#Custom Cards
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Arcana Force DX - The Destiny Ruler
Level 10/LIGHT/Fairy/Effect
4000ATK/4000DEF
Cannot be Normal Summoned or Set. Must be Special Summoned by Tributing 3 monsters you control. When this card is Special Summoned: Toss a coin and gain the following effect.
● Heads: When this card destroys an opponent's monster by battle, halve their LP.
● Tails: Negate the activated effects of all monsters your opponent controls.
When this card is destroyed in the monster Zone: You can Special Summon 1 "Arcana Force EX" monster from your hand or Deck, ignoring its Summoning conditions.
Neurojacker Break
Spell Card (Quick-Play)
Target 1 monster equipped with a Union Monster; send that target to the GY, and if you do, destroy all monsters your opponent controls with the same original Attribute as either that target OR a Union Monster that was equipped to it.
Neurojacker Stress Testing
Trap Card (Continuous)
Once per turn, when an opponent's monster declares an attack while this card is face-up in your Spell & Trap Zone: You can equip 1 "Neurojacker" monster to 1 face-up monster you control. You can send this face-up card to the GY; place 1 Union Monster from your GY on the bottom of your Deck, and if you do, draw 1 card. You can only use this effect of "Neurojacker Stress Testing" once per turn.
Shouldn't one of those be a negative? Or do the Rulers only have positives?
light and dark rulers don't have a negative.
another one for the yokai girl series
(This card is always treated as a Level 3 Tuner with 0 ATK/1800 DEF.) If this card would leave the field, banish it face-down instead.
While face-down in the Extra Deck or banished (Quick Effect): reveal this card and discard 1 Level 3 Tuner with 0 ATK/1800 DEF; Special Summon this card. If this card Special Summoned; you can add this card to your opponent's hand (this card will not go to the Extra Deck), also you cannot Special Summon monsters from your Deck except Level 3 Tuners with 0 ATK/1800 DEF until the end of your next turn; draw 1 card. When a card or effect is activated when a chain ends while this card is in your hand: reveal this card until the end of the chain, but your opponent can choose to negate the activation; Special Summon this card, but destroy it after this effect resolves, then your opponent chooses 1 monster for you to give control. You can only use each effect of "Once Teddy, Hide & Seek" once per turn.```
based on one man hide and seek (another japanese urban legend)
by doing a ritual using rice and a doll you can make a wandering spirit inhabit it and play hide and seek with you, which actually is just squid games (lol)
you must hide in your bathroom first and let the water run, you also need salt water to end the game (water typing)
goes sentient and moves to the opponent's side when you summon it, but itll hide in their hand
dont really have a reason for the monster steal other than "it's cool", i guess you could see it as a monster being so fucking scared it joins your side to deal with it
(it gets banished face down after so you succeeded and ammade a new friend
)
and then you use your friend to summon another i love sacrificing your loved ones
Wouldn't he just give you this Card he Special Summoned with it's own effect?
nvm it's me being bad at psct
changed it to "your opponent chooses 1 monster for you to give control"
ill probably do more control switching monsters because it's a funny unexplored mechanic 
also if you havent noticed some effects are not optional 
made adding this card to your opponent's hand a cost (and gave you a nice little card in return), changed the self summon a bit and hard lock when special summoned
the opponent can now negate the activation manually, and since it has a "hard once per turn effect", it can be and will be activated multiple times until the opponent finds a good time to steal
Normal Trap
During your opponent's turn, when a Monster Card(s) equipped to your "Cyberdark" monster is destroyed, except by the monster it was equipped to being destroyed: Apply this effect based on what phase it is.
● Battle Phase: End the Battle Phase.
● Other: Your opponent skips their next Battle Phase.```
Level 4 DARK Machine/Effect
ATK 800/DEF 800
If this card is Normal Summoned: You can target 1 Level 3 or lower Dragon or Machine monster in your GY; equip that target to this card. Gains ATK equal to the original ATK of the monster equipped to this card by this effect. During the Main Phase, while there is a monster equipped to this card (Quick Effect): You can target 1 face-up Level 4 or lower monster your opponent controls; until the end of this turn, negate that target's effect. You can only use this effect of "Cyberdark Eyesight" once per turn. If this card would be destroyed by battle, destroy that equipped monster instead.```
Level 4 DARK Machine/Effect
ATK 800/DEF 800
When this card is Normal or Special Summoned: You can target 1 Level 3 or lower Dragon or Machine monster in your GY; equip that target to this card. Gains ATK equal to the original ATK of the monster equipped to this card by this effect. Once per turn: You can target 1 monster your opponent controls; change its battle position (flip effects aren't activated at this time). If this card would be destroyed by battle, destroy that equipped monster instead.```
Level 8 DARK Machine/Fusion/Effect
ATK 1000/DEF 1000
1 "Cyberdark" monster + 1+ Dragon or Machine monsters
Must be Fusion Summon. If this card is Fusion Summoned: You can target monsters in your GY up to the number of monsters used for this card's Fusion Summoned, then if possible, target cards your opponent controls up to the same amount of monsters that you targeted in your GY: Equip those monsters from your GY to this card, and if you do, destroy those cards your opponent controls. Gains 800 ATK/DEF for each card equipped to this card. This card can attack monsters your opponents up to the number of monsters equipped to this card.```
Level 4 EARTH Insect/Normal
ATK 1900/DEF 1500
A strange and unusual Beetle whose exoskeleton is mostly made of stone. Despite it's exoskeleton being mostly comprised of stone, this Beetle is still capable of flight.```
Despite it's exoskeleton being mostly comprised of stone, this Beetle is still capable of flight
i feel like this might work better
Hunter Pace Cards
(No Idea why the Cards look like this)
Also some reworked Cards for Level 3 Fiends
Level 10 EARTH Insect/Ritual/Effect
ATK 3400/DEF 3000
You can Ritual Summon this card with "Army Beetle Pact". If this card was Ritual Summoned using a non-Effect Insect monster, "Beetle" Fusion and Ritual Monsters you control are unaffected by your opponent's card effects. Once per turn, if this card battles an opponent's monster (Quick Effect): You can banish 1 non-Effect Insect monster or 1 "Beetle" monster from your GY, except "Cross-Sword Beetle", "Great Poseidon Beetle", and "Naturia Stag Beetle"; this card gains ATK equal to the banished monster's until the end of this turn.```
Rank 8, 2400/3200, LIGHT, Psychic, Xyz
2 Level 8 Psychic monsters
You can also Xyz Summon this card by detaching 2 materials from a Rank 4 Psychic "Number" monster you control, and using it as material. (Transfer its materials to this card.)
1) You can only control 1 "Heraldic Patriarch - Ancient Crown".
2) Once per turn, if you control a "Number" monster (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field or in either player's GY; for the rest of the turn, while you control this face-up card, the names of all face-up monsters your opponent controls become that target's.
3) "Number" monsters you control cannot be destroyed by battle or card effects.
4) If this face-up card leaves the field: You can negate the effects of all face-up cards your opponent currently controls.```
Notwelcome Labrynth
Normal Trap
Special Summon 1 "Labrynth" monster that is banished or in your GY, and if you do, Set 1 "Labrynth" Spell/Trap directly from your deck, except a "Welcome Labrynth" card. You can only use this effect of "Notwelcome Labrynth" once per turn. If this card is in your GY, except the turn it was sent there: You can banish this card and 1 other Trap from your GY; add 1 "Labrynth" Spell from your Deck or GY to your hand.
Rank 4, 2400/1400, EARTH, Psychic, Xyz
2 Level 4 monsters
You can only use the 1) and 2) effects of cards with this name once per turn.
1) If this card is Xyz Summoned: You can add 1 "Heraldry" Field Spell from your Deck to your hand.
2) (Quick Effect): You can detach 1 material from this card, then target 1 monster on the field with the same name as this card; Special Summon 1 "Number" monster that has a number between "1" and "100" in its name from your Extra Deck, using that target and this card as materials, but its ATK and DEF become 0. (This is treated as an Xyz Summon.)```
Level 2 EARTH Insect/Effect
ATK 500/DEF 1000
You can Tribute this card, then reveal 1 Insect Ritual Monster in your hand; Special Summon 1 Insect Normal Monster, and 1 Insect Effect Monster from your hand or Deck whose total Levels equal exactly that of that revealed Ritual Monster, but their ATK/DEF becomes 0. You cannot Special Summon monsters the turn you activated this effect, except Insect monsters. If this card is in your GY: You can banish this card, then target 1 Insect Fusion or Ritual Monster in your GY; Special Summon that target. You can only use 1 "Twin Beetle Larvas" effect per turn, and only once that turn.```
is this based on anything?
Arcana Force XX - Judgement
Level 10/LIGHT/Fairy/Effect
3000ATK/3000DEF
If the only monsters you control are "Arcana Force" monsters or you control no monsters: Special Summon this card from your hand. You can only control 1 "Arcana Force XX - Judgement". When this card is Summoned: Toss a coin and this card gains the appropriate effect. ● Heads: When your opponent Special Summons a monster(s), they take 1000 damage. ● Tails: Send the top card of your Deck to the GY during each End Phase.
heraldry patriarch + genome heritage
Neat
Free 3000 ATK Level 10 that baerly makes a scratch in your Plays if you get it wrong?
Atleast banish the Top card face down
Continuous Spell
When this card is activated: You can add 1 "Nouvelles" card from your Deck to your hand. If a monster(s) is Normal or Special Summoned, and you control a "Nouvelles" monster (except during the Damage Step): You can target 1 monster on the field; change its battle position. You can only use each effect of "Recette de Légumes (Vegetable Recipe)" once per turn.```
Dark Spirit of Oblivion
[Level 3/Dark/Fiend/Effect]
[Requirement] Reveal 1 Level 8 Fiend monster in your hand.
[Effect] Send the top 3 cards of your Deck to the GY. This turn this card gains 300 ATK.
ATK 1300 / DEF 0
Dark Spirit of Anguish
[Level 1/Dark/Fiend/Effect]
[Requirement] Send this face-up card from your field to the GY.
[Effect] Add 1 "Doom Sanctuary" from your GY to your hand.
ATK 0 / DEF 0
Dark Spirit of Torment
[Level 3/Dark/Fiend/Effect]
[Requirement] Reveal 1 Level 8 Fiend monster in your hand.
[Effect] Add 1 "Spirit Message "R.", "Spirit Message "I.", or ""Spirit Message "P." from your GY to your hand. This turn this card gains 300 ATK.
ATK 1300 / DEF 0
Destiny Necrofear
[Level 8/Dark/Fiend/Effect]
You can Special Summon this card from your hand face-up to your field by revealing 3 other Fiend monsters in your hand.
[Requirement] If this card is equipped with 3 Equip Spells.
[Effect] You can destroy all cards your opponent controls.
ATK 2500 / DEF 2500
Doom Sanctuary
[Field Spell]
[Requirement] Activate if you have "Destiny Necrofear" on your field or in your GY.
[Effect] While this card is face-up on the field, Equip Spells cannot be destroyed by card effects.
Spirit Message "R."
[Equip Spell]
[Requirement] Equip this card to 1 face-up Fiend monster on your field.
[Effect] The equipped monster cannot be destroyed by battle. If the equipped monster is "Destiny Necrofear", it can attack up to the number of Equip Spells equipped to it each turn.
Spirit Message "I."
[Equip Spell]
[Requirement] Equip this card to 1 face-up Fiend monster on your field.
[Effect] The equipped monster cannot be destroyed by Spell effects. If the equipped monster is "Destiny Necrofear", it gains 1000 ATK/DEF.
Spirit Message "P."
[Equip Spell]
[Requirement] Equip this card to 1 face-up Fiend monster on your field.
[Effect] The equipped monster cannot be destroyed by Trap effects. If the equipped monster is "Destiny Necrofear", your opponent cannot activate Traps when it declares an attack.
This is a really good designed card. 👍
Talaskaa, Miracle of the Ghoti
Level 4 Water Fish Effect 1800/900
You can banish 1 Fish monster from your hand; Special Summon 1 "Ghoti" monster from your Deck, with a different name as the banished monster. If a Fish monster is banished while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also treat it as a Tuner until the end of this turn. You can only use each effect of "Talaskaa, Miracle of the Ghoti" once per turn
@steady badger is this too circular for your taste?
ns this, banish a fish, ss shif, ss arionpos banish paces, ss this back as either an arionpos mat, or to make baronne
if you have enough stuff summon the 6 that adds traps to recycle this
this should be cute
(the anagram is finnish for fish btw)
Curse of Dragon, the Artillery Launcher Dragon
[Level 5/Water/Dragon/Fusion/Effect]
1 Aqua monster + 1 Level 5 or higher Dragon monster
If this card is Fusion Summoned: You can target 1 "Gaia the Fierce Knight" monster or 1 Level 5 or higher Dragon monster in your GY; Special Summon it, and if you do, it can attack directly. During the battle phase (Quick Effect): You can target 1 other Level 8 or lower monster you control; inflict damage your opponent equal to its original ATK, and if you do, destroy 1 card on the field. You can only use each effect of "Curse of Dragon, the Artillery Launcher Dragon" oncr per turn.
ATK 2000 / DEF 2500

I love heraldic beasts
Shame they have no cohesive game plan
And no win cons
seems fine
the tuner thing Def isn't written properly though
I'd probably write it differently but I don't have a reference on hand
Raidraptor - Rise Falcon Raptor's Rising
Rank 4, DARK, Winged Beast, Xyz, Effect, 100/2000
3 Level 4 Winged Beast monsters
You can also Xyz Summon this card using 1 Rank 4 "Raidraptor" Xyz Monster you control as material. You can only Special Summon "Raidraptor - Rise Falcon Raptor's RIsing" once per turn this way. You can detach any number of materials from this card; Set 1 "Rank-Up-Magic" Normal Spell from your Deck, and if you do, you can increase this card's Rank up to the number of materials detached. You cannot Special Summon monsters for the rest of this turn, except DARK monsters. If a monster(s) you control is destroyed by battle while this card is in your GY: You can Special Summon 1 "Raidraptor - Rise Falcon" from your Extra Deck or GY, and if you do, this card from your GY to it as material. You can only use each effect of "Raidraptor - Rise Falcon Raptor's Rising" once per Duel.
whats so unwelcome about this labrynth
id say it's pretty welcome to prepare another trap for our knight mistress
id probably make the special summon have access from your hand too
then maybe let us choose to either set it or add it
and maybe make it a furniture search with that second effect and make all effects once per turn
call it like "add 1 level 3 or lower "labrynth" monster from your deck to your hand"
not that it's needed since they always come back
id probbaly call this "Restoring a Welcome Labrynth" tbh
the effect makes it seem as if lady labrynth got owned again by the knight and has to build everything back for the next visit
the effect fits pretty well then as you search out the labrynth set up
maybe only banish itself
seems too harsh of a cost to also banish another trap
for a spell
It sets up the Labyrnth quick play spell
oh i see
hmm thats cool
approved
XS Battle
Spell Card
Special Summon 1 Synchro Monster and 1 Xyz Monster from your Extra Deck in Attack Position (1 to your field, 1 to your opponent's field), then the player who had an Xyz Monster Summoned to their field attaches 1 card from their hand to that monster as material. Those monsters cannot change their battle positions and must attack if able. You cannot Special Summon other monsters from the Extra Deck, except of the type you Special Summoned to your field, the turn you activate this card. You can only activate 1 "XS Battle" per turn.
i made this card so the flare metal/beelze loop can be a true ftk
Level 2 EARTH Insect/Effect
ATK 500/DEF 1000
You can Tribute this card and reveal 1 Insect Ritual Monster in your hand; Special Summon 1 Insect Normal Monster and 1 Insect Effect Monster from your hand and/or Deck whose total Levels equal the revealed monsters', but change their ATK/DEF to 0. You cannot Special Summon monsters the turn you activate this effect, except Insect monsters. You can banish this card from your GY, then target 1 Insect Ritual or Fusion Monster in your GY; Special Summon that target. You can only use 1 "Twin Beetle Larvas" effect per turn, and only once that turn.```
You get [Clausolas] I get [Liebe]
Level: 3
[ Winged Beast / Synchro / Effect ]
ATK 0 / DEF 2300
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn.
Rank: 11
[ Machine / Xyz / Effect ]
ATK 4000 / DEF 4000
3 Level 11 monsters
Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
Icejade Enion Aegirine (Icejade Mother Enion Aegirine)
[Level 10/Water/Aqua/Synchro/Effect]
1 WATER Tuner + 1+ non-Tuner monsters
This card's name becomes "Icejade Cenote Enion Cradle" while on the field. You can only use each of the following effects of "Icejade Enion Aegirine" once per turn. You can target 1 of your WATER monsters that is banished or in your GY; Special Summon it. When your opponent activates Normal Spell/Trap Card (Quick Effect): You can destroy 1 WATER monster you control, and if you do, the activated effect becomes "Banish 1 monster from your Extra Deck".
ATK 1500 / DEF 3000
where my card contest lol 
david's just about vanished from the server idk whats going on fur him
he hasn't been online at all in 5 days
He's prob busy
Ichorotting Devotee
LIGHT | Level 4 | [ Fiend / Effect ] | ATK 1700 | DEF 2000
If this card is Summoned, you can; send 1 "Ichorotting" Spell/Trap from your Deck to the GY, then, if it isn't the Main Phase, draw 1 card. If your opponent Normal or Special Summons a monster(s), you can: Target 1 monster your opponent controls; change its ATK/DEF to 0, then, if it isn't the Main Phase, negate its effects. You can only use each effect of "Ichorotting Devotee" once per turn.
Ichorotting Feast
Quick-Play Spell
Discard 1 card, and if you do, Special Summon 1 "Ichorotting" monster from your Deck or GY in Attack Position, then, if it isn't the Main Phase, you can banish 1 monster on the field until the end of this turn. During Main Phase 1, if your opponent Normal or Special Summons a monster(s) and they have Special Summoned 2 or more monsters from the Extra Deck this turn, you can: Banish this card from your GY; end the current Phase. You can only use 1 effect of "Ichorotting Feast" per turn, and only once that turn.
Ichorotting Prayer
Normal Trap
Banish 1 "Ichorotting" card you control or in your GY; add 1 "Ichorotting" card of a different type (Monster, Spell, Trap) from your Deck to your hand, then, if it isn't the Main Phase, you can take control of 1 monster your opponent controls, also treat it as an "Ichorotting" monster. During the End Phase, if this card is in your GY and you control an "Ichorotting" card, you can: Set this card, but place it on the bottom of the Deck when it leaves the field. You can only use 1 effect of "Ichorotting Prayer" per turn, and only once that turn.
haha heyyy @tranquil mango I'm making up psct on the flyyy
Looks good, only changes I would make are a few grammar errors
can't think of any better way to phrase the effects tho
thoughts on the gimmick :>
hm
i think its a cool gimmick but i think people would end up really hating ending the phase as a mechanic
everything else about it was neat tho
its kinda like ancient gears but actually a good take on the effect
i was thinking of pushing it into bp exclusive effects and inventing new battle phases like the weather report guy but i thought this was cooler
i made it pretty restrictive bc of that yeah but at least it doesnt stop mp2 gaming
maybe i make it work only in m1
like [summon breaker]
but worse
I definitely like modular effects, and modulating based on the phase is a cool ida
my other idea rn is making it a cont spell so if u phoenix it u cant get skipped but then u cant activate it in draw phase/bp to get the bonus effs
ok i tweaked feast a bit
Ichorotting Saint
LIGHT | Level 6 | [ Fiend / Effect ] | ATK 2000 | DEF 1700
If you control an "Ichorotting" monster, you can (Quick Effect): Special Summon this card from your hand, then, if it isn't the Main Phase, you can destroy 1 other card you control and 1 card your opponent controls. You can only use this effect of "Ichorotting Saint" once per turn. Once per turn, at the start of your Main Phase 1: Return this card to the hand, and if you do, lose 1000 LP.
Ichorotten Hall
Field Spell
When this card resolves, you can add to your hand, 1 of your "Ichorotting" monsters that is banished or in your Deck. If a monster your opponent controls leaves their control, except during the Main Phase, you can: Make your opponent send 1 card from their hand or field to the GY. You can only use each effect of "Ichorotten Hall" once per turn.
Ichorotting Deprivation
Counter Trap
When your opponent activates a card or effect: Destroy 1 "Ichorotting" card you control or in your hand, and if you do, negate the activation, and if you do that, if it isn't the Main Phase, banish it. During the End Phase, if this card is in your GY and you control an "Ichorotting" card, you can: Set this card, but place it on the bottom of the Deck when it leaves the field. You can only use 1 effect of "Ichorotten Deprivation" per turn, and only once that turn.
@tranquil mango some more critters :>
depriv might be a bit overkill
Oh kk
I should probably just practice making cards anyway first
I'd probably make it destroy another card or something
oh nah u could use it from hand outside of mp
and i cut that
yes im saying idt its overkill anymore
it alread6 has to kill your starter to be used
and u dont have guaranteed followup like with prayer then
anyways how are they 😀
the field spell looks toxic lol
in order to attack you have to go -1?
basically forces opponent to deal with it before entering bp
it worked everywhere except main before and didnt need them to control anything
but yeah I'm not sure how to make it nice
i used [harr] for inspo
Level: 9
[ Spellcaster / Effect ]
ATK 3000 / DEF 3000
You can only control 1 "Harr, Generaider Boss of Storms". Once per turn, if your opponent adds a card(s) from the Deck to their hand, except during the Draw Phase (Quick Effect): You can make your opponent send 1 monster from their hand or field to the GY (their choice). When a card or effect is activated (Quick Effect): You can Tribute 2 "Generaider" and/or Spellcaster monsters; negate the activation, and if you do, destroy that card. You can only use this effect of "Harr, Generaider Boss of Storms" once per turn.
harr isnt broken because it takes more investment to get out
and you can just run it over too
the investment is equal (activating a field spell)
i just feel like you shouldnt put that one on a field spell lol
how about if i make a monster leave
if a monster leaves the field then send sounds more balanced
like if something is banished by feast
or destroyed bt saint, or by battle
"If a monster your opponent controls leaves their control, except during the Main Phase, you can: Make your opponent send 1 card from their hand or field to the GY."@tranquil mango
howzat
i can just make it leave the field instead but unsure how to make it work with prayer
i like leaves their control
Have we begun the new cyoc contest yet
no
no, but k is back so it should be soon!
Welcome to Round 38 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 Archetypal Handtrap, more specifically, A card that you can activate from your hand that disrupts, disincentivize your opponent's play, or furthers your gameplan in response to your opponent's actions but locked and/or belonging to an archetype or deck. They can be part of the Archetype by name and/or text. Examples include Tearlaments Havnis, Edge Imp Scythe, Kelbek the Ancient Vanguard etc. Try avoiding making them too generic. Also, no endboard pieces/protection stuff like Blackwing - Chinook the Snow Blast, Miscellaneosaurus etc.
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 June 12th, 11:59 PM Pacific Time (UTC+0 June 13th 6:59 AM) - <t:1686639540:f>.
Submission ends in <t:1686639540:R>
https://docs.google.com/forms/d/e/1FAIpQLSenY8z4CHfjDcT81CjJBzJWvOSQMqsp1TLWfesYnYHbAep2Hg/viewform?usp=sf_link
<@&646186882236940288>
is stuff like magnumut too generic
...Well, I guess I can come up with an idea, much as I don't like this kind of trend of cards
yes pog
yooooo
that's a great category
pot of greed lets me draw 3 cards
Personally don't think so, but I can definitely come up with something
nah id say hes fine (altho making an actual bystial is boring dont do that)
this is actually the prompt i would have given
the choices are endless
i could even make a dragon ruler
@dire leaf is chaos dragon an archtype
a rokket card that targets a rokket you control as a quick hand eff sounds really fun lol
or would i just defualt to chaos
whenever i make rokket cards they devolve into borreload riot/furious enabers
Your wish. I did went and specify Archetype and/or Deck to allow stuff like Earth Machine or Wind generics etc. But again, try to keep it as non generic as you can. Wouldn't want a Psyframe Gamma situation.
k
That being said, the whole non-generic thing is a good caveat
me omw to create ash blossom 2
it negates a card
and then adds a lvl 3 or lower tuner with 0 atk and 1800 def from my deck to my hand
Oh
Eh
Might have smth that fits saved
Checked right now
Don't have one
Oh well

I mean, that's basically a Special Summon from deck, way more powerful than a Foolish Burial for Rokkets
you bring up gamma but it would almost be kinda funny to do another psy-framegear
i mean true
but didnt david say to not make it an endboard piece
This one will be fun
and more general
I mean, you would have to be insane to destroy one of your endboard Borrels just to pop an opponent's monster
This is mostly made for Rokkets/Low Rating Borrels
Like Quadborrel
read lend
and that one that looks like a machine gun
i just summon recharger
and then use this for a free pop
and then summon w/e i want from my gy
bc recharger
HAH! that would be based as fuck
PSY-Framegear Theta
Level 2/Psychic/LIGHT/ATK 800/DEF 0
During the Main Phase, when your opponent activates a card or effect that would add a card from their Deck to their hand: You can activate 1 "PSY-Frame Circuit" from your Deck, then special summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck or GY. Until your next End Phase, you can't Special Summon monsters, except "PSY-Frame" monsters and Synchro monsters.
yes but thats an endboard piece
unless you like
use this after nsing recharger
going second?
@pallid spindle think fast, true king, borrel or noid
do you know what a handtrap is
Noid they need it
these are just different types of foolish

@tulip kelp nice theme now i can make those nice spell/trap negates
So would something like [marincess wave] fit?
If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
Marincess already has a spell negate and a monster negate
So i won't do marincess

Hmmm, I still wanna do a handtrap for my baby boy Z-Arc
"U.A. Blood Greeche"
2000 ATK/0 DEF
Level 4/EARTH/Warrior
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Blood Greche". If this card is Normal summoned: Add 1 "U.A." monster from your Deck to your Hand. If 1 or more "U.A." monsters would leave the field because of a opponents card effect: You can discard this card from your hand instead; then all "U.A." monsters you control gain 1000 ATK until your next End Phase. You can only use each effect of "U.A. Blood Greeche" once per turn.
Numeron Storm
Trap
When your opponent activates a spell/trap card or effect, you can: negate the activation, and if you do, attach that card and this card to an xyz monster you control. If you control a "Number" Xyz Monster, you can activate this card from your hand. Whilst this card is attached to a number monster as material, that monster cannot be targeted by your opponents card effects.
Ill have to fix the wording and stuff
But is this too powerful or not
I got some Xyz monsters too
Just imagin it is
Is this balanced?
Though tbh I could rewrite it as a Number C for it lol
Ok thats a card that exists
Extremly generic
Make the "Number" Xyz Monster a condition to be activated in it's entirety
Yeah
You could change it so it can be activated in the hand if you control Numeron Network
as a sort of Runick Fountain's shtick
[Numbers Protection]
When a Spell/Trap Card, or monster effect, is activated, while you control a "Number" Xyz Monster: Negate the activation, and if you do, destroy that card. If a "Number" Xyz Monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use 1 "Numbers Protection" effect per turn, and only once that turn.
Numeron Crash
Trap
When your opponent activates a spell/trap card or effect, you can: negate the activation, and if you do, attach that card and this card to an xyz monster you control. You must control a "Number" xyz monster to activate and resolve this effect. If you control a "utopia", "utopic", "number c" or "numeron" Xyz Monster, you can activate this card from your hand. Whilst this card is attached to a "utopia", "utopic", "number c" or "numeron" monster as material, that monster cannot be targeted by your opponents card effects.
I feel like the card I made is a BIT too powerful
But I don't know how to exactly change it
the handtrap specifically should not be part of your endboard, it has to be something usable turn 1
Oh ok
so no, marincess wave wouldn't work
Ill make a different card to what i had then
similarly this needs you to control an xyz, so doesnt count
What do you think of mine
So it has to be activateable at any time and not too generic
And give an archetype a reason to play it over an equivalent ht
Also: Should I change it to Supreme King Collaborator?
I feel like Quisling is a heavy word
mhm
theres a few ways you can go about that! c:
well, im the judge so i cant just straight up give feedback
only clarifying the contest requirements here
Ahhhh
Epic
Alright, i'm going to blow your eyelashes off
...right after I pick which card to send
...Collaborator fucks over both Blue Eyes and Dark Magician...
Alright made up my mind
How is this for a UA Handtrap btw?
Also acts as a starter
again, the contest requires it to be usable on turn 1
protection effects fur an established board dont count
Oh so it needs to be as unfun as Ash and shit
Ugh
Hold up
"U.A. Blood Greeche"
2000 ATK/0 DEF
Level 4/EARTH/Warrior
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Blood Greche". If this card is Normal summoned: Add 1 "U.A." monster from your Deck to your Hand. If your opponent activates a card effect: You can discard this card from your hand; then Special Summon 1 "U.A." monster from your hand, deck or gy. The Special Summoned monster can not leave the field until your next Standby Phase. This effect can not be negated by card effects if you control a "U.A." card. You can only use each effect of "U.A. Blood Greeche" once per turn.
Just cheat out anything idc
aladdin archetype
(does this count as a hand trap? lol... it activates from the hand?
)
bluh i missed a word
Obviously the wording stuff has not been followed ill patch that up in a bit
Arcana Calamity
Normal Trap
If your opponent controls more monsters than you, you can activate this card from your hand. When your opponent activates a card or effect, and you control an "Arcana Force" monster(s) (and no other monsters): Toss a coin, and apply the following effect. Heads: Your opponent cannot activate card effects for the rest of this turn. Tails: Return 1 "Arcana Force" monster you control to your hand.
Raidraptor - Foggy Lanius
1000 ATK/1000 DEF
Level 3/DARK/Winged Beast
This card is always treated as a "The Phantom Knights" card.
If you use this card to Xyz Summon, you can treat it as Level 4. If you control a "The Phantom Knights" or "Raidraptor" monster, you can Special Summon this card from your hand. When your opponent activates a monster effect, you can discard this card: negate that effect, then, Set 1 "Phantom Knights" or "Raidraptor" Spell card from your deck to your side of the field. If it is a Quick-Play Spell card, it can be activated this turn. You can only activate each effect of "Raidraptor - Foggy Lanius" once per turn
Aight thats better
The idea is for you to set a rank-up magic, but you could set spear or nest if you wanted to
No traps because setting fog blade is too unbalanced and we have bardiche for that
Level 4, 1000/1500, LIGHT, Wyrm
You can only use the 1), 2), and 3) effects of cards with this name once per turn.
1) If you control no monsters (Quick Effect): You can banish this card from your hand; place 1 "Metaphys" Continuous Spell/Trap from your Deck face-up in your Spell & Trap Zone, then banish 1 "Metaphys" monster from your Deck, except "Metaphys Apocralyph".
2) During the Standby Phase of the next turn after this card was banished: You can Special Summon this banished card.
3) If this card is Special Summoned: Until the end of your next turn, any card sent to your GY is banished instead, also you can shuffle this card into the Deck, and if you do, Special Summon 1 of your banished "Metaphys" monsters, but banish it during the End Phase of the next turn.```
i don't know what i'm doing
if this is fur the contest, it has to be usable t1, not just part of an end board
the contest post clarifies that yall gotta read it all the way
Necroface
is there any card that shuffles or moves from both players into the Deck or GY?
I thought you could just normal summon 1 arcana force peep and then you are ready
[Madolche teacher glassouffle]
Rank: 4
[ Fairy / Xyz / Effect ]
ATK 1800 / DEF 2500
2 Level 4 "Madolche" monsters
(Quick Effect): You can detach 1 material from this card, then target 1 "Madolche" monster on the field; this turn, that face-up monster is unaffected by monster effects, except its own. If a "Madolche" card is sent to your GY while this card is on the field (except during the Damage Step): You can shuffle up to 2 cards from the GYs into the Deck(s). You can only use each effect of "Madolche Teacher Glassouffle" once per turn.
sorry I meant to say from banished
would it be like "You can shuffle up to 2 banished cards from either player into the Deck(s)"?
Field Spell
Your opponent cannot target "Elemental HERO" Fusion Monsters you control with card effects. Fusion Monsters that mention "Elemental HERO Neos" as material do not have to activate their effects during the End Phase that shuffle them into the Extra Deck. You can discard 1 card, then target 1 Level 8 or lower "Elemental HERO" or "Neo-Spacian" monster in your GY: Special Summon that target, ignoring its Summoning conditions. You can only use this effect of "Skyscraper 3 - Future HERO City" once per turn.```
This is a hard one for the contest, I have ideas but idk how I want them structured
Normal Spell
You can shuffle 1 Fusion Monster that mention "Elemental HERO Neos" as material from your field or GY into the Extra Deck: Special Summon from your Extra Deck, 1 Fusion Monster with that mention "Elemental HERO Neos" as material with the same Attribute as the shuffled monster, but with 1 Level higher, ignoring its Summoning conditions. You cannot Special Summon monsters from your Extra Deck the turn you activated this card, except Fusion Monsters. You can only activate 1 "Level-Up-Magic - Neos Force" per turn.```
Wierd thing I’ve found
It’s hard to make a noid ht
That like
Is balanced
It’s either turbo broken
Or does nothing
You can shuffle up to 2 of either player's banished cards into the Deck(s)
Ngl i think my Raidraptor/PK handtrap is balanced
Monster / Fire / Pyro
Level 6
2300/200
During either player's main phase: Discard this card; until the end of your next turn, neither player can Summon more than two times per turn.```
Isn't this supposed to be archetypal in some way
If its for the custom challenge
well it was such a bad idea
i mean, it's just summon limit aint it?
don't really see why you'd run this over limit (which can be searched with ease using trap trick)
You can summon it off rekindling 
Level 2 LIGHT Warrior/Effect
ATK 500/DEF 200
(This card is always treated as an "Elemental HERO" card.)
If you control "Neo Space" or a "Skyscraper" card in your Field Zone: You can Tribute this card; Special Summon 1 "Elemental HERO Neos" from your hand, Deck or GY. If you control a Fusion Monster(s) that list "Elemental HERO Neos" as a Fusion Material while this card is in your GY: You can banish this card from your GY; until the End Phase of your next turn, you do not have to activate the effect of "Neos" Fusion Monsters that shuffle themselves into the Deck. You can only use this effect of "Chrysalis Neos" once per turn.```
well this is a hand trap
and trap trick cant actually search summon limit
oh yeah it's continuous
man, playing a dumb custom format for a month has twisted the fuck outta my brain
because it works going second
and that's why i play a dumb custom format 💀
what do you play?
well the idea for the format is basically "anime decks"
so like, 3K atk is a HUGE deal and pot of greed is just an "oh ok"
there's no set rules cause it's a lot of work for something only 3 people play, it's kinda just feeling your way forward, going "i have strong monsters so i should have less draw or weaker removal" things like that
i haven't gotten him off since i haven't played with the deck much, but spirit of the pharaoh might unironically be really good
TRAPTRIX EATING GOOD WITH THIS ONE
NORMAL SUMMON GIRL LINK SUMMON SERA SET 5 PASS IT'S META YALL
now if only maxx c was allowed in tcg, we'd be cooking
RUNICK EATING GOOD WITH THIS ONE TOO
IMMA SPECIAL SUMMON A HUGIN
SEARCH FOUNTAIN
Level 10 DARK Dragon/Fusion/Effect
ATK 3300/DEF 2500
Must be Special Summoned with "Power of Awakening". If this card is Special Summoned: You can make this card gain ATK equal to 1 opponent's monster, until the end of this turn. Once per turn: You can target 1 monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that effect. If this card is destroyed: You can destroy all cards on the field, and if you do, Special Summon 1 "Starving Venom Fusion Dragon" from your GY.```
Normal Spell
Tribute 1 Fusion Monster; Special Summon from your Extra Deck, 1 "/Awakening Mode" Fusion Monster whose name includes the Tributed monster's name.```
Handtrap. Either players mainphase.
Why would you run Droll over Mistake? handtrap.
Litterally any handtrap over Solemn Judgment/Strike. handtrap.
Because you can go 2nd with it
i know, the other guy already told me
Oh kek nvm
Part of a slightly unfinished archetype
Based on Gambling,
The whole deck is gamble, with only good effects though
This card is (as the name shows) based on gamblers fallacy
Feels like 6 should Special Summon 1 from anywhere
Except ed
Does it have ED monsters?
It does, but I was considering that they do have a way to reliably rig the rolls with a fieldspell, (every roll either add 1 counter, or remove3 and rig the roll)
Though they can't currently make that much use from a 0mat Xyz, and don't have a Fusion, synchro or anything...
You should probably focus on Xyz
Not every Archetype need all Summoning Methods present
Oh don't worry I have no plans on mixing mechanics
Hell it's one of the things which makes me annoyed about Salamangreat.
It's gonna be pure Xyz probably.
Maybe a single link-2 or 1, or something, which quite a few Archetypes have, but probably not
Maybe a Charlemagne style link1. I think those are really cool
For me it's personally allways
The Level 4 Beater that searches the Field Spell from hand > The Link 1 that searches the Fieldspell on summon
Lmao. Level 4,
It's gonna be 6 probably
Well yeah in your case
Also gonna be a gamble card.
I meant stuff like the one dude who searches Umi
Fair
Also it's not like they need their fieldspell. It's a good card, but not vital for basic function
Level 4 DARK Warrior/Effect
ATK 1900/DEF 1200
(Quick Effect): You can send 1 "Neo-Spacian" monster from your hand, Deck, or Extra Deck to the GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effect. (Quick Effect): You can banish this card from your GY; all "Neo-Spacian" monsters you currently control gain 1500 ATK/DEF until the end of the next turn. You can only use 1 "Elemental HERO Spaceman" effect per turn, and only once that turn.```
E Hero Prisma Retrains be like
Normal Spell
At the start of Main Phase 1, if you control no monsters while your opponent controls 3 or more Special Summoned monsters: Draw 1 card for each Special Summoned monster your opponent controls, also skip your next Draw Phase. You cannot conduct your Battle Phase the turn you activate this card. ```
Ive been racking my brain with this one, Im trying to make a pot that balances out the OTK meta a bit, but it seems so restrictive, op and SITUATIONAL that I feel like it would see no play, essentially a brick not worthy of a main deck slot.
Please help me come to a solution with this, would be cool to have a card that gives you a second chance on T3
Seems too sacky and meta dependent
I would estart by dropping the skip draw and bp
maybe dropping the condition of no monsters on your side and dropping the restriction on next draw phase, and changing it to draw 2.. idk
The draw isnt relevant because if you use the card youre gonna win or lose that turn anyways, and skipping the bp just seems kinda pointless
true
Seems just worse than prosp also
A second chance on turn 3 seems kind of like fighting the nature of ygo more than the meta
yeah feels like at T3 its just a negate baiter
Ygo is just not in a place where turn 3 matters as much as playing turn 1 correctly
Also in what situation is your opponent going to have 3 mons, you have 0, its turn 3, and they havent already reduced you to 0 lp
If you want a turn 3 maybe you can make it a battle fader effect too? That way you can at least survive
Like you can play it from hand when youre directly attacked
also true.. or even if they have they have 3 mons that are omnis probably so itll get negated right away cuz it has to activate on MP1
The main issue for me is still probably, why are you playing this when you could play a card thats good turn 1
Is this card turn 3 really better than desires or prosp on turn 1? Methinks not
Its hard to avoid sometimes but card design that assumes off the bat that youre losing usually never sees play
true.. back to the drawing board
I mean i think it would be an ok going second card
well yeah you can activate it going 2nd
But youre competing with triple tactics thrust and talent in that case
So those might be good bars to keep in mind
i mean you can essentially draw 6 lol
Also not every card has to be good, remember, it can be bad and you can still like it 
I actually didnt think of it as a going 2nd card now that I see it I think its a little leas useless
less*
Likely, especially if its start of the mp only
yeah, just like extrav for decks that dont rely on ed (edit: confusion)
Normal Spell
At the start of Main Phase 1, if you control no monsters while your opponent controls 2 or more Special Summoned monsters: Draw 1 card for each Special Summoned monster your opponent controls, also skip your next Draw Phase. You cannot conduct your Battle Phase the turn you activate this card. ```
Hows this for a going 2nd?
it's fine that it's unmainable, i can see people siding this
What can make this mainable?
Not necessarily a staple but a more viable pick
will removing the battle phase restriction overpower this card? or make it just strong enough to make t2 playable
@tranquil mango
I mean i disagree
so you would simply make it more versatile
Plenty of people main stuff thats not necessarily universal, just calling the meta
But balancing something like this is definitely tricky
You can at least start by comparing it to existing cards and how successful they are, and then can add + and - to balance the changes
If I drop the draw phase restriction I feel like its too much, cause u can essentially draw 4 easily
Do u mean the mp restrict
no the skip dp
i don't know why you would main a card that is almost impossible to use going first
in a trap deck i guess
which is a whole different problem in that anti meta effects that target the most common monster strategies end up being used with impunity by trap based control and stun
true.. but in order to battle meta you have to create a new meta
ok but the problem is that stun is horrible to play against
Idt this card is something you can main outside of a build around it
In its current form at least
Would require a significant redesign for thet
Cards you main are cards that directly support your win condition with as few strings as possible attached
With all the strings attached to this card you could make an entire gimmick puppet deck
Normal Spell
At the start of Main Phase 1, if you control no monsters while your opponent controls 2 or more Special Summoned monsters: Draw 1 card for each Special Summoned monster your opponent controls. You cannot draw cards by card effects the turn you activate this card. ```
A step in the right direction i think
But this will always be a sacky card i think
Normal Spell
At the start of Main Phase 1, if your opponent controls 2 or more Special Summoned monsters: Draw 1 card for each Special Summoned monster your opponent controls. You cannot draw cards by card effects the turn you activate this card. ```
i feel like this should already be limited to 1 lol
it’s essentially extrav that doesnt make u banish from ed
damn..
Is there a reason you really want this to be a main deck card
cause im biased as hell 😅 and already halfway through with the artwork
Thank you Noble Knight, what would you change about the card?
That looks really neat wow
Excavate cards from your Deck equal to the number of "Flourishing Frolic" in your GY + 3, and if you excavate at least 1 Monster, 1 Spell, and 1 Trap, add 1 of them to your hand and send the other cards to the GY. If you did not, shuffle all excavated cards into your Deck. You can only activate 1 "Flourishing Frolic" per turn.
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
hmm i guess its an okay effect
Thank you 
it doesnt need opt its condition is MP1
Normal Spell
If there is at least 1 face-up Fusion Monster on the field; draw 1 card for each Fusion Monster on the field (max. 3). You cannot Special Summon monsters from your Extra Deck during the turn you activated this card, except Fusion Monsters. You can only activate 1 "Fusion Treasure" per turn.```
Level 3 FIRE Wyrm/Effect
ATK 1400/DEF 1100
When this card on the field is destroyed by a card effect and sent to the GY: You can Special Summon 1 Wyrm monster with 1500 or less DEF from your Deck, except "Unmasked Wyvern".```
Masked dragon retrain
Why not just have it when its drstroyed
Less text and slightly more useful
that is a counterpart, not a retrain.
<Mystic Potato>
There is Mystic Potato
who has the effect
you mean Unmasked Dragon retrain
Hmm
Quick-Play Spell
Destroy 1 WATER monster from your hand or field, then special summon from your hand, Deck, or GY, 1 monster that mentions "Umi", then if "Umi" is on the field you can special summon 1 WATER Normal Monster from your hand, Deck, or GY. You can only use 1 "Kairyu-shin's Dive!" per turn.
What do you guys think? Too much?
That is definitely too much lol
I could maybe do that for the umi clause
But itd also go against the theme a lot of umi searchers have
Like imagine having to deal with kairyushin and numen
Idk if cheating out Kairu is a healthy thing to do
I did make another version
Quick-Play Spell
Destroy 1 WATER monster from your hand or field, then special summon from your hand or GY, 1 monster that mentions "Umi", or 1 WATER Normal Monster, or if "Umi" is on the field you can special summon 1 monster that mentions "Umi", or 1 WATER Normal Monster, from your deck instead. You can only use 1 "Kairyu-shin's Dive!" per turn.
Here was the weaker version
Elemental HERO Neos Avian
7* / WIND
Warrior / Effect
If you control "Elemental HERO Avian", you can Special Summon this card from your hand by returning 1 "Elemental HERO Avian" you control to your deck, then you can activate this effect:
- Add 1 WIND HERO monster from your deck to your hand, except "Elemental HERO Neos Avian" or "Elemental HERO Stratos".
This card's name becomes "Elemental HERO Avian" while it's on the field or in the GY. This card can attack your opponent directly during the turn it was Summoned, and if you inflict damage to your opponent: Target 1 card your opponent controls; return it to the hand. During the End Phase: Shuffle this card to your deck, and if you do, you can Special Summon 1 "Elemental HERO Neos" from your hand, Deck or GY. You can only use each effect of "Elemental HERO Neos Avian" once per turn.
ATK 2500 / DEF 2000
Normal Spell
Fusion Summon 1 "Elemental HERO" Fusion Monsters that mentions all its materials by name, using monsters from your hand, Deck, and/or field as Fusion Material, but it cannot attack directly this turn, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only activate 1 "Proto-Elemental Fusion" per Duel.```
Level 1 LIGHT Dragon/Tuner/Effect
ATK 0/DEF 0
You can Tribute this card; Special Summon 1 Level 8 or lower "Anotherverse" monster or 1 monster that mentions "Anotherverse Dragon" from your Deck, except "The Multiverse Stone of Legend". If this card is in your GY: You can target 1 Level 8 or lower "Anotherverse" monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use 1 "The Multiverse Stone of Legend" effect per turn, and only once that turn.```
Looks cool
Level 4 WATER Winged Beast/Effect
ATK 1500/DEF 1500
You can discard 1 card; Special Summon 1 WATER Fish, Fairy or Winged Beast monster from your Deck, but change its ATK/DEF to 0, also all face-up monsters your opponent currently controls lose ATK equal to the Summoned monster's Level x 100. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WATER monsters. You can only use this effect of "Absolute Zero Jatayu" once per turn.```
Level 1 WATER Winged Beast/Effect
ATK 100/DEF 100
Cannot be used as material, except for the summon of a WATER monster. If this card is Normal or Special Summoned: You can Special Summon 1 Level 6 or lower WATER monster from your hand, and if you do, this card's Level becomes that monster's Level. If this card is detached by the effect of a WATER Xyz Monster: You can make all WATER monsters your control gains 500 ATK, until the end of this turn. You can only use each effect of "Frosty Wind Parrot" once per turn.```
Rank 4 WATER Winged Beast/Xyz/Effect
ATK 2200/DEF 2000
2+ Level 4 WATER monsters
If this card would be destroyed by battle, or by your opponent's card effect, you can detach 1 material from this card instead. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, negate its effects, also that monster loses 600 ATK for each WATER monster you control.```
Rank 5 WATER Winged Beast/Xyz/Effect
ATK 2400/DEF 2600
3 Level 5 WATER monsters
Once per turn, you can also Xyz Summon "Sub-Blizzard Beast Zerofyne" by using 1 Rank 4 "Zerofyne" Xyz Monster you control as material. (Transfer its materials to this card.) If this card is Xyz Summoned: You can target face-up cards your opponent controls up to the number of materials attached to this card; negate those card's effects, until the end of this turn. Once per turn (Quick Effect): You can detach 1 material from this card; until the end of this turn, all monsters your opponent controls lose 300 ATK/DEF for each WATER monster you control.```
Rank 4 LIGHT Spellcaster/Xyz/Effect
ATK 2000/DEF 2500
2+ Level 4 "Anotherverse" and/or Dragon monsters
"Anotherverse" monsters you control cannot be destroyed by your opponent's card effects while this card has material. You can detach 1 material from this card, then target 1 Level 5 or higher "Anotherverse" monster in GY; Special Summon it, then if its "Anotherverse Dragon" or a monster that mention "Anotherverse Dragon", banish 1 card your opponent controls. You can only use this effect of "Pure Maiden from the Anotherverse" once per turn.```
i skipped dinner and wound up spending hours thinking up hypothetical ganbara knight support in my sleep, mimicking the zerozerock cards name by making it zerozerice and i think it deserves an effect as stupid as the reason i came up with it
Sweet new shark card!
time to make a subterror behemoth handtrap
or a subterror nemesis handtrap
for the contest that is
Elemental HERO Neos Burstinatrix
7* / FIRE
Warrior / Effect
If you control "Elemental HERO Burstinatrix", you can Special Summon this card from your hand by returning 1 "Elemental HERO Burstinatrix" you control to your deck, then you can activate this effect:
- Special Summon 1 FIRE HERO monster from your Deck, except "Elemental HERO Neos Burstinatrix" or "Elemental HERO Blazeman".
This card's name becomes "Elemental HERO Burstinatrix" while it's on the field or in the GY. You can tribute 1 other HERO monster you control; send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to the original ATK of the destroyed monster. This card cannot attack directly during the turn you activated this effect. During the End Phase: Shuffle this card to your deck, and if you do, you can Special Summon 1 "Elemental HERO Neos" from your hand, Deck or GY. You can only use each effect of "Elemental HERO Neos Burstinatrix" once per turn.
ATK 2500 / DEF 2000
Elemental HERO Neos Clayman
7* / EARTH
Warrior / Effect
If you control "Elemental HERO Clayman", you can Special Summon this card from your hand by returning 1 "Elemental HERO Clayman" you control to your deck, then you can activate this effect:
- Return 1 EARTH HERO monster from your GY to your hand, except "Elemental HERO Neos Clayman" or "Elemental HERO Solid Soldier".
This card's name becomes "Elemental HERO Clayman" while it's on the field or in the GY. Cannot be destroyed by battle or by your opponent's card effects. If this card destroys a monster by battle; you can return 1 Spell / Trap your opponent controls to the hand. During the End Phase: Shuffle this card to your deck, and if you do, you can Special Summon 1 "Elemental HERO Neos" from your hand, Deck or GY. You can only use each effect of "Elemental HERO Neos Clayman" once per turn.
ATK 2500 / DEF 2000
Subterror Nemesis Tamer
Level 4 Earth Psychic
0/0
If your opponent summons a monster while you control a face down monster (Quick Effect): You can send this card from your hand or field to the GY, and target 1 face-down monster you control; Change that face-down monster to face-up attack or defense position, then, if that monster is a “Subterror Nemesis” or “Subterror Behemoth” monster, you can change 1 monster your opponent controls to face-down defense position. If a “Subterror Nemesis” monster is Normal Summoned while this card is in your GY: You can Special Summon this card. You can only use each effect of “Subterror Nemesis Tamer” once per turn.
@tranquil mango I have created, absolute dog shit 
Smokehold Incendiator
WIND | Level 3 | [ Machine / Effect ] | ATK 1600 | DEF 200
If this card is Normal Summoned, you can: Special Summon 1 "Smokehold Token" (Machine/WIND/Level 4/ATK 700/DEF 700) to both players' fields in Attack Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters. If you control this Special Summoned card, you can (Quick Effect): Target 1 card you control; destroy it, also destroy up to 2 monsters your opponent controls. You can only use each effect of "Smokehold Incendiator" once per turn.
Smokehold Biker
WIND | Level 4 | [ Machine / Effect ] | ATK 1900 | DEF 2000
If this card is Normal or Special Summoned, you can: Add 1 "Smokehold" Spell/Trap from your Deck to your hand. When you activate a "Smokehold" Spell/Trap, you can (Quick Effect): Special Summon 2 "Smokehold Tokens" (Machine/WIND/Level 4/ATK 700/DEF 700), then, immediately after this effect resolves, Link Summon 1 Link Monster using those 2 monsters only. You can only use 1 effect of "Smokehold Biker" per turn, and only once that turn. You cannot Special Summon monsters from the Extra Deck, except Link Monsters, the turn you activate either of this card's effects.
Smokehold Steam Devil
WIND | Level 6 | [ Machine / Effect ] | ATK 2300 | DEF 700
You can: Discard this card; Special Summon 1 "Smokehold Token" (Machine/WIND/Level 4/ATK 700/DEF 700) to both players' fields in Attack Position, then you can Special Summon 1 "Smokehold" monster from your GY, but negate its effects, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters. If this card is used as Link Material, you can activate this effect: That Link Monster gains 700 ATK, also destroy Spell/Traps on the field, up to the number of "Smokehold" monsters used for that card's Link Summon. You can only use each effect of "Smokehold Steam Devil" once per turn.
Smokehold Duskrider
WIND | Link-2 L R | [ Machine / Link / Effect ] | ATK 2300
2 monsters, including a Link Monster or "Smokehold Token"
You can: Banish 2 "Smokehold" monsters you control and/or in your GY; Special Summon 1 "Smokehold" monster from your Deck in Attack Position, but reduce its ATK to 0 and banish it when it leaves the field. During your opponents turn, you can (Quick Effect): Tribute 1 "Smokehold" monster you control; Special Summon 2 "Smokehold Tokens" (Machine/WIND/Level 4/ATK 700/DEF 700), and if you do, immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including those monsters. You can only use each effect of "Smokehold Duskrider" once per turn.
Smokehold Moondriver
WIND | Link-3 DR D DL | [ Machine / Link / Effect ] | ATK 2600
2+ monsters, including a Link Monster or "Smokehold Token"
If this card is Special Summoned, you can: Banish cards your opponent controls, up to the number of times you have Link Summoned this turn. If you activated the previous effect, you can: Banish this card; Special Summon "Smokehold Tokens" (Machine/WIND/Level 4/ATK 700/DEF 700) equal to the number of cards used for this card's Link Summon, and if you do, immediately after this effect resolves, Link Summon 1 Link Monster using those monsters only. You can only use this effect of "Smokehold Moondriver" once per turn.
Smokehold Toss
Quick-Play Spell
Activate 1 of these effects;
● Add 1 "Smokehold" card from your Deck to your hand.
● Special Summon 1 of your "Smokehold" monsters that is banished or in your hand in Defense Position.
If you control "Smokehold Biker" at activation, you can activate both effects (at resolution, add, then Special Summon). You can only activate 1 "Smokehold Toss" per turn.
Smokehold Vapor
Normal Trap
Activate 1 of these effects;
● Target 1 "Smokehold" monster you control; destroy 1 card your opponent controls, and if you do, that target gains 700 ATK/DEF.
● Shuffle 3 "Smokehold" cards from your GY into your Deck, and if you do, draw 2 cards.
If you control "Smokehold Biker" at activation, you can activate both effects (at resolution, destroy, then shuffle). You can only activate 1 "Smokehold Vapor" once per turn.
Smokehold Drift
Continuous Trap
If a monster is Special Summoned from the Extra Deck while you control a "Smokehold" monster, you can: Activate 1 of these effects;
● Negate the effects of 1 face-up monster your opponent controls
● Banish 1 monster on the field or in the GY, and if you do, your opponent can Special Summon 1 of their banished monsters during your next Standby Phase.
If you control "Smokehold Biker" at activation, you can activate both effects (at resolution, negate, then banish). You can only use this effect of "Smokehold Drift" once per turn.
i decided to search up the umi specific cards in this channel and honestly speaking they were very disappointing
why do they disappointed you?
probably just flowery language for "they're shit"
could also just be lack of creativity i guess
They are all stuff that you wouldnt want to play in umi
1 gets close but for the most part they are just not useful in umi in the slightest
How much of it was before Umi had an actual strategy/win con tho
Zero
Huh
Coulda sworn there was some umi stuff between now and the bot of greed wipe that predated the legendary duelist stuff
The oldest umi thing here is nobleknight's one and his one is the one I said got close to something umi would want
anyone know a good quality hd website where i can make custom cards for printing, all the common websites i tried and the quality sucks
Continuous Trap
Activate this card by Tributing 1 Dragon or Wyrm monster, then target 1 face-up monster your opponent controls; negate that target's effects, also its ATK and DEF become the Tributed monster's ATK or DEF (whichever is lower). The targeted monster cannot be Tributed, also your opponent cannot Special Summon monsters from the Extra Deck using it as material. If that target leaves the field, destroy this card.```
Continuous Trap
Activate this card by Tributing 1 Dragon or Wyrm monster, then target 1 face-up monster your opponent controls; negate that target's effects, also its ATK and DEF become the Tributed monster's ATK or DEF (whichever is lower). The targeted monster cannot be Tributed, also your opponent cannot Special Summon monsters from the Extra Deck using it as material. If that target leaves the field, destroy this card.```
Hypersonic Duck
*3 / WIND
Winged Beast / Xyz / Effect
3 Level 3 monsters
Can attack your opponent directly. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. If this card attacks, neither player can activate Trap effects until the end of the Damage Step.
ATK 2700 / DEF 700
i wanted to try out this combo of the first two effects
Man im still trying to figure out how I should make great white terror
The criteria I have to fulfill is
A: have an effect that is unrelated to umi
B: Have an additional effect for having umi
C: reference the dueslist kingdom arc of the anime, where great white terror appears, in said effects
D: level 5 WATER aqua 1700/1400 stat line
this is just a meme card for a friend, don't pay much attention to the balance
want to make cards based on their personalities
meaning of the effect first, balance maybe
Try having an effect that turns an opposing monster into a continuous spell
Or an equip spell equipped to one of your water monsters
Must be Link Summoned. You can only Special Summon "Sky Striker Aces - Sages of War and Wisdom" once per turn. If you have 3 or more spells in your graveyard, your opponent may not activate cards or effects in response to this card's link summon or effect activations. This card gains 2000 ATK and cannot be targeted by your opponent's card effects while you have 5 or more spells in your GY. You can banish 1 spell from your GY; destroy 1 card on the field, also you cannot banish spells with the same name to activate this effect of "Sky Striker Aces - Sages of War and Wisdom" for the rest of the turn.```
Thonks?
cool idea but not helpful for umi in the slightest
Triton's Sacred Trident
Trap Card
If you control "Umi": Target 1 monster your opponent controls; equip it to a WATER monster you control as an Equip Card that gives it 500 ATK/DEF, or if that target was Special Summoned from the Extra Deck, the equipped monster gains 1000 ATK/DEF instead.
i hate the idea that to justify its own existence a custom card has to be meta relevant
For me personally I want to make a custom card which would actually see use in the deck that its built for
For example: the trap card you made has a major flaw to it and that umi has trap searchers but the card would not be searchable by the deck in any way
The fusion card someone made for legendary fisherman had the express problem that there lacked a card to fusion summon it outside of poly
And thematically speaking the cards also are only extremely loosely fitting into the theme
So my criteria are: potentially useful in deck and thematically fits the deck
Umi as a deck has 3 themes
1 is sea monsters
2 is a giant fortress whale and its artillery
3 the fisherman who attempts to fish them all
Yorishiro is there too, though she is technically part of the sea monster thematically
Maybe a searcher for torrential tribute
That... that already exists
I dunno
Maybe smth that has to do with being banished since Umi has 2 cards that do that
When this card is banished by the effect of a card that mentions "Umi" in its Card Text, you can Special Summon 1 "Legendary Fisher-" monster or "Fortress Whale" monster from your hand or GY ignoring it's Summoning Condition.
Would an archetype based on a prize card like Anotherverse Dragon, be okay?
No one would be able to play it except the Guy who has it but sure lol
How does this sound for Myutants?
Do they even need more Fusion monsters?
Level 4 DARK Fairy/Normal
ATK 2000/DEF 0
An Angel that had turned their back on god, and recently embraced the life of Vanity.```
Level 5 DARK Spellcaster/Fusion/Effect
ATK 2000/DEF 1000
1 "Essence of Vanity" monster + 1 non-Effect Monster
A Fusion Summon of this card can only be done with the above Fusion Materials. You can only use each of the following effects of "Vainizard the Essence of Vanity" once per turn. If this card is Fusion Summoned: You can Special Summon 1 Level 5 or lower non-Effect Fusion Tuner from your Extra Deck in Defense Position. You cannot Special monsters the turn you activated this effect, except "Essence of Vanity" monsters. Once per Chain, during your opponent's Main Phase, if you control at least 1 Tuner, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using at least 1 Tuner and this card you control.```
Normal Spell
Fusion Summon 1 "Essence of Vanity" Fusion Monster from your Extra Deck, using monsters from your hand or field, and/or Normal Monsters from your Deck, as Fusion Material, and if you do, it is unaffected by your opponent's card effects until the end of the next turn, but it cannot attack directly this turn. You can only activate 1 "Essence of Vanity Fusion" per turn.```
while not a card we need at least this one has potential to be very fun with like legendary fisherman 3
what e.v.e. means here ? i wonder?
also for a 2 material fusion that takes pmuch any 2 archetype monsters, it does too much.
both effect and stats
It needs the 2 Fusions they allready have
Eve just came to mind cause I watched some Parasite Eve Videos and I liked the Name
Apparently it means "source of life" in Hebrew though
i'm just saying fusions with 2 materials that are any 2 archetype monsters aren't usually this strong
this would have to have the same materials as Ultimus
i'm missing something ?
damn it...
it needs fusion monsters my bad
I seriously thought it was 2 "Myutant" monsters with different names
and i was like ? that's too easy for this.
Ghost Shogun and Solid Will
LIGHT, Level 6
Zombie/Fusion/Effect
ATK 3600 / DEF 1800
2+ Level 3 Monsters with 0 ATK / 1800 DEF
When a card or effect is activated (Quick Effect): You can banish 1 monster with 0 ATK / 1800 DEF from your GY; negate the activation; and if you do, destroy that card.
I considered putting it at ? ATK and making it so that it’ll go up by 1800 for every monster that was used as Fusion Material, but I decided against it, since that would lead to some wacky OTK potential.
This would become an unofficial sky striker card real fucking fast
20 of the cards in Striker tend to be handtraps, several of which are ghost girls.
Combine that with
-Shark cannon to snatch your opponent's blossom from grave
or
-Necro fusion to use your own handtraps from grave once they're spent
And get a solid boss with a non-once per turn omni
nah. not even close to worth
not as a fusion
think about it, how many negates could you get on the first turn?
it's not even guaranteed to get 1 yet this requires main deck investment
2 ghost girls in starting hand are 2 cards that aren't contributing to sky striker making its main plays
When half your deck is valid fusion materials and you struggle to actually get a kill, some main deck investment is worth considering
usually there aren't even more than 2 ghost girls worth maining together
that's 6 targets
this isn't useful aside from the first turn endboard
which incidentally this turns off most of sky striker's interactions specifically
margins in competitive decks are literally too tight
why would they run a random inconsistent fusion, they aren't running dragoon now, are they?
Nah shadowwy is right you usually only use 3 ash and either 3 ogre/belle in main
Mourner and sister usually stay in the side
And no one plays ghost reaper
Phantom Knights' Brass Horn
Counter Trap
When your opponent activates a Spell/Trap Card or effect while you control a "Rebellion" monster, or an Xyz Monster that has any such monster as material (except during the Damage Step): Negate the activation, and if you do, destroy it. You can banish this card from your GY; Send 1 "Phantom Knights" Spell/Trap from your Deck to the GY, except "Phantom Knights' Brass Horn". You can only use each effect of "Phantom Knights' Brass Horn" once per turn.
that is a cool card if I say so myself.
Level 8 DARK Winged Beast/Fusion/Effect
ATK 2900/DEF 2000
Must be Special Summoned with "Power of Awakening". Any battle damage your opponent takes from battles involving this card is doubled. When this card on the field is destroyed: You can Special Summon 1 "Garura, Wings of Resonant Life" from your GY. At the End Phase of this turn, if this card was sent to the GY, (and it was still in the GY when this effect is activated): You can shuffle 1 "Power of Awakening" from your GY into the Deck. You can only use this effect of "Garura, Wings of Resonant Life/Awakening Mode" once per turn.```
It's nice but why only for Rebellion Xyz and not PK Xyz too?
Level 4 DARK Winged Beast/Effect
ATK 1800/DEF 0
If you control monsters with the same name as this card: Destroy this card. If this card is used as Fusion Material for the Fusion Summon of a "Wings of Resonant" monster: You can target 1 "Wings of Resonant" monster you control; it gains 1000 ATK/DEF, until the end of your next turn. You can only use this effect of "Brezza, Wings of Resonant" once per turn.```
I have made a gimick for an Arc story, as if they have a monster with the same name as each other, they'll destroyed, something that "Garura, Wings of Resonant Life" required to be Fusion Summoned, meaning all members of the archetype have the type and attribute as each other.
Level 4 DARK Winged Beast/Effect
ATK 2000/DEF 0
If you control a monster with the same name as this card: Destroy it. At the end of this turn, if this card is Summoned from your hand, Deck, or GY, and you control no other Winged Beast monsters, and/or you control a non-Winged Beast monster; destroy this card. If this card is sent to the GY: You can add 1 "Wings of Resonant" monster from your Deck to your hand, except "Morte, Wings of Resonant". You can only use this effect of "Morte, Wings of Resonant" once per turn.```
Level 2 WIND Machine/Synchro/Tuner/Effect
ATK 200/DEF 1500
1 Tuner + 1 non-Tuner monster
This card's name becomes "Turbo Synchron" while it is on the field or in the GY. You can only use each of the following effect of "Turbo Formula Synchron" once per turn. If this card is Synchro Summoned: You can excavate the top 5 card of your Deck; Special Summon 1 "Junk", "Turbo", "Warrior" or "Stardust" monster among the excavated cards, then shuffle the rest into the Deck. If this card is used as Synchro Material: You can take 3 Tuners from your Deck, and place them to the top of your Deck.```
Level 1 WIND Machine/Effect
ATK 0/DEF 0
If you control a "Turbo" Tuner monster or "Turbo Rocket" while this card is in your hand or GY: You can Special Summon this card, but banish this card when it leaves the field if it was Special Summoned from the GY this way. You can only Special Summon "Turbo Snail" once per turn this way. Once per turn: You can discard 1 monster from your hand, then target 1 Tuner monster you control; until the end of this turn, increase that target's Level equal to the Level of the discarded monster.```
Normal Spell
Fusion Summon 1 "Wings of Resonant" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Maternal, then if the monsters used as Fusion Materials have different names, that monster is unaffected by the effects of your opponent's monster effects, until the end of the next turn. During your Main Phase, except the turn this card was sent to your GY: You can banish 1 Winged Beast Fusion Monster from your GY; add this card to your hand. You can only use each effect of "Feather of Resonant - Fusion" once per turn.```
I gotta figure out what I wanna submit
Normal Spell
Reveal 1 "Wing of Resonant" monster in your hand: Draw 1 card, then reveal it, and if it was a "Wing of Resonant" monster with a different name than the first revealed monster, draw 1 additional card from your Deck, but you cannot Special Summon monsters from your Extra Deck until the End Phase of your next turn, except "Wings of Resonant" monsters. You can only activate 1 "Gift of the Feather of Resonant" per turn.```
Level 1 DARK Winged Beast/Effect
ATK 0/DEF 0
If you control monsters with the same name as this card: Destroy this card. Cannot be destroyed by battle with Level 4 or higher monsters. Once per turn: You can target 1 Fusion Monster on the field; until the end of the next turn, this card's ATK becomes that target's current ATK.```
Thoughts? Also sorry it is so simple
seems affective
Field Spell
Activate this card only if your opponent has a face-up card in their Field Zone; this card's name becomes that card's original name, and replace this effect with that card's original effects. If your opponent controls no card in their Field Zone, destroy this card. If this face-up card leaves the field: You can destroy any card in your opponent's Field Zone.```
More Pyro support, are there any issues with it?
Why does the “if this card is activated while you control a pyro monster(s);” clause exist
That’s not an activation condition, nor a cost, so a semicolon isn’t really necessary, and I feel like it’d just be better as a once per turn recycling sorta deal
I see let me fix that real quick
I would just make it “once per turn, If you control a Pyro Monster: You can target 1 Pyro monster in your GY with the same level as a Pyro monster you control, but a different name; Add it to your hand.”
As for the second effect, hmm
“If your Opponent takes damage from the effect of a Pyro monster: Inflict damage to your opponent equal to double the damage they took from that monsters effect”.
How is it now? Also was the once per turn necessary to make you only able to use two effects once each turn?
Well I’m not really sure how to write it in a way that allows you to use only two effects of it per turn
Should I just make it once each for all three
It’s only really the second effect that’s worth considering putting a hard once per turn on
The other two are pretty harmless but I would definitely put at least a regular nice per turn on the add back from Graveyard effect
Seems balanced
Is this too overpowered for a link 2?
yes
first of all that much burn damage is just never a good idea if you ask me
secondly a link 2 that can come back for the rest of the duel after you summon it is too much
especially since no hopt, you can just crash pyro monsters into your opponent and summon this forever
and burn each time
further
i think the first effect should have a hopt just to keep within the typical power levels of link 2s
also, it looks like this card was designed based purely on thematics
what do you see as a use case for your card?
why would a pyro deck run it? what specifically does it give them?
Is the card balanced now?
With the new changes it can shuffle Volcanic Scattershot for example back into the deck and then act as a pyro you can banish for cost to summon the new Volcanic boss monster
Just submitted my custom card for the challenge (since i was told submitting 3 hours late was fine)


Ngl this challenge was pretty simple once i got a good idea
I realise my card is just a worse version of psy framegear gamma now lmao
Well effectively anyway
You'll see it if you look at the submissions
Wasn't intended to be like gamma i literally just realised the similarites with the psy framegears
I just made a subterror handtrap that wasn’t a negate
Its a monster negate and theres flavour around it
Level 5 WATER Spellcaster/Effect
ATK 1850/DEF 1500
(This card is always treated as a "Charmer" card.)
You can discard this card and 1 WATER monster; add 1 WATER monster with higher DEF than the other discarded monster from your Deck to your hand, also you cannot activate non-WATER monster effects for the rest of this turn. When your WATER monster is destroyed by battle: You can Special Summon this card from your hand. You can only use each effect of "Eria the Water Channeler" once per turn. ```
does this count as a custom card
It does but it is also just Winda lol
Wynn*
Also its aussa
Also hiita
Who did I have in mind then?
[ Winda]
Level: 5
[ Spellcaster / Fusion / Effect ]
ATK 2200 / DEF 800
1 "Shaddoll" monster + 1 DARK monster
Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
Ah
Shaddol version is called that
Not the Og
I see
kinda weird it needs a Dark monster and not a Wind
Well no
Winda the gusto
And wynn the charmer
Are 2 different people
Nah different people
In fact
"According to the Duel Terminal Master Guide, this monster is the younger sister of "Winda, Priestess of Gusto" and daughter of "Windaar, Sage of Gusto". She disliked being bound by her family lineage and left for the outside world. Despite this, she doesn't have the "Gusto" crests in her eyes."
Oh that explains it then heh
If they ever make a lyna one dlink will be so op
Or a dharc
Vanquish Soul Choir Requiem
[Level 1/Dark/Fairy/Effect]
If you reveal a card(s) in the hand to activate a "Vanquish Soul" card's effect: You can shuffle this card from your hand into the Deck, and if you do, banish 1 monster on the field until the End Phase.
(Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s);
● DARK: Negate the effects of 1 face-up Trap on the field.
● DARK & Earth: Negate the effects of 1 face-up Spell on the field.
You can only use each effect of "Vanquish Soul Choir Requiem" once per turn, and cannot activate more than 1 in the same Chain.
ATK 100 / DEF 2100
Vanquish Soul Anguish Rhapsody
[Quick Play]
If a card(s) is returned from the field to the hand: You can reveal 1 "Vanquish Soul" monster in your hand; apply 1 of the following effects.
● Banish those cards.
● Draw 2 cards.
You can only activate 1 "Vanquish Soul Anguish Rhapsody" per turn.
Level 8 WATER Sea Serpent/Fusion/Effect
ATK 3000/DEF 1500
2 WATER Sea Serpent monsters
If this card would be destroyed by battle or card effects, you can Tribute 1 other monster you control instead. Once per turn: You can Tribute up to other 2 Sea Serpent monsters you control; this card can make 1 additional attack on monsters for each monster Tributed this turn. If this card is Special Summoned from the GY: You can Special Summon 1 "Violet Token" (Sea Serpent/WATER/Level 1/ATK 0/DEF 0) in Defense Position. Monsters cannot be Special Summoned using it as material, except Fusion Monsters.```
This is a rival ace
fun fact: sea serpent is the least common type in the game 😄
And now I want to see Komoney make Fire Sea Serpents
iirc that is also the only type/attribute combination to not exist because fire fish exists in rush
wasnt there Laval Chain
now I want to make a deck about turning opposing monsters into continuous spells/traps
wait no
uhh
i forgot
there was one type/attribute combination that didnt have anything
outside of fire fish which had a rush duel card
water pyro
i had it the other way around
it was water pyro without a single card
not even in rush duel
Make it Jinzo Support
I want to make it water theme
continous spells and traps on their field or your field?
both
basically for you its like your monsters diving in the ocean
and for your opponent you are drowning them
gonna draft one now
Savage Seas' Saber - Sini
Level 3/WATER/Fish/Effect
1300ATK/1200DEF
If your opponent controls more Spells/Traps than you do: You can Special Summon this card (from your hand). You can only Special Summon "Savage Sea's Saber - Sini" once per turn this way. You can Tribute this card, target 1 monsters your opponent controls; Send it to one of your opponent's Spell/Trap Zones as a Continuous Spell, until the End Phase. You can only use this effect of "Savage Seas' Saber - Sini" once per turn.
I think the more correct PSCT is "place it face-up in its owner’s Spell & Trap Zone as a Continuous Spell". going by the card <Corrupted Gem of Rebellion - Snake Eye>
That card would probably played in that archtype tbh, since this seems to be leaning as a going 2nd strategy.
Scorching Mind
Quick-Play Spell
Target 1 monster you control; take damage equal to its original ATK, and if you do, treat it as if it had just battled and destroyed a monster by battle. You can only activate 1 "Scorching Mind" per turn.
would this..work with trial of the princesses?
i feel like you should be able to specify what kind of monster was destroyed by battle
No and I don't see why
It's supposed to only work with effects such as [Geomathmech Magma]
Level: 8
[ Cyberse / Synchro / Tuner / Effect ]
ATK 2500 / DEF 0
1 Tuner + 1+ non-Tuner monsters
When this card destroys a monster by battle: You can target up to 2 cards your opponent controls; destroy them. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Geomathmech Magma" once per turn.
~~or to target an Xyz and make Zeus in Main Phase 1
~~
well that's just ignoring funny strats on purpose
I wonder what extra deck type (or rit) should I have my archetype revolve around
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my prototype for now
correct.
Solitary Regret
Normal Trap
Target 1 monster you control and 1 monster your opponent controls; take damage equal to their combined original ATK, then if you took 3000 or more damage, destroy all cards on the field, except that monster you control. You can only activate 1 "Solitary Regret" per turn.
Malicevorous Splayd
*2 / DARK
Fiend / Xyz / Effect
3 Level 2 DARK monsters
You can pay 1000 LP; Special Summon as many of this card's attached materials as possible. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Fiend Xyz Monsters. You can target 1 other Rank 2 Xyz Monster you control; Xyz Summon 1 Rank 3 DARK Fiend Xyz Monster, using this card and that target as material. (Transfer both monsters' materials to the Summoned monster.) You can only use each effect of "Malicevorous Splayd" once per turn.
ATK 1100 / DEF 1000
makes the malicevorous trio an instant 5-mat dark storm with no rank-up-magic required, and that's it. a splayd is like a spork but with a knife edge
I made some too a while back
Ignore obvious mistakes in PSCT. How good of an effect would something like this be?
Rank6 XYZ with-
HOPT: If a spell or trap card is activated while this card is on the field or GY, Send 1 Spellcaster or 1 Level/Rank 6 monster from your hand or field to the GY and banish this card if it was in the GY, Roll a dice & Apply the result:
1,3,5: Negate that effect & Destroy it
2,4,6: Spellcaster, Level/Rank 6 monsters you control are unaffected by Spell/trap card effects this turn.
L3 LIGHT Thunder
ATK 700 DEF 400
This card can attack directly. If this card inflicts battle damage to your opponent: Target cards on the field up to the number of "Watt" monsters with different names you control; return them to the Hand.```
Its kinda underpowered since its luck based along with a very specific cost. You can honestly make the cost be the usual detach 1 material and it would still be fine.
Yeah,
Either Send1&banish self, or detache 1
It's a gamble effect because I'm making it a full Archetype of gamble cards
Phantasm Spiral Origin
<1][Level 4/Water/Sea Serpent/Pendulum/Normal][1>
During your Main Phase: You can add 1 "Umi" from your Deck or GY to your hand. You cannot Normal or Special Summon Effect monsters the turn you use this effect. You can only use this effect of "Phantasm Spiral Origin" once per turn.
[Flavor Text]
Unleashed from the depths, this juvenile Sea Serpent strikes with ferocious power. Its relentless hunger fuels a swirling tempest, engulfing prey in a merciless maelstrom.
ATK 1900 / DEF 1900
Phantasm Spiral Incarnate
<9][Level 8/Water/Wyrm/Pendulum/Normal][9>
You cannot Pendulum Summon monsters, except Normal Monsters. This effect cannot be negated. You can Tribute 1 Normal Monster; Special Summon this card from your Pendulum Zone, and if you do, this card's name becomes "Phantasm Spiral Dragon", also it gains 2900 ATK/DEF. You cannot Normal or Special Summon Effect monsters the turn you use this effect. You can only use this effect of "Phantasm Spiral Incarnate" once per turn.
[Flavor Text]
From the abyss emerges the Phantasm Spiral Incarnate! Born of the Spiral Serpent's legacy, it commands the ancient tides. With unrivaled power, it engulfs the battlefield, crushing foes within its relentless spiral.
ATK 2900 / DEF 2900
those are actually cool phantasm spiral cards
Level 7 WIND Aqua/Fusion/Effect
ATK 2400/DEF 1400
1 WIND Aqua, Fish or Sea Serpent monster + 1 Aqua, Fish, or Sea Serpent monster
Must first be Fusion Summon or Special Summoned by banishing the above cards you control. Cannot be used as Fusion Material. Gains 200 ATK for each of your banished Aqua, Fish, and Sea Serpent monsters. If this card would be destroyed by battle or by your opponent's card effect, you can banish 1 Aqua, Fish, or Sea Serpent from your GY instead. You can only use this effect of "Spearfish, the Airorca Rider" once per turn.```
Level 4 WIND Aqua/Synchro/Effect
ATK 1800/DEF 500
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 1 Level 4 or lower Aqua, Fish, or Sea Serpent monster that is banished or in your GY, except "Gliding Dolphin", but it's ATK/DEF becomes 0, also you cannot Special Summoned monsters for the rest of this turn, except Aqua, Fish, and Sea Serpent monsters. You can banish 1 Aqua, Fish, or Sea Serpent monster from your GY; banish the top 3 cards of your opponent's Deck, and if you do, banish this card until your next Standby Phase. You can only use each effect of "Gliding Dolphin" once per turn.```
Level 4 WIND Fish/Effect
ATK 800/DEF 500
This card can attack your opponent directly, but if it does, its ATK becomes its original ATK during the damage calculation only. If this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; banish both this card and that target until your next Standby Phase.```
Level 3 EARTH Wyrm/Effect
ATK 100/DEF 200
If this card is sent to the GY: You can Special Summon 1 Wyrm monster from your hand. You cannot Special Summon monsters, except Wyrm monster non conduct your Battle Phase the turn you activated this effect. You can only use this effect of "Kidmodo Spirit Dragon" once per turn.```
I posted these on the main reddit a few weeks back, custom cards for the Destruction Sword / Buster Blader cards. All art done by me, some from scratch some using references / stock images.
Wind fish!
Dolphin aren't fish, they're mammals, so Aqua is likely correct.
no i mean
the deck archetype
it was known as wind fish
don't forget WIND Aqua and Sea Serpents.
Supreme Awakening
Normal Spell
Reveal 1 "Dark Fusion", or 1 card that mentiones it, or 1 "HERO" monster in your hand, and if you do, Special Summon 1 Level 7 "HERO" Effect Mnster, or 1 Level 4 or lower "Elemental HERO" Normal Monster from your Deck, then you can send the revealed card to the GY, and if you do, place 1 "Supreme King's Castle" from your Deck in your Field Zone. You can only activate 1 "Supreme Awakening" per turn. You cannot Special Summon monsters from the Extra Deck during the turn you activate this card, except "HERO" monsters.
Why doesn't it also Summon Neos? He is the only one that got excluded lol
I need some cute name ideas based on gambling games. for my Dice Witch archetype.
Poker & Blackjack ideally
how about crowded livingspace?
y'know, full house
the card artwork would be obvious, it's a shot inside a small apartment with all the archetype specific monsters living in it, all fumbling around
or cramped livingspace, something like that
That's a good idea for a spell card, to put with Fallacy
Based on gamblers fallacy
WIND/Fish/Link/Effect
ATK 800/Link-1 (Bottom-Right)
1 Level 4 or lower WIND Aqua, Fish, or Sea Serpent monster
When this card is Link Summoned: You can Special Summon 1 Level 4 or lower Aqua, Fish or Sea Serpent monster from your hand to a Zone this card points to. When an Aqua, Fish, or Sea Serpent monster this card points to is banished: You can banish 1 card on the field, and if you do, draw 1 card. You can only use each effect of "Aquamarine Flying Fish" once per turn.```
Normal Spell
Draw 2 cards, then banished 1 WIND monster from your hand, or if you do not have any in your hand, shuffle your entire hand into the Deck. You can only activate 1 "Allure of Breeze" once per turn.```
Level 1 WIND Aqua/Tuner/Effect
ATK 300/DEF 200
If a Fish, Sea Serpent, and/or Aqua monster(s) you control would be destroyed by battle or card effect, you can banish this card from your hand or GY instead, and if you do, Fish, Sea Serpent, and Aqua monsters you control cannot be destroyed by battle or card effects until the end of this turn. You can only use this effect of "Flying Urchirboh" once per turn. During damage calculation, if you would take battle damage: You can shuffle this banished card into the Deck; you take no battle damage for the rest of this turn. You can only use this effect of "Flying Urchirboh" once per Duel.```
Rank 3 WIND Sea Serpent/Xyz/Effect
ATK 2100/DEF 1000
2 Level 3 Fish, Sea Serpent, and/or Aqua monsters
When this card is Xyz Summoned: You can target 1 other card you control or in your GY; banish that target. If you control another Fish, Sea Serpent, or Aqua monster: You can detach 1 material from this card, then target 1 Fish, Sea Serpent, or Aqua monster you control, except "Flying Stealth Sea Snake"; shuffle 2 cards your opponent controls into the Deck, and if you do, banish that target. You can only use each effect of "Flying Stealth Sea Snake" once per turn.```
Rank 4 WIND Aqua/Xyz/Effect
ATK 2500/DEF 1800
3 Level 4 WIND monsters
You can also Xyz Summon this card by banishing 1 Fish, Sea Serpent, or Aqua monster from your hand, and using a Rank 3 Fish, Sea Serpent, or Aqua Xyz Monster you control. (Transfer its materials to this card.) You can only Special Summon "Leviair the Storm Sea Dragon(s)" once per turn. (Quick Effect): You can detach 1 material from this card, then target 1 of your banished Fish, Sea Serpent, or Aqua monsters: Special Summon that target. You can only use this effect of "Leviair the Storm Sea Dragon" once per turn.```
Exorcism
Quick-Play Spell
Target 1 Set Spell/Trap your opponent controls; return it to the hand. Cards and effects cannot be activated in response to this card's activation.```
So it's just [Spiritualism] as a Quick Play?
And only targets set cards
and also..y'know, targets
yeah similar but diff to spirtualism
spiritualism targets
Level 3 EARTH Illusion/Effect
ATK 800/DEF 1000
Monsters cannot be destroyed by battles involving this card. You can only use each of the following effects of "Hypnosis Red Sheep" once per turn. If you control "Dreaming Black Sheep": You can Special Summon this card from your GY, but banish it when it leaves the field. If this card is used as material for the Fusion Summon of an Illusion monster, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; change that target's ATK to 0, it cannot change its battle position, also its effects are negated.```
Level 3 EARTH Illusion/Effect
ATK 1150/DEF 900
Monsters cannot be destroyed by battles involving this card. If this card is Normal or Special Summoned: You can discard 1 card; add 1 "Polymerization" Normal Spell or "Fusion" Normal Spell from your Deck to your hand. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Fusion Monsters. You can only use this effect of "Dreaming Black Sheep" once per turn. Once per turn: You can make this card become a Beast or Fiend monster until the end of this turn.```
Oh hey it can be used with Verte... Great
Changed it a bit
Quick-Play Spell
Special Summon 1 Level 3 or lower Illusion monster from your hand or Deck, but banish it during the End Phase of this turn. You can only activate 1 "Sudden Hallucination" per turn.```
Level 6 DARK Illusion/Effect
ATK 2400/DEF 1000
Monsters cannot be destroyed by battles involving this card. You can only use each of the following effects of "Deceptor the Hallucination Monarch" once per turn. If this card is Tribute Summoned: You can add 1 monster with 3000 ATK/1000 DEF from your Deck to your hand. You can reveal 1 monster with 2800 or 3000 ATK in your hand; this card's Attribute becomes the revealed monster's until the end of this turn.```
that art owo
Hmm... but overall, what do you think, Verte notwithstanding?
Considering that the card is banned.
Continuous Spell
Each time a monster(s) is sent to the GY, place 1 Spirit Counter on this card. Monsters you control with a Level/Rank/Link Rating equal or lower than the number of Spirit Counters on this card are unaffected by the opponent's card effects, and they cannot be destroyed by battle. If this card would be destroyed or banished by a card effect, you can remove 1 Spirit Counter from this card instead.```
Man
Imagine making a spirit counter and not letting it synergize with spirits 😔
if only Spirits weren't such a meme mechanic 
I mean it does cheat out a Fusion while not restricting you like Red Eyes. So it's good
I just hate it because it's stuff for Tearlaments kek
With Kit banned and the card not sending from Extra Deck, you're restricted to only summoning Kaleido, and you don't want to banish your Tear name for this. So best case scenario you make Kaleido using Reino and 2 Nessie, while being Tear-locked the entire turn. Probably overbalanced tbh.
Level 8 DARK Winged Beast/Fusion/Effect
ATK 2900/DEF 2300
1 "Wing of Resonant" monster + 1+ DARK Winged Beast monsters with different names (max. 4)
If you control monsters with the same name as this card: Destroy this card. This Fusion Summoned card can make additional attacks on monsters your opponent controls for each monster used as material for this card's Fusion Summon -1. If this card attacks your opponent's monster: You can negate that monster's effect, until the end of the Damage Step.```
Oh, you're right. You cannot summon Rulkallos without either Kit or a fusion substitute material. I'm going to change it.
Tearlaments Fusion
Normal Spell Card
Special Summon 1 "Tearlaments" monster from your Extra Deck by returning 2 "Tearlaments" monsters with different names to your Deck from your hand, field or GY (this is treated as a Fusion Summon). You cannot Special Summon monsters from the Extra Deck during the turn your activate this effect, except Fusion monsters. If this card is sent to the GY by a card effect: You can target 1 of your banished "Tearlaments" monsters; Special Summon it. You can only use 1 effect of "Tearlaments Fusion" per turn, and only once per turn.
@forest vortex How does it look now?
I really don't see what you're trying to accomplish with this card
First of all, why the treated as fusion?
Just say fusion summon
Second, tear already recycles stuff well, the deck already shuffles, either you got disrupted and got mats in the gy, so you are in a losing position, or you milled a million, so you're in a winning position
So the card is situational at best, and the situation to use it in is nonsensical
Another thing is, why are we giving them easy recycle from banish when it's supposed to be one of their weaknesses
Now the fourth reason is a bit nitpicky, you can easily ignore this, but tear s/t had a theme where they had a single s/t for each s/t type, and we already have grief
Reworked my Myutant Card a bit
I got a cool CustomCard idea to maybe help dinosaurs a lot.
Triceramisu. Level 4 LIGHT Dinosaur Tuner
If it's summoned; you can special summon 1 dinosaur monster from Hand.
During the Endphase, you can target 1 level 6 or lower Dinosaur in your GY or that is banished; discard 1 card, and add it to your Hand. HOPT on both.
Think this could work decently?
(because I thought this image was hilarious)
I dunno about summoning every single Dino without a drawback
Maybe negate their effects for the turn or give it a cost
I mean still not UCT, and Pank summons itself.
Yeah maybe a cost on that would be ideal though, or a minor lock of sorts
Maybe a "level 4 or lower" to it's summon.
I literally see no issue
Summoning from hand is very ok
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Line World
Spell Card (Field)
All EARTH Beast-Warrior monsters you control gain 500 ATK. Banish any monster that is destroyed by battle. Once per turn: The turn player can target 1 of their opponent's banished cards that was banished by the above effect; they Special Summon that target to their field. That player cannot Normal Summon/Set the turn they activate this effect.
manga card with the effect of a second manga card. the original effect sent destroyed opponent's monsters to your graveyard, which seems impractical
that's one of the cards but i asked you for the other one
All of the good big dinos summon themselves anyway
Normal Spell
At the start of Main Phase 1, if your opponent controls more Special Summoned monsters than you: Draw cards equal to the difference. You cannot draw cards by card effects the turn you activate this card. ```
is this good for a pot card going 2nd?
and you couldnt even summon the big dino anyway, UCT. (Summoning restrictions on it)
Lunch Rush
Quick-Play Spell
Target 1 "Gunkan Suship Shari" in your GY: Special Summon it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Gunkan" Monster in your GY: add it to your hand. You can only use each effect of this card once per turn.
Gunkan Suchef
Rank 5
FIRE
ATK 2000
DEF 2000
Aqua / Xyz / Effect
2 Level 5 Monsters
Once per turn, if a "Gunkan" Xyz Monster battled this turn, you can also Xyz Summon "Gunkan Suchef" by using 1 "Gunkan" Xyz Monster you control as material. (Transfer its materials to this card.)
You can only Special Summon Xyz Monsters from your Extra Deck.
(Quick Effect:) You can detach 1 material from this card, Special Summon 1 "Gunkan Suship" Monster from your Deck or GY. You can only use the effect of "Gunkan Suchef" once per turn and only that turn.
Here's my take on it.)
Triceramisu
Level 4
LIGHT
ATK 1300
DEF 500
Dinosaur / Effect
If this card is Normal Summoned: You can Special Summon 1 Level 4 or lower Dinosaur Monster from your hand with 1800 or less ATK, but destroy it during the End Phase. During the End Phase you Normal Summoned this card, you can target 1 Level 6 or lower Dinosaur in your GY, banish it then add 1 Dinosaur Monster from your Deck to your hand with the same name as that monster, then destroy this card. You can only use each effect of "Triceramisu" once per turn and only that turn.
Yeah thats better
Its 2nd effect is mostly to recycle Misc tho
And its first effect was intended to be an extra body when summoned off Babycera or Petit
I figured that a bit but idk how dinos want to go about destroying those guys so I just took the generic route of you can summon any generic dude or you can do destruction stuff but it takes a bit longer
rank 4/wind/beast-warrior/xyz
atk 2500/def 1300
2 level 4 WIND monsters
(this is card is treated as a "Yosenju" Continuous Spell card while on the Field and in the GY.) You can only use each of the following effects of "Yosenju Kim-un-kamuy" once per turn.
*if this card is Xyz Summoned: you can detach 1 material from this card; add 1 "Yosenju" Spell/Trap card from your Deck to your Hand
*During the Main or Battle Phase(quick effect); you can return this card to the Deck: add up to 3 "Yosenju" monsters in your GY to your Hand, and if you do, you can Normal Summon 1 "Yosenju" from your hand without any tributes.
Yosenju Oyam's Training Grounds
rank 6/wind/beast/xyz
atk ?/def ?
level 6 WIND monsters
(this is card is Treated as a "Yosenju" Continuous Spell card, and name is Treated as "Yosen Training Grounds" while on the Field and in the GY.). you can also Xyz Summon this card using 1 "Yosenju Oyam" you control, that was Special Summoned by it own effect. You can only use each of the following effects of "Yosen Oyam's Training Grounds" once per turn.
*During your Main Phase: you can detach 1 Xyz material from this card; this card Place 3 Yosen counters on 1 "Yosen Training Grounds" you control.
* if this card battles: you can make this card ATK/DEF become equal to all the monsters your opponent controls ATK/DEF.
*During your Main Phase: you can remove any number of Yosen Counters from anywhere from the Field; apply this effect, depending on the number of Yosen Counters removed.
@1 counter: all "Yosenju" monsters you currently control gain 1000 atk until the end of this turn.
@3 counters: Normal summon 1 "Yosenju" monster from your Hand without any tributes.
*if this card is Destroyed: you can place 1 "Yosen Training Grounds" from your Deck to your Spell/Trap zone, and if you do, it gains 3 Yosen Counters.```
Normal Trap
Target 1 Illusion monster you control and 2 face-up cards your opponent controls; banish them, but return them to the hand during the End Phase.```
Nitro Connector
Level 5
FIRE
ATK 1200
DEF 1700
Warrior / Effect
If you control a "Synchron" Monster, you can Special Summon this card (from your hand) but banish it when it leaves the field. If this card is used as Synchro Material for the Synchro Summon of a "Nitro" Synchro Monster: Draw 1 card. During the End Phase, except the turn this card was banished: You can flip this banished card face-down, add 1 "Nitro" Monster or "Nitro Unit" from your Deck to your hand. You can only use each effect of "Nitro Connector" once per turn.
You can leave Nitro Synchron out of the effect text
Since you allready include all Synchrons
Dream Catcher
Spell Card
Shuffle any number of cards from your hand into the Deck, then add Illusion monsters from your Deck to your hand equal to the number of cards shuffled. You cannot Special Summon monsters the turn you activate this card, except Illusion monsters. You can only activate 1 "Dream Catcher" per turn.
Reality Anchor
Spell Card (Equip)
Equip only to an Illusion monster. It gains 1500 ATK, also negate its effects. If this card leaves the field, banish the equipped monster.
Phase Out
Trap Card
Tribute 1 Illusion monster, then target up to 2 cards your opponent controls; return those targets to the hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY; place any number of Illusion monsters from your GY on the bottom of your Deck, then draw 1 card. You can only use this effect of "Phase Out" once per turn.
generic illusion supports that illusion doesn't have yet. the searcher, the equip, the icarus attack or whatever
typical but it works
Archetype idea, monsters meant to challenge the opponent to see if they can go past limitations
something like quiz but more compatable to yugioh's mechanics
If this card is Summoned: It gains one of these effects.
- If your opponent controls 4 or more monsters, all of the same Type, send this card to the GY.
- If your opponent controls 4 or more monsters, all of different Types, send this card to the GY.
At the end of your opponent's turn, if you control this face-up card that gained one of the above effects: Banish this card, and if you do, inflict 1000 damage to your opponent.
this sort of thing?
level 10/pendulum/wind/beast
scale 5
1500/1000
pendulum effect: During your Main Phase: you can destroy this card, and if you do, place up 2 to "Yosenju" pendulum monsters, with the same level from your Deck to your Pendulum zones, also you cannot Special Summon from the monsters for the rest of this turn, except "Yosenju" Monsters. you can only use this effect of "Yosenju Furyu" once per turn.
monster effect: Cannot be Special Summoned, Except by Pendulum Summon. each time a "Yosenju" monster is Normal or Special Summoned, infict 500 Damage to your opponent. if a "Yosenju" monster is Normal or Special Summoned: you can target 1 card on the Field; return it to the Hand. you can only use this effect of "Yosenju Furyu" once per turn. once per turn, during the End Phase, if this card was Special Summoned: you can return this card to the Hand.```
Kinda
Game Master - Mono Poly
Level 6/LIGHT/Cyberse/Effect
0 ATK/0 DEF
At the start of the Battle Phase (Quick Effect): If you control no monsters, or the only monsters you control are "Game Master" monsters; you can Special Summon this card from your hand. You can only control 1 "Game Master - Mono Poly". Cannot be destroyed by battle. During the end of your opponent's Battle Phase: If they attacked with 3 or more monsters; halve their LP.
Would this effect work how it should?
You can discard 1 card; Fusion Summon 1 "Despia" Fusion Monster from your Extra Deck or Ritual Summon 1 "Dogmatika" Ritual monster from your hand or GY by banishing the required Material from your hand, field or GY.```
for the ritual summon you have to specify what the requirement is
copy existing recent cards
I think it has to be Fusion Summon 1 "Despia" Fusion Monster from your Extra Deck by banishing the Material from your hand, field or GY OR Ritual Summon 1 "Dogmatika" Ritual Monster from your hand or GY by banishing monsters from your hand, field or GY whose total Levels equals or exceeds the Level of the monster you Summon.
at that point, should use 2 bullet points
You can discard 1 card; then activate 1 of the following effects:
● Fusion Summon 1 "Despia" Fusion Monster from your Extra Deck by banishing the required Material from your hand, field or GY.
● Ritual Summon 1 "Dogmatika" Ritual Monster from your hand or GY by banishing monsters from your hand, field or GY whose total Levels equals or exceeds the Level of the monster you Ritual Summon.
Like this?
it's not perfect, but it's alright
Pepperagon Capsacintegration
Quick-Play Spell
Fusion Summon 1 "Pepperagon" Fusion monster using monsters in your Hand and/or Field as Material, and if you do, inflict damage to your opponent equal to the lowest Pendulum Scale among those Fusion Material monsters x100. You can only use this effect of "Pepperagon Capsacintegration" once per turn. If you Pendulum Summon a Fusion Monster while this card is in your GY: You can add this card from your GY to your hand.
(context: this is a pendulum fusion burn deck)
2 level 3 Fiend monsters
During the Main Phase (Quick Effect): You can Tribute 1 other monster you control; destroy 1 card on the field, then apply 1 of the following effects based on what Type the destroyed card had (Spell, Trap or Monster).
●Spell: Your opponent needs to send 1 random Spell Card from their Deck to the GY.
●Trap: Your opponent needs to send 1 random Trap Card from their Deck to the GY.
●Monster: Your opponent needs to send 1 random Monster Card from their Deck to the GY.
You can only use this effect of "Head Hunter" once per turn.```
How would sending a random card from deck even work?
Ask Konami
They need to make it work kek
To my knowledge that isn't a thing on any Card we have
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new in real life mechanic involving talking or something on that transmission gear type beat
Yubel - Gentle Defender (Not gonna bother with an OCG name)
Level 12/DARK/Fiend/Effect
0 ATK/0 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned while you have 3 "Yubel" monsters in your GY with different names. Cannot be destroyed by Battle, and your opponent takes all damage you would take in battles involving this card. If this card battles a LIGHT monster: Destroy all monsters your opponent controls after Damage Calculation. When your opponent activates a card or effect on the field (Quick Effect): You can Tribute 1 monster you control, shuffle that card into the deck.
Quick-Play Spell
During the End Phase: Draw cards equal to the number of Fish, Sea Serpent, and Aqua monsters you banished this turn (max. 6). You can only activate 1 "Cards of the D. D. Seas" per turn.```
Level 1 WIND Aqua/Tuner/Effect
ATK 600/DEF 300
If you control a Fish, Sea Serpent, or Aqua monster, you can Special Summon this card (from your hand). You can only Special Summon "Skystarfish" once per turn this way. Once per turn: You can banish 1 Fish, Sea Serpent, or Aqua monster from your hand or GY; this card's Level becomes the banished monster's until the end of this turn. Cannot be used as Synchro Material, except for the Synchro Summon of a Fish, Sea Serpent, or Aqua monster.```
How manny times do Ghoti banish stuff in 1 turn?
How do I word a card that gives monsters effects depending on from where they were summoned
Thx
hello
Level 4 WIND Fish/Effect
ATK 200/DEF 200
If this card is on your field, and the only monsters you control are Fish, Sea Serpent, and/or Aqua monster(s): You can Special Summon 2 Level 4 or lower Fish, Sea Serpent and/or Aqua monsters from your Deck, but unless they're WIND monsters, their effects are negated, also immediately after this effect resolves, banish this card. You cannot Special Summon Fusion, Synchro, and Link Monsters from your Extra Deck the turn you activate this effect, except Fish, Sea Serpent, and/or Aqua monster(s). You can only use this effect of "Sky Carp" once per turn.```
Normal Trap
Pay half your LP; Special Summon as many of your banished Fish, Sea Serpent, and/or Aqua monsters as possible, but their effects are negated, destroy them during your End Phase, also monsters cannot be Special Summoned using them as material, except Fish, Sea Serpent, and Aqua monsters. You can only activate 1 "Escape from a D. D. Sea" per turn.```
Trying to make a few cards around Kozaky
Supaidaman is so ridiculous and funny that I couldn't give it an effect fit to it's legacy
Do only main deck monsters have flip effects?
yes, and that includes Ritual Monsters.
Thx
2 Things:
First, what do you think about the gimmick?
Second, so you have an art that will fit this archetype by any chance? I'm looking for steampunk like art of people with mechanical wings or other flying machines
https://www.duelingbook.com/deck?id=13315162
Kozaky the Fiendish Genius
Level 1/DARK/Fiend/Tuner/400 ATK/DEF
(This card is also treated as "Kozaky" while on the field.)
You can only summon Fiend Synchro mknsters from your Extra Deck. Can not be targeted by your opponent for attacks and or card effects while you control a other Fiend monster. If this card is summoned, you can Special Summon 1 "Gigant Kozaky" from your hand, deck or gy. You can only use this effect of "Kozaky the Fiendish Genius" once per turn.
Lv4 LIGHT Warrior/Effect 1700/0
If you control no monsters, or all monsters you control are LIGHT monsters: You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except "Photon" and "Galaxy" monsters. You can send 1 "Photon" or "Galaxy" monster from your Deck to the GY; Special Summon 1 "Galaxy Dawnbreaker" from your Deck. You can only use each effect of "Galaxy Dawnbreaker" once per turn.```
so its a better delta wing huh
Why no Cipher?

How strong would something along the lines of this be?
Normal Trap:
"If you control no Effect monsters: Target cards on the field upto the number of monsters you control with different attributes, Destroy them. If this card is discarded: You can target 1 Normal monster in your GY; Special summon it"
(With HOPT on both effects)
Not interested in psct until I get an effect I'm happy with.
Is this for a custom archtype?
Yes
Though it's partly generic to normal monster decks...
Aka Phantasm Spiral...
Dunno depends on the other cards I guess...
seems pretty balanced to me
VS custom that doesn’t fix the deck but would still be nice to have
Level: 10
[ Rock / Effect ]
ATK 3000 / DEF 3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.
Some cards for a Skullgirls Archetype
Rank 8, 2400/3200, LIGHT, Psychic, Xyz
2 Level 8 Psychic monsters
You can also Xyz Summon this card by detaching 2 materials from a Rank 4 Psychic Xyz Monster you control, and using it as material. (Transfer its materials to this card.)
1) You can only control 1 "Heraldic Patriarch - Ancient Crown".
2) Once per turn, if you control a "Number" monster (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field or in either player's GY; for the rest of the turn, while you control this face-up card, the names of all face-up monsters your opponent controls become that target's.
3) "Number" monsters you control cannot be destroyed by battle or card effects.
4) If this Xyz Summoned card leaves the field: You can add 1 of your banished "Heraldic Beast" monsters to your hand, then negate the effects of all face-up cards your opponent currently controls.```
```Heraldic Beast King Tyger
Rank 4, 2400/1400, EARTH, Psychic, Xyz
2 Level 4 monsters
You can only use the 1), 2), and 3) effects of cards with this name once per turn.
1) If this card is Xyz Summoned: You can add 1 "Heraldry" Spell/Trap from your Deck to your hand, but you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Xyz Monsters.
2) (Quick Effect): You can detach 1 material from this card, then target 1 monster on the field with the same name as this card; Special Summon 1 "Number" monster that has a number between "1" and "100" in its name from your Extra Deck, using that target and this card as materials, but its ATK and DEF become 0. (This is treated as an Xyz Summon.)
3) If this card is sent to the GY: You can Special Summon 1 Level 4 "Heraldic Beast" monster from your GY.```
Level 4, 1300/1900, WIND, Winged Beast
You can only use the 1) and 2) effects of cards with this name once per turn.
1) If this card is Normal or Special Summoned: You can discard 1 "Heraldic Beast" monster; Special Summon 1 of your banished "Heraldic Beast" monsters, except "Heraldic Beast Alerion".
2) You can banish this card from your GY; Special Summon 1 Level 4 "Heraldic Beast" monster from your GY, except "Heraldic Beast Alerion".```
```Heraldic Beast Theow
Level 4, 1500/1200, EARTH, Beast
You can only use the 1), 2), and 3) effects of cards with this name once per turn.
1) You can Tribute 1 Rank 4 monster; Special Summon this card from your hand.
2) If this card is Normal or Special Summoned: You can add 1 "Heraldic Beast" monster from your Deck to your hand, except "Heraldic Beast Theow".
3) You can banish this card from your GY; shuffle up to 3 of your banished "Heraldic Beast" or Psychic monsters into the Deck, except "Heraldic Beast Theow".```
```Awakened Heraldry
Normal Spell
You can only activate 1 card with this name per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Xyz Monsters.
1) Send 1 Xyz Monster from your Extra Deck to the GY, also banish 1 "Heraldic Beast" monster from your Deck, and if you do, that Xyz Monster's name in the GY becomes the banished monster's.```
Minion of Fawful's Fawful Express Level 8 ATK 3,000 DEF 1950 Earth Machine. Once this card is summoned you can Special Summon up to 2 Choomba's from your deck or hand.
Mmmk
Where is the Choomba?
DARK
★ 5
Spellcaster/Effect
You cannot Special Summon monsters, except DARK Spellcaster monsters. If your opponent control a monster(s), you can Special Summon this card (from your hand) in Attack Position. When an attack is declared involving your DARK Spellcaster monster: You can discard 1 "Shadowizard" monster, except "Shadowizard Red Crimson"; That monster you control gains 1000 ATK until the end of the Battle Phase (even if this card leaves the field). You can only use each effect of "Shadowizard Red Crimson" once per turn.
ATK/1800 DEF/1000```
Are there any archetypes where the archetype name, isnt at the start of their name?
(appart from the occasional cards belonging to 2 or more archetypes)
Does it still work for normal PSCT of being an archetype?
DARK
★ 1
Spellcaster/Effect
You cannot Special Summon monsters for the rest of this turn after the following effects resolve, except DARK Spellcaster monsters. You can only use each of the following effects of "Shadowizard Orange Tangerine" once per turn
• When your opponent activate a card or effect (Quick Effect): You can discard this card; negate the activation, and if you do, "Shadowizard" monsters you control are unaffected by your opponent's activated effects until the end of this turn.
• If "Shadowizard" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
ATK/500 DEF/300```
[Fur Hire Sagitta] and [Blackbeard] come to mind
Level: 5
[ Winged Beast / Effect ]
ATK 1200 / DEF 2400
If this card is Special Summoned: You can inflict 500 damage to your opponent for each monster "Fur Hire" you control with a different name, except "Sagitta, Maverick Fur Hire". You can only use this effect of "Sagitta, Maverick Fur Hire" once per turn. Your opponent cannot target monsters "Fur Hire" you control with card effects, except this one.
Rating: Link-2 (↙↘)
[ Fiend / Link / Effect ]
ATK 1600
2 monsters including a "Plunder Patroll" monster
(Quick Effect): You can target 1 Effect Monster you control; Special Summon 1 "Plunder Patroll" monster from your Extra Deck with the same Attribute as a monster your opponent controls or is in their GY, and if you do, equip that target to it, then draw 1 card. You can only use this effect of "Blackbeard, the Plunder Patroll Captain" once per turn.
Is there any cards which Contact Fuse using materials in the hand?
Think Neos has smth like that
The only card that does so is Gate Guardian Combined
Ah thank you!
Custom Skill Card
Equip Spell
If you control no monsters, or all monsters you control are "Shadowizard" monsters: Activate this card by targeting 1 monster your opponent controls; take control of that target and equip it with this card. While this card is equipped to a monster, it becomes DARK Spellcaster monster, also, it cannot be destroyed by your opponent's activated effects that target DARK Spellcaster monsters. You can send this card and the equipped monster to GY; Special Summon 1 "Shadowizard" monster from your hand or deck, but it cannot activate its effects this turn.```
Just messing around with card concepts for my characters from my comic. Too tired to make art rn. Honestly I have a feeling they're both really bad because the entire strategy relies on having all three of them on the field, and also broken because of how good the link 1's are. But eh, I'm just making these for shits and giggles so I don't really care about the balancing that much
The main ghimmick of the deck is to summon the unmarked versions and link them into the marked versions which gain effects when used with their respective named unmarked monsters. Then use two of either the link 1's or 2's (not sure which yet) to create a powerful link monster that is a combination attack with both characters. That combination link after using its effect will then, if it was linked using the right named materials, basically de link itself and summon the links used for its summon after using its effect somehow. Still got a lot of planning to do with these
[Just realized I meant to say for the materials of the link 1's as Level 3 LIGHT Warrior instead of spellcaster oof I'm dumb]
Could not resolve English data for searches: just realized i meant to say for the materials of the link 1's as level 3 light warrior instead of spellcaster oof i'm dumb
normal/spell
send 1 "Utopia" or "Utopic" card from you Deck to the GY; add 1 level 5 or lower Fish monster from your Deck to your Hand, also you cannot Special Summon from your Extra Deck, except Xyz Monsters. if you control a WATER Xyz monster card, while this card is in your GY: you can banish this card from your GY; add 1 "Xyz" card from your Deck to your Hand. you can only use each effect of "Aquatic Utopia" once per turn.
SXyz Utopic Armored - Black Ray Lancer
rank 5/water/Beast-Warrior/xyz
Atk 3000/def 2400
3 level 5 water monsters
(this card is also treated as a LIGHT monster while on the Field and in the GY.) you can also Xyz Summon this card By using a "Black Ray Lancer" monster you control, that has a "Utopia" or "Utopic" monster equipped. You can only use each of the following effects of "SXyz Utopic Armored - Black Ray Lancer" once per turn.
* During the Main Phase(quick effect): you can detach 1 Xyz Material, then target 1 face-up card on the Field: Negate its effect until the End Phase.
*if a card you control would be destroyed by battle or card effect: you can banish 1 "Xyz" card in your GY; negate that effect, and if you do, this card can attack twice per Battle Phase.
*if this card battles: you can attach your opponent's monster that battles this card.```
Wonder what happened with the custom contest
they usually take a while fur judging to be finished
right now im just waiting on K to reappear, they havent been round in a while
One of my current archetypes has taught me a neat thing
You can basically make an effect whatever you want if the activation condition is “If you Pendulum Summon a fusion monster”
Kk thx
ive actually beaten reshef of destruction without cheating or grinding
on cart no save states
How would this be? Trying to include Cards that have Servant on them in to the Decks playstyle
In general, how good of an effect would something along the lines of "Banish any number of X monsters from your GY which have a level -> Special summon 1 X monster from your hand or deck who's level is equal or lower than the combined levels banished"?
(Obviously not super generic to common types, but maybe to a lesser used type like Reptile, also with a HOPT obviously)
Level: 4
[ Dinosaur / Effect ]
ATK 1800 / DEF 1000
During the Main Phase (Quick Effect): You can send this card from your hand to the GY; during this Main Phase, Dinosaur monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur monsters from your GY, including this card; Special Summon 1 Dinosaur monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.
Kinda
Yeah that's not total levels, so it's worse.
But it's also an absurd handtrap(?).
Link 2, 1700, WATER, Sea Serpent, Link [NE, SE]
2 WATER monsters
You cannot Special Summon monsters from the Extra Deck the turn you activate any of this card's effects, except WATER monsters. You can only Special Summon "Aurorage Night(s)" once per turn.
1) If you would use an "Aurorage" monster you control as Link Material for this card, you can also use 1 "Aurorage" monster in your GY as material, but banish both monsters.
2) Any card sent from either player's hand to the GY is banished instead.
3) Once per turn: You can add 1 "Aurorage" monster from your Deck to your hand.
4) (Quick Effect): You can discard 1 card; return this banished card to the Extra Deck, also you can return up to 3 of your banished "Aurorage" cards to the GY.
Level 4, 1000/1500, WATER, Machine, Tuner
You can only use the 1), 2), and 3) effects of cards with this name once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate any of this card's effects, except WATER monsters.
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 "Aurorage" card from your Deck to the GY.
3) If you Normal or Special Summon an "Aurorage" monster(s): You can add this card from your GY or banished cards to your hand.
Level 5, 1800/2500, WATER, Winged Beast
You can only use the 1), 2), and 3) effects of cards with this name once per turn.
1) You can discard 1 "Aurorage" card; Special Summon this card from your hand.
2) If this card is Special Summoned from the hand: You can add 1 "Aurorage" Spell/Trap from your Deck to your hand.
3) If you discard an "Aurorage" card(s) while this card is banished (Quick Effect): You can return 1 of your banished "Aurorage" cards to the GY, and if you do, add this banished card to your hand.
new archetype
Level 4/EARTH/Machine/Effect
ATK/1400 DEF/2000
If this card is used for the Xyz Summon of a EARTH Machine monster, it can be treated as a Level 10 monster.
When a card effect that would destroy a EARTH Machine monster(s) you control (Quick Effect): You can Special Summon this card from your hand, and if you do, negate that effect.
When this card is Normal or Special Summoned: You can target 1 Machine monster in your GY, shuffle it into the Deck, and if you do, add 1 Level 10 Machine monster from the Deck to your hand.
You can only use each effect of “Reinforced Engine Cargo Train” once per turn. ```
Ooo i like how aurorage vessel is a better sthana for pure water sharks and aurorage is like prime generic water link 2 to sit on
probably the link should only be a 1 sided floodgate
someone dueled marincess

This wouldn't even see play because marincess is the only deck that it would be good against
Would be hilarious if you managed to give your opponent iblee and activate it tho
I can 100% Garuntee the only way its going to see play is Iblee.
Except no, Because it requires you to control no monsters aswell lol so no linking it off
More realistically, Your opponent tries to Iblee you and you counter-troll them
[Warning Point] is in any way better
Except that it's a Trap
The Banish effect should only work between Phases (Stand by, Main, Battle, Main 2, End)Is it worded correctly?
Wym by between Phases?
Exactly what I said above
Thr monsters get only banished for 1 Phase instead of a turn
If it gets banished in MP1 it comes back in the BP
Memento Lizard
Level 3, EARTH, Reptile, Effect, 900/800
During the Main Phase (Quick Effect); You can destroy 1 "Memento" monster you control, and if you do, draw 1 card, then, if you control "Mementolal Tecutlica, the Netherskull Dragon", draw 1 more card. If this card is sent to the GY: You can add 1 "Memento" Spell/Trap from your Deck to your hand. You can only use each effect of "Memento Lizard" once per turn.
:^)
https://docs.google.com/spreadsheets/d/1YSg7c1bSFXp8ViHHt8BuDnHn1m3aZuTtr0VyEsKyJ7M/edit#gid=0
<@&646186882236940288> Results for Round 38.
Congratulations to @steady badger for winning this round. I apologize for the delay. It's entirely on me for getting injured and making it actively worse for no reason. Otherwise, we'd have the results out in a week or two. Much better participation this time, and while the PSCT average grows, a lot of you lost points in creativity for going a bit/totally off theme from the spirit of the contest's theme. Overall, good job as always.
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),Ogdopolitan the Ogdoadic Heretic,wintrytale,10,10,8,28,https://i.imgur.com/rdY4v1D.png
2nd,Arcana Diviner,Chaos MAX#8595,6,8,9,23,

2 in creativity feels about right for me
DAMN. FINISHED LAST!
I was way too busy to get an entry done on time, sorry to say
Hopefully with things cleared up I can participate next contest
Also, user previously known as rat#0404's entry was DQed. Posting here since I don't know their current name after Discord changed the whole username discriminator system. So, if you were wondering why your entry wasn't in the results post. That's why.
Anyway, I'll dip for now, ping me if you want your feedback blocks. 
I'd like mine of possible ^^
I don't mind if I lost tons on creativity
Question for K: How shall we format the entries now that discriminators are un, gone?
Post your username. The one that doesn't allow caps or spaces. On PC, you can get it by clicking on your name in bottom left and clicking copy. Not sure for mobile. I'll mention it again when the next contest is posted.
For you, it'd be symph_kun.
the summoning condition tied with the "summoned by banishing blue eyes" effect seem redundant
he can just have a on summon effect
Huh, apparently the weaker monsters are called "Eyes of Blue" and not "Blue Eyes
Yeah I worded it that way to prevent people from getting a powerful effect just by sending a small monster
But apparently not
@dire leaf thanks for all the efforts. i'd like feedback
Righto!
@dire leaf can I get my feedback block
So this is a card I spent a bit working on and was wondering if I managed to balance the landing or not
Big Bad Barox
5* / DARK
Illusion / Effect
If this card is in your hand: You can target 1 Normal Set monster you control; change that target to face-up Defense Position, and if you do, Special Summon this card (from your hand). This card Special Summoned this way can attack directly.
ATK 1380 / DEF 1530
panik retrain series, meant to synergise with my castle of dark illusion retrain's effect (it's still a flip)
Reaper of Thoughts
5* / DARK
Illusion / Flip / Effect
FLIP: Reveal all face-down cards on your opponent's field, and if you do, send all revealed Trap Cards and non-DARK monsters to the GY.
You can Normal Set this card without Tributing. If this card is attacked, and it was face-down at the start of the Damage Step, it cannot be destroyed by that battle.
ATK 1380 / DEF 1930
see above
Chimera of Eternal Darkness
5* / DARK
Illusion / Effect
You can reveal 1 other Level 5 DARK monster in your hand; Special Summon this card (from your hand). You can only Special Summon "Chimera of Eternal Darkness" once per turn this way. This Special Summoned monster's original ATK/DEF becomes 2100/1900, also it is unaffected by your opponent's Spell effects.
ATK 1610 / DEF 1460
World of Dark Illusion
Spell Card (Field)
(This card's name is also always treated as "Yami".)
All DARK monsters on the field gain 200 ATK/DEF, also all LIGHT monsters on the field lose 200 ATK/DEF. Your Level/Rank 5 DARK monsters and face-down monsters cannot be destroyed by card effects that do not target them. During your Main Phase: You can add 1 Level 5 or lower Illusion monster from your Deck to your hand. You can only use this effect of "World of Dark Illusion" once per turn.
Mesmerized Metal Guardian
5* / DARK
Illusion / Effect
You can send this card from your hand or field to the GY; add 1 "Yami" from your Deck to your hand. If you control no monsters: You can Special Summon this card from your GY, also you cannot Special Summon monsters for the rest of this turn, except DARK Illusion monsters. You can only use 1 "Mesmerized Metal Guardian" effect per turn, and only once that turn.
ATK 1150 / DEF 2150
Unbindable Dreamking of Yamimakai
*5 / DARK
Illusion / Xyz / Effect
2+ (max. 5) Level 5 DARK monsters
Once per turn, when a card or effect is activated that targets your DARK Illusion monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, banish it. Once per turn, during your End Phase: Banish cards your opponent controls, up to the number of materials attached to this card, and if you do, inflict 1000 damage to your opponent for each card banished this way.
ATK 2600 / DEF 2000
it has the +yami atk/def from the manga because it's an xyz
My card creator won’t let me edit font size. Please click the image and zoom in to the text box to read
what's the activation timing on the 2 main phase effects?
trigger effect at start of the main phase? ignition effect during your turn? quick effect at any time?
Lv8 EARTH Warrior/Effect 3000/2500
You can pay half your LP; Special Summon this card from your hand to your opponent's field. If this card is Special Summoned: Your opponent can add 1 "Triple Tactics" card from their Deck to their hand. You can only use each effect of "Triple Tactician" once per turn.```
yes i know this is fucked up no i am not looking for feedback i just thought it was a funny idea





