#Custom Cards
1 messages · Page 14 of 1
Boot Sector Launch already exists m8
Make a better one
There we go
Wait nvm, this card is not OPT
Which is actually pretty fine
Since it has a cost on play
It's a soft once per turn yeah
Not that, I mean the first effect
Ahhh, yeah
Eschaton the Divine Zenith
LIGHT / Level 10 / Fairy / Maximum / Effect
You can Maximum Summon this with Eschaton the Divine Zenith (L) and Eshaton the Divine Zenith (R)
Requirement: None.
Continuous Effect: This card can't be destroyed by your opponent's trap effects, also, if it's in Maximum Mode, it can't be destroyed by your opponent's monster effects.
ATK 2500 / MAX ATK 4000 / DEF 0
Eschaton the Divine Zenith (L)
LIGHT / Level 10 / Fairy / Maximum / Effect
Requirement: You can pay 1000 LP to activate this during the Main Phase this card is Maximum Summoned.
Effect: Destroy all other cards on the field.
ATK 2500 / DEF 0
Eschaton the Divine Zenith (R)
LIGHT / Level 10 / Fairy / Maximum / Effect
Requirement: Discard a card.
Effect: If this card attacks a defense position monster this turn, inflict piercing damage.
ATK 2500 / DEF 0
made a maximum
Hands down the best Toon art I've ever seen
Normal Spell
Special Summon as many Normal Monsters with 500 or less ATK from your hand as possible. You can only activate 1 "Weakest Rush Ever!" per turn.```
horrible, love it
the moon tho
ok
i'll set the goal to make a boss monster for my custom archetype so i'll fucking know what it's supposed to do
because atm, scrapping everything i made that i'm not happy with, i only have this:
Artifacts are supposed to work like this: spells that have an effect and can attach themselves to Dracopride monsters
i tried
i wonder if it works as intended ;-;
@forest vortex need some help here

don't really think there's precident for cards caring about the pend zones that aren't explicitly pendulum cards themselves or are messing with a card already in that zone
would just be treated as normal equip spells
equip spells suck
this is my idea on how to fix
s/t zones aren't actually treated as pendulum zones unless something interacts with them in the right way
but easy fix just say left or rightmost s/t zone
it's an inherently weak effect so it depends on the archetype
monsters have more effects based on equipped cards
Knightmare Chimera
[Link 4⬅️⬆️⬇️➡️/Dark/Fiend/Effect]
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 "Knightmare" monster in your GY; Special Summon it, then, if this card was co-linked when this effect was activated, You can draw 1 card. You can only use this effect of "Knightmare Chimera" once per turn. Co-Linked monsters you control gain 1000 ATK.
ATK 2800
every knightmare has it like that...
World Legacy Corruption
[Continuous Spell]
When this card is activated: You can add 1 "Knightmare" monster from your Deck to your hand. You can reveal 1 "World Legacy" card in your hand; Special Summon 1 "Knightmare Token" (Fiend/Dark/Fiend/ATK 0 /DEF 0) to both player's field in Defense Position, but they cannot be used as Link Material, except for the Link Summon of a "Knightmare" Link Monster. You can only use each effect of "World Legacy Corruption" once per turn.
World Legacy Puppets
[Continuous Trap]
You can target 1 "Knightmare" Link Monster you control or in your GY; apply that monster's effect that activates when it is Link Summoned. During the End Phase: You can inflict 300 damage to your opponent for each Co-Linked monster you control. You can only use each effect of "World Legacy Puppets" once per turn.
Level 3/DARK/Machine/Effect
ATK/1500 DEF/1000
If you control a Link or Xyz DARK Machine monster, you can send a “Orcust” card from your hand to the GY, add to your hand a “Orcust” Spell/Trap card from your Deck or GY.
You can banish this card from your GY: Special Summon a banished “Orcust” monster, except “Orcust Chord Weaver”, it cannot be destroyed by card effects this turn, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.
You can only use each effect of “Orcust Chord Weaver” once per turn. ```
Level 4 EARTH Zombie/Effect
ATK 0/DEF 2500
During the End Phase, if this card was attacked this turn: Send it to the GY. If this card is sent to the GY by a "Trash" card's effect, except for a Fusion Summon: You can target 1 "Trash" monster in your GY, except "Trash Turtle"; add that target to your hand. You can only use this effect of "Trash Turtle" once per turn.```
Level 5 LIGHT Beast/Fusion/Effect
ATK 0/DEF 2000
2+ "Ojama" monsters
When this card is Fusion Summoned: You can target monsters your opponent controls up to the number of materials used; send them to the GY, and if you do, Special Summon "Ojama Tokens" (Beast/LIGHT/Level 2/ATK 0/DEF 1000) to your opponent's field in Defense Position equal to the number of monster send to the GY by this effect. These Tokens cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. You can only use this effect of "Ojama Prankster" once per turn.```
gonna make a deck that uses fusion monsters to summon ritual monsters
Battlin' Boxing Adrenaline
Normal Spell
Add 1 "Battlin' Boxer" monster from your Deck to your hand, and if you do, you can send 1 card from your hand to the GY. You can banish this card from your GY; Send 1 "Rank-Up-Magic" Normal Spell from your Deck to the GY, and if you do, this effect becomes that Spell's effect when it's activated. You cannot Special Summon monsters during the turn you activate this effect, except "Battlin' Boxer" monsters. You can only use each effect of "Battlin' Boxing Adrenaline" once per turn.
what did you think of Trash Turtle?
Level 4 EARTH Zombie/Effect
ATK 1800/DEF 0
Once per turn, if this card is on the field: You can make this card's ATK becomes 0; Special Summon 1 "Trash" monster from your hand, except "Trash Ape", but sent to card to the GY at the end of this turn. If this card is sent to the GY by a "Trash" card's effect, except for a Fusion Summon: You can target 1 "Trash" monster in your GY, except "Trash Ape"; add that target to your hand. You can only use this effect of "Trash Ape" once per turn.```
Most of the Trash monsters can add other trash monsters from the GY to their hand, but most of the Main Deck monsters have 0 ATK
Normal Spell
Send 1 "Trash" monster from your hand or field to the GY; take 1 "Trash" monster with a different name than send monster's name from your Deck and either add it to your hand or send it to the GY. You can only activate 1 "Take Out the Trash!" per turn.```
Level 1 EARTH Zombie/Effect
ATK 0/DEF 200
If this card is sent to the GY by a "Trash" card's effect: Special Summon as many "Trash Tokens" (Zombie/EARTH/Level 1/ATK 0/DEF 200) as possible. Monsters cannot be Special Summoned using these Tokens as material, except "Trash" monsters, also, if you would send a "Trash" monster(s) to the GY with a "Trash" card's effect, destroy the same number of these Tokens instead. You can only use this effect of "Trashirboh" once per turn.```
Got a new archetype idea cooking
what's the idea?
Basically the theme is exploring ancient temples (placing counters on continuous/field cards) and racing rivals (your opponent) to the treasure within them
btw
what spell cards can treat themselves as equip cards?
because i was making just that
I don’t think there’s any because equip spells exist

It’s a wiki, not exactly an official source of info
Can always look up the database
i would have to read every spell card
The official database has a text search feature
oh
well cards that equip monsters can always equip trap monsters
[the mask of remnants]
des gardius equips this thing to a monster
i imagine it'd just be like any of the traps that equip themselves to something
anyway good, there's a similar precedent
It’s just kind of a null point when there’s an entire class of spells specifically for equipping to things
ok so
to explain
i want the card to do something and then ya can equip it to a monster
So like the equip spells that do a thing and then equip after the thing resolves
you can equip
you cannot play an equip spell without a valid target on field
all 1 sentence
Except for the ones that are like premature burial
But I see your point
"then, you can equip"
if i wanted them to be traps i would have to add that they can be used from hand like imperm
isn't it how i wrote it fine?
i need help
oki
Target up to 2 Special Summoned monsters on the field; destroy them, and if you do, negate their effect until the end of the turn, then you can equip this card to a face-up "Dracopride" monster. The equipped monster gains 1000 ATK. If this card has been activated in the rightmost or leftmost Spell ∞ Trap Zone, the equipped monster gains 1600 ATK instead. You can banish this card from your field during your Main Phase. You can only control 1 "Steelhail - Dracopride Artifact".
you want a semicolon not a colon
if this effect is meant to negate the effects of the cards after they're destroyed (in the graveyard) you're going to need to word it like
hold on
[evilswarm obliviwisp]
and it's "Spell & Trap Zone"
no
it's a separate effect which doesn't activate which means it takes a whole action without using the chain which is weird
so i guess you want "Once per turn, while this card is equipped: You can banish it"
it cannot be once per turn
mh
it's probably fine
sounds fine
can i say "Main Phases"?
actually nvm
Target up to 2 Special Summoned monsters on the field; destroy them, and if you do, negate their effects until the end of the turn (including in the Graveyard), then you can equip this card to a face-up "Dracopride" monster. The equipped monster gains 1000 ATK. If this card has been activated in the rightmost or leftmost Spell & Trap Zone, the equipped monster gains 1600 ATK instead. During your turn, once per Main Phase, you can banish this card from the field. You can only control 1 "Steelhail - Dracopride Artifact".
ok sounds bad XD
Once per Main Phase: You can banish this card.
wouldn't i be able to do it during my opponent's main phase?
no it's an ignition effect
RIGHT
you don't need to restate things that are game rules
np
Proof of concept
Hidden Temple of the Jungle
Field Spell
Each time a card is added to a players hand, except by drawing it, place 1 Exploration Counter on this card. If the 10th Exploration Counter is placed on this card: Destroy this card, then add 1 “Hidden Temple Treasure - Crystal Skull” from your Deck to the Hand of the player who added a card from their deck to their hand at that time, then you can set 1 “Hidden Temple” Trap directly from your deck, it can be activated this turn.
tfw Maxx "C" is gonna ruin your deck
I don’t design cards with bad formats in mind
Also that yeah
a lot of decks can reach 10 counters in 2 turns
Yes that’s the idea
It’s a race to the treasure between both players
A cool idea
I like the ideas of cards that either start a 'race', be it an actual race or a 'chicken race' (No, not that one)
Like this

[Tower of Babel]
Yeah that’s the inspiration more or less
Oooh!
Some of the traps will let the opponent discard a treasure to “escape” (negate) them, but they lose out on getting to use the treasure if they do so
have it so you can spend tokens to debilitate your opponent
The monsters will all be about manipulating the number of counters yeah
basically if they add cards you can use the generated tokens at your advantage
Machine Angel Fusion
[Normal Spell]
Fusion Summon 1 Warrior "Cyber" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, then, you can Special Summon 1 "Cyber Angel" Ritual Monster from your hand or Deck whose Level is equal or less than the total Levels of the Fusion Materials used for the Fusion Summon. (This is treated as a Ritual Summon.)
what did you think of the trash theme?
Level 6 EARTH Zombie/Effect
ATK 2100/DEF 0
If this card is in your hand: You can target 1 "Trash" monster you control; send it to the GY, and if you do Special Summon this card. You can only Special Summon "Trash Mixer" once per turn this way. During the Main Phase: You can Fusion Summon 1 "Trash" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including this card. You can only use this effect of "Trash Mixer" once per turn.```
activated effects that summon don't use parentheses around the location they summon from; also, since the effect is known to activate in the hand, you don't need the 'from your hand' there at all
for the second effect, you need something else there
During your Main Phase: You can Fusion Summon....
thanks
Level 4 EARTH Zombie/Effect
ATK 0/DEF 2500
During the End Phase, if this card was attacked this turn: Send it to the GY. If this card is sent to the GY by a "Trash" card's effect, except for a Fusion Summon: You can target 1 "Trash" monster in your GY, except "Trash Turtle"; add that target to your hand. You can only use this effect of "Trash Turtle" once per turn.```
you misplaced 'during your main phase' and should still remove 'from your hand' from that first effect
turtle's text looks fine at a glance
what about their gimmick?
I plan to make Fusion monsters other than the first one that will need more materials than usually Fusion Archetypes
Level 7 EARTH Zombie/Fusion/Effect
ATK 1600/DEF 2500
2 "Trash" monsters
Once per turn: You can target 1 "Trash" monster in your GY; equip that target to this card. Gains 800 ATK/DEF for each of those equipped monsters. If a "Trash" monster(s) you control would be destroyed by battle or an opponent's card effect, you can send 1 of those equipped monsters to the GY instead.```
Level 1, 200/400, LIGHT, Winged Beast
You can only use the 1) and 2) effects of cards with this name once per turn.
1) (Quick Effect): You can Tribute 1 Winged Beast monster; add 1 "Prosperity Guardian" monster from your Deck to your hand.
2) If your opponent activates a card or effect that targets a Ritual Monster you control (Quick Effect): You can banish this card from your GY; negate the effect.```
```Prosperity Prayer of Origin
Normal Spell
You can only use the 1) and 2) effects of cards with this name once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Prosperity Beast" monsters.
1) Fusion Summon 1 "Prosperity Beast" monster from your Extra Deck, using monsters from your Deck as Fusion Material.
2) You can banish this card from your GY and Tribute 1 "Prosperity Beast" monster; add 1 "Prosperity Prayer" Spell/Trap from your Deck to your hand.```
```Prosperity Beast of the Whispering Meadow
Level 5, 1500/2200, WIND, Beast, Fusion
1 "Prosperity" monster + 1 WIND monster
You can only use the 1) effect of cards with this name once per turn.
1) If this card is Fusion Summoned: You can add 1 "Prosperity Prayer" monster from your Deck to your hand.
2) If this Fusion Summoned card is Tributed: You can Special Summon it from your GY or banished cards.
proof of concept for a new archetype
i have no idea how I'm gonna balance the treasures for this deck but I made an attempt
Hidden Temple Treasure - Crystal Skull
Normal Spell
You cannot activate this card if it is not revealed in your hand. If this card was added to your hand by the effect of a "Hidden Temple" Spell, reveal it to your opponent. Target 1 monster in your GY; Special Summon it. During the End Phase, if this card is in the GY because it was discarded by your opponent this turn: You can place this card on the bottom of your deck, and if you do, add 1 "Hidden Temple" Field Spell from your Deck to your Hand.
Hidden Temple Trap - Unstoppable Boulder
Normal Trap
If you control a "Hidden Temple" card: Destroy all monsters your opponent controls, your opponent can negate this effect by discarding 1 "Hidden Temple Treasure" card. You can only use this effect of "Hidden Temple Trap - Unstoppable Boulder" once per turn. If this card is in your GY, except the turn it was sent there: You can place this card on the bottom of your deck, and if you do, Special Summon 1 "Hidden Temple" monster from your hand.
maybe I'll just give the treasures the effects of banned/famous cards
"Set a monster directly from the Deck"
would you be able to Set monsters above level 4?
i assume you'd need "ignoring it's summoning conditions" or something like that
but i wanna make sure
trying to make a dice jar archetype 💀
scrapped the idea, but i'd still like to know
that's not summoning conditions
summoning conditions are written in card text
anyway it's not a normal set so it can set high level monsters
Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.
yeah i was also wondering if it was even a thing you could do
cool cool
cause that's like, optimal dice jar support
what is the gimmick of the archtype?
Level 4 EARTH Zombie/Effect
ATK 0/DEF 1800
When this card is Normal Summoned: You can change it to Defense Position. You can send 1 "Trash" monster from your hand to the GY, then target 1 face-up monster your opponent controls with 1800 or less ATK; destroy it, and if you do, inflict damage to your opponent equal to half the ATK the destroyed monster had on the field. You can only use this effect of "Trash Catapulter" once per turn.```
idk man, snipe hunter can discard any card, target any card and isn't even a soft once per turn, and the gained burn damage really isn't a big deal cause you'll be dealing 900 damage at most
unless trash monsters are just going nuts when in the grave, in that case it's decent
Level 1 EARTH Zombie/Effect
ATK 0/DEF 200
If this card is sent to the GY by a "Trash" card's effect: Special Summon as many "Trash Tokens" (Zombie/EARTH/Level 1/ATK 0/DEF 200) as possible. Monsters cannot be Special Summoned using these Tokens as material, except "Trash" monsters, also, if you would send a "Trash" monster(s) to the GY with a "Trash" card's effect, destroy the same number of these Tokens instead. You can only use this effect of "Trashiriboh" once per turn.```
it has no name and therefor isn't a "Trash" monster
checkmate.
but yeah, i like it, littering is pretty evil tho
it has a Trash name
bro edited his message to make me hold the L AHH- insert gif of emoji disintegrating
also, shouldn't it be "Trashiriboh" ?
otherwise it's trash - sir - boh
unless that's intentional idk
oh yeah, i guess i should post one of my dice jar support cards
no, xyz looks cooler
you're going through loops for no reason
would a link really be better tho?
yes
lemme
send the plain text
WAIT
you're flipping it

by Arceus what are you cooking
it's dice jar, no, THE dice jar, returning from beyond our bounds to cook
could i just specify the banish thing in the "1 level 3 LIGHT Fiend monster" text?
idk how far you can really push that line of text
1 Level 3 LIGHT Fiend monster
You can only Special Summon this card by using 1 "Dice Jar" from your banish zone as Xyz Material. You can use cards in your banish zone as Xyz Material for this card. Once per turn, Detach 1 Xyz Material from this card; Flip this card face-down, and if you do, flip it face-up.
FLIP: both players roll a six-sided die. The player with the lower result takes damage equal to their opponent's roll x 500. However, if the winner rolled a 6, the loser takes 6000 damage. If the rolls are the same, both players roll again.
and yes, i changed the text, realized that it couldn't like, actually be summoned
wait really?
huh
hmm....fuck
face down attack position anyone?

face down attack position is still a thing no?
access to it was just removed
oh no
OH NO
there is one way to appease to your needs
fucking rituals
that would not break any rule
no, please no
anything but that

Yeah ED monsters that can do that have that as like a seperate effect
You can also Fusion, Xyz, Synchro, etc. Summon this card by using 1 "[Name]" you control as Material.
Or smth like that
I think [Zoodiac Rat] has that
Level: 4
[ Beast-Warrior / Effect ]
ATK 0 / DEF 0
If this card is Normal Summoned: You can send 1 "Zoodiac" card from your Deck to the Graveyard. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
●Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Zoodiac Ratpier" from your hand or Deck.
Oh no wait that was a MD monster
try boarbow
littering should have been the gimmick for the archetype then
[Tiger Mortar]
The fuck?
[boarbow]
Rank: 4
[ Beast-Warrior / Xyz / Effect ]
ATK ? / DEF ?
5 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Boarbow" by using 1 "Zoodiac" monster you control with a different name as material. (Transfer its materials to this card.) Gains ATK/DEF equal to the ATK/DEF of all "Zoodiac" monsters attached to it as material. This card can attack directly. When this card inflicts battle damage to your opponent while it has 12 or more materials: You can send as many cards as possible from your opponent's hand and field to the GY, then change this card to Defense Position.
here
Yee
you must have put its japanese name by mistake
Probably
not that links have specific materials either
oh also
"banish zone" does not exist

banish pile?
i forgor what it's called 💀
reading that card makes my head hurt
just "banished cards"
or ig "removed from play"
(old)
now the question is, how do i stop you from giving it more material?
cause with like 3 material it can quickly turn into an FTK
especially with the..other cards i made
wait wha
i'm fucking tripping
hard once per turn
6 Level 3 LIGHT Fiend monsters
You can also Xyz Summon this card by using 1 banished "Dice Jar" as material. Once per turn, detach 1 Xyz Material from this card; Flip this card face-down, and if you do, flip it face-up.
FLIP: both players roll a six-sided die. The player with the lower result takes damage equal to their opponent's roll x 500. However, if the winner rolled a 6, the loser takes 6000 damage. If the rolls are the same, both players roll again.
i suppose this??
oh shit, you can't just say "this card" in the first line?
don't they ban like every card ever that copies effects tho?
eh
here
what should happen if the card has no materials?
it destroys itself at the end of the turn?
or just stays there?
i suppose that would make sense lore wise
it returns to the extra deck maybe
would adding "and if you do that, shuffle-" after "face-up" work?
or would it's flip effect not go off
pretty sure "if you do that" means it happens right away
while "then" means there's a window of time inbetween right?
macro cosmos 💀
shullfe what??
NO
the Xyz dice jar
yeye i know
3 Level 3 LIGHT Fiend monsters
You can also Xyz Summon this card by using 1 banished "Dice Jar" as Material. You can only Xyz Summon "The Dice Jar From Beyond the Bounds of the Universe" once per turn. Detach 1 Xyz Material from this card; Flip this card face-down, and if you do, flip it face-up.
FLIP: both players roll a six-sided die. The player with the lower result takes damage equal to their opponent's roll x 500. However, if the winner rolled a 6, the loser takes 6000 damage. If the rolls are the same, both players roll again. After you resolve this effect, return this card to the Extra Deck.
that should solve multiple material and the macro loop
macro no, the material on the other hand...
but it can only be xyz summoned once per turn?
so macro getting dice jar banished again right away wouldn't start the loop
ok but
?
this exists
and?
and it would add a material to the card with my effect
yours should be fine
ig
still
that card scares me
the chaos
aaaaanyway
Guide
i've been working on the Dracopride cards
A card that should scare you for it's stupidity is this one
(Problem Creating Card Text)
ya saw them?
You mean these 3?
reminds me of the card where you play a subduel using unopened yugioh packs to build a deck
I dunno about the free double removal of Steel Hail and Magilock. Should probably either destroy 1 of yours too or need a thing on the Field to activate them
Heavy Guard is just a worse Book of Moon that can turn a monster in to a Super Heavy Samurai (also shouldn't it add DEF instead of ATK?)
what about 1 removal?
and yes, the ATk is a mistake, oops"
ok changed all
@forest vortex what about the xyz?
i want Dracopride to rank up on top of eachother

It's ok. It only uses the Artefact's as Ammunition rather than doing something Special with them though, like
Gains 500 ATK for every "Dracopride Artifact" card attached to it.
or smth like that
That's for that monster
It's supposed to be the first extra deck summon
I'm indeed gonna make something funny with the next one
Rock ’n’ Roll Geisha, Tairitsu
EARTH/Warrior/Link 3/Effect
2000 ATK
2+ Warrior monsters
Once per turn, if a EARTH Warrior monster battles: You can let the attacking monster gain or lose 1000 ATK until the End Phase (you choose). You can only use this effect of "Rock ’n’ Roll Geisha, Tairitsu" once per turn: You can tribute 1 Warrior monster this card points to, target 1 monster your opponent controls; take control of that target, it can not attack directly and is treated as a EARTH Warrior monster, also negate it's effect's.
both a soft and hard opt on the first effect🤨
tributing fusion monsters for ritual monsters
I could change the Trash gimmick to fusing Tokens into Fusion monster or something like that
?
Someone told me littering is evil
i was gonna say right after they could be dark attribute instead of earth because they litter
but decided not to
little insight into the fortnite sex man lore
I change my archtypes gimmick that involves tokens
Normal Spell
Reveal up to 2 "Ojama" monsters in your hand; add 1 monster with 0 ATK whose Levels equal to or less then combined Levels of the revealed monster from your Deck to your hand. If this card is in your GY: You can banish this card, then target 3 "Ojama" Spell/Traps in your GY; shuffle them into the Deck. You can only activate 1 "Ojama Zero Welcome" effect per turn and only once that turn.```
here is my new ojama card
Nah the Hard one is for the Second only. Don't know if that needs to be behind or before the effect though.
Also I will Probably remake it so the second Effect is a Attack Position Changer instead of a Monster Steal and let all the Arrows point downward while reducing them to 2 instead of 3.
Probably gonna do 1 for FIRE, WATER and WIND too that point to Left, Right and Up respectevly
It was supposed to be like a Goyo Link but then I changed my Mind
Level 3 WATER Rock/Effect
ATK 600/DEF 600
If this card is Summoned: Place 1 Crysteye Counter on this card. At the start of your Standby Phase; place 1 Crysteye Counter on this card. During your opponent's turn (Quick Effect): You can remove 1 Crystaeye Counter from this card; until the start of your Standby Phase, it cannot be destroyed by battle or card effects this turn, also you take no damage from battles involving it. At the end of the turn after this card attacks or was attacked; place 1 Crysteye Counter on this card for each battle this card was involved in this turn.```
Field Spell
While this card is face-up in your Field Zone, and you control a "Battlin' Boxer" Xyz monster: You can activate "Counter" Counter Traps from your hand. Once per turn, you can target 1 face-up "Battlin' Boxer" Xyz Monster you control; Special Summon from your Extra Deck 1 "Number C" or "CXyz" monster with the same Type as that monster you control, but 1 Rank higher, by using it as material. Then, until the end of your opponent's next turn, that monster is unaffected by your opponent's Spell/Trap effects. You can only activate this effect of "Battlin' Boxer's Barian Ring" once per turn.```
L4 FIRE Warrior
ATK 1600 DEF 1600
(This card is always treated as a 'Battlin' Boxer' card)
When a card you control is destroyed by battle or your opponent's card effect: You can Special Summon this card from your hand, and if you do: You can Special Summon 1 "Ice Hand", "Fire Hand" or "Battlin' Boxer" monster from your Deck. During the Battle Phase (Quick Effect): You can Xyz Summon 1 Rank 4 Xyz Monster monster using this card and up to 2 other Level 4 monsters you control, and if you do, that monster cannot be destroyed by battle or your opponent's card effects for the rest of the turn. You can only use each effect of "Boxing Hand" once per turn.```
Cool
Level 6 WATER Rock/Fusion/Effect
ATK 1500/DEF 1900
"Crysteye Larvae" + 1 monster that mentioned Crysteye Counter in its text
Must first be Fusion Summoned with "Crysteye Fusion". If this card is Special Summoned: Place 1 Crysteye Counter on this card. At the start of your Standby Phase: Place 1 Crysteye Counter. Gains 300 ATK/DEF for each Crysteye Counter on this card.```
Normal Spell
Fusion Summon 1 Fusion Monster that mention Cryseye Counters in its text, using monsters from your hand or field as Fusion Material, and if you do, place 1 Cryseye Counter on that newly Summoned monster for each Cryseye Counter that Fusion Material(s) had when they were used as Fusion Materials.```
Ok so the Idea is to simulate the usual Power Rangers Episode.
The Quants can turn 1 monster in to the small version of the Villain while the Megazord makes the Giant version.
Not sure about the execution though
Also not sure about the Name cause it's not really required to be named Super Quant(Bottom Text)
Probably just gonna name it Candelilla or smth I dunno
LevA.I.than Scepter
[Equip Spell]
Equip only to a Cyberse monster you control. Monsters your opponent controls lose ATK equal to half the equipped monster's original ATK. If your opponent Normal or Special Summons a monster (except during the Damage Step): You can banish 1 Cyberse monster with 2300 ATK from your GY or face-up field; Special Summon 1 "@Ignister" Ritual Monster from your hand or Deck (this is treated as a Ritual Summon). You can only use this effect of "LevA.I.than Scepter" once per turn.
what is this based on
the leviathan ignister i guess
Hidden Temple of the Desert
Field Spell
Each time a monster is destroyed by battle, place 1 Exploration Counter on this card. If the 8th Exploration Counter is placed on this card: Destroy this card, and if you do, add 1 "Hidden Temple Treasure - La Jinn's Lamp" from your deck to the hand of the person who's attacking monster destroyed a monster by battle at that time, then you can set 1 "Hidden Temple" Trap directly from your deck, it can be activated this turn.
Hidden Temple Treasure - La JInn's Lamp
Normal Spell
If this card is added to your hand by the effect of a "Hidden Temple" Spell: Reveal it. If this card is revealed it in your hand: You can look at your opponents hand, then add 1 card from it to your hand, but you cannot activate the effects of cards with the same name as that card until the end of your turn. You can only use this effect of "Hidden Temple Treasure - La Jinn's Lamp" once per turn. During the End Phase, if this card is in the GY because it was sent there from your opponents hand this turn: You can place this card on the bottom of your deck, and if you do, add 1 "Hidden Temple" field spell from your deck to your hand.
yes I know this is confiscation but that's the point
racing your opponent for incredibly powerful cards
Ritual Spell
This card can be used to Ritual Summon any "Prosperity Guardian" Ritual Monster. You can only use the 2) effect of cards with this name once per turn.
1) Tribute monsters you control whose Levels exactly equal the Level of the monster you Ritual Summon, then Ritual Summon that monster from your hand.
2) If a "Prosperity Guardian" monster you control leaves the field by an opponent's card: You can banish this card from the GY; add 1 "Prosperity Prayer" Spell/Trap from your Deck to your hand.```
```Prosperity Guardian of the East Wind
Level 5, 2500/1800, WIND, Winged Beast, Ritual
You can Ritual Summon this card with a "Prosperity Prayer" card.
You can only use the 2) and 3) effects of cards with this name once per turn.
1) Cannot be destroyed by card effects.
2) If your opponent activates a card or effect in response to the activation of your card or effect (Quick Effect): You can add 1 "Prosperity Beast" or "Prosperity Guardian" card from your Deck to your hand.
3) You can banish this card from your GY; add 1 of your banished "Prosperity Guardian" cards to your hand, except "Prosperity Guardian of the East Wind".
Offering Offering
Trap Card (Continuous)
Activate only by placing 1 "Offering Offering" from your hand or Deck face-up in your opponent's Spell & Trap Zone. During your Main Phase or your opponent's Battle Phase, except the turn this card was activated: You can pay 1000 LP; immediately after this effect resolves, Normal Summon/Set 1 monster.
i've heard the take often that ultimate offering would be balanced if you interpreted the original wording of this card and let your opponent benefit from its effect too. this card is based on that. it's a bad card unless you immediately have removal
I am struggeling to make this worth to be summoned in a Super Quant Deck over Gameciel😓
remove "you can banish all cards your opponent controls"
add "(quick effect)" to the summon
and it turns into a weak deck-specific handtrap
shush
the combo of all time (the art is just so it was more convinient when i used it in custom duels)
should probably add a "you can't increase this card's atk"
or remove the atk thing entirely and make it a once per duel
didn't really put too much thought into it since it's a meme
Trap
You can only activate 1 card with this name per turn.
1) Fusion Summon 1 "Prosperity Beast" monster from your Extra Deck, by placing your banished Fusion Materials listed on it on top of your Deck in any order, then you can draw 1 card.```
```Prosperity Prayer of the Thawing Frost
Ritual Spell
This card can be used to Ritual Summon any "Prosperity Guardian" Ritual Monster. You can only use the 2) effect of cards with this name once per turn.
1) Tribute monsters you control whose Levels exactly equal the Level of the monster you Ritual Summon, also destroy 1 face-up monster your opponent controls with a Level/Rank/Link Rating less than or equal to the Level of that Ritual Monster, then Ritual Summon that monster from your GY.
2) If a "Prosperity Guardian" monster you control leaves the field by an opponent's card: You can banish this card from your GY; Special Summon 1 "Prosperity Beast" monster from your GY.```
Number C54: Berserk Lion Heart
[Rank 2/Earth/Warrior/Xyz/Effect]
4 Level 2 monsters
This Xyz Summoned card cannot be destroyed by card effects, also it is unaffected by your opponent card effects during the Battle Phase. Both players take any battle damage from attacks involving this card. If this card has "Number 54: Lion Heart" as material, it gains this effect.
● Once per turn, at the end of the Damage Step, if this card battled: You can detach 2 materials from this card; destroy all cards your opponent controls.
ATK 100 / DEF 100
Battlin' Boxer Upstarter
[Level 1/Fire/Warrior/Effect]
If you control no monsters, or all monsters you control are "Battlin' Boxer" monsters: You can Special Summon this card from your hand, and if you do, you can send 1 "Battlin' Boxer" card from your hand to the GY, then draw 1 card. You can only use this effect of "Battlin' Boxer Upstarter" of "Battlin' Boxer Upstarter" once per turn. Once per turn: You can target 1 "Battlin' Boxer" monster you control; all "Battlin' Boxer" monsters you currently control become that monster's Level until the end of this turn.
ATK 100 / DEF 100
Barian Boxer Foul Berserker
[Level 4/Dark/Fiend/Effect]
(This card is always treated as a "Battlin' Boxer" card.)
If this card is Normal or Special Summoned: You can take 1 "Barian's" or "Seventh" Spell/Trap, and either add it to your hand or place it on the top of the Deck.You can only use this effect of "Barian Boxer Foul Berserker once per turn. A "Number" Xyz Monster that has this card as material gains this effect.
● Once per turn: You can detach 1 material from this card, and if you do, equip 1 "Number 80" monster from your Extra Deck to this card as if it were equipped by that monstsr's effect. If this card is a "Number C" monster, you can equip 1 "Number C80" monster, instead.
ATK 1200 / DEF 2000
Level 4 FIRE Fiend/Effect
ATK 0/DEF 0
When this card is Summoned: You can Special Summon 2 "Uria's Follower" from your hand and/or Deck. Monsters cannot be Special Summoned using this card as material. During your Main Phase: You can place all "Uria's Follower" you currently control face-up in your Spell & Trap Zone as Continuous Traps. "Uria, Lord of Searing Flames" you control gains 1000 ATK while this card is in your GY.```
Des Singularity
[Normal Spell]
(This card is always treated as an "Earthbound Immortal" card.)
If your opponent's LP is 4000 or less: You can target 1 "Earthbound Immortal Wiraqocha Rasca" you control; Skip your next Battle Phase, and if you do, its original ATK/DEF becomes 1, and if its does, your opponent's LP becomes 1, also, for the rest of the Duel, after this card resolves, your opponent's takes no damage, except from "Earthbound Immortal Wiraqocha Rasca".
why isn't it a fiend with 0 ATK/DEF...
[Normal Spell]
At the start of your Main Phase 1: Your opponent can add 1 monster from their Deck to their hand; Draw 2 cards```
i'm wondering if this would be worth it
it's only neutral technically, but it's essentially an effortless +1 until next turn (unless they added a handtrap)
i'm also curious if it would need an "and if they do" line to function properly
exactly
due to not having ";" i doubt they could even add an ash and fuck it up for free
i'm just worried it'll literally be a pot of greed for ftk decks for example
Pot of writhing is already resolving, they cannot use the ash they added regardless of text
Droll could however be a very funny add
it's clearly not resolving
it's activated
card is activated -> actions taken at activation are taken (actions before semicolon) -> chain built -> chain resolves in reverse order
yes but there's no semi colon
also i'm not sure your opponent adding a card to their hand would even count as a cost
is this gaslighting
there's a semicolon
anyway there's nothing it could really be but a cost, but even if not a cost, it's still an action taken at activation
oh, i thought for sure i changed that
i gaslighted myself
but if it's a cost then sure, semi colon it is
Shouldn't it have the [Makiu, the Magical Mist] effect instead?
That's way too much swarming for 0 cost
Also Blue Eyes is a 3000 ATK Monster so you basicly say "No" to everything
that's actually better as the change I had thought about
Yeah, gave it a Left Arm Offering cost, made it so it blocked both players and added a hard once per turn
Now it's a typical rogue archetype 2023 card
It also doesn't discard wich is good cause Danger/Dark World have it good enough as is
Retraining Genex
Just pretend the originals don't exist. I made these as a reimagening as to how they could have been better
Genex could have been really cool if they had a better way of changing their attributes or something.
That's a thing I try to integrate in some of the Synchros
That they can be summoned by using any Genex Tuner but get better effect's if they get summoned with their own Attribute
Also most of the Tuners will get some sort of Attribut changing effect
They will also all be Machines because...why are some NOT Machines to begin with!?
Spellcaster my Ass, that's a Toaster!
Lol very cool
The toasts are spells
You could probably make an archetype all around a toaster spitting up toast
Hungry Toaster Archetype
Continuous Trap Card
To activate this card you must pay 1000 LP.
When the turn player would conduct a normal draw during the Draw Phase, both players draw a card instead, after this effect resolves neither player can draw a card from their Deck until the end of this turn.
During the End Phase, the turn’s player must discard 1 card in their hand, if a player has no cards in their hand, they take 1000 damage. ```
Toasty
That sucks
You would have your opponent draw 1 card first
At least if you don't wanna wait?
Turn 1 you set, you activate turn 2 = opponent draws a card and you must discard one
Turn 1 set, you activate at the end of turn 3= you draw a card in your opponent's turn (turn 4)
This is incredibly slow
No way a card would stay on the field that long
i was focusing more on the cannot draw part rather than the draw 1
Many cards search...
i not sure if it can actually go for that card
I really see no actual benefit on such a slow card
idk plus 1 kekw
Even if it have your opponent discard 1 at the end of the turn, you still gave them 1 card at the beginning
Which is
Not at all a fair trade for you
and during your next turn they might draw Ash or something
if the effect was make you draw instead of the opponent
im not sure if thats balanced
That is the plan for the Synchros
Vaylantz Start - Unit Dispatch
[Normal Spell]
If there are 2 cards in the Field Zone: You can target 1 Monster Card in either player's Spell & Trap Zone; Special Summon that card to either player's Main Monster Zone in its same column. (if the zone is occupied, destroy the occupying card.)
Normal Spell
Target 1 Fusion Monster your opponent controls; destroy it. During the End Phase of the turn this card was activated, if that monster is still face-up on the field, inflict damage to your opponent equal to its ATK.```
Fan made Danger! monsters I found. What would they do to meta, and would any get banned or limited?
changes your Xyz Monster
Why tho?
Because the Original is ass compared to other Rank 8s
The original is fine for the time it came out
Yeah for it's time
Not anymore though
"no bro you don't understand, la jinn was good for it's time"
La Jinn retrain when Komoney?
C'mon take the Nostalgia Bait
Let it search a Level 8 LIGHT Dragon Monster
"Blue Eyed Jinn of the Dragon Jar" or smth
Level 9/WIND/Winged-Beast/Effect
ATK/2200 DEF/2700
You can only control 1 “Hræsvelgr, Generaider Boss of Feathers”.
You can Tribute 1 “Generaider” or Winged Beast Monster Face-up on the field, then target up to 2 cards your opponent controls (Quick Effect): Shuffle them back to the Deck, and if you do, each player draws a card from their Deck.
You can only use this effect of “Hræsvelgr, Generaider Boss of Feathers” once per turn.
Once per turn, if you would Tribute a “Generaider” card to activate a monster effect, you can also Tribute any monster your opponent controls, even though you do not control it.```
generaiders 
Cool monster...how manny Monsters do Genraiders have to help them get on the damn Field though?
I feel like that should at least be 2 or 3 tributes for the tiaramisu copyright infringement
that's one thing i'll never understand
they could easily make retrains for so many cards (i'm looking at you time wizard)
since they love nostalgia baiting, but in these cases they seem to be run by completely different people
everytime an old monster so much as shows up in new artwork people become the two pointing woahjacks
fethrs
Fathers
farters
; excavate the top 5 cards of your Deck, add up to 3 excavated "" cards to your hand, also shuffle the rest back into the Deck.
not at all
assuming half your deck is dracopride artifact cards
that gives you a roughly guaranteed chance of going neutral
i have a card somewhat similar to this concept of only being rewarded if you draw something specific that i haven't finished
where you shuffle your entire 6 card hand into the deck and draw 7 cards
and if you get exactly 3 monster cards 3 spell cards or 3 trap cards from those 7, you get some wowzers effect
tho i'm not really sure what would justify the potential -7, if anything
It probably should just add 1 of the excavated ones
well, that won't be the case and you can only control 1 of each Artifact anyway
mhh
exactly
it's a big assumption that you'll get two let alone 1
so you might aswell just change it to only add 1 like Guide said
but if i can only add 1 i'm going -1 at best
atm this card is at worst -2, at best +1
Sacred Crystal of Healing Water
[Normal Trap]
Gain 1000 LP, also, you take no effect damage for the rest of the turn, then, if you took 3000 or more effect damage this turn, until the end of this turn, negate any monster effect your opponent activates. Your opponent cannot activate cards or effects in response to this card's activation. If your LP is 4000 or less, you can activate this card from your hand. You can only activate 1 "Sacred Crystal of Healing Water" pet turn.
update
using 2 cards from your hand to maybe add 1 sounds to me like a bad deal
yeah
it's like a prospy with an actual cost
tho a -1 for what is essentially a 6th of a "add card from your deck to your hand" search is..ehh, idk
no
those are different effects and mechanics
the big difference being that with prospy you have no restriction with the card you can ad to your hand
you essentially search a 6th of your deck assuming a 40 card deck
essentially, as in not at all, but kind of anyways
what if you revealed a card in your hand and banished the 2 other copies from your deck?
then excavated
it'd be like prospy in the sense that it has a "cost" but kind of doesn't anyways
technically that wouldn't even be the case because you would draw 5 turn 1
you can restrict the card revealed to need to be a draco card if that's necessary
that would just be better than what i have rn ;-;
yup 🙂
but assuming you're keeping the choose 1 and not the choose up to 3, nha
also, what if you don't have 2 copies in your deck?
reveal card
banish the other two from the deck
excavate 3-5 cards (depends on how faithful you wanna stay to the original)
if one of them are a dracopride artifact card add them to your hand
sucks to suck, the effect doesn't go off then, cause you can't fulfill the cost
yea, i'm not doing that
or make it a "banish 3 or 6 from extra deck, excavate 3 or 6 cards" kinda thing
my deck does not like copies to begin with
where you get to choose between banishing 1 or 2
that's just prosp
tbh
i should probably do other cards before this one
so i can even see how many artifacts would be in my deck
yeah, then base the effect off of the chance of actually excavating the damn things
ye
and about your card
the "new hand" thing
there's no way you can pull that off with that requirements
it's just... too unrealistic
unless you can stack your deck?
but even then
(for easy access
wanna do the funniest thing instead?

draw from your opponent's deck
the requirement isn't that hard tbh
you just need it and a draw 2 in your hand
thing is, you don't 3 of both monster spell and trap, 3 of any of them works
what you do:
name a card type
draw from opponent
banish all cards not from the type mentioned
then draw the number cards you had prior to the activation of the card -1
this is pure chaos and stupid

name spell
Draw spell
banish all their monster cards
virus cannon but much much more broken
DRAW 7
anyway very funny

you get:
info on your opponent deck
probably some cards they would need
disrupt their deck
make it a OPD
Level 4 WIND Winged Beast/Effect
ATK 1700/DEF 1200
This card's name becomes "Spirit of the Books" while on the field or in the GY. When this card is Normal or Special Summoned: You can excavate the top 5 cards of your Deck; add either 1 "Boo Koo" monster, 1 "Spirit of the Books", or 1 card mentioned "Spirit of the Book" in its text from your Deck to your hand, also shuffle the rest into the Deck. You can target Spell/Traps your opponent controls for each other "Boo Koo" monster or other "Spirit of the Books" you control; return them to your opponent's hand. You can only use each effect of "Spirit of the Books - Professor Owl" once per turn.```
Here is the spirit of the books
Are you
Are you making a Winnie the Pooh archetype or am I just imagining things?
Nha, probably the second
Would be funny tho
"Pot of Honey"
first thing that sprang to mind
Something sticky...
Mhhh...
You draw a card, reveal it but cannot use it until next turn?
so it's like, a worse jar of greed pretty much
Yes
XD
Ofc would have to expand upon
It could just be a continuous trap and have a completely different effect
Your opponent draws 2 per draw phase but cannot use the cards until next turn

"the edging"
idk, if that drew 2 would it be balanced?
it's not just a trap card pot of greed since your opponent is also getting information on what you draw, and they basically get it before you draw it
I'm making a series of Spirit of the Books, which is treated as Spirit of the Books
i feel like info and a turn delay isn't enough to balance it
but if you drew something like nib then that'd be like "oh fuck"
well you could draw it your turn and use it next turn
unless it says it can't be used until your next standby phase
Cannot wait to negate the effects of "Spirit of the Books"
in which case it would probably be fine actually
if you draw ash turn 1-2 then you can't use it until turn 4-5
which is a huge delay
That one is a Normal Monster
Mf making gemini
How do you exactly enforce the cards not being used?
Because
Not activating them isn't enough
it's like, it's not really that slow if you draw something that isn't a "use on your opponent's turn" card
You would also have to prevent them from being targets to your own effects
Like just discarding for cost
i actually have a card which is the same kinda "use now, get stuff later" deal
[Normal Spell Card]
Special Summon 1 monster with a coin toss effect from your Deck at the start of your next Standby Phase ignoring it's summoning conditions. This Special Summon cannot be negated. You can only use 1 "Prophecy of the Coin" per turn.```
Level 2 DARK Spellcaster/Effect
ATK 650/DEF 200
This card's name becomes "Boo Koo" while on the field or in your GY. During your Main Phase: You can discard 1 card; Special Summon 1 "Spirit of the Books" monster from your Deck. You cannot Special Summon monsters the turn you activated this effect, except Spellcaster and Winged Beast monsters. If a WIND Winged Beast monster is Special Summoned: You can target 1 Spell/Trap on the field; return that target to its owner's hand. You can only used each effect of "Boo Koo the Living Book" once per turn.```
it's like, since they'll never make actually good gamble cards i can get away with making cards like this
the twin barrel retrain (forgor what it's called) is probably one of the best targets actually in the game rn
Cursed debit card
Spell card
"draw 2 cards; your opponent cannot lose the game if their LP reach 0 or by card effects for 3 turns. At the end of the turn this card was activated: you take damage equal to half your LP, also banish your hand."

why not just lose half your LP?..
Because not enough
also, unironically that's broken af
you can just set up an unbreakable board with the huge increase in resources available
I love how it's impossible to properly balance pit of greed by adding drawbacks not on the same turn it was used
"draw 2 cards; you lose the game at the end of your next End Phase"
This would still be good
it would instantly be banned in both tcg and ocg
Yes
even if it's a hard once per turn it would probably be limited at best
literally exodia
Mh
I wonder...
Is there a card that restricts the number of cards that can activate that turn?
Because that sounds like an incredibly funny floodgate
what about Boo Koo?
During damage calculation, if a monster battles: You take no battle damage from that battle. If this Set card in its owner's control is destroyed by your opponent's card effect and sent to the GY: You can target up to 2 Normal Traps in your GY, except "Boo-Boo Game"; Set them to your field. They can be activated this turn. You can only use this effect of "Boo-Boo Game" once per turn.
[boo koo]
During damage calculation, if a monster battles: You take no battle damage from that battle. If this Set card in its owner's control is destroyed by your opponent's card effect and sent to the GY: You can target up to 2 Normal Traps in your GY, except "Boo-Boo Game"; Set them to your field. They can be activated this turn. You can only use this effect of "Boo-Boo Game" once per turn.
I am dumb
Lemme read above
Sounds interesting
Would need to see more of the deck
they're the only cards I made so far
i mean, i have an idea for a "Pot of Traditions"
which would draw both players 2 cards but floodgate in that exact way
where like, for example, only 1 spell card can be used per turn
in reference to the very first format of yugioh, where hitotsu was the "strongest" monster
Field Spell
Your opponent cannot activate the effect of monsters in response to the activation of Spells that mention Spirit of the Books" monsters, and/or "Boo Koo" monsters in its text. You can only used each of the following effects of "Library of the Spirits" once per turn. During your Main Phase: You can either Special Summon 1 "Boo Boo" monster or 1 "Spirit of the Books" monster from your hand. If a "Spirit of the Books" monster(s) is Special Summoned: You can return 1 monster your opponent controls to their hand.```
Field spells are always funny
But

You're adding activation immunity to your deck
Unless it's from monsters smth
better I hope?
Tbh yes
But maybe it's because of the decks I'm more familiar with
Immunity + 1 SS from deck/Bounce
That sounds ok
Maybe just add the usual activation once per turn
Tbh the description sounds bloated
Boo Koo mentions Spirit of the Books so...
Is the name specification necessary?@sacred parrot
Mh ..
Eh, probably not
I'll change the effect later
I change the effect
Field Spell
Your opponent cannot activate the effect of monsters in response to the activation of Spells that mention Spirit of the Books" monsters, and/or "Boo Koo" monsters in its text. You can only used each of the following effects of "Library of the Spirits" once per turn. During your Main Phase: You can either Special Summon 1 "Boo Boo" monster or 1 "Spirit of the Books" monster from your hand. If a "Spirit of the Books" monster(s) is Special Summoned: You can return 1 monster your opponent controls to their hand.```
Level 2 DARK Spellcaster/Effect
ATK 650/DEF 200
This card's name becomes "Boo Koo" while on the field or in your GY. During your Main Phase: You can discard 1 card; Special Summon 1 "Spirit of the Books" monster from your Deck. You cannot Special Summon monsters the turn you activated this effect, except Spellcaster and Winged Beast monsters. If a WIND Winged Beast monster is Special Summoned: You can target 1 Spell/Trap on the field; return that target to its owner's hand. You can only used each effect of "Boo Koo the Living Book" once per turn.```
most definitely
it's literally just "screw this game, i make my own rules!!"
like, you can only use 1 spell card per turn, you can't special summon from the extra deck (cause it literally just didn't exist) and you can't use monster effects (since exodia was the only effect monster, tho i'm pretty sure he wasn't even out at the time)
it's only really balanced around the fact you yourself have to play by these rules
so you'd need to make a deck that's not just good with it in effect, but good without it in case you don't draw it
[Normal Spell]
At the start of your Main Phase 1: Both players draw 2 cards.
For the rest of this duel after this card resolves, apply the following effects.
● Neither player can activate more than 1 spell card per turn.
● Neither player can Special Summon from the Extra Deck.
● Neither player can activate monster effects.
If this card is banished from the graveyard: Negate the previous effect. You can only activate "Pot of Tradition" once per duel.```
i added the graveyard thing to be a little nice
felt generous
the most going first card of all time pretty much
unless i made it a quick play with "At the start of the Main Phase 1"
This card is beyond broken and would not be printed
set 6
since you're starting with 5, using 1, and drawing 2
only 5 spell/trap zones
invent a field trap card
set 5 traps and some fuck that can't be destroyed by battle 
i guess i should change the wording on the monster effect thing huh
marshmallon kinda cooking fr
Mod question: Is it alright if you can fish up a card I once made in the archived channels?
I was pretty proud of it, but I never went back to copy and paste it somewhere.
Just Ping or PM them
Better chances then just asking in the Channel itself
good morning
Salamangreat Heatleo Flamecarnate
Link-3, FIRE, Cyberse, Link, Effect, 2300, ↙️ ⬆️ ↘️
2+ FIRE monsters
This card's name becomes "Salamangreat Heatleo" while on the field. If this card is Link Summoned: You can Special Summon 1 "Salamangreat Token" (Level 1, FIRE, Cyberse, 0/0) to your zone this card points to. You cannot Special Summon monsters during the turn you activate this effect, except FIRE monsters. If this card is used as Link Material: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Salamangreat Heatleo Flamecarnate" once per turn.
pretty cool
-Cyber Dragon Omega
-Level 10/LIGHT/Machine/Fusion/ Effect ATK/2800 DEF/2100
-Cyber Dragon Infinity + 2 Cyber Dragon monsters
-When this card is fusion summoned, this card gains attack points based on number of XYZ materials attached to Cyber Dragon Infinity X 400. Up to twice per turn, when opponent activates spell/trap or card effect, you can banish a LIGHT machine monster in your graveyard to negate the effect and destroy it. When this card attack a Defense position monster, inflict piercing damage. If this card is summoned using Power Bond, it can attack up to number of materials used for its fusion summon
That reminds me of a stupid card I made a while ago but didn't post
Cyber Dragon Letzter
Fusion/LIGHT/Machine/Level 12/5000 ATK/0 DEF
5 "Cyber Dragon" monsters with different names and levels from eachother
Can only be Fusion Summoned. Can not be used as Fusion/Synchro/Xyz/Link material. Can not be tributed. Can attack all monsters your opponent controls. Deals piercing Battle Damage. Is uneffected by all card effect's during the Battle Phase. During the End Phase, you loose the Duel.
Hmm I would say it is like a more powerful version of Overdragon but at the same time more risky
Anyway 0 def?
Though if you summon it using Power Bond. 100℅ OTK
You mean the Battlin Boxer guy who destroyed himself when he got attacked?
Yeah
Still one of the funniest effects to me on parr with [Scrap Kong] and [Spirit Reaper]
Level: 4
[ Beast / Effect ]
ATK 2000 / DEF 1000
When this card is Normal Summoned, destroy it. If this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Kong", and add it to your hand.
Level: 3
[ Zombie / Effect ]
ATK 300 / DEF 200
Cannot be destroyed by battle. After resolving a card effect that targets this face-up card, destroy this card. When this card inflicts Battle Damage to your opponent by a direct attack: Discard 1 random card from their hand.
Get's targeted once
Fucking dies
And Scrap Kong
Kill itself when summoned
🤣
Btw I wonder if it is better if I change the card name to Chimeratech Omega Dragon, or just keep it as Cyber Dragon Omega?
Hm i guess for naming convenience of Support Cyber Dragon Omega is better
Make sense. Besides, Chimeratechs are Dark, not Light
Bus Ticket to the Underworld
Normal Spell
You can activate this card only if you control a Level 3 Fiend monster. Special Summon 1 Level 3 Fiend monster from your GY, then for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, except Fiend monsters. During your Standby Phase, you can banish this card from the GY, and if you do, add 1 "Tour Guide from the Underworld" from your Deck or GY to your hand. You can only activate 1 "Bus Ticket to the Underworld" per turn.
Ah, I know. Just, I feel very bad when I ping someone
Sometimes I just think they don't wish to be pinged unless absolutely necessary. Hence me asking and just hoping someone sees it.
But I'll try!
Righto
(not in a negative connotation ;-;
ALRIGHT
I FINALLY GOT IT
Rank 2/LIGHT
Beast/Xyz/Effect
2 Level 2 Beast Monsters
Cannot be destroyed by card effects while it has Xyz material. Once per turn, you can detach 1 Material; take 1 "Ojama" card from your deck, and either add it to your hand or send it to the GY. If this card is sent from the field to the GY: You can target up to 3 of your banished "Ojama" Spells/Traps; return them to the deck, and if you do, Draw 1 card. You can only use this effect of "Ojamagician" once per turn.
ATK: 0/ DEF: 2500```
Behold greatness
This needs some PSCT reformatting but it reads good from what I still remember
Just let him add any Ojama card
Not like that would break Ojamas or anything afterall
How did you guys transform the card text into text box?
Something like this I mean
Thank u
Level 10/LIGHT/Machine/Fusion/Effect ATK/2800 DEF/2100
Cyber Dragon Infinity + 2 Cyber Dragon monsters
When this card is fusion summoned, this card gains attack points based on number of XYZ materials attached to Cyber Dragon Infinity X 400. Up to twice per turn, when opponent activates spell/trap or card effect, you can banish a LIGHT machine monster in your graveyard to negate the effect and destroy it. When this card attack a Defense position monster, inflict piercing damage. If this card is summoned using Power Bond, it can attack up to number of materials used for its fusion summon```
Behold my OC Cydra Support
Tbh I prefer to call it Chimeratech Omega Dragon
OC for Original Character or Original Card?
Original Card
Why is ghe quality so compressed?
I used other type of website

Anyway here. For a better look
that site has literally got a better card maker though?
I make mine with that too
I cannot find any pictures that suit my image so that was the closest one
It was supposed to be Cydra Infinity with 3 heads, with black,red, and silver metal wings
Basically End & Infinity combined
Star Seraph Steed (Holy Lightning Mare) [2.0]
Rank 4/LIGHT/Fairy/Xyz/Effect
1600ATK/1800DEF
2 Level 4 LIGHT monsters
When your opponent pays LP or takes effect damage, double the amount of LP taken. When your monster destruction effect is negated: You can detach 1 material from this card; inflict 1000 damage to your opponent. You can equip this card to 1 LIGHT Xyz Monster you control as an equip spell that allows the equipped monster to attack twice during each Battle Phase. You can only control 1 "Star Seraph Steed"
Do Seraphs have Burn Damage stuff?
Insanely broken. Imagine using this with mystic mine
Just more ways to stall and stop the game
The banned card?
i did check the old rules again and yeah, you can only activate or Set 1 spell or trap card per turn
so no setting your whole hand
Why does that card allow for unlimited traps usage?
Restrict those too smth
Then it will be balanced
their Chaos Number which isnt actually a SS
[Chaos Seraph]
[Number Star Seraph]
Rank: 4
[ Fairy / Xyz / Effect ]
ATK 2500 / DEF 2000
3 Level 4 LIGHT monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK, also, negate its effects. If this face-up card on the field would be destroyed, you can detach all of its Xyz Materials instead. If you do, any battle damage you take this turn is halved.
Rank: 4
[ Fairy / Xyz / Effect ]
ATK 2500 / DEF 2000
3 Level 4 LIGHT monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK, also, negate its effects. If this face-up card on the field would be destroyed, you can detach all of its Xyz Materials instead. If you do, any battle damage you take this turn is halved.
Rank: 5
[ Fairy / Xyz / Effect ]
ATK 2900 / DEF 2400
4 Level 5 LIGHT monsters
If this face-up card would be destroyed, you can detach 2 Xyz Materials from this card instead. If the last Xyz Material(s) is detached from this card: Inflict 1500 damage to your opponent. If this card has "Number 102: Star Seraph Sentry" as an Xyz Material, it gains this effect.
●Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; change that target's ATK to 0, and if you do, negate its effects.
Why do they hate their own Materials so much?
not sure
Which one looks good anyway?
cause i didn't edit the original message
since yesterday it's had that restriction
maybe a "you can only activate this card if your opponent conducted their last turn" could be good aswell
so the opponent gets the chance to set up their field first
Continuous Spell
When this card is activated: You can add 1 "Skyscraper" Field Spell from your Deck to your hand. You can only use this effect of "Skyscraper Protection" once per turn. "Skyscraper" card in your Field Zone cannot be targeted or destroyed by your opponent's card effects. If a monster your opponent controls attacks an "Elemental HERO" you control with less than that monster's ATK while a "Skyscraper" card is in your Field Zone: That "Elemental HERO" gains 1000 ATK during the damage calculation only.```
This is Skyscraper!
Trap Card
When your opponent declares an attack, you can discard all cards in your hand, banish all attack position monsters your opponent controls ```
bro really gave a mirror force card a cost 💀
the cost of playing mirror force is the duel
maybe in rush duel
edwin, name a card that has gotten banned because it banishes
i don't think vacuuming mirror force would even be good enough to see play
battle traps are kinda universally bad in modern yugioh
Just my premonitions. But most cards that banishe had a cost;
-Mirrorjade: Discard a card from your ED, and you are unable to use this effect next turn.
-Mechaba: Discard a card in your hand
-Cosmic Cyclone: Pay 1000 LP
-Evenly Match: If used in opponent turn you need to survive the BP, but if used in your turn you might likely to skip MP1 and directly go to BP, and then to MP2. So you are unable to deal battle damage if you go 2nd.
mirrorjade's send from extra deck is an essential part of the advantage engine of branded
it puts your follow up play on the field
and then you fuse off mirrorjade and revive it, resetting your banish effect
anyway you provided your own answer
this card is a markedly worse evenly matched
I mean Evenly Match >>> Any Mirror Force
yeah so why did you say your card needs a cost and is on the verge of being banned if you already know that without a cost, the very concept of it is just a weaker version of a card that exists and is at 3
At 3?
evenly matched is at 3
I guess I am not really great when it comes to creating backrows
I mean backrow cards
well that's fine cause you're inexperienced
also even konami isn't good at making backrow
I wonder if the card I made yesterday might get banned or not
it's a card only saved by the fact that cydras can gy fusion
But you need to get Chimera on field first
The only limitation I provided was.. Can attack up to 3 times only if summoned using PB (Power Bond). If summoned using Polymerization or other fusion card.. Then it can only attack once X(
Although it still retain the attack gain based on XYZ materials attached to Infinity before the fusion summon, piercing damage, and twice per turn omninegate
what's your opinion on the skyscaper support?
grammatically the name is not doing it for me
what should I change the name of that card?
Star Seraph Swordsman (Holy Lightning, Shining Knight)
Rank 4/LIGHT/Fairy/Xyz/Effect
2000ATK/2500DEF
3 Level 4 LIGHT monsters
When a material(s) is detached from an Xyz Monster you control, this card gains 500 for each until your nearest End Phase. When your opponent activates a Spell/Trap card or effect: You can detach 1 material from this card; send that card to the bottom of your opponent's Deck, then inflict 500 damage to your opponent. You can only use each effect of "Star Seraph Swordsman" once per turn.
I change the name
Field Spell
As long as this card is activated in the field, all Machine "Cyber" monsters you control are unaffected by opponent's card effect. If this card is sent from field to GY, you can special summon one Machine "Cyber" monster from your hand or GY. ```
By the way.. Machine "Cyber" here includes Cyber Phoenix, Cyber Etalnin, OG Cyberdark trio (Keel, Horn, Heel) etc. Not just Cyber Dragons.
Is there any Fieldspell that gives complete immunity for free?
[fists if the unrivaled tenyi]
When a Spell/Trap Card, or monster effect, is activated while you control a face-up non-Effect Monster: Negate the activation. If this Set card you control is destroyed by your opponent's card effect: You can Special Summon 1 non-Effect Monster from your Extra Deck.
[flawless perfection of the tenyi]
This is the closest that I’m aware of
Cydras don't have a field spell of their own as far as I remember, plus none of their current backrows provide immunity or negate against card effect
Then give them a Continious negate that can be used once per turn instead
Free Immnunity on a Field Spell that floats is a bit much for Cydras atleast in my Opinion
Normal Monsters don't even have effect's so that is more then balanced if they are uneffected by them
Smth like
Once per turn, if your Opponent activates a effect, you can banish 1 Cydra from the GY and negate it
Cydras haven't gotten a decent support for last 5 years. The newest is Sieger. Sieger is not bad, but it only helps to score an OTK, or to defend against higher attack mons, not providing immunity.
But I am going to revise the card soon
Level 4 EARTH Warrior/Effect
ATK 1600/DEF 0
During your Main Phase 1: You can banish this card you control, then target 1 Warrior "HERO" monster you control; that target can make a second attack during each Battle Phase. Once per turn, during your second Standby Phase after this card was banished to activate this effect: Special Summon it in Attack Position.```
Level 4 DARK Warrior/Effect
ATK 800/DEF 2100
When your opponent activates a card or effect that would destroy, or banish, an "Elemental HERO" monster(s) and/or "Skyscraper" card(s) you control (Quick Effect): You can Special Summon this card from your GY (if it was there when they activated) or hand (even if not) (it cannot be destroyed by battle this turn, but banish it when it leaves the field), and if you do, negate the activation. You can only use this effect of "Elemental HERO Captain Silver" once per turn.```
Solemn Saint
LV: 5 - Light
Fairy/Effect
2100/1500
Cannot be Special Summoned except by the effect of a Fairy monster.
If this card is Normal Summoned, you can add 1 "Solemn" Trap or a card that mentions "Sanctuary in the Sky" from your Deck to your hand, but it cannot be activated this turn. If this card is banished, you can Special Summon 1 "Parshath" monster from your GY.
You can only activate each effect of "Solemn Saint" once per turn.
I am a firm counter fairy believer fight me
Level 8 LIGHT Warrior/Fusion/Effect
ATK 2500/DEF 2100
1 Level 6 or higher "HERO" Fusion Monster + 1 "Elemental HERO" monster
Must be Fusion Summoned. Gains 300 ATK for each "Elemental HERO" monster in your GY. "Elemental HERO" monsters you control cannot be destroyed by your opponent's card effects. If this card destroys an opponents monster by battle and sent it to the GY: Inflict damage to your opponent equal to that destroyed monster's ATK.```
Golden Wingman?
What about adding the original Flame Wingman burn effect?
When he destroys a monster, inflict damage according to the mon ATK points
how many Elemental HERO monsters can I make with different effects?
3 so far
But almost all Heroes can fused with each other
So you can probably make as many HEROES with different effects
Power Gainer is an Elemental HERO counterpart of Infernal Gainer!
Heroes are kinda broken, even after past GX-Era. Since Konami gave them too many supports
You're right
Speaking of E-Heroes are these effects good enough or should they rather do something else entierly?
I mean MBT is a clear show of that I mean he makes it work against congressmen and modern meta
Victorious Defender
DARK | Level 4 | [ Warrior / Union / Effect ] | ATK 1200 | DEF 2000
You can (Quick Effect): Equip this card, from your hand or field, to 1 "Heartless Basileus of the Sky" you control, OR Special Summon this equipped card. If this card is Normal or Special Summoned, you can: Add 1 "Frontline Base" from your Deck to your hand, and if you do, add 1 Level 3 or lower Union monster from your Deck to your hand. You can only use each of the previous effects of "Victorious Defender" once per turn. A "Heartless Basileus of the Sky" equipped with this card gains 700 ATK.
Heartless Basileus of the Sky
DARK | Level 3 | [ Dragon / Union / Effect ] | ATK 1800 | DEF 1800
You can (Quick Effect): Equip this card, from your hand or field, to 1 "Victorious Defender" you control, OR Special Summon this equipped card. If this card is Special Summoned during your turn, you can: Add 1 "Perfect Defense!!" from your Deck or GY to your hand, and if you do, you can destroy cards your opponent controls, up to the number of Union monsters in your Spell & Trap Zone. You can only use each of the previous effects of "Heartless Basileus of the Sky" once per turn. A "Victorious Defender" equipped with this card gains 500 DEF.
General's Omniscient Gaze
Normal Spell
Add 1 "Victorious Defender", or 1 Spell/Trap that mentions it, from your Deck or GY to your hand, except "General's Omniscient Gaze", then, if you control "Victorious Defender" and "Heartless Basileus of the Sky", you can look at your opponent's Extra Deck, and if you do, banish 1 monster from it until the end of the next turn. If a Union monster you control is destroyed by battle, while this card is banished or in your GY, you can: Add this card to your hand. You can only use this effect of "General's Omniscient Gaze" once per turn.
Perfect Defense!!
Normal Trap
When your opponent activates a monster effect, or a card effect that would destroy a card(s) on the field, while you control "Victorious Defender" in your Spell & Trap Zone: Negate the activation, and if you do, send that card to the GY. If your opponent Normal Summons a monster, while you control "Heartless Basileus of the Sky" in your Monster Zone, you can: Banish this card from your GY, and if you do, destroy that monster. You can only use each effect of "Perfect Defense!!" once per turn
Three Starred Stage
Counter Trap
When your opponent activates a Spell/Trap Card or effect, or a card effect that would destroy a card(s) on the field, while you control "Victorious Defender" in your Monster Zone: Negate that effect, and if you do, send that card to the GY. If your opponent Special Summons a monster, while you control "Heartless Basileus of the Sky" in your Spell & Trap Zone, you can: Banish this card from your GY, and if you do, negate that monster's effects. You can only use each effect of "Three Starred Stage" once per turn.
@gray elk 🥺
it's not just a perfect defense
not even a perfect defense!
but a goddamn perfect defense!!
those look neat
these provide nothing heroes don't do
except a drastic handrip i guess
they have no advantage loop in order to actually enable fusion summoning
their fusion summon effect only applies from field when evil heroes only ever bother fusing from grave
Level 7 EARTH Warrior/Effect
ATK 2600/DEF 1800
During your Main Phase 1: You can discard this card; until the End Phase of your turn, if an "Elemental HERO" monster you control attacks your opponent's monster in Defense Position, inflict piercing battle damage to your opponent. If a "Elemental HERO" monster you control battles an opponent monster while this card is in your GY (Quick Effect): You can banish this card; until the end of this turn, that monster gains 2600 ATK. You can only use 1 "Elemental HERO Bladedge - Slice and Dice" effect per turn, and only once that turn.```
Level 6 EARTH Warrior/Fusion/Effect
ATK 2000/DEF 2500
2 "Elemental HERO" monsters with different Attributes
If this card is Fusion Summoned using a EARTH "Elemental HERO" monster as material: You can target 1 Spell/Trap your opponent controls; destroy it, then if it was equipped to a monster, destroy the equipped monster. While face-up in Defense Position, this card can attack your opponent directly. If it does, its ATK is halved, during the damage calculation only.```
retrain of Rampart Blaster
That is a reference to Clay Wrap, which is the exact purpose when using Clayman on the field as material.
Quick Spell
The activation of this card cannot be negated by the effects of cards your opponent controls. Apply 1 of the following effects or, if your opponent controls more cards than you do, apply up to 3 of the following effects, in sequence, but you cannot apply that same effect of "Forbidden Nails" again this turn.
● Make 1 face-up monster’s ATK become equal to the highest ATK on the field +100.
● Make 1 face-up monster’s ATK/DEF 0.
● Negate the effect of 1 face-up monster.
● Make 1 face-up monster be unaffected by card effects this phase, except its own.```
I really like creating staple cards, what do you think about this one ?
that card is great.
I was ok with it until "The activation of this card cannot be negated by the effects of cards your opponent controls."
Lmao
it might be too strong indeed i could be fine without this condition
thank you 🙂
have you figured out behind the Bladedge card?
Poisonous Dragon with Hungry Fangs
[Level 8/Dark/Dragon/Fusion/Effect]
2 DARK monsters (Dragon and/or Plant)
(Quick Effect): You can Tribute this Fusion Summoned card, then target 1 face-up monster your opponent controls; negate its effects, and if you do, Special Summon 1 "Starving Venom Fusion Dragon" from your Extra Deck. (This is treated as a Fusion Summon.) If a monster(s) your opponent controls is destroyed by a "Fusion Dragon" monster's effect: You can banish this card from your GY; inflict damage to your opponent equal to half the total original ATK of the destroyed monsters. You can only use each effect of "Poisonous Dragon with Hungry Fangs" once per turn.
ATK 2800 / DEF 2000
that's not a bad card itself
it just gives Starving Venom its anime effects in a way
good call
I did some modifications on my card,
During your turn, the activation of this card cannot be negated by the effects of cards your opponent controls. Apply 1 of the following effects or, if your opponent controls more cards than you do, apply up to 3 of the following effects, in sequence, but you cannot apply that same effect of "Forbidden Nails" again this turn.
● Make 1 face-up monster’s ATK become equal to the highest ATK on the field +100.
● Make 1 face-up monster’s ATK/DEF 0.
● Negate the effect of 1 face-up monster.
● Make 1 face-up monster be unaffected by the effects of face-up cards this phase, except its own.
I added the "face up" part on the last effect so you wont be able to use this card to doge effect of hand trap (it only works agaist imperm, and i think it's a good thing).
Level 6 DARK Warrior/Fusion/Effect
ATK 2400/DEF 1800
"Elemental Clayman" + "Elemental HERO Necroshade"
Monsters destroyed by battle with "Elemental HERO" monsters you control have their effects negated (including in the GY).```
That monster is less then impressed that belongs to the GX era.
L7
Attribute: LIGHT
Type: Psychic/Synchro/Effect
ATK 2800/DEF 0
"Crusadia Arboria" + 1 non-Tuner "Crusadia" or "Mekk-Knight" monster
For this card's Synchro Summon, you can treat 1 Level 5 or higher "Mekk-Knight" monster you control as Level 4. You can only use each of the following effects of "Mekk-Knight Crusadia Shingirsu" once per turn.
● If this card is Synchro Summoned: You can place 1 "Mekk-Knight" monster from your Deck in 1 of your opponent's Spell/Trap Zones as a Continuous Spell, then if there is a "Crusadia" or "Mekk-Knight" Link Monster linked to this card, add 1 "Crusadia" or "Mekk-Knight" monster from your Deck to your hand.
● If this card is sent from the field to the GY: You can Special Summon 1 "Crusadia" or "Mekk-Knight" monster from your hand.```
```World Legacy Echoes
Spell/Continuous
You can only control 1 "World Legacy Echoes". Once per turn, if you control a "Crusadia", "Mekk-Knight", or "World Legacy" monster: You can activate 1 of these effects;
● Draw 2 cards, then discard 1 card.
● Add 1 "World Legacy" card from your GY to your hand.
If you controlled at least 1 "Crusadia" monster, 1 "Mekk-Knight" monster, and 1 "World Legacy" monster at activation, you can activate both effects.```
place 1 "Mekk-Knight" monster in 1 of your opponent's Spell/Trap Zones
Placing from where?
typing 👁️
im fine with the cant be negated
its like imperm, in that it can be used both as a relatively bad boardbreaker t2 or a relatively bad interruption t1
but imperm can also be used as a handtrap unlike this one, so gaining being non-negateable and potentially trading fur 2 monster-based interactions when used as a boardbreaker seems like a fair tradeoff
Level 12/EARTH/Machine/Fusion/Effect ATK/5000 DEF/4000
5 "Ancient Gear" Monsters
Can only be fusion summoned with above materials and cannot be special summoned by another ways. This card is unaffected by spell/traps and card effects. Once per turn, when your opponent activates card effects that would target your "Ancient Gear" monster, you can banish 1 "Ancient Gear" Monster in your GY to negate that effect. During the Battle Phase, when this card attacks a defense position monster, inflicts piercing damage. Your opponent cannot activate spell/traps during Battle Phase. When this card is destroyed by battle and sent to GY, special summon up to 3 "Ancient Gear" monsters from your hand and/or GY```
huh
wtf are you talking about
deck sucks and has barely been able to break into a low rogue tier for years, only getting a few tops a format IF that
(and this is coming from the diehard fan of the deck, I'm just realistic about the decks fundemental flaws)
persistent rogue is pretty good for what the deck is (old anime)
but only for that
i mean, it's also pretty impressive that it's been hanging in rogue for so long
literally why are you asking me
I am asking about Persistent Rogue
Level 4 EARTH Warrior/Effect
ATK 800/DEF 2000
(Quick Effect): You can send 1 "HERO" monster you control to the GY; Special Summon this card from your hand or GY in Defense Position, then if you sent a Normal Monster to the GY to activate this effect, destroy 1 Spell/Trap your opponent controls. If this card is sent to the GY: You can add 1 card that mention "Elemental HERO" Normal Monsters from your Deck to your hand, except "Elemental HERO Clayman - Clay Knuckle". You can only use 1 "Elemental HERO Clayman - Clay Knuckle" effect per turn and only once that turn.```
That's a decent retrain
thanks
Quick Play Spell
Special Summon 1 Level 4 or lower "HERO" monster from your hand or Deck, but negate its effects, also banish it during the End Phase.```
Field Spell
(This card is always treated as the following:
• H - Heated Heart
• E - Emergency Call
• R - Righteous Justice
• O - Oversoul)
Apply the following effects depending on the total number of "HERO" monsters with different names in your GY and/or you control;
•2+: Once per turn, you can Special Summon one level 4 or lower "HERO" monster from your GY.
4+: Cards you control, except "H.E.R.O Base" cannot be targeted by card effects.
6+: "HERO" monsters you control cannot be destroyed by battle
8+: Monsters you control cannot be destroyed by card effects.
Hero flash ptsd
Level 8/Dark/Dragon/Fusion/Effect ATK/2800 DEF/2400
Buster Blader + 1 "Red Eyes" Monster
Can only be fusion summoned with above materials and cannot be special summoned by another ways. This card gains 500 attack for every dragon type monsters in your GY. Once per turn, when your opponent activates a card effect, you can banish one dragon type monster in your GY, negate it.```
Sorry, bland artwork
Should I probably make Blue Eyes Buster Dragon next?
Kinda weird you don't need to discard for the Special Summon instead
Also the Spell/Trap removal sounds more like something Avian would do to me
actually clayman has a niche tech card that does s/t removal
fixed
not sure if it needs anything else, i wanted to fix the biggest problems with ordeal
that being giving your opponent hand info and them being able to brute force their way through it with said hand info (the sheer amount of times you're left with just 1-2 cards with ordeal is nuts)
it returning the monster to the deck is just a random small buff cause why not
thinking different effects based on the card revealed could be cool, but it'd probably end up being a mess and a half
Should be a onece per turn tbh
It's a 1/3 chance infinite attack negation
And removal
Continuous Spell
Activate only if you have no monsters in your GY.
1) Any card sent to the GY is banished instead.
2) If you Summon "Helios - The Primordial Sun": You can banish this face-up card; add 1 "Helios - The Primordial Sun", "Helios Duo Megistus", or "Helios Trice Megistus" from your Deck to your hand.
3) While this card is banished and you control a face-up Spell/Trap, "Helios Duo Megistus" and "Helios Trice Megistus" you control are unaffected by your opponent's card effects, and they cannot be banished while in your possession.```
i was recently reminded that the alchemy beasts still haven't been released and are cool, so get ready for some anime card retrains
Ah Alchemy archetypes I see. Though their boss is kinda hard to summon
Helios Primordial something
i fixed that problem with just this card
summoning a towers is boring so I've gotta go think of actual cool things for the deck to do
I think I want to make a GX retrain card as well.. Maybe for Spirit of the Pharaoh since he is ridiculously hard to summon. Yet his stats and effects are crappy
that duel was also cool
Abidos is probably the weakest Shadow Rider
it was a nice break cause they were all getting same-y
Yeah that duel was a bit funny at the end
On that end I got this
https://www.duelingbook.com/card?id=3516991
Psct is a bit garbo
its called Clay Wrap
wrap
Rank 11/EARTH/Machine/XYZ/Effect ATK/4000 DEF/3000
3 Level 11 Earth Machine Monsters
When this card destroys opponent by battle, inflict damage equals to the half of the attack of the destroyed monster. If this card has "Superdreadnought Rail Cannon Gustav Max" as an XYZ material, it gains this effect
° Once per turn, you can detach as many material from this card to destroy as many cards on your opponent side of the field. If you do, inflict 1000 damage each
Earth Machine time again
How strong of an effect would be "Send X cards from top of both players decks to the GY, Neither player can activate cards or effects in the GY this turn".
Thinking about 5 cards
Specifically on spellspeed 1 effect.
Still I probably would prefer climbing to Liebe
Instead of Rank Up magic to this thing
it's infernoid time
Yeah lol.
Is it a good effect?
Too strong?
Or just funny in a few decks
i wouldn't say it's a very "tamper-proof" effect
just guessing cause i haven't thought of anything that would break it
Btw has anyone made a D/D/D here?
a card? or a deck
Card
i was wanting to make them another link monster
so they can stop constantly going gilgamesh + 1 -> gilgamesh
i might come up with one soon
I was hoping there is another one. But D/D/D is very hard to play with and their card effect is overly long too
they're a little complex but their current form is way more linear than they were at their peak
it's not completely linear but it's straightforward regardless
*Keiser would be more fitting
