only use each effect of "Shambling Army of the Pestilent Wind" once per turn.
Too much Special Summons?
@lyric wraith
Double Tuning Red Dragon Archfiend
Level 8, DARK, Dragon, Synchro, Effect, 3000/2500
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can add 1 Spell/Trap that mentions "Red Dragon Archfiend" in its text from your Deck to your hand. During your turn (Quick Effect): You can Tribute this card; You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Dragon Synchro Monsters, also Special Summon 1 "Red Dragon Archfiend" from your Extra Deck, then Special Summon 1 Tuner from your hand or GY, and if you do, immediately after this effect resolves, Synchro Summon 1 monster using monsters you control, including at least 2 Tuners.
King's Resonator
Level 1, DARK, Fiend, Tuner, Effect, 100/2000
If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use the following effects of "Wheel Resonator" once per turn, also you cannot Special Summon monsters from the Extra Deck during the turn they're activated, except DARK Dragon Synchro Monsters. If this card is in your hand: You can declare 1 Level between 2 and 7; Immediately after this effect resolves, Normal Summon this card without Tributing, and if you do, you can make this card's Level become the declared Level. Once per turn: You can target 1 Fiend Tuner monster you control; increase or decrease that monster's Level by 1.
I might rework double tuning a bit
I think everyone would rather play scarlight as the target
He's only the original on field or gy
Second one you called it wheel in the effect
correct
but accel stardust only summons the original so
keeping it on brand
esp. since they're doing what they did with the crystal beast sd again
which had 1 card (rainbow dragon) listed separate
no I mean
in the structure deck itself
there's just 1 bonus card
they're def gonna make you play base RDA
The fact it doesn't include Thunder in the requirements is pretty funny cause the Spright is just standing there
I get the concept perfectly lmao
Doesn't make it less weird that Sprights are not included
The main targets are Sprights and Unchained
I'm sure there are some very funny other techs
Resonating Wyvern
Level 4/DARK/Dragon/Tuner/Effect
0 ATK/DEF
This card on the field can be treated as a Synchro monster for the Synchro Summon of a DARK Dragon Synchro monster. This card can be treated as a Non-tuner monster for the Synchro Summon of a DARK Dragon Synchro monster. If you control a Resonator" or FIRE Fiend monster: You can Special Summon this card from your Hand, then this cards name on the field becomes "Red Dragon Archfiend"but you can only Summon DARK Dragon Synchro monsters for the rest of the turn. You can only use this effect of "Resonating Wyvern" once per turn.
That is going to be abused in some way.
Like, Knightmare Corruptior Iblee
Mathmech Circular.
I couldn't find any other noteworthy cards unless I'm missing something.
(Spright of course)
Oh I did miss one,
CYBERSTEIN
Cyberstein is already as abusable as it is now tbf
Always nice to see support for The King
Though, you forgot the level for the card
I worked on them a bit
This is also probably a easy way to use your Opponents extra Monster Zone now that I think about it
Maybe I rearange the Arrows on Diva
L4
Attribute: FIRE
Type: Spellcaster/Effect
ATK 1600/DEF 1600
If you control no face-up monsters, you can Special Summon this card (from your hand). You can only use the following effects of "Arsenal Blacksmith" once per turn. If this card is Summoned: You can discard 1 card; add 1 "Guardian" monster from your Deck to your hand. You can reveal 1 "Guardian" monster in your hand; equip 1 Equip Spell directly from your Deck to this card whose name is listed on that monster.```
One on One Ordeal
Continuous Spell
When 2 monsters battle: Neither player can activate cards or their effects on the field, except for the activated effects of the monsters who are battling. You can only control 1 face-up "One on One Ordeal".
Level 10 FIRE Pyro/Effect
ATK 2900/DEF 2000
Your opponent cannot target this Tribute Summoned card with Spell/Trap Cards or effects. You can only use each of the following effects of "Infernal Flame Emperor, Blaze of Destruction" once per turn. When a Spell/Trap Card or effect is activated (Quick Effect): You can banish 1 FIRE Pyro monster from your GY, then target 1 card on the field; destroy it, and if you do, inflict 1000 damage to your opponent, then, if the banished monster was a "Infernal Flame" monster, this card gains 500 ATK. When your Pyro monster is destroyed by battle while this card is banished or in your GY: You can add this card to your hand.```
omg i get phantoms name
Spell/equip
the equipped monster ATK becomes half. you can only use each of the following effects of "Split Soul Sword" once per turn.
*If this is equipped to a monster: you can send this card equipped card to the GY; Special summon 1 "Cut Soul Token" with the same level, type, Attibute, ATK, DEF as that equipped monster, if you use this Token as Synchro Material, you can treat it as a tuner.
*during your Main Phase: you can banish this card from your GY: Tribute 1 "Cut Soul Token" you control, and if you do, Special Summon 1 monster with the same level, type, Attibute, ATK, DEF from your Deck, but its effects are negated.```
Quick-Play Spell
When a Level 7 or higher Tribute Summoned monster(s) you control leaves the field by your opponent's card effect without destroying them: Draw 2 cards, but if you have no cards in your hand, and your opponent controls more monsters than you, draw 4 cards instead. You cannot Special Summoned monsters from your Extra Deck for the rest of this Duel the turn you activated this card. You can only activate 1 "Tribute Consolation" per turn.```
Ok so this thing is a bit of a older card from me. I did not change anything about it
Ancient Gear monsters are evil are there.
what did you think of my Infernal Flame Emperor retrain?
Destroying Spell/Traps with this card is a bit of overkill, but considering trap like gravity bind, it's a great card to used, not to mention allowing you to Special Summon a Ancient Gear monster from your Deck seems nice.
He is pretty neat.
It took me a good 10 seconds to realize this has nothing to do with Blaze Accelrator though haha 
Rank 4 FIRE Pyro/Xyz/Effect
ATK 2200/DEF 1100
2 Level 4 FIRE Pyro monsters
When this card is Xyz Summoned: You can send 1 FIRE Pyro monster from your Deck to the GY. You can detach 1 material from this card; Special Summon 1 "Infernal Flame Token" monster (Pyro/FIRE/Level 2/ATK 1000/DEF 500) equal to the number of Pyro monsters you control +1, then, if all monsters you control are FIRE Pyro monsters, each player sends the top 3 cards of their Deck to the GY. You cannot Special Summon monsters the turn you activate this effect, except FIRE Pyro monsters. You can only use each effect of "Infernal Flame Archfiend" once per turn.```
it is a hybrid of Tribute and Xyz Deck
FIRE/Pyro/Link/Effect
ATK 2400/Link-3 (Bottom, Bottom-Left, Bottom-Right)
2+ monsters, including a FIRE Pyro monster
Cannot be used as Link Material. This card and FIRE Pyro monsters this card points to cannot be destroyed by your opponent's card effects. If this card you control would be destroyed by battle, you can banish 1 other "Infernal Flame" card you control instead. During your End Phase, if the only monsters that are banished or in your GY are FIRE Pyro monsters: You can Special Summon 1 of your banished FIRE Pyro monsters, except "Noble Infernal Flame Emperor". You can only use each effect of "Noble Infernal Flame Emperor" once per turn.```
Normal Trap
Banish 1 Trap from your GY, then target 1 Normal Trap in your opponent's GY; place that target in your Spell & Trap Zone, and as this card's effect resolution, follow its card text as if you had used it yourself. You can only activate 1 "Double Trap" per Duel.```
C.C.G. black knight
Dark/Warrior/ effect
Level 4 Atk: 0/Def:500
If you control no monster on the field: you can special summon this card from the hand. This card's effects cannot be Negated. Once per turn, During your main phase: Activate a "C.C.G" spell or trap from your deck and hand. (Quick effects): tribute this card: special summon 1 C.C.G monster from the deck and gy except "C.C.G. black knight".
C.C.G checkmate!
Trap
Return all monsters non-" C.C.G " monsters to the deck. If you control "C.C.G . Black knight" on the field: your opponent cannot play any other cards this turn.
C.C.G evil Fortune!
Trap
Destroy 1 card for your opponent’s hand, apply 1 of these effects, depending the type destroyed.
● monster: inflict 2000 damage to your opponent
●spell: draw 2 cards
●trap: your opponent cannot play monsters until the end of turn.
C.C.G eye-command obey!
Quick-play Spell
Target 1 monster on the field: take control of that monster until your opponent next end phase. You cannot select the same monster after this spell resolves for the rest of the duel. While this card in your gy, if you control "C.C.G. black knight" : activate this card from your gy and return this card to the deck .
C.C.G. black knight mech avatar
Dark/machine/ effect
Level 10 Atk: 2000/Def:500
This card's effects cannot be Negated. (Quick effects): once per turn, During your opponent’s main phase; Activate a "C.C.G" spell or trap from your deck or gy. If this card has been sent to the gy: special summon "C.C.G. black knight" for your gy . ```
C.C.G rebellion!
Spell
Special Summon 3 "C.C.G Token " ( machine-Type/ Dark / level 10/ Atk 4000/ def 3000) on the field and destroy 1 card on the field. At the end of turn :Destroy all "C.C.G Token" you control and set 1 C.C.G trap for your deck to the field .
C.C.G request!
Quick-play Spell
You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, special summon 1 monster, from your extra deck , ignoring it's summoning condition.
select isn't proper card text anymore
it's "target" nowadays
Oh
we have a guide on psct/proper card text in the pins, just for convenience
Well I'll fix these soon. But do you have any thoughts on these cards?
the level 4 black knight is very blatantly insanely strong and people would probably just play it either as an extended or to activate any of the traps from deck, both traps are insanely overpowered, especially in the context of being able to just activate them straight from the deck
command is stupid strong as a change of heart that recurs itself for free while using itself again.
the level 10 black knight is worse than the level 4 one
rebellion is blatantly overpowered
and request is just a SPYRAL extender card or a 1/3rd chance of getting to summon something asinine for free
tldr; these cards are almost uniformly overpowered
checkmate by itself if it resolves while black knight is on the field basically wins the duel by itself
Sewer Rat of the Pestilent Wind
Level 4 Wind Zombie Pendulum
1700/0
Scale 3
Pendulum Effect: If you Pendulum Summon a monster(s): You can send 1 card from the top of your deck to the GY for each Zombie Monster Pendulum Summoned. You can only use this effect of "Sewer Rat of the Pestilent Wind" once per turn.
Monster Effect: If this card is sent to the GY: Add it to your hand, then, if it was sent there because it was detached from a monster, you can send the top 4 cards of your deck to the GY. If this card is Pendulum Summoned: You can send the top 2 cards of your deck to the GY. You can only use each effect of "Sewer Rat of the Pestilent Wind" once per turn.
Stygian Road Blocker
Level 3/DARK/Fiend/Tuner/Effect
0 ATK/ 1500 DEF
You can only use this effect of "Stygian Road Blocker" once per turn. If your opponent attacks you directly: You can Special Summon this card from your hand in Defence Position, then double this cards DEF until the end of this turn. As long as this Special Summoned card is on the field, negate your opponents Field Spells and Continious Spell/Trap cards.
Stygian Air Marshel
Level 2/DARK/Fiend/Effect
1000ATK/DEF
If you summon a "Stygian" monster: You can Special Summon this card from your Hand. If you control a "Stygian" Synchro monster: You can banish this card from your GY, Special Summon 1 Fiend Tuner from your GY. You can only use each effect of "Stygian Air Marshel" once per turn.
Black Knight:
Too much for a Level 4
Checkmate:
Too much considering BK can just use it whenever
Fortune:
Too generic Hand Destruction with way too good pay off for you. There is no Deck that wouldn't run this just for the Hand Rip alone
Obey:
Change of Heart on Steroids...
Mech:
is what BK should have been
Rebellion:
Summon 3 4000Atk Tokens with Set up and a Targeted destruction for completly free
The effect Damage might sound weird now but I am making more of them so it can burn for a lot in late Game. The discarding is a bit relevant too since some of them will have GY effects.
Level 6/DARK/Fiend/Synchro/Effect
2600 ATK/2000 DEF
1 Fiend Tuner + 1+ Fiend Non-tuner monsters
If this card is Synchro Summoned, your opponent takes 250 Damage for every "Stygian" monster with a different Name in your GY. Once per turn you can discard 1 card from your hand; destroy 1 face up card your opponent controls.
Stygian Advocate
Level 1/DARK/Fiend/Tuner/Effect
500 ATK/0 DEF
If a Fiend monster you control is destroyed: You can Special Summon this card from your hand, then Special Summon the destroyed monster from your GY in Defence Position and negate it's effects. You can only use this effect of "Stygian Advocate" once per turn.
Stygian Detective
Level 4/DARK/Fiend/Effect
1800 ATK/ 1600 DEF
You can only use this effect of "Stygian Detective" once per turn. You can banish 1 Fiend monster from your GY; destroy 1 face down card on your opponents side of the field. If you banished a "Stygian" monster to activate this effect, your opponent can not activate card effects in response to this cards effect.
Stygian Border Patrol
Level 5/DARK/Fiend/Effect
2000 ATK/0 DEF
If you control 1 Tuner and 1 non-tuner Fiend monster: You can Special Summon this card from your GY. You can send 1 "Stygian" monster from your Deck to your GY, then your opponent takes Damage equal to half the send monsters ATK. You can only use each effect of "Stygian Border Patrol" once per turn.
Level 7/DARK/Fiend/Synchro/Effect
3000 ATK/1900 DEF
1 "Stygian" Tuner + 1+ Fiend monsters
This card that was Synchro Summoned by using 1 Fiend Synchro monster as Material is uneffected by your opponents Spell/Trap card effects. This card can attack all face up monsters your opponent controls. If this card destroys a face down monster, inflict doubled piercing Battle Damage to your opponent. After the Battle Phase: You can set Spell/Trap cards your opponent controls up to the number of monsters that were destroyed by this card in this turn in to your Spell/Trap card Zone.
Interesting
Demontage Dragon
Level 8/Earth/Dragon/Synchro/Effect
0 ATK/ 0 DEF
1 Fiend or EARTH Tuner + 1+ non-Tuner monsters
Gains ATK equal to the combined original ATK of the monsters used as Material to Synchro Summon this card. Gains DEF equal to the combined original DEF of the monsters used as Material to Synchro Summon this card.This Synchro Summoned card can not be targeted for card effects. Deals Piercing Battle Damage. If this card leaves the field by card effect, Special Summon 1 EARTH Warrior Synchro monster or 1 DARK Fiend Synchro monster from your GY.
Level 4 FIRE Pyro/Effect
ATK 1800/DEF 1300
If this card is Normal or Special Summoned: You can target 1 Level 4 or lower Pyro monster that is banished or in your GY: Special Summon it, then, if this card was Special Summoned while it was banished, or the Summoned monster was a banished "Infernal Flame" monster, add 1 Level 5 or higher "Infernal Flame" monster from your Deck to your hand. You cannot Tribute Summon or Special Summon monsters the turn you activate this effect, except FIRE monsters and Pyro monsters. You can only use this effect of "Infernal Flame Ghost" once per turn.```
It isn't
Easiest way to do it imo is to divide the effect into 2
I see
Well frick.
shortly after I start making a rank6 archetype, A new generic Rank6 monster gets released, and its actually good.
Witch is?
The new evolzar
The new evolzar is crazy busted in my current project
[Evolzar larz]
Rank: 4
[ Dragon / Xyz / Effect ]
ATK 2400 / DEF 2000
2 Level 4 Dinosaur monsters
When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated (Quick Effect): You can detach 2 materials from this card; negate the Summon or activation, and if you do, destroy it.
A rank 4/6 Pendulum Xyz deck where every monster has a shared effect “if this card is sent to the GY: add it to your hand, then, if it was detached from a monster, you can do (bonus effect here)
Of course Larz isn’t here yet it was revealed last night
I can't find it
#product_news
Ay thanks
Larz is unironically insane in my current project lmao, even if it’s only one negate
It can potentially equal a mill 3 + draw 2 discard 1
I only saw Razh, Phoris and Rios in there. Is there a 4th one?
(Or summon a non level/rank 6 archetype monster from hand or GY) And that’s just with curr
No it’s just the 3 evol cards
It's the xyz
Refering to Razh.
My aim with dice Witch, was to make rank6 XYZ function, aswell as gamble lol
Gottoms - The X-Saber Legend
[Link 1⬆️/Earth/Warrior/Effect]
1 Synchro Summoned "Gottoms" Synchro Monster
You can only control 1 "Gottoms - The X-Saber Legend". Unaffected by other card's effects. This card loses 400 ATK for each card in your opponent's hand. If your opponent has no cards in their hand, this card can attack directly.
ATK 4100
Well, It certainly did
Bystial Dicewitch
Level 4 FIRE Pyro/Effect
ATK 2100/DEF 0
If this card is the only monster you control, and/or you control a non-FIRE monster: Banish this card. You can only use 1 of the following effects of "Infernal Flame Legion" per turn, and only once that turn. You can discard this card from your hand; add 1 "The Doomed Land of Infernal Flame" from your Deck to your hand. If this banished card is Special Summoned: Draw 2 cards, then discard 1 card.```
Continuous Trap
You cannot Special Summon monsters, except FIRE monsters and Pyro monsters. If you control a FIRE Pyro monster: You can Special Summon of 1 your banished FIRE Pyro monsters. You can only use this effect of "Infernal Flame Gate" once per turn. If this card on the field is destroyed, destroy all monsters Summoned by this card's effect.```
These are the Stygian cards for now. Rewrote some of them too.
Level 2 EARTH Rock/Effect
ATK 600/DEF 0
When this card is Summoned, if you control "Big Piece Golem" and/or "Small Piece Golem": You can add 1 "Polymerization" Normal Spell or 1 "Fusion" Normal Spell from your Deck to your hand. You can banish this card from your GY; Special Summon 1 "Big Piece Golem" from your hand, Deck, or GY. You can only use 1 "Tiny Piece Golem" effect per turn, and only once that turn.```
Level 10 EARTH Rock/Fusion/Effect
ATK 3600/DEF 2500
4 EARTH Rock monsters
Must be Fusion Summoned. This card Fusion Summoned using 4 EARTH Rock monsters with different names and Levels as material is unaffected by your opponent's card effects. If this Fusion Summoned card in its owner's control is destroyed and sent to the GY: You can Special Summon 1 each of "Tiny Piece Golem", "Small Piece Golem", "Medium Piece Golem", and "Big Piece Golem" that are banished and/or in your GY, but their effects are negated.```
Brick Piece Golem
Level 12/EARTH/Rock/Effect
0 ATK/ 0 DEF
You can only use this effect of "Brick Piece Golem" once per turn. You can discard this card from your hand, Special Summon 1 "Tiny Piece Golem", "Small Piece Golem", "Medium Piece Golem" and "Big Piece Golem" from your hand or Deck but you can not Summon other monsters this turn except Rock Fusion monsters.

is that a joke?
is that broken?
Eh not really
The Golems are pretty meh overall
And since it locks you in to Fusions the same turn ans won't let you summon anything the same turn the Monsters are either used for the Fusion or as a Wall
except for Ulitmate Piece Golem!
He is a Beater that is uneffected by card effects when it was summoned with specific Material. Really not the best monster out there but it's neat for what it is.
That's just how I see it though
true
Level 1 EARTH Rock/Effect
ATK 100/DEF 0
This card in your hand, field, or GY can be used as a substitute for any 1 Fusion Material whose name is mentioned on a Rock Fusion Monster, but the other materials must be correct. You can only use 1 of the following effects of "Mini Piece Golem" per turn, and only once that turn. When this card is Summoned, if you control "Big Piece Golem": You can Special Summon 1 "Tiny Piece Golem" from your Deck. If this card is in your GY: You can Fusion Summon 1 EARTH Rock Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your GY, including this card.```
This is the last main deck monster, so it is far as it goes, since it is a Level 1, which is far as it goes
Lives in a world where the majority of duelists use Synchro Monsters
Flexxes by fusion summoning
Jack Atlas, ladies and gents
you mean the Synchro Dimension or the 5D series.
5D's. Don't think Jack Atlas in ARC-V would have had Fusion Monsters at all.
people in the synchro dimension didn't even know what fusions were before the friendship cup
Yep
...Which makes it weird how Goyo Emperor exists, when you'd think Goyo-series monsters would only ever exist in a world that had Synchro monsters.
Maybe it was just like, recently made in Fusion
[Goyo Emperor]
Level: 10
[ Warrior / Fusion / Effect ]
ATK 3300 / DEF 2500
2 EARTH Warrior-Type Synchro Monsters
When this card, or a monster you control that is owned by your opponent, destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field. When your opponent Special Summons a monster(s), except during the Damage Step: You can Tribute 1 EARTH Warrior-Type Synchro Monster; take control of that monster(s). If this face-up card leaves the field: Return control of all monsters you control to the owner.
So only the piece golems exist in the Fusion Dimension then...
Likely so, if at all. Or possibly in Standard.
There's a lot of these plot holes in ARC-V, y'see
A shame it ended up the way it did. Not even THE KING was able to really salvage the show
Fusions Summons just to de-fuse it for Synchro Material
[Photon wyrm]
Too bad Small Piece Golem isn't a tuner monster.
Would've just been too perfect.
Wrong one
Hold up
[Phonon Dragon]
Level: 4
[ Dragon / Synchro / Tuner / Effect ]
ATK 1900 / DEF 800
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can declare a Level from 1 to 3; this card becomes that Level, also you cannot Special Summon for the rest of this turn, except for a Synchro Summon using this card as material. You can only Special Summon "Phonon Pulse Dragon(s)" once per turn.
This the one you were thinking of?
[Twin photon lizard]
That one
Oh yeah, this one
same concept
It's actually the only one of two fusion monsters in ZEXAL that was featured
The other was... of all things, Arcana Knight Joker
Really wished there was easier ways to fusion summon in a Photon/Galaxy deck
Well, it was in Duel Monsters, yeah, but it showed up in a few episodes of ZEXAL
It's owner liked using old kinds of cards, but I think they only had Queen's, King's and Jack's Knight when they were shown dueling.
I'll give the piece golem series to an OC from the Fusion Dimension then...
Nah, you don't have to, but that would be alright too!
It's your story!
Always cool to see a twist
how can I pull a twist out?
Well, maybe your OC from Synchro might have stumbled upon these cards and figured out a clever way to facilitate their strategies with both Fusion and Synchro monster. Could also have this be a risky thing to try, since by having Fusion Monsters in their deck, they could land themselves in trouble, since such monsters would be incredibly rare in that dimension. Just one idea.
Activate!!!
[Normal Spell]
When this card is activated: Return this card to your hand. You can only activate "Activate!!!" up to thrice per turn.
Love me some silly cards that can actually be used in clever ways.
because if you remember, the evil guys were fusion, and they gave the character that card to help him defeat the protagonists, it's obviously a purposeful plot point, even if you don't remember it, you'd think you could guess it
Level 2 EARTH Rock/Tuner/Effect
ATK 600/DEF 0
This card's name becomes "Tiny Piece Golem" while on the field or in the GY. You can only use each of the following effects of "Basalt Tiny Piece Golem" once per turn. If this card is in your hand: You can target 1 "Polymerization" Normal Spell or 1 "Fusion" Spell in your GY; shuffle that target into the Deck, and if you do, Special Summon this card. If this card used as material for the Summon of a Rock monster: You can add 1 "Piece Golem" monster from your Deck to your hand, except "Basalt Tiny Piece Golem".```
I got a Rock tuner
If a recall correctly, Ritual Summons and Tribute Summons are rare, unless you can count Ancient Gear Archetype, since they have high Level main Deck monsters
That they are. But it seems you can stick in Ritual and Tribute summons most everywhere.
In fact, I'd say a few in standard end up relying on tribute summons or some other kind of strategy, since the methods to summon monsters from the extra deck seem to be something you got to learn.
If you need additional help on writing, you can always check in on #1023275848301805709
Though the Gears usually ignore the ones that need Gadgets for their Effects and the 2 Level 5s except Reactor Dragon since he can be Special Summoned and has a good effect overall
They want to cheat out Golem without Tributing if Possible too
Level 8 DARK Wyrm/Fusion/Effect
ATK 2500/DEF 2000
2 Wyrm monsters
Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. You can only use each of the following effects of "Wraith Pitch Shinidrake" once per turn. You can target 1 face-up card on the field; destroy it. You cannot Special Summon monsters the turn you activate this effect, except Wyrm monsters. When a card or effect is activated that would destroy a Wyrm monster(s) you control (Quick Effect): You can discard 1 card; negate the activation, and if you do, send that card to the GY.```
This one can cheat it without with Polymerization, but it is stuck to Wyrm monster decks
Level 1/Machine/DARK/0 ATK/0 DEF
Once per turn: You can declare 1 card name; banish 1 of the declared card from your hand, Deck, Extra Deck or GY, and if you do, this card's name becomes the banished card's name.```
[E HERO Prisma but better]
Level: 4
[ Warrior / Effect ]
ATK 1700 / DEF 1100
Once per turn: You can reveal 1 Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials whose name is specifically listed on that card from your Deck to the Graveyard; this card's name becomes the sent monster's until the End Phase.
What kind of Playstyle do you Guys think should a Stygian Deck focus on?
My current Ideas are a bit all over the Place
One on One Overlord
Level 9/FIRE/Warrior/Effect
3000ATK/3000DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When your opponent's monster attacks while this card is in your hand: You can Special Summon this card from your hand at the start of the Damage Step, change the attack target to it and proceed to Damage Calculation. You can only use this effect of "One on One Overlord" once per turn. Each player can only attack with 1 monster each turn, and neither player can attack directly.
Thats way too easy to summon for a 3000 Beater that limits both Players don't you think?
as for what styigans can do, maybe do effects that activate after they destroy opponent's monster by battle
originally considered making it direct attack only
Thats actually a nice Idea. Tuners that do thing when they are destroyed and Effect/Synchro monsters that do stuff when they destroy smth
I think that would be better since I don't see why a stall deck wouldn't have this just for the Limitation alone
okay
I may even change the effect since I feel like the limitation could go on another card called One on One Order
glad to have helped
One on One Overlord [2.0]
Level 9/FIRE/Warrior/Effect
3000ATK/3000DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When your opponent's monster attacks you directly while this card is in your hand: You can Special Summon this card from your hand at the start of the Damage Step, change the attack target to it and proceed to Damage Calculation, and if you do that, you can play 1 "One on One Order" from your Deck or GY to your Field Zone. You can only use this effect of "One on One Overlord" once per turn.One on One Order
Field Spell
Activate only if you control "One on One Overlord". Each player can only attack with 1 monster each turn, and neither player can attack directly. When monsters battle, neither player can activate cards or effects until the end of the Damage Step, except for the activated effects of the battling monsters. When a monster is destroyed by battle, its owner takes 1000 damage.
Spell/normal
Target 1 card on the field; place that card in your deck, also that card cannot leave your deck after a duel.```
Bag
Wait.
Where is it name
Iron Chain stuff that I Brainstormed right now
Quick-play Spell Card
Send a Spellcaster monster from hand, Deck or Extra Deck to the GY, then activate 1 of the following effects:
•Add a “Spellbook” or “Invocation” from your Deck to your hand, then, if you have a Spellcaster or “Invoked” Fusion Monster in your GY, you can Fusion Summon by sending monsters from either player’s Extra Deck once this turn.
•Special Summon from your Deck a card that mentions the Spellcaster monster you sent to the GY, but banish it when it leaves the field.
You can only activate 1 “Secrets of the Invocation” once per turn. ```
Shambling Dragon of the Pestilent Wind
Level 6 Wind Zombie Pendulum
Scale 7
2500/0
Pend Effect: If a Zombie Pendulum Monster card(s) you control would be destroyed by an opponents card effect, you can detach 2 materials from Xyz monsters you control instead. You can only use this effect of "Shambling Dragon of the Pestilent Wind" once per turn.
Monster Effect: If this card is sent to the GY: Add it to your hand, then, if it was sent there because it was detached from a monster, you can return up to 1 card on each players field to the hand. If this card is Pendulum Summoned: You can target 2 cards in Pendulum Zones; Return them to the hand, and if you do, Special Summon 1 "Pestilent Wind" monster from your GY. You can only use each effect of "Shambling Dragon of the Pestilent Wind" once per turn.
Weird to think the only official Zombie Pendulum monster is [P.M. Captor]
Level: 4 |
Pendulum Scale: 5
[ Zombie / Pendulum / Effect ]
ATK 1800 / DEF 0
When you Pendulum Summon a Zombie-Type monster(s): You can activate this effect; it cannot be destroyed by battle or card effects this turn.
If this card destroys a monster by battle: You can target 1 Pendulum Monster in your Graveyard; add it to your hand.
Would love to see more of them
Abyss Dredge
Spell
Requirement: If you control a level 10 Sea Serpent Monster
Effect: Add 1 Level 8 or higher Sea Serpent Monster from your GY to your hand.
yeah this decks whole level/rank setup is designed to be playable with Captor
Sick. Love it.
Some cool support could be like, sending face-up cards in the extra deck to the GY and vice versa would be neat, giving reason to use other Zombie support like Book of Life if you need to.
Also made me realize I should have a playset of P.M. Captor just in case there's a new series of Zombie Pendulum monsters.
Got an idea for a card, I would like thoughts before I PSCT it.
Level 6
You can discard itself & roll a dice: apply the result. (also you cannot summon from the Extradeck except XYZ.
(1/6), add 1 level 6 from deck to hand.
(2/6), special summon 1 "Dice Witch" monster from your deck.
(3/6), Add 1 "Dice" spelltrap from deck to hand.
If this card is summoned, You can target 1 card on the field: destroy it.
HOPT on both effects
Yeah, I'm trying to keep my cards fairly tame
But just have a variety of options for them, And all the cards being fairly useful
just feels like its not as interesting or spectacular as other dice roll based effects or rather more modern ones
Yeah, Unfortunately, I'm trying to make my DiceWitch archetype kinda function as an archetype rather than gimick spam meme
I also just think searching shouldn't exactly be left to rng I suppose
or atleast I feel like you should search anyways and get a bonus or penalty based on a dice roll
I've been testing them out a little bit, And they work suprisingly consistently, especially with Bystials
interesting
I mean, It either searches, Searches, or summons from the deck
So that board is a Negate/Banish & Amorphage Sloth on field
like thats fair but I kinda would have prefered 3 cards that did 1 thing solidly even if draw backs than one card that does 3 things but I got to leave it up to the goddess of fate to decide what I get to do
Its kinda hard when I'm tryina make an RNG deck, But so far all of them have decent uses
But at the very least for the new one,
it eitehr searches a level 6 (Which all the DiceWitch are), Summons a DiceWitch, or gets a spell/trap which can search/summon them
but thats just my personal take so you can respond in whatever way you want
Ah shit I forgot to change the type
I see I see
Eh, it's just the Ruler's effects but now with a different attribute
Which makes them hilariously more powerful
theyre all just blaster? 
Oh shit, they have a small effect that differentiates them from each other
Hey...what if I gave them a foolish burial?


Chaos Dragon SDR: Wait for me
thats tidal 
G Golem Gravel Snake
Level 2 Earth Cyberse
0/800
If this card is Normal/Special Summoned while you control no Link monsters: You can target 1 Link 2 “G Golem” monster in your GY; Special Summon it. You can only use this effect of “G Golem Gravel Snake” once per turn. If this card is sent to the GY: You can target 1 “G Golem Crystal Heart” you control; Place 1 GG Counter on it.
Hi-Speedroid Claw Machine
Wind Machine ATK 600
1 Level 4 or lower speedroid monster
You can only link summon 1 Hi-Speedroid Claw-Machine once per turn. While this card points to a WIND monster, the effects of a monster this card points to cannot be negated, also your opponent cannot target it with card effects. During your opponent's Main or Battle Phase (Quick Effect): You can banish this card from the field or your GY; You can banish "Speedroid" Monsters, including a tuner from your deck so that the total Levels sent equal exactly 8, and if you do, Special Summon 1 "Crystal Wing Synchro Dragon" from your Extra Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except WIND monsters.
@late marlin making specifically crystal wing is v. weird tbh
its whole thing is needing to upgrade from a synchro/thematically clear wing
also in general this kinda does way too much
Banishing from Deck for it is too much. It also should only use Monsters in the GY for it if anything.
And the protection is a bit unnecesary considering you banish it for a C. Wing anyway
I'm starting to think about what other kinds of Nordic Synchro monsters there could have been
Awhile back I did one, but it genuinely feels like the series as whole need Synchro monsters that aren't like, level 10 Synchro beatsticks
It needed better Main Deck monsters too that work good together instead of the 3 Part clusterfuck
Yeah, like, Vanadis of the Nordic Ascendants is the best tuner simply cause it works as a Nordic Beast or Nordic Alfar tuner for each of the synchro monsters.
Fixing it now would mean just, forgetting any of this existed, or just having new Synchro monsters that don't need these dumb restrictions
Ask Altair oh no nvm, no beatsticks
Which is a shame cause there's so much to draw on from Norse Mythology, and the best they can come up with so far is "Odin, Loki, Thor, and uh, I guess a few of these other losers that are just footnotes"
Like, uh, Surtr, or Skadi, or maybe like, I don't know, friggin' Fafnir
...Ironically Generaider/Runick does a way better job than Nordic did
Fenrir and Jormungand

Mf why give your Opponent fat Beatsticks that are just there to be run over by your own hard to summon fat Beatstick
[Fenrir]
Level: 4
[ Beast / Effect ]
ATK 1400 / DEF 1200
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 2 WATER monsters in your Graveyard from play. When this card destroys an opponent's monster as a result of battle, your opponent skips his/her next Draw Phase.
Level: 10
[ Beast / Effect ]
ATK 4000 / DEF 4000
Cannot be Normal Summoned/Set. During your Main Phase 2, if an "Aesir" monster is on the field, you can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position. If an "Aesir" monster is not on the field, destroy this card. At the start of your Battle Phase: Change all Defense Position monsters you control to face-up Attack Position. Both players take any battle damage from attacks involving this card.
It is pretty neat lore-wise, since this pretty much enacts Ragnarok, or Gotterdammerung, whichever you prefer for spelling
But you just simply don't want to do this.
Rank: 9
[ Reptile / Xyz / Effect ]
ATK ? / DEF ?
2+ Level 9 monsters
You can only control 1 "Jormungandr, Generaider Boss of Eternity". This card's original ATK/DEF become 1000 x its number of materials. (Quick Effect): You can detach 1 material from this card; each player draws 1 card, then each player that drew attaches 1 card from their hand or field to this card. You can only use this effect of "Jormungandr, Generaider Boss of Eternity" once per turn.
Level: 8
[ Dragon / Effect ]
ATK 3000 / DEF 3000
Cannot be Normal Summoned/Set. If an "Aesir" monster is on the field, you can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position. If an "Aesir" monster is not on the field, destroy this card. If this face-up Defense Position card you control is changed to face-up Attack Position: Take 3000 damage. This effect can only be used once while this card is face-up on the field.
These 2 should have been Extra Deck Synchros that you can give your Opponent to Cheat out any Aiesir Monster
Just making the special summon require you to tribute your opponent's monsters would have been fine and dandy as well
Could have been ok too
But even that wouldn't be too great since you need to have an Aesir out on the field already
But the effects are still not that great
And if you're in a situation which you got to tribute an opponent's monster, you likely aren't gonna summon an Aesir monster
Yep
Btw Scrap Monsters Piss me off just for the fact they are mostly anything but Machines....

Scrap Kong hype
Who was the Einstein that had that Idea
Same one who probably made some Genex anything but Machines as well
Cause lore, maybe
it's funnier that they aren't
i mean they only really get better because they won't die to rivalry
wouldn't*
other than that the benefits are pretty minimal
Ok hear me out now that I corrected the text
On the Field?
Also it's way too good
Generic card rquirement that can summon any Ritual monster my tributing anything from anywhere with no chance of negating it
what the hell is "ritual summon 1 monster from your field"?
I guess ritual summoning it again? For the Gishkies maybe
konami has been giving rituals really strong effects cause they're balancing them with the expectation that you won't be summoning them straight from the deck with 0 cost
And they have allready habe cards to cheat out monsters too
That part of the text was copied from branfu's materials, I've already been force-fed that whole bit elsewhere so
oh then maybe you would've fixed the text
cause its as simple as changing 1 word and regenerating the card
and now we don't know if you meant to say gy, or just added a word
The thing with ritual monsters really, is that it's a very archaic type of monster
It was impractical to use with a few exceptions then, and it's really a hard sell now, with the few successes owing to the support and ritual monsters just being that impressive that you'd want to go through with the effort, due to the payoff being very great
Rituals are probably the hardest to pull of Summoning Method just because it's basicly a worse Fusion
There are some Archetypes that tried to compremise it like Megaliths not needing Ritual cards or Vendreads being able to be Ritual Summoned from the GY
But when you do that the Monsters themself get thrown under the Bus most of the Time
I don't see why many rits are underpowered
especially when the spells and rit effects had it pretty good
The mechanic as a whole is the issue
So, yeah, in turn they have to be damn good or have some way to get around the issue of the requirements needed to make a ritual summon happen.
the thing is if rituals lose the things that make them bad they also lose the only things that make them distinct
Fixed and reworked slightly
Being bad isn't a great distinction, my guy.
idk why you said that like an own
anyway this card is simply a stronger super poly and that's absolutely mad
Also before anyone brings up Magician of Black Chaos MAX, I'd like to point out what happened after new XYZ support dropped that made it easier to summon Utopic ZEXAL
Listen, listen.... Hungry Burger OTK
still surprising that even now Rituals have a cost balancing issue
it's like, even if you make them good, what do they add to the game?
they are blue :P
a spell type thats kinda it
to be fair I think the original plan was to make rituals and fusions like the opposites of one another
since they seem to solve each other's issues
in what way?
oh so Fusions had specific materials Rits had no such concept
Rits needed a specific spell card, Fusions used the same one
Rits also needed their specific monster in hand, Fusions did not need such a thing since its always in the Extra Deck
Fusions needed more than 1 monster by default, Rituals could use just one if you had a monster with the same or higher level
Yeah, I can see that. It's a bit of a stronger resemblance to what they usually are compared to in Synchro monsters
Rose dragon boss monster.
I'm sorry if the wording is wrong.
The stats are messed up.
Atk:2500
Def:2100
can you post the plain text as well it's v hard to read
by hard to read we mean impossible
card creation app you're using looks like hell
i looked into them a while back
they all locked essential features behind a paid mode
Tachyon Xyz Unit
[Normal Trap]
Special Summon this card as a Effect Monster (Dragon/LIGHT/Level 8/ATK 3000 / DEF 2500) in Defense Position. (This is NOT treated as a Trap.) If Summoned this way, If your LIGHT or DARK Dragon monsters are used for the Xyz Summon of a LIGHT or DARK Dragon monster, they can be treated as Level 4 or 8 monsters. If you control a LIGHT or DARK Dragon monster, you can activate this card from your hand. You can only activate 1 "Tachyon Xyz Unit" per turn. A "Galaxy" Xyz Monster that has this card as material gains this effect.
● Once per turn, during the End Phase: You can add 1 "Tachyon" card from your Deck to your hand.
Way too Much Atk for a Trap Monster
make it so it cannot attack I suppose
there is no such a thing
trap monsters just don't have much atk cuz most them are not meant to attack.
also this can't even attack the turn you summon it cuz it's summoned in defense
in the end it's no different from a level 8 monster that special summons itself.
Summon it in your Opponents Turn cause [Statue of Anguish Pattern] is a thing?
Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: You can target 1 card on the field; destroy it.
and so ?
then it's just a normal-ish beater that helps you Xyz
3k on a trap monster is not that big of a deal as you think. not for a rank 8 deck.
Could have just given it 0 ATK and 3000 Def then cause it's not meant to attack but used as Material right?
no it's fine as is.
Counter Trap
Banish 2 Fish monsters from your field, GY and/or Deck, Including at least one "Ghoti" monster (1 Tuner and 1 Non-Tuner Monster); Special Summon 1 Fish Synchro monster from your Extra Deck with a level equal to the banished monsters (This is treated as a Synchro Summon). You can banish this card from your GY; Target 1 of your banished Fish monsters: add it to your hand, or, if the targeted monster is a "Ghoti" monster, you can Special Summon it instead. You can only use each effect of "Ghoti Breach" once per turn.```
Remade a custom I made a while ago
Is the psct right?
should beBanish 2 Fish monsters (1 Tuner and 1 non-Tuner) from your Deck, field, and/or GY, including a "Ghoti" monster; Special Summon 1 Fish Synchro Monster from your Extra Deck whose Level equals the total Levels of those monsters. (This is treated as a Synchro Summon.) You can banish this card from your GY, then target 1 of your banished Fish monsters; add it to your hand, or, if it is a "Ghoti" monster, you can Special Summon it instead. You can only use each effect of "Ghoti Breach" once per turn.
Thank you
I have no idea why this would be a counter trap
It’s a counter trap because I said so
But yeah the only reason why is because the other two types were taken so might as well get the last one
It could be a normal trap no problem
summoning it in def position already makes it slow enough to not overly enable otks
if you want to make it a counter trap then it should at least counter something
alright that might be confusing i forgot to reply to somebody
Had Ideas...
Asswans shuffle effect might be too abusable by a certain Golden Boy

just make it 5 cont traps with different names
although eld also banishes their cont traps a lot
i made true king support
Continuous Trap
You can only use the 1), 2), and 3) effects of cards with this name once per turn.
1) You can target 1 monster in your opponent's GY; Special Summon it to your field, but negate its effects, also its ATK and DEF are halved and it cannot attack directly. Destroy it during the End Phase.
2) If a "True King" monster you control is destroyed by your opponent's card effect: You can Special Summon 1 "True King" monster from your GY, and if you do, destroy 1 monster on the field with the same Attribute as that Summoned monster.
3) If this card is sent from the Spell & Trap Zone to the GY: You can banish 1 card from your opponent's GY, or destroy 1 card in your hand.```
it doesn't follow the formula because true dracos don't need support
only villains make true draco support
@storm pecan all true king named support has to be true draco support by name
bc japanese english differences
not true
all true kings are true dracos, but not all true dracos are true kings
the way it's formatted is true kings in japanese are "true dracoking"
so just pretend that's what it says
Both of the archetypes are named "真竜"

It's not like d/d and d/d/d, both of them use the exact same name
literally don't know why you would say that
真竜皇 this is what was translated as true king
you can check, it causes no conflicts
So I have an idea for a deck:
The deck lacks a boss monster and instead focusing on modulating its field spell. But my question is should the deck be focused on two field spells that you can swap between at any time, so you can change one field spell to have more offensive effects, and make the second one have a more defensive effect, or should the deck be focused on using its first field spell, and on turn 4 being able to activate the second field spell which lets you win?
Whatever you do just don't do whatever dream mirror tried to accomplish
The field spells are both on my side of the field
so the other one gets treated as a continuous spell
if that is the route I want to take
i feel like it'd just be better to forgo the field spell part and make them cont spells to begin with
just have them set the other face down on activation or something
the theme of the archetype is attempting to make a desolate planet inhabitable
works better using field spells
fair, I was mostly focusing on functionality over theming for once
speaking as someone who did a planet themed field spell ritual archetype
Neat!
I made four cards now, I would love if anyone read them
Level 11 DARK Insect/Effect
ATK 3400/DEF 0
Cannot be Special Summoned. Must be Tribute Summon with 3 Tributes. While you control this Tribute Summoned monster, and you have no cards in your Extra Deck, Tribute Summoned "Stoneswarm" monsters you control are unaffected by your opponent's card effects. When your opponent activates the effect of a monster that is Special Summoned (Quick Effect): You can send 1 Level 4 or lower "Stoneswarm" monster from your hand or field to the GY, or Tribute 1 "Stoneswarm Token"; negate the activation of that card, and if you do, banish it. You can only used this effect of Stoneswarm Arthopleura" once per turn.```
the leader of the Stoneswarm!
Mind adding an l before the swarm part?

Stonelswarm
Link 2, 1900, WATER, Machine, Link [S, SW]
2 WATER monsters
You can only use the 1) and 2) effects of cards with this name once per turn.
1) If this card is Link Summoned: You can add 1 "Dinomist" card from your Deck or GY to your hand.
2) If you activate a card in your Pendulum Zone while you control a "Dinomist" card in your Pendulum Zone: You can add 1 "Dinomist" card from your face-up Extra Deck or GY to your hand.
3) Once per turn, you can negate an activated card effect that would destroy or banish another "Dinomist" card(s) you control, then destroy this card, and if you do, all "Dinomist" monsters you currently control gain 500 ATK.
Could change the 3rd effect to an omni that destroys a "Dinomist" Scale as effect. Would still make the card non-generic, while also synergizing with Charge, and giving the deck one more layer of disruption on top of Howling
Also clears up a Pend Zone to re-activate the 2nd effect
why this image?
yeah true but i don't like omnis
Gravity Decay
Normal Spell
(This card is always treated as a "G Golem" card) Target 1 "G Golem" Link monster you control; Special Summon 1 "G Golem" Link monster from your Extra Deck with a different Link Rating to one of the zones that Link monster points to, then destroy the targeted monster, also you cannot Special Summon monsters for the rest of this turn, except by the effect of "G Golem Crystal Heart". You can only use the effect of "Gravity Decay" once per turn.
I guess the new MD Update gave you this Idea?
I could do that later
Nah copper played the deck since the cards were revealed in the ocg
ye
i think the deck is funny is all
forcing your opponent to crash their stuff into your stuff is just peak funny to me
Yang Zing has a card for that too
I used it in a Gimmik Rock Def Deck
G Golem really could have been what the Invincible Fortress SD had going on. It’s pretty great, but
I just wanna win with my opponent attacking my defense position monster while [Canyon] is on the field
Coronation of the Princesses
Normal Spell Card
Target 1 "Pikeru" or "Curran" monster; Tribute that monster, then Special Summon 1 "Pikeru" or "Curran" monster from your Deck, ignoring the summoning conditions. You can banish this card from your GY; Return 1 "Pikeru" or "Curran" monster from your GY to the bottom of your Deck, then draw 1 card. You can only use each effect of "Coronation of the Princesses" once per turn.
Pikeru & Curran - Magicians of Rivalry
LINK-2 / LIGHT
Spellcaster / Link / Effect
↙️ ↘️
2 Spellcaster monsters, including either a "Pikeru" or "Curran" monster.
This monster's attribute is also treated as DARK. "Pikeru" and "Curran" monsters that this card points to, gain 800 ATK and DEF. If this card is Link Summoned: You can add, either 1 "Pikeru" or "Curran" monster, or a Spell / Trap that mentions "Pikeru" or "Curran" in its text from your Deck. You can tribute 1 "Pikeru" or "Curran" monster this card points to, and if you do, depending on which monster was tributed, apply the next effect:
- "Pikeru" monster: Gain 2000 LP
- "Curran" monster: Inflict 2000 damage to your opponent
You cannot activate cards or effects that inflict damage to your opponent during the turn you activate this effect, except from "Curran" monsters. You can onlu use each effect of "Pikeru & Curran - Magicians of Rivalry" once per turn.
ATK 1800
Shouldn't the Arrows point to Bottom left and right to make it easier to use the effect?
@forest vortex Good point.
Field Spell
Zombie monsters on the field gains 500 ATK/DEF. Non-Zombie monsters on the field lose 500 ATK/DEF. Your opponent cannot target your Set monsters with card effects, also they cannot be destroyed by your opponent's card effects. Both players can Normal Summon Zombie monsters for 1 less Tribute. If this card in its owner's control is sent to the GY, or banished, by an opponent's card effect: You can Special Summon 1 "Royal Pharaoh's Mummy" from your hand, Deck, or GY. You can only use this effect of "Sacred Tomb of the Mummy" once per turn.```
[Fusion of fire]
It really is just poly huh
The "during either player's turn" is non-sensical
It makes it a quick play
wait what the fuck is this super poly but for the salad mirror
What do you want to make a quick play? Normal spells?
Yea
But it's fusion of fire
Idt anyone ever used this in salad, even during toss
It was used choccy
It wasn't optimal tho
They didn't
Hold up lemmie fix it rq, just realized it can't be summoned first turn easily if it has to use a non fire
Pretty sure i found a topping list on vector once
Do yall think the card is like, not too broken for a real release?
Once isn't "was consistently used during first weeks of FoF release"
Ppl just started understanding it's not worth maining for the mirror when there's 3 other decks in the format
Anyway, like i said before, what do you want the "during either players turn" do crab?
Fair enough
Fixed
It makes it a quick effect
It makes what a quick effect?
First of all, that'd be a new mechanic, and a nonsensical one at that
Do you want normal spells become spell speed 2 or smth?
Then i suggest a retrain for FoF
So like you summon the first 1 turn 1, set the fusion of fire
Then turn 2 you use fof to tribute your opponents monster and itself to set fof back and set a st from deck
Or you could just make the monster mill on summon and copy an s/t effect as a quick effect?
Bassicly gives you more followup, an additional non targeting removal, and boosts the attack so they aren't normaling a guy and trying to beat over sunlight
That was The idea
Idk how to make that work without making fof a quick effect
What
While keeping it in theme salad
(Quick Effect): Banish 1 "Salamangreat" Spell/Trap from your GY; this effect becomes the effect when that card is activated
.
Thank you
Just mill another, or not banish
I think I got jt
@gray elk wait
Doesn't orcustrated babal give quick effect properties to cards?
I mean, sure, but you still don't get the implications
How will will work?
How will equips work?
You're opening a can of worms
You'd have to write a clarification essay on how the card works
When the other 2 solutions work just as fine
1 Effect monster + 1+ FIRE effect monsters
Must first be Fusion Summoned with "Fusion of Fire". If this monster is Special Summoned: You can Set 1 "Salamangreat" Spell/Trap from your GY, also it can be activated this turn, and you can be activated as a quick effect, then, if this card was Fusion Summoned using "Salamangreat Indigo Chimera" as material, you can Set 1 "Salamangreat" Spell/Trap Card from your Deck, also it can be activated this turn, and it's effect can be activated as a quick effect. "Salamangreat" monsters you control gain 500 ATK for each monster used for this card's Fusion Summon.
Does that fix it?
<will of the salamangreat>
[Salamangreat claw]
Equip only to a "Salamangreat" monster. The equipped monster cannot be destroyed by battle or card effects, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If the equipped monster is a "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material, during each Battle Phase it can make attacks on monsters up to its Link Rating. You can only control 1 "Salamangreat Claw".
And then after you explain, explain how is that intuitive and doesn't need explanation
Game mechanics are there for a reason
It can be activated as a quick effect just means the card can be activated at spell speed 2 not the effect right?
How does orcustrated babal work?
How would you re write it?
I already gave you 2 suggestions
I have no idea how you'd write it making it quick effect copy
Im sorry I'm not trying to frustrate you I'm just confused
PSCT is really weird to me
ok so first of all
this isn't a problem with psct
you're changing fundamental game mechanics without even an iota of understanding of how it would break the game
it's why i'm constantly grilling you about will
because you'd have to write a paragraph on how the effect would interact with continuous spells, and that's a red flag immediatelly
you want the card to accomplish something, and i gave you 2 suggestions on how to accomplish it two different, good ways
and on this
i already wrote you one
and it's not hard to look at [verte] and just slap (quick effect) on it
Rating: Link-2 (↙↘)
[ Plant / Link / Effect ]
ATK 500
2 Effect Monsters
You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.
1 Effect monster + 1+ FIRE effect monsters
Must first be Fusion Summoned with "Fusion of Fire". Once per turn (Quick Effect): you can target 1 "Salamangreat" Spell/Trap card in your graveyard; this effect becomes that card's effect when that card is activated. If this card was Fusion Summoned using "Salamangreat Indigo Chimera" as material, you can Set 1 "Salamangreat" Spell/Trap Card from your Deck, also it can be activated this turn. "Salamangreat" monsters you control gain 500 ATK for each monster used for this card's Fusion Summon.
@gray elk so like this?
Must first be Fusion Summoned with "Fusion of Fire". Once per turn (Quick Effect): you can target 1 "Salamangreat" Spell/Trap card in your GY; this effect becomes that card's effect when that card is activated. If this card was Fusion Summoned using "Salamangreat Indigo Chimera" as material: You can Set 1 "Salamangreat" Spell/Trap Card directly from your Deck, also it can be activated this turn. "Salamangreat" monsters you control gain 500 ATK for each monster used for this card's Fusion Summon.
you need to use GY and the second effect should activate
Oh right right
Thank you for baring with me
Wait a minute
@gray elk could you summon itself with fusion of fire?
If you copy fusion of fire's effect?
Or would the restriction have to be changed to like "must be fusion summoned with the effect of a salamangreat card"
don't see why not, but i don't think we have a precedent in the db
If this card was Fusion Summoned
just noticed this part, should be is, not was
the hopt on the second effect is bad
should be "You can only use this effect of <card name> once per turn." as a separate sentence
Oh okay okay thank you
I'm pretty sure the text of the first effect is worded incorrectly
oh wow now we've managed to circumvent the hard opt and can now fusion summon 3 of this a turn and fuse away the opponent's whole field
that's kinda ironic
Huh
Yeah so the initial idea of setting the card gave the fusion of fire effect a psudo hopt
Didn't think to fix that when doing the copy effect @storm pecan
Then tell me how is wrong
Don't just imply that it is
Lerystic Hurler
EARTH | Level 5 | [ Machine / Pendulum / Effect ] | ATK 0 | DEF 2100
0 - Pendulum Effect - 0
Once per turn, you can: Special Summon this card to your Main Monster Zone in its same column, and if you do, place 1 Level 4 or lower "Lerystic" Pendulum Monster from your Deck or Extra Deck in your Pendulum Zone that is in this card's column. You cannot Pendulum Summon non-"Lerystic" monsters, except from the Extra Deck. This effect cannot be negated.
Monster Effect
You can (Quick Effect): Choose 1 Main Monster Zone that has a monster in it; destroy that monster, and if you do, Special Summon 1 Level 4 or lower "Lerystic" monster, that was in your Pendulum Zone and this card's column at activation, to the chosen Main Monster Zone. You can only use this effect of "Lerystic Hurler" once per turn. If this card you control is used as Synchro Material for an EARTH monster, it can be treated as a Tuner.
Lerystic Payload
EARTH | Level 1 | [ Machine / Pendulum / Effect ] | ATK 1600 | DEF 0
5 - Pendulum Effect - 5
While you control a "Lerystic" Synchro Monster in this card's column, you can negate any activated Spell effect, and if you do, banish that Spell and this card. You can only use this effect of "Lerystic Payload" once per turn.
Monster Effect
If this card is Normal or Special Summoned: Destroy all cards in this card's adjacent Monster Zones (if any), also, you can Special Summon 1 Level 5 or higher "Lerystic" monster from your Extra Deck or GY in your center Main Monster Zone. You can only use this effect of "Lerystic Payload" once per turn, and cannot Special Summon monsters from the Extra Deck during the turn you activate this effect, except EARTH monsters.
Lerystic Kannareed
EARTH | Level 8 | [ Machine / Pendulum / Effect ] | ATK 500 | DEF 2900
0 - Pendulum Effect - 0
Once per turn, while you control a Machine monster Special Summoned from the Extra Deck, you can: Special Summon this card to your Main Monster Zone in its same column, and if you do, place 1 "Lerystic" Pendulum Monster that is banished or in your Deck in your Pendulum Zone that is not in this card's column, and if you do, destroy 1 other monster you control or in your hand.
Monster Effect
Once per turn, you can (Quick Effect): Choose 1 Main Monster Zone; if a monster is in that zone, negate its effects, also, after that, Special Summon 1 Level 4 or lower "Lerystic" monster, that was in your Pendulum Zone and this card's column at activation, in the same column as the chosen Main Monster Zone.
Lerystic Rubblemaker
EARTH | Level 4 | [ Machine / Pendulum / Tuner / Effect ] | ATK 1900 | DEF 0
5 - Pendulum Effect - 5
You can: Special Summon 1 Level 5 or higher "Lerystic" monster from your Deck or Extra Deck in this card's column, then, if you Special Summoned a monster from your Deck, discard 1 EARTH monster. While you control a "Lerystic" Synchro Monster in this card's column, if your opponent Special Summons a monster from the Extra Deck, you can: Banish that monster and this card. You can only use each effect of "Lerystic Rubblemaker" once per turn.
Monster Effect
If this card is Normal or Special Summoned: Return all other cards in this card's column to the hand (if any), and if you do, negate the effects of cards with the name of the returned card(s) for the rest of this turn, also, you can add 1 "Lerystic" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Lerystic Rubblemaker" once per turn, and cannot Special Summon monsters from the Extra Deck during the turn you activate this effect, except Machine monsters.
Lerystic Balleuhemer
EARTH | Level 12 | [ Synchro / Machine / Effect ] | ATK 0 | DEF 3600
1 Tuner + 1+ non-Tuners
Gains ATK equal to the combined original ATK of all "Lerystic" Monster Cards you control. Thrice per turn, if a Level 4 or lower "Lerystic" Monster Card leaves your Pendulum Zone(s), you can: Place 1 Level 4 or lower "Lerystic" Pendulum Monster that is banished, in your Deck, or Extra Deck, in your Pendulum Zone. During the End Phase, you can: Special Summon 1 Level 5 or higher "Lerystic" monster from your hand or GY, except a Synchro Monster, but destroy it at the end of the next turn. You can only use this effect of "Lerystic Balleuhemer" once per turn.
Level 6, 2400/200, FIRE, Pyro
You can only use the 2) effect of cards with this name once per turn.
1) If you control no monsters, you can Special Summon this card (from your hand).
2) If this card is Normal or Special Summoned: You can send 1 FIRE monster from your hand or field to the GY; add up to 2 "Hazy Flame" monsters from your Deck to your hand with different names, except "Hazy Flame Serpent".
3) Your opponent cannot target this card with card effects.
4) While this card is attached to a "Hazy Flame" Xyz Monster as material, that monster gains this effect.
● Cannot be destroyed by battle or banished by card effects.
Hazy Flame Hieracosphinx
Rank 6, 1800/3000, FIRE, Pyro, Xyz
2+ Level 6 monsters
You can only use the 1) and 4) effects of cards with this name once per turn.
1) If this card is Xyz Summoned: You can detach 2 materials from it, then target 1 "Hazy Flame" Xyz Monster in your GY, except "Hazy Flame Hieracosphinx"; Special Summon it, and if you do, attach 1 "Hazy Flame" monster each from your hand, field, and GY to it as material.
2) Your opponent cannot target this card with card effects.
3) Once per turn (Quick Effect): You can look at the top card of your and/or your opponent's Decks.
4) During your opponent's turn (Quick Effect): You can detach 1 material from a "Hazy Flame" Xyz Monster you control, then target 1 monster in your opponent's GY; attach it to a "Hazy Flame Basiltrice" you control as material.```
along with the one i posted last time that finishes up my hazy flame support
Elemental HERO Tempest - Glider Strike (Elemental HERO Tempester - Chaos Tempester)
Level 8/WIND/Warrior/Fusion/Effect
2800ATK/2800DEF
3 "Elemental HERO" monsters with different Attributes
Must first be Fusion Summoned. (Quick Effect): You can return 1 HERO monster from your GY to your Deck; this card cannot be destroyed by card effects this turn, and if the Attribute of the returned monster was LIGHT, WATER, or WIND, apply the appropriate effect afterwards. You can only use the effect of “Elemental HERO Tempest – Glider Strike” once per turn.
● LIGHT Switch the Battle Position of 1 monster your opponent controls.
● WATER You can activate 1 Normal Trap from your hand this turn (even if this card leaves the field).
● WIND Switch the ATK and DEF of 1 monster your opponent controls for the rest of this turn.
You don't need to list the attributes beforehand even if it only does smthg with some of them. Can reduce the text to
...this turn, then you can apply the appropriate effect based on the attribute of the returned monster.
understand
you should buff all the effects besides water
as it stands this card doesn't really have payoff
LIGHT effect buff: Negates the switched monster's effects
WIND effect buff: Makes the opponent take double battle damage this turn
another idea is to also make it negate and destroy an opposing spell/trap
to reference another card Avian has
You do realize that Rokkets have a lot of GY presence yes?
He can basicly Attack until your Opponent is dead in 1 Turn
Yeah, I play Dragon Link. Well, my idea was to make a monster that grew stronger each turn
Oh, I should errata it so it was Rokkets with different names
Since we only use Tracer, Recharger and MAAAAAYBE Synchron
So that would be a maximum of 3 attacks
Sure...just 3...
I know there would be crazy mofo who decks even Exploderokket just to get 10 attacks
...and I would love it
Dragon Link plays barely any Rokkets and that's unfair!
Multiple direct attacks on a 3000 is a bit much.
Just make it so it can attack monsters up to the number of Rokkets with different Names in your GY then it can not attack directly in that turn but can clear the Field
I do think an atk decrease after each attack is fair
make so each attack makes it lose 500 ATK
And that it cannot attack directly
heck have it replace the attack lock with no GY Rokkets
I decided to give it a reverse Chaos Max
The battle damage is halved
So it can wipe out the field but not OTK
fair
https://docs.google.com/spreadsheets/d/193KTF9l1GoGNX6RTej0LAi1lOms_gVkEthtOh92Lmds/edit?usp=sharing
<@&646186882236940288> Results for Round 35.
Congratulations to @sudden palm for winning this round. Pretty great entries this time. Some of the entries didn't quite fit in with the spirit of the contest and were penalized in the scores. Otherwise, pretty well done. The overall scores being much higher than before speaks for itself. Good job everyone. Looking forward to your next entries.
Ping me here or DM me for your feedback blocks.
Next contest will be up soon after we get the next theme.
Sheet1
Place,Card Name,Card Creator,PSCT,Balance,Creativity,Total Score,Image
1st(Winner),Storm Eater,Kataigis#1637,10,8,9,27,https://imgur.com/a/ATRpPhE
1st(tie),Volatile Dragon Nuclewurm,spirawr!#6790,10,8,9,27,htt...
I wanna see my reasoning
three way tie 
Because of that i’m technically in second!
I’m not, but I like to be optimistic
Ayyyy congratulations
Guess I got 3rd in a manner of speaking
Good cards everyone!
I love how Hi-Speedroid Kataigis' monster is like, a retrain of friggin' Air Eater. That's just great.
If i had a nickel for every time i tied for first with sigma, i'd have 2 nickels
@dire leaf block pls
Cambrian Explosion
Normal Trap
Discard 1 card; Add 2 "Paleozoic" Trap Cards with different names from your Deck to your hand. You can activate this card from your hand in place of 1 of your Normal Summons this turn. During your Main Phase: You can banish this card from your GY; Special Summon 1 "Paleozoic" Trap Card from your Deck as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (It is NOT treated as a Trap.) You can only use this effect of "Cambrian Explosion" once per turn.
Paleozoic Xenusion
Normal Trap
Immediately after this effect resolves, Xyz Summon 1 Xyz Monster, using monsters you control as Xyz Material. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
Rakkis cards 
Melodious Chorus
Continuous Spell
Once per turn: You can Special Summon 1 "Melodious" monster from your hand. If you Normal Summon a "Melodious" monster, Special Summon 1 "Melodious" monster with the same level but a different name from your Deck. You can only use this effect of "Melodious Chorus" once per turn.
Crescendo the Melodious Diva LIGHT Level 4
Fairy / Effect
If this card is Special Summoned: Add 1 "Melodious" card from your Deck to your hand, except "Crescendo the Melodious Diva". During your Main Phase: You can banish this card from your GY; Special Summon 1 "Melodious" monster from your GY, and if you do, you cannot Special Summon monsters this turn, except "Melodious" monsters. You can only use 1 effect of "Crescendo the Melodious Diva" per turn, and only once each turn.
ATK/ 1400 DEF/ 1800
Johanna the Melodious Maestra LIGHT Level 8
Fairy / Effect
If your opponent Special Summons a monster: "Melodious" monsters you control gain 500 ATK and DEF. If you control no monsters: You can discard this card; Draw a card, then you can Special Summon 1 "Melodious" monster from your hand. You can't Special Summon monsters during the turn you activate this effect, except "Melodious" monsters. You can only use this effect of "Johanna the Melodious Maestra once per turn.
ATK/ 2000 DEF/ 2800
Johanna being bootleg Maxx C is really funny
especially if you control 3
everything will very rapidly become unable to be beat over
A melodious S/T that doesn't target or require an empty field

Full armored gravitation isn't a continuous spell
You'd have to make that effect activated if you wanted to trigger it during full armored's activation
Also the first sentence is nonsensical
Feels like if Armor Cards ever did get printed they’d just be like
Monster Cards with just an effect that lets you play them as continuous spells
Or we get the meklord treatment
Which is basically skipping over the entire gimmick
Claudia the Melodious Maestra LIGHT Level 7
Fairy / Fusion / Effect
2 "Melodious" monsters
If this card is Special Summoned: Shuffle 1 card your opponent controls into the Deck. If a "Melodious" monster you control is Tributed: You can Special Summon 1 Level 4 or lower "Melodious" monster from your Deck. You can only use this effect of "Claudia the Melodious Maestra" once per turn.
ATK/ 2400 DEF/ 2000
Melodious Invitation
Continuous Trap
If your opponent Special Summons a monster: Take control of it until "Melodious Invitation" leaves the field, and if you do, it is treated as a LIGHT Fairy "Melodious" monster while face-up on the field. If you control three or less "Melodious" monsters, send this face-up card to the graveyard.
Nimble Quokka EARTH Rank 2
Beast / Xyz / Effect
2 Level 2 "Nimble" monsters
Once per turn (Quick Effect): You can detach 1 material from this card; "Nimble" monsters you control gain 1000 ATK and DEF this turn. (Quick Effect): You can banish this card from your GY, then target 5 "Nimble" monsters in your GY; Shuffle them into your Deck, then you can Special Summon 1 "Nimble" monster from your Deck.
ATK/ 1100 DEF/ 100
Nimble Platypus WATER Level 2
Beast / Tuner / Effect
If you control a "Nimble" monster (Quick Effect): You can Special Summon this card from your hand. If this card is Summoned, you can: Immediately after this effect resolves, Synchro or Xyz Summon 1 "Nimble" monster, using monsters you control as material.
ATK/ 400 DEF/ 100
Nimble Kangaroo EARTH Level 8
Beast / Synchro / Effect
1 Tuner + 2+ "Nimble" Non-Tuner monsters
Monsters you control get 500 ATK for each "Nimble" monster used as Synchro Material for this card's Summon. If this card is Tributed or leaves the battlefield by your opponent's card effect: Target 2 "Nimble" monsters in your GY with different names; Special Summon 1 of them, then add the other to your hand.
ATK/ 2000 DEF/ 100
Nimble Dolphin WATER Level 4
Aqua / Synchro / Tuner / Effect
1 "Nimble" Tuner + 1 "Nimble" Non-Tuner monster
If this Synchro Summoned card attacks: You can search your Deck for 1 "Nimble" card, then either add it to your hand or send it to your GY. (Quick Effect): You can banish "Nimble Dolphin" from your GY, then Tribute 1 "Nimble" monster you control; Special Summon 1 Level 2 "Nimble" monster from your GY. You cannot Special Summon monsters during the turn you activate this effect, except "Nimble" monsters.
ATK/ 1200 DEF/ 100
Set the Table
Field Spell
Once per turn: You can target 1 "Malicevorous" card in your GY; Add it to your hand. Xyz Monsters you control with 3 "Malicevorous" monsters with different names attached to it as material gains 1000 ATK and DEF and can't be targeted by your opponent's card effects.
7 Colored Schooling
Normal Spell
Special Summon 1 "7 Colored" monster from your hand, then if you Special Summoned "7 Colored Fish" this way, Special Summon 1 "7 Colored" monster from your Deck. You can banish this card from your GY; Add 1 "7 Colored Fish" from your GY to your hand.
7 Colored Jellyfish WATER Level 3
Aqua / Tuner / Effect
If this card is Summoned: You can Add 1 "7 Colored Fish" from your Deck to your hand. Once per turn: You can target 1 "7 Colored" monster you control; Increase or decrease its level by up to 2.
ATK/ 800 DEF/ 0
7 Colored Jewelfish WATER Level 7
Fish / Synchro / Tuner / Effect
1 Tuner + 1+ "7 Colored" monster
This card's name becomes "7 Colored Fish" while face-up on the field. If this card is Synchro Summoned: Draw a card for each "7 Colored Fish" used as Synchro material for the Summon. If you do, you cannot Special Summon monsters for the rest of this turn, except "7 Colored" monsters. Once per turn: You can target 1 "7 Colored" monster you control; Increase or decrease its level by up to 2.
ATK/ 2800 DEF/ 1800
That's a lotta cards wtf
Level 4, 1200/800, DARK, Spellcaster, Tuner
You can only use the 1) and 2) effects of cards with this name once per turn.
1) You can send 1 Synchro Monster from your Extra Deck to your GY; Special Summon this card from your hand, and if you do, increase its Level by the Level of that Synchro Monster. You cannot Special Summon monsters the turn you activate this effect, except DARK monsters.
2) You can target 1 face-up monster your opponent controls with a lower Level than this card; send it to the GY, and if the difference between both cards' Levels is exactly 10, you can Special Summon 1 "Earthbound Immortal" monster from your hand or GY. This is a Quick Effect if you control an "Earthbound Immortal" monster.```
dunno if the card is too underpowered to be fun to use maybe the level difference should be 10+ for the 2nd effect
I'm making multiple earthbound supports
not sure what you meant with the second effect
and idt neither springs nor trib wants this
the overlay trib thing is also worded wrong and isn't functional
You didn't even put my entry on? 🤨
I DMed you regarding the issue.
7 Colored Ocean
Field Spell
(This card is always treated as "Umi")
You can only activate the following effects of this card's name once per turn. 1 - During your Main Phase: You can Special Summon 1 "7 Colored Fish" from your hand. If you do, draw a card. 2 - Target 1 Fish you control; Double its ATK, also its level becomes half its level, rounded down.
Could not resolve English data for searches: 1, 2
Oh, square brackets trigger the bot. Whoops
Happens
One on One Opponent
Trap Card
During the Battle Phase your opponent controls no monsters and you control "One on One Overlord", after this card's activation and resolution: Your opponent can Special Summon 1 monster from their hand or GY. This turn, "One on One Overlord" must battle that Summoned monster, if not, destroy it during the End Phase. You can only activate "One on One Opponent" per turn.
Archfiend Earl
<1>[Level 6/Dark/Fiend/Pendulum/Effect]<1>
You can pay 2000 LP; destroy this card, and if you do, add up to 2 "Archfiend" cards with different names from your Deck to your hand, except "Archfiend Earl". You cannot Special Summon monsters the turn you use this effect, except Fiend monsters. You can only use this effect of "Archfiend Earl" once per turn.
[Monster Effect]
If this card is Special Summoned: You can target 1 monster with 2500 or less DEF; destroy it, then if this card was Pendulum Summoned, gain 1200 LP. You can only use this effect of "Archfiend Earl" once per turn.
ATK 2500 / DEF 1200
Archfiend Countess
<8>[Level 3/Dark/Fiend/Pendulum/Tuner/Effect]<8>
You can pay 1000 LP; add 1 Fiend monster from your GY or face-up Extra Deck to your hand. You can only use this effect of "Archfiend Countess" once per turn.
[Monster Effect]
When this card is used as Synchro Material for the Synchro Summon of a Fiend monster, you can treat all other Synchro Materials (that have a Level) as Level 3 monsters.
ATK 1500 / DEF 1200
reminds me of customs I made that I think will work great with this
The Destruction protection needs a hopt
Or just a opt considering you would put work in to having a lot of Bricks in your Deck for it
So essentially a towers-type boss monster that can only be dealt with by non targeting non destruction removal. Not bad ig.
Would have preferred it more if it had some form of disruption instead of going full helmet and doing nothing else.
i don't like how it has no progression
it just ignores all the preexisting cards in the theme and makes them all irrelevant
Just untrue
Cisnei Prima Deneia [L7|LIGHT|Winged-Beast|ATK 2000|DEF 1500]
If this card is in your hand or GY: You can Tribute 1 other "Cisnei" monster in your hand; Special Summon this card and 1 other "Cisnei" monster from your Deck. If this card is Special Summoned by the effect of another "Cisnei" card: You can add 1 "Cisnei" card from your Deck to your hand. You can only use each effect of "Cisnei Prima Deneia" once per turn. A "Cisnei" Xyz Monster that was Special Summoned using this card as material gains the following effect:
- Once per turn, if your opponent activates an effect (Quick Effect): You can banish 1 "Cisnei" monster from your GY; negate that effect.
Excisnei Exprima Pontamorea [R7|LIGHT|Winged-Beast|Xyz|ATK 3000|DEF 2000]
2+ Level 7 "Cisnei" Monsters
This Xyz Summoned card cannot be targeted by card effects. You can also detach a material from this card as cost for "Cisnei" card effects that require Tributing. If this card is Xyz Summoned: You can add 1 "Palcostella - Nave del Cisnei" from your Deck to your hand. During the Main Phase (Quick Effect): You can detach 1 material from this card; banish 1 card on the field. If a "Cisnei" monster is Tributed: You can attach a "Cisnei" monster to this card as Xyz Material from the Deck or that is banished. You can only activate each effect of "Excisnei Exprima Pontamorea" once per turn.```
Okay, so I kinda have an archetype idea, although I'm just with the first two cards right now. I'll just ask if the direction of my idea looks a bit unbalanced or the cards have too much effects, and also with regards to PSCT.
*Also, Palcostella will be a Field Spell, thinking of what to put on it though.*
Ugh. Dueling Book seems down for some reason. Or at least the custom cards are. I'll post the rest later.
I need to finish up my zombie pendulum Xyz theme
I actually memorized how to spell Asmoranomardicadaistinaculdacar
It's actually an easier spelling than what seems like a tenth of English words
Lv4 FIRE Machine/Effect 1600/1400
If this card is Normal or Special Summoned: You can add 1 "Springans" Spell/Trap or "Golgonda" card from your Deck to your hand. If this card is in your hand, field, or GY: You can target 1 "Springans" Xyz Monster you control; attach this card to it as material. You can only use each effect of "Springans Morta" once per turn.``````Springans Sile
Lv8 FIRE Machine/Effect 2400/1100
If this card is sent from the hand or Deck to the GY: You can Special Summon this card. If this card is in your hand, field, or GY: You can target 1 "Springans" Xyz Monster you control; attach this card to it as material. You can only use each effect of "Springans Sile" once per turn.``````Springans Volley
Normal Spell
Send 1 "Springans" monster from your Deck to the GY. You can banish this card from your GY, then target 1 "Springans" Xyz Monster you control: Its name becomes "i can't think of a cool name but pretend there's a cool non-Springans name here" until the End Phase. You can only activate 1 "Springans Volley" per turn.```
what's the point of the name change
so you can hard make one and then golgonda for a second
instead of having to link off
also works for "golgonda one, next turn this clears the name so you can golgonda again"
Welcome to Round 36 of the Custom Card Tournament!
Rules
- There will be one Judge, usually the one who won the last contest.
- Cards will be judged based on PSCT, Creativity, Balance, and perhaps other criteria which will be decided by the current Judge beforehand. PSCT is based on the latest available, usually Series 11.
- You can usually only submit 1 card, or 1 series, or 1 archetype, depending on the nature of the competition. You can edit your submission before the deadline arrives as much as you want, but once it arrives you cannot change it.
- You must make your card through some kind of card maker (Duelingbook, TCGEditor, YugiohCardMaker, etc.) and upload it as an imgur image. Cards will be presented at the end with the creator's name and their score in a final ranking.
- The winner of each round will have an opportunity to judge the next round and/or choose the next contest theme. If they do not wish to be the next Judge, they can either let the next in line have the opportunity to be a judge and pick the theme or they can pick a theme and let one of the Assistants act as the Judge over the theme.
- You cannot ask the current Judge for the round to help you with your card. If asking for feedback in the custom card channel, try to make it clear that it's for the competition.
Theme & Deadline
This week's theme is Sidegrade retrain of an Extra Deck monster, more specifically, A new Extra Deck monster that retrains a specific ED monster in such a way that it is an alternate option to the original in terms of utility and powerlevel. They can be part of an Archetype/Series by name and/or text. Try to keep the card level with the original card, and not make it redundant or powercrept. It should also ideally use the same/similar materials or summoning conditions, but have distinct effects, so it's worth going into. Examples include Stardust Spark Dragon for Stardust Dragon, Odd-Eyes Raging Dragon for Odd-Eyes Rebellion Dragon, and Spright Sprind for Spright Elf etc.
You can play around with the materials/summoning conditions, being in or out of the archetype, its Monster Card Type, or the like, as long as you keep the amount of effort to make it in the Deck and it's output relatively the same. However do note if you make it too generic, it will be judged as one, in both balance and in regards to being a sidegrade.
The Criteria this time around is same as usual with PSCT, Creativity, and Balance scored out of 10.
Your card is due 1 week from now, at March 28th, 11:59 PM Pacific Time (UTC+0 March 29th 6:59 AM) - <t:1680073140:f>.
Submission ends in <t:1680073140:R>
Submission Form
https://docs.google.com/forms/d/e/1FAIpQLSfayeTxHV4sHN7GYw8yIeRn6Kk8OUOD36go8GVuEd7DQpGNEw/viewform?usp=sf_link
<@&646186882236940288>
interesting
extra deck
ED monster.
I still think it's a bit weird this is designed for dlink rokket counts rather than uh
actual rokket deck rokket counts
I mean, yeah, no one plays Pure Rokket
There are 4 or 5 Rokket monsters that are completely useless
Explode, Silver, Anesth, Shell, Magna
Oh got my own
Firewall Neutron Dragon
LIGHT/Cyberse/Link/Effect
2500ATK/Link-4 (Top Center, Bottom Center, Left Center, Right Center)
2+ Cyberse monsters
Once while face-up on the field: You can Special Summon 1 Link-4 or lower Cyberse Link Monster from your GY to a zone this card points to. When your opponent activates a monster effect from the field (Quick Effect): You can return 1 monster this card points to the hand; return that opponent’s monster to the hand. You can only use each effect of "Firewall Neutron Dragon" once per turn.
Older one I made
yeah but i'd still consider worth designing around the actual number of rokket monsters (at least I would personally)
Psct is baaaaaad
Basically mine if firewall but backwards for a hypothetical manga adaptation
The thing is, this card would be way stronger than the original Borreload eXcharge
The original eXcharge just summons 1 Borrel monster in exchange for absolutely locking your extra deck for the entire rest of the turn
So idk if to submit it
I mean you can still wait and think about it
It's not like you need to sent it in immidiently
(I've had a few times that I've missed submission because of thinking it too much lol)
So this is just retraining ED monsters? @dire leaf
Yes.
this one will be interesting for sure
Try to keep them as sidegrades, tho. No direct powercreeping.
I'm looking at you Leo Utopia Ray which came days after Dragon Utopia Ray.

Oh you mean the almost 5 month difference for OCG?
There are too many cards for this david
time to get my favorites out then choose
time for a third weather painter link
Synchro materials 
or maybe I'll make a gem knight fusion
So basically for this new theme we have to make Charlemage kind of guy?
yeah
Coiling Mist Wurm WIND Level 9
Thunder / Synchro / Effect
1 Tuner + 2+ Non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Level 3 or lower Monster Card in your GY. Special Summon it. You can only use this effect of "Coiling Mist Wurm" once per turn. (Quick Effect): You can target 1 Tuner you control and 1 card your opponent controls; Return them to the hand.
ATK/ 2500 DEF/ 1500
More like Pixi Dragon and the like
You could stretch it and make the summoning, type and attribute the same but the effect different
Case A: Red Dragon Archfiend - Scarlight Red Dragon Archfiend
Level 6, 1800/2200, DARK, Fiend, Fusion
"Edge Imp Scythe" + 1 "Fluffal" monster
If this card is Fusion Summoned: You can target 1 face-up monster your opponent controls; equip that target to this card. Each time your opponent Special Summons a monster(s), this card gains ATK equal to that monster(s) Level/Rank x 100, until the end of the next turn. Once per turn, if your opponent activates a card or effect that targets a "Frightfur" monster(s) you control, you can send 1 card equipped to this card to the GY, and if you do, negate that effect.
Hmm... Not really feeling giving my retrain reanimation
retrains always feel hard
Fortune Lady Eternity
Level 7 Dark Spellcaster Fusion
?/?
1 "Fortune Lady" tuner + 1+ Spellcaster Non-tuners
This card's ATK/DEF become its Level x 400. Once per turn, during your Standby Phase: Increase this card's Level by 1, then, you can banish 1 set card your opponent controls. If this card is destroyed by battle or card effect: You can target up to 3 of your banished "Fortune Lady" monsters; Special Summon them, and if you do, their levels become 1. You can only use this effect of "Fortune Lady Eternity" once per turn.
Cool theme!
Nice stuff
A bit more true to the original.
Should be the final version unless I look at it with fresh eyes in the morning, don't like it and make changes.
does the side train need to be archetypically related to the original
Gem-Knight Almandine
Level 6 Earth Pyro Fusion
2500/1300
"Gem-Knight Garnet" + 1 "Gem-Knight" Monster.
Once per turn, If a "Gem-Knight" monster is Fusion Summoned while you control this card: This card gains ATK equal to the original ATK of that Fusion Summoned monster. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
decided to make the ATK gain mandatory to ensure it's side-gradeness
I want to make a borreload sidetrain but not actually a borrel boy
that kinda defeats the point of it being a retrain i'd imagine
the point of retraining it is to have it be a new version of a previously existing card
from the op
You can play around with [...] being in or out of the archetype
so you can make it a nonborrel yeah
hm...
I kinda like my gem-knight Ruby retrain, as basic as it is
Exchange tributing a monster for having to commit resources to another fusion summon,
Mist Valley Scout
Level 4/Wind/Warrior/500 ATK/1000 DEF
If this card is Summoned: You can add 1 “Mist Valley” card from your Deck to your hand. (Quick Effect) You can return this face-up card to your hand; Special Summon 1 “Mist Valley” monster from your Deck. You can only use each effect of “Mist Valley Scout” once per turn.
1 card infinite negates 
Yes 
if i were to attempt to fix halq
to be only crystron support
for this
id have a hard time making the card just as good overall
ngl
@dire leaf is it fine if the card is worse than a banned version of the archtype
see above
since id like to make halq 2
but without actually making halq 2
Make it restrict you HARD on Crystrons
Don't let any other Tuner get shot in it's place
halq is literally the perfect crystron card so good luck 
Yeah...lets call him a Crystron card...
Not like he is generic as hell or anything
how do you even make a cryston locked needlefiber thats better






