Continuous Spell
When this card is activated: You can take 1 “Virtual World” card from your Deck, and either add it to your hand or Set it, also for the rest of this turn, you cannot Normal or Special Summon monsters, except Level/Rank 3 or higher monsters. If your opponent Normal or Special Summons a monster, while you control a “Virtual World” Synchro or Xyz Monster: you can change that Summoned monster to face-down Defense Position. You can only use each effect of “Virtual World Gate - Xianhai” once per turn.```
#Custom Cards
1 messages · Page 24 of 1
Just made this card. I think this is neat. Idk if it's amazing, but it's neat.
This is a group of my custom cards and whay iI thought of if number monsters become link monster and what there effects could be like.
This is very unbalanced and pretty broken
Going second this is "normal any monster, activate Super Nova, blow up their entire field, then give them your normal summon"
The downside isn't balanced either
"Mmm yes I will rageki the board, give my opp a mon, then pass the turn"
Utopia has 4 link arrows but is only a link 3, I assume thats a mistake
Your just going to complain about ever custom card there is. I don't listen to ppl like you anymore. There not legit criticisms.
maybe we wouldn't want to look at a whiny person's cards
Well I don't care for spiteful people to look at my cards. Facts. I'm block any one who things there going try to critique my cards. Done
Its literally a one letter difference
I have much more I could potentially crituque but I was trying to be nice
Jesus
Imagine being unnecessarily aggro for no reason
Being nice by complaining about my cards. Like they belong to you and you know what they should be? Right. Blocked.
👋
Lmao
The entire point of that critque was to correct improper templating but go off ig
Critique is a part of custom card creation
We are not going to be gentle about stuff that will be wrong with a card, but generally we mean no malice behind what we say.
scared of being criticized?
stay out of public spaces
we're all equal here
we all get criticized
It feels pretty bad when a card I make gets panned, but generally it's a good thing, since they may have seen something I missed
Anyway while I'm here I'm in the mood anyhoo
4 Hero Monsters
Warrior/ Link 4 / 3000 attack
Gains 200 attack for each card in both players GY. Cannot be destroyed by battle or card effects. You can banish 1 "HERO" monster from your GY; return 1 card your opponent controls to the hand. ```
Me when I make strictly worse archetypal accesscode
what... is this for
Little nitpick: ATK, not Attack
I think it'd be funny to give the deck another beatdown option that isn't a fusion + removal option
It's a concept
it's never gonna happen though
maybe it'd be an option if you could link up from decimator
I'm spitballing ideas rn
but its materials say 4 bodies
The premise is to give the deck an option similar to how Dreads piercing/attack gain can sometimes win games when you get denied fusion access
It's a LINK-4 monster, so really, go wild.
But it feels hard to balance
Especially cause I don't want it to outright replace DPE/Neos wingman/Wake Up as damage options
You generally got a pretty potent monster with needing at least 4 monsters to link summon it, so why not
Moreso be a sidegrade and considerable
a bounce option is good
Because the deck dumps a surprising amount of bodies on board even in gasless habds
Faris pitch name is like
heroes pretty much only have destroy options
3-4
Ehh well screw the critics s your wrong and can go to hell. I'm blocking them. Your wrong and I don't need your useless information. The custom cards are not your therapist. 🤷♂️
and plasma
If you send Malicuous
Hmmm
you wanna elaborate on that?
i don't understand
Blocked.
"the custom cards are not your therapist"
Fusion Destiny is either DPE + Plasma or DPE + Angel
Y'know, a Link monster like this having some form of effect that could change the name of other HERO monsters would be a cool idea.
👋
Like, reveal a card in hand, that card is now another card
@sudden palm I would dm scolding but last time I checked it didn't work
Elemental HERO Prisma exists, of course, but it's about the only kind of HERO monster that does this
this person is truly fascinatingly dysfunctional
Just an idea, all in all
Cry about it. 🤷♂️
and of course they can't stop checking messages they've blocked
that's a classic one
I thought the point of blocking people was to ignore someone
^
i did say dysfunctional
Keep reply to someone who blocked you. That's what someone who uses custom cards as there therapist does.
its called talking about you behind your back
It's ok that you spiteful and salty. It's adorable.
after you had to come back while we were in the middle of something more interesting
I think we're more confused than anything else, but alright.
The fact someone can get so mad over being critiqued over a minor thing is sad
one sec lemme catch up
I'll @ a mod for your harassing me! I have no need to care about a single complaint about my cards!
like nothing happened at all and this guy went off
This is harassment! What your doing!

i can't stress enough that this guy literally didn't even receive critique
@sudden palm There trying to bully me about may cards. And now there trying to insult me until I get kicked of the server for defending my self.
From what i saw
This started because alph pointed put the utopia with 4 link arrows was classified as a link 3 instead of 4
Is this correct?
I don't care you lieing scum bags!
what
Yeah legit
Thats all I said lmao
Splendid
I was more harsh to the other custom right above it because the psct was non existant
There was at least effort and a cute idea behind this persons customs so I just nitpicked an obvious and easy to fix templating error lol
okay you are fascinating
send me your cranial measurements i must study you for science
(anw theyre timed out continue yall)
Like the only big thing I could say screams "not a good idea" to me is limiting link monster mats to specific levels and letting you summon them by using 1 xyz as the whole mat
Thats just asking to be abusable
alright nvm banned them
come to think of it
i was gonna make xyz synchros
Did they yell slurs in scolding
yeah I'm turning this into a command for #shitposts_memes
Can we make this !crab2
...On second thought, maybe with some censoring for some harsher words
(I'm just a wimp)
Yes
People unironically using the wumpus wave should be shot on sight
Meanwhile me with the based sona wave emote

I think that one's just what everyone seens when a DM starts
Which makes it very funny when it's followed up with something like that
Nah its a specific button
Ah
Yeah
And the people that do almost always follow it up with scams or are just generally not great people
I doubt theres a correlation its just something I've noticed
just a lot of scams on discord
Anywho, gonna come up with a silly rush duel custom
Level 4 / EARTH
Warrior / Effect
REQUIREMENT: During the Main Phase that you Normal Summoned or Special Summoned this card, Shuffle 2 Warrior Monsters from your Graveyard to the Deck.
EFFECT: Add 1 "Fusion" from your Graveyard to your hand. If you shuffled a Fusion Monster(s) to meet the requirement, you can add 1 "Polymerization" from your Graveyard to your hand, instead. This turn, non-Fusion monsters you control cannot attack.
ATK: 800 / DEF: 1600```
Link-4/Link/⬅️↙️↘️➡️/LIGHT/Fairy/Effect
ATK/3000
2+ LIGHT monsters, including a Fairy monster
When this card is Link Summoned: You can add to your hand LIGHT Fairy monsters from your Deck or GY with different names equal to the amount of Fairy monsters used as material to Link Summon this card.
When a card your opponent controls targets a card you control with a card effect (Quick Effect): You can banish a LIGHT monster from your hand or field, negate the effect, and if you do, destroy it. After this effect resolves, neither player can activate cards with the same name as that card until the end of this turn.
You can only use each effect of “Messenger from Elysium” once per turn.```
``` Guardians of Eden
Link-2/Link/↘️➡️/LIGHT/Fairy/Effect
ATK/1700
2 Effect monsters, including a Fairy monster.
All Fairy monsters you control gain 500 ATK/DEF
During the Main Phase(Quick Effect): You can send 1 Fairy monster from your hand to the GY, Special Summon 1 Fairy monster from your hand or GY to a zone this card points to.
If a Fairy monster is banished while this card is in your GY: Special Summon this card, but banish when it leaves the field.
You can only use 1 "Guardians of Eden" effect per turn, and only once that turn. ```
Para-Box
[Level 5/Dark/Machine/Fusion/Effect]
"Para-Box" + "Para-Box"
All "Para-Box" you control gain 2100 ATK. You can only use each of the following effects of "Para-Box" once per turn. If this card is Fusion Summoned using a Fusion Monster as material: You can draw 2 cards. During the Battle Phase (Quick Effect): You can target any number of "Para-Box" in your GY; Special Summon them.
ATK 0 / DEF 2100
Speaking of the whole deal earlier: I might as well repost this little bit
Symph's Card Creation 101: How to make nice cards, improve at making cards and be a cool creator
- Be sure to follow then-current PSCT. While it may be easy to understand what a card does upon reading it, many official cards created today follow what's known as PSCT, or Problem Solving Card Text; a practice which has very recently printed cards follow a set of guidelines to specify card text and standarize what happens with a card's effect. Reviewing PSCT standards and doing some research on cards with similar effects to one that you design can have the card stand out. When in doubt, you can always read the effects of other cards so you know how to word a card's effect. As K said, make a reasonable attempt at PSCT!
- Please, no low-effort designs. This isn't #shitposts_memes , after all. If you have a custom card that never was meant to be anything but a joke or low-effort, go there with it. That's not to say silly cards aren't allowed, but if the purpose of the card was to just get a laugh out of someone or be a shitpost, maybe it's best to take it elsewhere.
- Be sure to give, and receive criticism respectfully. Keep in mind that when you post a Custom Card to this channel, you are to accept that people will look over the card and give their thoughts on it, and sometimes there will be some constructive criticism. While it hurts to have a card panned, keep in mind that such things are natural in a creative process, which can help when going forward for another card you wish to post, so be sure to remain level-headed while showing off a custom card. The same goes for those giving thoughts on a custom card; criticism should be constructive, so just simply telling someone that a card is 'awful' or something doesn't help anyone.
- Enjoy the design process! This doesn't have to be a chore, or stressful. Simply let your creativity flow, and surely enough, your card design skills will improve as you design.
I could throw in more, but Discord just isn't gonna let me put in any more words here.
Wow, Yoyo got banned here too huh...
They were in the Master Duel discord, but also blew up at pretty much any comment that was a small fix or mild critique on why the card would not work.
Yoyo?
The guy that caused all that drama up above.
But yeah, I tried to be helpful an suggest a minor text change once, and got hit with this.
Pretty much inflexible with any sort of critique.
Oh I didn't even see that stuff...Jesus
average Md regular
Trying smth out
The whole thing would be kinda like Skystriker but all Link 1s need their Specific Monster for them to work and all monsters of the Archetype are Normal Monsters in the GY
Magical Girl Inspired
Or more so by the Villains
The Link 1s are the Main Threat while there are the Minions and such that help out with various effects to protect and or boost them or are just used as fodder.
I wanted them to be Gemenis at first but the Wall of Text is unbearable and the Mechanic is pretty much dead except for Fire Warriors
they were banned form both yugipedia and i think ygorg too (months ago) for the same reason.
Indeed.
About the only server they're in that I am and they haven't been banned from is schiggys', and that's because no-one pays attention to them
Schiggys?
Yu-Gi-Oh! streamer and cosplayer. Does stuff with/for Konami on occasion, like the Challenge Cups they've been doing in Master Duel lately.
Ah that explains why I've never heard of them
Spell/Normal
Gain LP Equal to half the total ATK of all "Vampire" Monsters on the field.
Banish this card from your GY, till the end of your next Standby phase, Vampire cards you control cannot be Destroyed by card effects or Banished. You can only use 1 "Vampire Storehouse" effect per turn, and only once that turn.
You'd think after getting banned from like 5 different places, they'd realize they may be an issue. I hope they aren't actually like this in reality too.
Anyways, cool Vampire card~
Very thematic too
Though, it is admittedly a little too "eh" on power output. Seems the first effect isn't exactly that notable, whereas the second one is very much easy to pull off, giving blanket protection against everything you got.
I imagine most would use cards akin to [Foolish Burial Goods] just to use it.
That's fair, was going to do total attack in total, but that felt a bit much
Besides if any deck should have cards that can be better in the GY, zombie based ones fit the bill
For a card with 2 or more effects where you can only use 1 of them per turn, it will use the You can only activate 1 "Card Name" effect per turn and only once that turn wording.
See [Original Sinful Spoils] for reference.
Effect
Send 1 other face-up card you control to the GY; Special Summon 1 Level 1 FIRE monster from your hand or Deck. You can banish this card from your GY, then target 1 "Snake-Eye" or "Diabellstar" monster in your GY; add 1 Level 1 FIRE monster from your Deck to your hand, then place the targeted monster on the bottom of the Deck. You can only use 1 "Original Sinful Spoils - Snake-Eye" effect per turn, and only once that turn.
F/L Status: Unlimited (TCG/OCG/MD)
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 non DARK type monster; Set 1 "Sevens Road Fusion" from your deck. It can be activated this turn. If a card is sent to your GY by the card effect of a Spellcaster monster while this card is in your GY: You can send the top card of your deck to the GY; add this card to your hand.
Is there a cleaner way to word this card?
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 monster, except a DARK monster; Set 1 "Sevens Road Fusion" from your Deck. If a card is sent to your GY to activate the effect of a Spellcaster monster while this card is in your GY: You can send the top card of your Deck to the GY; add this card to your hand.
under the assumption that your version of Sevens Road Fusion is still a Normal Spell.
and that it's meant to trigger off, say, Sevens Road Magician milling to activate his effect
Correct
If this card is Normal or Special Summoned: You can send the top 2 cards of your Deck to the GY. (Quick Effect): You can banish this card from your GY and send 1 Spellcaster Monster you control to the GY, except a FIRE monster; Special Summon this card. You can only use each effect of "Sevens Road Enchanter" once per turn.
Do I need to mention special summon this card from banished?
Only real issue is there's no such thing as a Quick Effect in the context of Rush Duels
Ahhh
Expanding on this Idea a bit with Minions
Ooh thanks for catching that
Spell/Normal
Reveal 1 level 5 or higher "Vampire" card in your hand and pay LP equal to its ATK; you may tribute summon that monster using monster(s) on the opponents field as tribute. If you control a Xyz "Vampire" monster; neither player can activate cards or effects in response to this card's activation.
Cheer Girl Practice Preparations
Quick-Play Spell
You can target 1 Trap card or Set card on the field; banish it, and if you do, you cannot Special Summon monsters this turn, except LIGHT Fairy monsters. If you draw a card using the effect of "Fairy Cheer Girl" while this card is in your GY: You can Set this card to your field.
Second eff would be a Trigger eff, right?
...yeah the Quick Effect shouldn't be there. It had a different requirement before.
I assume the first effect will connect to the planned theme or somethin
Also rakkis card 
Des Centipater
- LV 5 EARTH
- Insect / Effect
- 2400 / 1000
During your Main Phase, you can destroy 1 face-up Insect monster you control; Special Summon 1 Level 4 or lower Insect monster from your hand or Deck, but it's effects are negated. If this card you control is destroyed by card effect, you can target 1 Insect monster in your GY; Special Summon it, then place this card on the bottom of the Deck. You can only activate each effect of "Des Centipater" per turn, and only once that turn.
I like it
I do like me a main deck monster level 5 or higher without a Special summon clause on it.
I figured it would balance out the fact it can cheat out something like a resonance insect or a gokipole to combo extend while still having a use
how good is level 5 specificly for Insects?
No clue, I like to play Insect Normal Monster spam beat down lmao
Rank 5 wise, two insects exist, one of which uses only lights
So exa-stag would love this guy
It can be used to set up links like Inzector Picofalina to get more extension or a Armor Horn for a extra Normal too
Didn't even think of Exa-Stag tbh, love that guy
Inzektors need a new wave of support for sure
Songlight Cheer Girl - LIGHT Level 4
Fairy / Effect
(Quick Effect): You can Tribute this card; Add 1 "Melodious" monster, 1 "Cheer Girl" Spell/Trap card or 1 "Polymerization" from your Deck to your hand. You can only use this effect of "Songlight Cheer Girl" once per turn. If you draw a card using the effect of "Fairy Cheer Girl" while this card is in your GY: You can Special Summon this card from your GY.
ATK 900 / DEF 500
Moondance Cheer Girl - LIGHT Level 4
Fairy / Effect
If this card is Normal or Special Summoned: You can Tribute this card; Special Summon 1 "Cheer Girl" monster from your Deck, except "Moondance Cheer Girl". You can only use this effect of "Moondance Cheer Girl" once per turn. If you draw a card using the effect of "Fairy Cheer Girl" while this card is in your GY: You can Special Summon this card from your GY.
ATK 1500 / DEF 900
Kinda. It's more or less backrow removal for LIGHT Fairies with an upside if your Deck can make Fairy Cheer Girl.
But otherwise the archetype is me looking at a random old Xyz monster and going "Man wouldn't it be neat if this card is the boss monster for an archetype?
Then making a crossover with Melodious cause why not.
Starspark Cheer Girl - LIGHT Level 4
Fairy / Effect
If this card is Normal or Special Summoned, except from the hand by the effect of "Starspark Cheer Girl": You can Special Summon 1 Level 4 or lower LIGHT Fairy monster from your hand. If you draw a card using the effect of "Fairy Cheer Girl" while this card is in your GY: You can Special Summon this card from your GY.
ATK 1200 / DEF 800
Joyheart Cheer Girl - LIGHT Level 4
Fairy / Effect
If you control no monsters, except LIGHT Fairy monsters, you can Special Summon this card from your hand, but if you do, you cannot Special Summon monsters this turn, except LIGHT Fairy monsters. A "Fairy Cheer Girl" that was Xyz Summoned using this card as material gains this effect. + If this card is Xyz Summoned: Draw 1 card, then this monster gains 600 ATK.
ATK 600 / DEF 600
Just for fun I decided to try and retrain the Sacred Beast monsters while still keeping their synergy with all their recent support, and I actually think something like this would make them really good.
I only realized that they technically can go into another copy of themselves once I was about halfway through with the second one, and not just their original counterparts.
I feel like they work well with the actual support (other than Hyper Blaze, which is useless). Retrained Hamon would give a second negate in addition to Cerulean Skyfire, Raviel could still be used with the Shimmering Skyscraper hand trap to double its attack and otk, and Fallen Paradise really only becomes draw power due to them having at least a little protection built in.
The other Sacred Beast monsters would still be able to cheese them out by their effects due to their names being treated as the original ones.
Rebirthed Sacred Phoenix of Nephthys
[Rank 2/Fire/Winged Beast/Xyz/Effect]
2+ Level 2 monsters
Gains 1200 ATK for each Ritual Monster attached to it as material. When you Ritual Summon, you can detach a material(s) from this card as monster(s) required for the Ritual Summon. If a material(s) is detached from this card: You can destroy 1 card on the field, then, you can destroy 1 "Nephthys" card in your Deck.
ATK 1200 / DEF 1600
Prank-Kids Potty Pooch
[Level 1/Earth/Rock/Fusion/Effect]
1 "Prank-Kids" monster + 1 Effect Monster
If this card is Fusion Summoned: You can make your opponent lose 500 LP. (Quick Effect): You can Tribute this card; Special Summon 1 "Prank-Kids" monster from your Deck. You can only use each effect of "Prank-Kids Potty Pooch" once per turn.
ATK 1000 / DEF 0
Gashadokuro, the Malevolent Doom Mayakashi
[Rank 13/Dark/Zombie/Xyz/Effect]
2 Level 13 monsters
You can also Xyz Summon this card by using a Level 11 Zombie Synchro monster you control as material. You can only control 1 "Gashadokuro, the Malevolent Doom Mayakashi". Unaffected by other card effects. You can only use each of the following effects of "Gashadokuro, the Malevolent Doom Mayakashi" once per turn. If You have a Zombie Link Monster in your Extra Monster Zone (Quick Effect): You can Special Summon this card from your GY, and if you do, banish 1 monster your opponent controls. If this card is sent from the field to the GY: You can Special Summon 1 Zombie Link Monster from your GY.
ATK 4300 / DEF 3600
https://www.duelingbook.com/replay?id=629161-59112565 If Diadema was made for link summons only it makes it feel really underwhelming somehow
Sinful Spoils of Greed - Dami
Normal Trap
You can target 1 Level 7 or higher monster you control and 1 monster your opponent controls with less ATK than your monster; return them to the hand, and if you do, you can discard 1 card, then draw 1 card. You can banish this card from your GY, then target 1 of your other banished "Sinful Spoils" Spells/Traps; Set it. You can only use each effect of "Sinful Spoils of Greed - Dami" once per turn. During your opponent's turn, you can activate this card the turn it is Set.
@tropic leaf
silvera support
@tranquil mango 🔪
Broken
I like that it puts more emphasis on the deck as a whole though rather than just empowering it as an engine
It also makes Diabellab real 🔥
Looks cool
Making a custom archetype, And i got a fieldspell.
Does it seem fine?
Once per turn, If an opponents card or effect is activated: you can banish 1 "Archetype" monster you control until the end phase, And if you do, Special summon 1 "Archetype" Token. (1000/1000, level 3, EARTH Machine).
You can only activate 1 "Field Spell" per turn.```
Yeah they are Earth Machines I know its a basicbitch typeattribute combo.
Looking for someone to do a card.
What kinda card?
A Moonbow Kuriboh.
looks fine enough
Thats good.
I'm trying to design it as a very resiliant deck, Whos good at breaking boards (but not OTKing), And hard to stop them from doing it.
Good followups, But limited interuption
The main boss monster for now, Is basically Bootleg EvenlyMatched on summon, And able to resummon itself from the GY when its sent. (Not on demand, trigger on Field->GY)
"Opponent sends 1 card they control to the GY for every 2 cards they control"
Moonbow Kuriboh
1* / LIGHT
Fiend / Flip / Effect
FLIP: Target 1 face-up monster your opponent controls; change that target to face-down Defense Position.
When an opponent's monster declares an attack while this card is in your hand (Quick Effect): You can target that monster; change that target to face-down Defense Position, also Special Summon this card (from your hand) in face-down Defense Position, then if that target is still face-up, banish it.
ATK 300 / DEF 200
i interpreted this as "book of moon + kuriboh"
Huh I was expecting like Rainbow Kuriboh.

... Why not just try yourself
Or ask for advice if you aren't 100% sure
The worst you can do is design a card badly or get psct so jumbled a card is inlegible
Not fail outright
Okay.
Spell/normal
Destroy 1 Dinosaur monster on your field or hand; Special summon "Super Conductor Tyranno" From your hand, deck, GY, or Banishment. If a card effect would tribute a card, You can banish this card from your GY; destroy the target for the effect instead. You can only activate each effect of "Prehistoric Upgrade" once per turn
yes, made it partly so I can give a reason for SCT to be a maybe garnet for some decks
Hey so not a card but I made a custom pack on ygoprodeck inspired by things like progression series' legend of blue-eyes episodes
Legendary potential (12007)
Basically intended for you and a friend to open 24 each and build a deck to duel with. I did try it with a friend but and it worked pretty well and the idea was that after each game the winner took a card from the opponent's collection but the loser got to make the next pack. But I think my friend wasn't as into game design as me and it kind of never went anywhere after a couple packs
Just wondering/hoping someone might be interested in this sort of thing. I'd also be down for playing with custom cards if we just want to use dark grey or something as a proxy on ygoprodeck and dueling book
How strong of a handtrap/monster would something along the lines of the following be:
If your opponent activates a card or effect (Quick Effect): You can banish 1 card from your hand, field or Deck with the same name as that card; Negate that effect. HOPT```
A very gimmicky one I know
*Notice. does not use ORIGINAL name. but current name for cards which can rename themselves
Not sure about the first effect but it'd probably be at least sided by the best deck in any tier 0 format. May also be a staple to counter anything everyone runs like ash or maxx C in OCG/master duel
Alright fair enough. A niche card is fine by me.
I'm making a super gimmicky archetype about changing names & working off duped cards.
Shroudspoken
Oh god the mirror would be worse than karakuri
Whats so bad with Karakuri mirror?
Cant be worse than Dogmatika
Whoever tries to win loses instantly
because in Dogmatika mirror, The best extender card benefits the opponent more.
And the best boss monster litterally just makes them win the game if you use its effect
Ok I admittedly only know it from master duel singleplayer but you're trying to manipulate battle positions while your opponent is too and if you end in defence you change when attacked but you can't just not attack and... ahhh
YEah thats not as bad as Dogmatika or Livetwin
Livetwin:
You both die to 1 handtrap.
You both drew 3 handtraps.
Yeah I mean confusing/frustrating. If you judge mirrors on power I'm kinda confused because it's not like your opponent isn't dealing with the exact same thing
fair
Although does sound similar to something I've heard about Darkworld. That in a mirror your starters give your opponent more advantage
Lmfao.
But yeah I see your Shroudspoken going like this in a mirror:
You: I activate guy 1
Me: I activate guy 2, discarding guy 1
You: I change guy 1's name to guy 3
Me: I change guy 1 in my GY's name to guy 3
You: I didn't want to do this but I also activate guy 2, discarding guy4 which I change their name to guy 2
It was somewhat inspired by this card
I forget do the kaiju counters go on the monsters or just the field spell?
Fieldspell and other spells&traps
but.
Go on. Summon a monster.
See what happens
Right so nothing is really gained by tributing your opponent's monster besides changing the tools they have on hand.
And yes the obvious chicken game of summoning first and enabling your opponent
Also. I appologise to all the Cyber Dragon and Harpy players
I am sorry for consolidating that your deck will never be good
and I'm sure theres a few other decks who are mostly treated as the same name
What do you work at konami or something?
Its not intentional. Its just a lot of my customs are weird
And? If we're pretending your customs factor into how good those decks are why are we not pretending that they get custom support that makes them good?
I see that but also punching down. Unless... You play Ojama or something?
I don't follow what's meta very closely so idk if Ojama is actually better than those rn. I just know it isn't Snake eyes
lmao fair. I mostly play Dogmatika & Traptrix.
I assume solely from them being newer that they are indeed better than cyber dragon/harpies
Yeah
Pseudo set rotation
It was a joke about the Shroudspoken being perfectly built to counter Cyberdragon and Harpies, since they have a lot of cards "name becomes "x" while on field"
Umi?
oh right that too, but htey don't need multiple copies of Umi on the field/gy to work really
They can just use the 1
I just know there's like 5 cards treated as umi
Blue-eyes? I think spirit of white and alternate have that
Dark magician too probably
Lunalight Kalideo Chick becomes unusable unless you negate its effect.
(Sends a card as cost, Changes its name to that card as effect)
Also, decks like Purrely. No looping for you
So if you're not careful this Shroudspoken archetype could be tier 0
(Maybe you do work at konami)
Like I said I don't really track the meta but if you can negate anything with the same name as your cards and you can change the name of your cards that sounds like playing with fire
*oh also it was gonn ahave a HOPT. So its notl ike its spammable negate. just 1.
Also, Which archetype name sounds better.
"Shroudspoken", "Shroudborne", "Shroudtouched" or "Shroudmarked"
Is the negate just 1 card in the archetype?
In that case I'd say either "shroudmarked" or "shroudborne"
Leaning towards marked
If it was a negate/stun/floodgate deck I'd say spoken
Although... alternative suggestion, some kind of play on masquerade?
I guess it could be that, Though I'm pretty poor at puns
A sort of control deck, but not a terribly slow one.
Sort of Traptrix speed and style, Where yeah they summon more than like 2 monsters
It aint no Eldlich.
I do not know. Unless you want to have something like branching sub archetypes the name doesn't matter much
If you have a certain theme or aesthetic inspiration that might help
Like the shroud part at least to me implies a lot of hidden information like it's a facedown backrow heavy deck
Mark/mask is the part about pretending to be someone else and making spider-man pointing memes
This is gonna be the biglad.
"Shroudmarked: Worm in Waiting"
"Shroudmarked: End of the Cycle".
"Shroudmarked: Precursor Archives".
"Shroudmakred: Zroni Psions"
"Shroudmarked: Cybrex Warforge"
(Its based on Stellaris kek. Specifically. The Shroud, Precursors, and a few of the very cool events
Is Cybrex an existing archetype? Sounds familiar
Nope. Closeset is just Cyber Dragon, or Cyberdark
Most of these feel like spells to me. Like if we were to use "precursor archives" is this guy a living library somehow? "Worm in waiting" feels closest to a monster name but still not quite right
Yeah some are gonna be spells, some monsters, and a few trapmonsters.
End of the Cycle & Precursor Archives are Spells,
Warforge is probably a Trap.
Oh so you don't have a name yet for the big guy?
Composer of Strands,
Eater of Worlds,
Instrument of Desire,
Whispers of the void,
All Trap monsters
Thats gonna be Worm in Waiting.
Or maybe name "Dimensional Horror."
both would work
The art is litterally the event art for the event which summons it
Just personally I'd probably call it precursor worm and have a card that searches it or something named worm in waiting
Yeah maybe
I don't remember the name(s) but I know there's at least 1 XYZ monster that likes to detach traps and so trap monsters are often used in decks running that XYZ. Just something to consider when designing those trap monsters
Timethief Redooer. Rank4
Its not gonna be level4s. probably 5 or above
I just had a dumb idea. Level 13 trap monsters, because they don't need stars printed on them they just have the number in the effect text
Deep Sea Destruction
Normal Spell
Special Summon 1 "Shark Drake" monster from your Extra Deck or GY to your opponent's field (if Special Summoned from your Extra Deck, treat that Summon as an Xyz Summon), and if you do, destroy all other monsters your opponent controls. Then, if you Special Summoned a monster from your GY by this effect, inflict damage to your opponent equal to the Summoned monster's original ATK. During your opponent's End Phase: You can banish 2 Xyz Monsters from your GY, then target 1 "Shark Drake" monster your opponent controls; take control of it, and if you dom attach this card to it as material. You can only activate 1 "Deep Sea Destruction" per turn.
Des Chandrant
- LV 3 EARTH
- Insect / Effect
- 500 / 500
During your Main Phase, if you control no monsters or control only Insect monsters, you can Special Summon this card from your hand in Defense Position. When this card is Normal or Special Summoned, you can add 1 Level 5 or higher Insect monster from your Deck to your hand, then, destroy 1 monster you control. If this card is tributed for the Tribute Summon of a Insect monster or destroyed by card effect, you can draw cards equal to the number of Insect monsters you control, then place this card on the bottom of the Deck. You can only use each effect of "Des Chandrant" once per turn.
Cheer Girl Tryouts
Normal Spell
Discard 1 card; Add 2 "Cheer Girl" monsters with different names from your Deck to your hand. If you draw a card using the effect of "Fairy Cheer Girl" while this card is in your GY: You can Set this card from your GY. You can only activate 1 "Cheer Girl Tryouts" each turn.
Just a thought, I've seen someone make a cheerleader card as U.A. support
This is not that
👍
Cheer Girl Choreography
Continuous Spell
If this card is activated: You can send 1 "Cheer Girl" card from your Deck to your GY; Special Summon 1 Level 4 or lower Fairy monster from your hand. If you draw a card using the effect of "Fairy Cheer Girl": You can banish 1 card on the field, and if you do, you can attach that banished card to a "Fairy Cheer Girl" you control as Xyz Material. You can only activate 1 "Cheer Girl Choreography" each turn.
Garoozis the Red-Eyes Gladiator - FIRE Rank 5
Beast-Warrior / Xyz / Effect
2+ Level 5 monsters
If this card is Xyz Summoned: You can add 1 "Red-Eyes" card from your Deck or GY to your hand. You can only use this effect of "Garoozis the Red-Eyes Gladiator" once per turn. If this card has a Normal monster as Xyz Material (Quick Effect): You can detach 2 Xyz Materials from this card; destroy 1 cards on the field.
ATK 2300 / DEF 1800
Red-Eyes Battle Steer - EARTH Level 5
Beast-Warrior / Effect
(Quick Effect): You can discard 1 "Red-Eyes" card; Special Summon this card from your hand, then Special Summon 1 "Red-Eyes B. Dragon" from your hand or GY. If this card is Normal or Special Summoned: You can target 1 monster on the field; increase or decrease its Level by 2, then immediately after this effect resolves, you can Xyz Summon using "Red-Eyes" monsters you control as Xyz Material. You can only use each effect of "Red-Eyes Battle Steer" once per turn.
ATK 1800 / DEF 1300
got a bit of a tricky card idea, which i need to make sure to balance correctly. But for the basic idea, it's a spell that allows both players to reveal up to three Traps of different types from the deck, and depending on who has more or has any, it changes the effect
Ayyyyy Garoozis
Love that guy
Player A and B both reveal a normal, Continuous and Counter traps? Both place one on the top of their deck.
Player A reveals a normal, continuous and counter trap, while B reveals nothing? Player A can place one trap face down (And can activate it the turn of) Adds another to the hand, and puts the third on the top of the deck.
Overall a card the benifits a wide trap selection, and punishes foes who Don't use them.
You mean the based one?
Monster/Level 3/Fiend/Dark
Costs for effects for both players must be done twice.
1000 Atk, 1000 Def.
what is this intented to affect
to give an example, say i activate [twin twisters]
do I discard 2 times and target 4 cards?(the targeting is part of the cost)
Yeah, I would say so
So long as it's before the ;, it should be fine (along with making sense in being done twice)
Pot of Extravagance users when they need to banish 6-12 cards to use a single card
It's mostly an indication of what an effect is going to, well, affect before it actually resolves if memory serves. Not a cost, in spite of coming before the semicolon
Fat-Cat Briber
- DARK LV 1
- Fiend / Effect
- 0 / 0
If you control no monsters, you can Special Summon this card from your hand, then your opponent draws 1 card. Cannot be destroyed by battle, but but banish it face-down when it leaves the field. When this card is Normal or Special Summoned, you can add 1 "Dark Bribe" from your Deck to your hand. Each time your opponent draws a card, they take 300 damage. You can only use the (1)st and (2)nd effect of this card once per turn.
Des Crowding
Normal Spell
Add 1 "Des Frog" or a card that mentions it from your Deck to your hand, except "Des Crowding", then if you control no monsters, you can Special Summon 1 "T.A.D.P.O.L.E" from your Deck.
been kinda a while since the contest ended huh
Dinosaur/Level 7/Effect Wind
Banish either 1 Normal Dinosaur monster or 2 effect Dinosaur monsters from your Hand, Field, or GY; Special summon this card from your Hand or GY in Attack position. Attack position Dinosaur monsters you control are unaffected by your opponent's activated effects, unless they target them. You can only Special Summon "Mountain Eating Raptor" once per turn
2400 ATK 2500 DEF
Ngl being able to summon this purely from the GY is pretty scary.
Murkmaw Moray - WATER Level 3
Pendulum Scale: 10
Monsters you Pendulum Summon are Summoned in face-down Defense Position. This effect can't be negated. Once per turn: You can target 1 face-down monster you control; change it to face-up Attack Position.
Fish / Pendulum / Flip / Effect
FLIP: Add 1 Flip monster from your Deck to your hand.
ATK 1500 / DEF 500
Murkmaw Armorgator - WATER Level 7
Pendulum Scale: 1
Monsters you Pendulum Summon are Summoned in face-down Defense Position. This effect can't be negated. Once per turn: You can target 1 face-down monster you control; change it to face-up Attack Position.
Reptile / Pendulum / Flip / Effect
FLIP: You can target 1 monster on the field; destroy it, then each Flip monster you control gains 500 ATK/DEF.
ATK 2500 / DEF 2000
Murkmaw Ambush
Normal Trap
Target 1 face-down monster you control and up to 1 card on the field; change the first target to face-up Attack Position, then if it is a Flip monster, destroy the second target. You can banish this card from your GY, then target 1 Flip monster you control; it gains 1500 ATK.
interesting
Murkmaw Megalodon - WATER Link 3
Fish / Link / Effect
2+ WATER and/or Flip monsters
The activated abilities of face-up "Murkmaw" Spell/Trap cards you control are Quick Effects. If this card is Link Summoned: You can destroy cards on the field, up to the number of Flip monsters used as Link Material, then each "Murkmaw" monster you control gains 500 ATK for each card destroyed this way.
ATK 3000 - LINK: SW, S, SE
Murkmaw Snapshell - WATER Level 4
Pendulum Scale: 1
Monsters you Pendulum Summon are Summoned in face-down Defense Position. This effect can't be negated. Once per turn: You can target 1 face-down monster you control; change it to face-up Attack Position.
Reptile / Pendulum / Flip / Effect
FLIP: Special Summon 1 Level 3 or lower "Murkmaw" monster from your Deck in face-down Defense Position.
ATK 800 / DEF 2000
Girl Lost in Faetell Forest
[Level 3/Earth/Psychic/Effect]
ATK 1200 / DEF 600
Deadly Faetell, Forest of Deception
[Field Spell]
Majesty Faetell, Illusory Titania
[Level 9/Water/Illusion/Effect]
ATK 3000 / DEF 2900
Supremacy Faetell, Imaginary Oberon
[Level 9/Wind/Illusion/Effect]
ATK 2900 / DEF 3000
Mischievous Faetell, Elusive Brownie
[Level 1/Earth/Illusion/Effect]
ATK 1000 / DEF 100
Gracious Featell, Insightful Pixie
[Level 1/Light/Illusion/Effect]
ATK 200 / DEF 2000
Featell Chapter: The Lost Girl
[Normal Spell]
Featell Chapter: The Fatal Mirage
[Quick Play]
Featell Chapter: The Guiding Light
[Continuous Spell]
Featell Chapter: The Treacherous Journey
[Normal Trap]
Featell Chapter: The Undecisive Conclusion
[Counter Trap]
I’m having trouble deciding what effect(s) I want to give this card. What do you guys think should be her effect?
FLIP: You can target 1 card on the field; destroy that card and 1 FIRE monster from your hand or field.
Not sure why you are posting this, but if you want feedback you gotta give us more to work with.
eh. i'm not even sure what to tell u. if you can't appreciate "concept idea.template", i can't really says anything.
I’m thinking something along the lines of:
If you control a FIRE monster or a Warrior monster, you can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Equip Spell from your deck to your hand. You can only use this effect of “Homura, the Shinobi of Fire” once per turn. If this card destroyed an opponent’s monster by battle: You can inflict 500 damage to your opponent.
The “burn the opponent if it destroyed a monster by battle” effect would be amplified with her upgraded form.
Well, it sure is Infernoble Support.
If this card is destroyed by battle: Inflict 500 damage to your opponent.
Also second effect should be you can only use this effect
Even if this is you wanting feedback on the concept, I kinda need a bit more than just a list of names.
They are cool names, but it's more like proof of concept than a custom card.
I'm certain there's a neat effect out there for such a name
I would argue that even a proof of concept needs a short summary of what theme you are going for.
I can see the whole schtick behind the "Chapter" series of spells and traps being pretty neat, given they progress through various sorts of spells and traps, ending on totality with a counter trap
i don't know what you need more
You got a girl lost in the Fatal Forest of the fairies. A bunch of fairies with adjectives hinting at their role. and Chapter-like S/Ts.
there isn't much. The concept is simple. girl with no name gets lost in a dangerous Forest. she has no name cuz the Fae took her name. but she still finds help. (the pixie) and the story ends indecisively.
Ah, so like, scary fairy tales
i mean if you couldn't guess. Faetell is portmanteau of Fairy tale, Fea, Fatal and Tell (as in Story Telling)
Ahh
gimmick wise (still working on it, but they hate cards that mention a specific name)
think stuff like gold sarc, adventurer and so on.
they should also have a name change gimmick.
something like idk
target 1 face-up monster on the field, its name becomes "Lost in Featell" also its effects are negaed.
Thank you.
Well, I can say that I thought the girl died and this is her ghost trying to get to the afterlife.
Hmm... I imagine the Field Spell could do more stuff depending on the number of monsters Lost in Faetell.
i mean she might... :V
they say losting your name is a fate worst than death after all
you just kinda become part of the forest trapped in it, a vision of your past self
i dont see how a proof of concept even belongs here unless it's of the card mechanics
Armorgator Swamp Titan - WATER Level 9
Reptile / Flip / Effect
FLIP: Draw 1 card, then discard 1 card unless this card was Tribute Set. If your opponent controls 3 more monsters and you control no monsters (Quick Effect): You can Tribute 2 other Flip monsters from your hand and 2 monsters your opponent controls; Special Summon this card from your hand in face-down Defense Position. You can only use each effect of "Armorgator Swamp Titan" once per turn.
ATK 3300 / DEF 2800
This
Spell/normal
Banish 6 cards randomly from your Extra deck and/or from the top of your deck face down; For the rest of the duel, the first Extra deck summon each turn is treated as a Tribute summon instead of a Fusion, synchro, Xyz, Pendulum, link summon(s) (This does not count for the Normal summon of the turn)
Tried to think of another effect so running 3 doesn't result in bricks, but I couldn't think of one.
This feels way too niche + the cost doesn't really seem that well thought out
Like, can you banish from both top of deck/extra, in a combination, or is it just pick one, banish 6? If you banish from the top of the deck, do you shuffle and then banish or just banish the top 6?:Better yet, why give the player that choice in the first place? The effect is already pretty balanced if its either "banish 6 from extra randomely" or "banish 6 from top of deck"
I think the main issue I have with the specific effect is its uninteractable and impossible to stop; this effect would be annoying but fine if you stapled it to a continous trap or made the spell a quick play and just for 1-2 turns tops
Niche?
This is the best floodgate in the game
I did misresd it a bit
If you ns you can't ss from extra
I think it taking the normal makes it go from niche to absurdly broken
Like if it just changed what the summon was treated as idt most decks would care
At least make it only affect you, but then you get the question of why this exists?
Outside effects on summon that care if was link summoned/fusion summoned/etc
But you could line around it
where does it even go then. it still custom cards.
that's like saying "don't post your sketch in the art channel"
I mean not really
"Proof of concept" is being generous when all we're given is a typeline and name
never had this kinds issue. until today.
i mean if doesn't interest you, fine. but i don't see why it shouldn't be here.
It should be fine here.
Prediction Princess Tarot Reading
Normal Spell
Reveal the top 2 cards of your Deck and 1 "Prediction Princess" monster in your hand. You can Set 1 revealed Spell/Trap card or Flip monster to your field, add 1 revealed card to your hand, and send the remaining revealed card(s) to your GY.
What is stopping them from just guessing like banned cards and this will never go off.
I think one way to fix this, is to do the opposite and make your opp pick 3 and you guess. It would still a gimmicky wincon but its doable atleast.
[Hatsugai]
Effect
Excavate the top 5 cards of your opponent's Deck (or as many as possible), choose 1 excavated card, and declare a number in multiples of 100 (min. 100, max. 3000). Your opponent can choose to gain LP equal to the declared number. If they gained LP, you lose that amount of LP, and if you do, add that chosen card to your hand, also place the rest on top of the Deck in the same order. If they did not, place the excavated cards on top of the Deck in the same order.
F/L Status: Unlimited (TCG/OCG/MD)
Just thought of this
They really made a lot of these Goblin Kid Cards
It's a neat story~
But yeah, this card, as worded will just never go the way you want it to
I get it's designed to be bad, but it just doesn't work all that well as worded, sorry to say.
Koala Fusion
Normal Spell
Fusion Summon 1 "Koala" Fusion monster from your Extra Deck using monsters from your hand or field as Fusion Materials. If your opponent controls 2 or more monsters, you can also add monsters from your Deck and/or GY to your hand as Fusion Material.
Reaper Koala - EARTH Level 7
Beast / Fusion / Effect
3 "Des Koala"
If this card is Fusion Summoned; Special Summon 1 "Big Koala" from your hand, Deck or GY. It gains 1000 ATK and is unaffected by your opponent's card effects this turn.
ATK 2000 / DEF 2700
Aces, Oz!
I would totally love a deck series that uses Koala monsters seriously. They had some right idea with Master of Ham, but there's gotta be more to it~
Does the ATK Stat of Trap Monsters really matter? is there an amount I shouldn't really make above a certain amount?
It probably does
Like I obviously wouldn't put 4000-5000 on trap mons because most of the time its "flip, activate, special summon for free as mon"
I would say 2000 is still ok but anything over it should have either more conditions for activation or a drawback
Metal Slime has only 3000 Def and 0 Atk for example cause it's just supposed to be a Wall
And these days you can Summon God Slime from it
Alright, I’ve updated my “Homura” card and I’ve added two more cards. What do you think?
The Links feels like smth Red Dragon Archfiend does
Also the Equipp just cheats out the Link basicly every turn in Infernobles
Arcanite Synchron
-
LV 3 LIGHT
-
Spellcaster / Tuner / Effect
-
500 /700
-
If this card is sent to the GY as Synchro Material: You can add either 1 "Arcanite" or Level 4 or lower LIGHT Spellcaster monster from your Deck to your hand, then, if this card was used for the Synchro Summon of "Arcanite Magician," you can place 2 Spell Counter on it. During your Main Phase, you can banish this card from your GY face-down, and if you do, either place 1 Spell Counter on each monster you control or you can add 1 "Arcanite Reading" from your Deck or GY to your hand. You can only use 1 "Arcanite Synchron" effect per turn, and only once that turn.
Arcanite Merlin
-
LV 4 LIGHT
-
Spellcaster / Effect
-
1300 / 700
-
If you control a Spellcaster monster, you can Special Summon this card from your hand, then, discard 1 card. During your Main Phase, you can banish this card from your Graveyard, then target 1 Spellcaster monster you control, place 2 Spell Counters on it.You can only use each effect of "Arcanite Merlin" once per turn and only that turn.
Arcanite Reading
- Quick-Play Spell
- If you control "Arcanite Magician," you can remove 2 Spell Counters from a LIGHT Spellcaster monster you control, then, apply one of the following effects:
- Draw 2 cards, then discard 1.
- Destroy 1 card your opponent controls.
- Banish 1 card from either player's GY.
- You can only activate 1 "Arcanite Reading" per turn.
Well it's more intended to make the first Special summon from the Extra deck be treated as a Tribute summon in the sense that a Dark Infant @Ignister won't grab the field spell on summon because if summoned first, it'll be a "tribute summon" rather then the "Link summon"
See my original critique about that sort of flood effect being too niche
Oh that's fair, I just wanted to make clear that it's intention was
Caustic Dreamcatcher
-
Continuous Spell
-
You can only control 1 "Caustic Dreamcatcher." As long as this card is face-up, neither player can Special Summon DARK monsters. When this card is destroyed by your opponent's card effects, banish all monsters you control face-down, then inflict 500 damage to your opponent.
Brutal
The random burn feels pointless
Honestly the destruction effect in general
Might be better to tie a restriction or cost to its activation instead vs making it have a downside when outed
I feel like making it a trap instead would be slightly better
In a sense of feels less bad but still pretty bad
[Shadow imprisoning mirror]
Close enough to the same thing
yeah, and that already is a feel bad card
Maybe if you combine it with the burn, Make Summoning dark monsters cause burn to the one who summons them
I mean, generally it is a feel bad card to put in the main deck. It's a pretty potent sort of side deck thing, depending on trends.
You got something neat going on, for sure, but maybe something to differentiate it from Shadow-Imprisoning Mirror would be cool. The effect damage going off could be a concept.
Okay, how about this, have it gain counters each time a Dark monster is summoned, and make it so it both lowers the Atk/Def of dark monsters with each counter, and having it so if the opponent removes it from the field, it deals burn to them x the amount of counters on it.
That may be a neat concept
Ooh I like that
Caustic Dreamcatcher
-
Continuous Spell
-
You can only control 1 "Caustic Dreamcatcher." As long as this card is face-up, neither player can Special Summon DARK monsters. Each time either player Normal Summons a DARK monster, place 1 Caustic Counter on this card. Face-up DARK monsters lose 500 ATK for each Caustic Counter on this card. When this card is destroyed by your opponent's card effects, banish all monsters you control face-down, then inflict 500 damage to your opponent for each Caustic Counter that was on this card.
how about something like this?

As is, That might be the meanest Hate card i've seen in awhile,
The thing is
Dark is the most common attribute in the game by far
So dark attribute hate cards have to be balanced assuming they are going to affect the board more times then not
that's the point
for too long have the water attribute minority been overlooked in the world of the game state
me and my boys always rocking with umi over yami
Beast-warrior/normal
This music loving member is well known for his exploits, mostly of his tomb raiding however.
2000 ATK, 200 Def.
More archetypes should have a 1-off Normal monster in them
Level 4, 2300/600, DARK, Beast
Cannot be Normal Summoned/Set.
1) (Quick Effect): You can reveal this card in your hand and keep it revealed, then target 1 Special Summoned monster your opponent controls; destroy it.
2) At the start of your Main Phase 1, if this card in your hand is revealed: Special Summon it in Attack Position, and if you do, it becomes the Battle Phase of this turn, also during this Battle Phase, this card must attack all monsters your opponent currently controls, once each.
3) Cannot be destroyed by battle with a Special Summoned monster.```
Wolf of the Cycle is interesting. Skipping your Main Phase 1 is pretty brutal, but I can't feel like this will only make decks that play on your opponent's turn 1 even more oppressive.
labrynth is clearly one of the decks that can abuse this the best but i wasnt sure how to design around that
Serpent Nightmare
Normal Spell
Add 1 "Serpent Night Dragon" from your Deck or GY to your hand, and if you do, add 1 "Serpent Knight" monster from your Deck to your hand. You can banish this card from your GY, then target 1 of your banished "Serpent Night Dragon"; Special Summon it.
Ah crap. Got to rush out. Will post the rest later.
https://docs.google.com/spreadsheets/d/1WLfjAzvAUJpERnoCHOkgL3DxjDju2MaCJH81wwQJwJQ/edit?usp=sharing
<@&646186882236940288> Results for Round 45.
Congratulations to @delicate wind for winning this round. Sorry for the delay. Pretty unique combinations for this theme, tho a lot did technically fall a bit off theme as both halves weren't part of some long form storyline. Regardless, pretty good entries on your end and the average scores remain high. Looking forward to your next entries.
Ping me here or DM me for your feedback blocks.
Next contest will be up soon after we get the next theme.
Google Docs
Sheet1
Place,Card Name,Card Creator,PSCT,Balance,Creativity,Total Score,Image
1st(Winner),Darklord Mokey Mokey,TZ5659,9,8,7,24,https://imgur.com/a/nCssHaW
2nd,Infernoid Egle,clafreeder,7,6,8,21,https://imgur.com/a/sb...
i'll have that feedback
Oh wow didn't expect 2nd. Could I get feedback? Cheers
Hey resident Latvian or Lithuanian is it Ëglë or Eglé
Neither silly
It's just weird reading that cause the pronounciation changes radically
I did not get it's eglė at first
Nah I can imagine. It's very much a Vampire Fraulein situation. I just skimmed Yugipedia for Snake-Eye lore
Fraulein should be Fräulein btw
(Or Fraeulein)
Numeron Key
[Level 1/Dark/Machine/Effect]
You can banish 1 "Numeron Network" from your hand or field; Special Summon this card from your hand, and if you do, destroy as many monsters you control as possible, then, you can add 1 "Numeron Chaos Ritual" from your Deck to your hand. If this card is in your GY (Quick Effect): You can target 1 Rank 12 or higher "Number" Xyz Monster you control; attach this card to it as material, and if you do, it is unaffected by your opponent's card effects for the rest of this turn. You can only use each effect of "Numeron Key" once per turn.
ATK 0 / DEF 0
Numeron Chain
[Level 1/Dark/Machine/Effect]
When your opponent activates a card or effect (Quick Effect): You can reveal this card in your hand, then target 1 Rank 12 or higher "Number" Xyz Monster you control; attach this card to it as material, and if you do, negate that effect. You can only use this effect of "Numeron Chain" once per turn. A "Number" Xyz Monster that has this card as material gains this effect.
● The first time this card would be destroyed an opponent's card effect each turn, it is not destroyed, also your opponent cannot target it with card effects.
ATK 0 / DEF 0
Numeron Tower
[Level 1/Dark/Machine/Effect]
If "Numeron Network" is not in your Field Zone: You can send this card from your hand to the GY; add 1 of your "Numeron Network" that is banished or in your GY to your hand. If "Numeron Network" would be destroyed or banished by your opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Numeron Tower" once per turn.
ATK 0 / DEF 0
Numeron Initialize
[Normal Spell]
Add 1 Level 1 DARK Machine monster with 0 ATK/DEF from your Deck to your hand. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Number" Xyz Monsters. You can only activate 1 "Numeron Initialize" per turn.
I’m surprised I did so well
Didn't even know that was a thing
Queen of Thorns/Assault Mode
8* / LIGHT
Plant / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by "Assault Mode Activate". Each player must pay 1000 LP to Summon monsters or activate Spells/Trap Cards or effects, unless they control a monster whose original Type is Plant. When this card on the field is destroyed: You can target 1 "Queen of Thorns" in your GY; Special Summon it.
ATK 2700 / DEF 2300
this has been a random assault mode for a forgotten generic synchro
Ok, Then I'll probably do about 2200-2400 for the 3 I'm making.
They'll all need you to control another archetype monster.
(And it does NOT have "activate the turn its set" like Holetea or ShadeBrigandie, nor is it level 4 for Redooer)
Palladium Oracle Aknadin
8* / DARK
Spellcaster / Effect
If a DARK Monster you control was sent to the GY by your opponent's card effect (Quick Effect): You can Special Summon this card from your hand, then send 1 card your opponent controls to the GY. During your Main Phase, you can roll a die, then activate either of these effects, depending of the result:
- 1 or 2: Add 1 "Dark Magician" or a card that mentions "Dark Magician" on its text from your Deck or GY to your hand.
- 3 or 4: Banish 2 cards from either GY.
- 5 or 6: Destroy this card, then you can Special Summon, either 1 "Palladium Oracle" monster or 1 "Dark Magician" from your Deck.
You can only use each effect of "Palladium Oracle Aknadin" once per turn.
ATK 2700 / DEF 1500
Palladium Oracle Shimon
3* / DARK
Spellcaster / Effect
You can reveal 1 "Forbidden One" monster from your hand: Special Summon this card from your hand. If this card is Summoned by its own effect: You can add 1 "Forbidden One" monster from your Deck or GY to your hand, but for the rest of this turn, cards cannot be added from your Main Deck to the hand. If this card is sent from the field to the GY by a card effect: You can Special Summon 1 "Palladium Oracle" monster from your hand or GY, except "Palladium Oracle Shimon". You can only use each effect of "Palladium Oracle Shimon" nonce per turn.
ATK 1000 / DEF 1000
Ngl, cards that add Exodia to hand is always gonna make me wary
I don't think it should cause any issues.
Spell/Normal
At the start of your Main Phase 1 activate in sequence: Draw 1 card if opponent does not control a tribute summoned monster, draw 1 card if your opponent does not control a Normal summoned monster, draw 1 card if you Control a tribute summoned monster. For the rest of this turn after this card resolves, you cannot draw any cards by card effects. This card cannot be responded to by Monster effects.
Blazhko Variation Dragon
[Level 8/Dark/Dragon/Effect]
During the Main Phase, if your opponent controls more cards then you do (Quick Effect): You can reveal 1 other Dragon monster or 1 Trap Card in your hand; Special Summon this card, and if you do, apply the appropriate effect depending on the card revealed.
● Monster: Add 1 Normal Trap from your Deck to your hand.
● Trap: Add 1 Level 4 or 8 Light or Dark Dragon from your Deck to your hand, except "Blazhko Variation Dragon".
You cannot activate monster effects the turn you activate this effect, except Light or Dark Dragon monsters. You can only use this effect of "Blazhko Variation Dragon" once per turn.
ATK 1900 / DEF 1900
And if you go second because lets be real who ends on Normal Summoned monsters
Except it can't be negated by monster Effects
A Level One with Twelve Levels of Experience
[Quick Play]
Tribute monsters from your hand and/or field whose total Levels equal exactly 12; Special Summon 1 Level 1 monster from your Deck, ignoring it Summoning conditions, and if you do, it gains the following effects for the rest of this turn.
● Unaffected by other card's effects.
● This card's original ATK/DEF becomes 5000.
● When your opponent activates a Level 11 or lower monster's effect (Quick Effect): You can negate the activation, and if you do, shuffle that card into the Deck, then, return this card to your hand.
You can only activate 1 "A Level One with Twelve Levels of Experience" per turn.
A real sick way to summon a Meklord for sure
[Starduston]
Level: 1
[ Fiend / Effect ]
ATK ? / DEF ?
Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending any number of "Duston" monsters you control to the Graveyard, and cannot be Special Summoned by other ways. This card's ATK and DEF each become equal to the number of monsters sent to the Graveyard for its Summon x 1000. Your opponent cannot Flip or Special Summon any monsters, or activate any Set Spell/Trap Cards on the field. If you control more monsters than your opponent does, destroy this card.
F/L Status: Unlimited (TCG/OCG/MD)
And dust they shall be!
I actually kinda like this
Which of these names sounds the least like a monster card name?
Composer of Strings
Eater of Worlds
Instrument of Desire
Whispers of the Void
Composer - Extradeck
Eater - Field
Instrument - GY.
Whispers - Support for the other 3
Whispers sound like a spell
Composer monster
Eater monster
Instrument equip spell
i believe the wording for the equipping effect should be "take 1 equip spell from your deck"
but good card otherwise
Des Platypus - EARTH Level 3
Beast / Effect
If you control no monsters, you can Special Summon this card from your hand, or from your GY if an opponent also has a monster with a Quick Effect on their field or in their GY. If you Summoned "Des Platypus" from your GY, banish it when it leaves the field. If this card is Special Summoned: You can add 1 "Kangaroo", "Koala" or "Wombat" monster from your Deck to your hand, then this card inflicts 400 damage to you for each card in your hand.
ATK 1200 / DEF 1100
Sleeping Koala - DARK Level 6
Beast / Effect
The Quick Effects of monsters can't be activated. You cannot Special Summon monsters, except "Beast" monsters. If you have no monsters with Quick Effects in your GY, you can Tribute Summon this card by Tributing 1 Beast monster in your hand or 1 monster your opponent controls with a Quick Effect. If this card is Tribute Summoned: Add 1 "Down Under" Spell/Trap card from your Deck to your hand.
ATK 1500 / DEF 2200
.
Reinforcements from Down Under
Normal Spell
Add 1 "Kangaroo" monster, 1 "Koala" monster and 1 "Wombat" monster from your Deck and/or GY to your hand. If 1 of those monsters isn't "Des Kangaroo", "Des Koala" or "Des Wombat", the other 2 monsters must be "Des Kangaroo", "Des Koala" or "Des Wombat".
.
Fusion from Down Under
Normal Spell
Fusion Summon 1 Fusion monster that requires a "Kangaroo", "Koala" or "Wombat" monster, using monsters from your hand or field as Fusion material. If you control a "Kangaroo", "Koala" or "Wombat" monster and have no monsters with Quick Effects in your GY, you can also add Beast monsters from your Deck and/or GY to your hand as Fusion Material. You can only activate 1 "Fusion from Down Under" per turn.
Koala King of the Underworld - DARK Level 6
Beast / Fusion / Effect
Des Koala + Vampiric Koala
Your opponent can't activate Spell/Trap cards during the turn this card was Fusion Summoned. During your Main Phase: You can discard 1 or 2 Beast monsters, then target 1 Spell/Trap card your opponent controls; return it to the hand, then if 2 monsters were discarded, this card inflicts 400 damage to your opponent for each card in their hand. If this card inflicts battle or effect damage to your opponent: Gain LP equal to the damage inflicted.
ATK 1400 / DEF 2100
how does the last part of fusion from fusion from down under work, do you add cards from gy/deck back to hand then immediatly put them back into the gy?
You tutor those cards as payment for the Fusion summon. They end up in your hand.
feels a bit unintituive imo
Does this work better for you?
Fusion from Down Under
Normal Spell
Fusion Summon 1 Fusion monster that requires a "Kangaroo", "Koala" or "Wombat" monster, by banishing monsters from your hand or field as Fusion material. If you control a "Kangaroo", "Koala" or "Wombat" monster and have no monsters with Quick Effects in your GY, you can also banish Beast monsters from your Deck and/or GY as Fusion Material, then after this card resolves, add all monsters banished as Fusion Material to your hand. You can only activate 1 "Fusion from Down Under" per turn.
Kenzie the Kangaroo Champion - EARTH Level 7
Beast / Fusion / Effect
"Des Kangaroo" + "Kangaroo Champ"
The Quick Effects of monsters cannot he activated. Once per turn, if you have no monsters with Quick Effects in your GY: You can discard up to 3 Beast monsters, and if you do, this card can make that many additional attacks this turn.
ATK 2300 / DEF 1700
Wombat Warden - EARTH Level 4
Beast / Effect
While this card is in your GY, Beast monsters you control gain 400 ATK/DEF.
ATK 400 / DEF 2000
oh i thought i was in #translators-corner for a second and was like "they actually gave that deck a decent fusion?"
yeah Rakkis does fine work

Saido Chesto! - Field Spell
Activate only at the start of your Main Phase 1. Once per turn, when a card or effect is activated, the turn player can do 20 push-ups and 10 sit-ups to negate the activation or effect, and if a card was negated this way, destroy it.
If this effect was activated, neither player takes damage until the end of the turn.
You can only activate 1 "Saido Chesto!" per Duel.
how much do you need a generic negate?
Also, yes. Start of main to prevent a generic from being splashed in stun, damage stop to prevent ftks
Once per duel because it's cancer otherwise 
A card that you will only see at tournaments
Wash yo ass - field spell
This card can only be activated at the start of main phase 1, you must evaluate the hygiene of the opposing duelist and than you can activate effects based how poor there hygiene is;
-
Dirty shirt: Your opponent loses 4000 life points, negate the effects of all face up monsters on the opponents side of the field until the end of your opponent’s next end phase
-
Choking odor: Immediately draw 5 cards and special summon one monster from your extra deck ignoring there summoning conditions then banish all spell and traps cards your opponent controls face down until the end of your opponent’s next end phase.
-
Bad breath: Your monsters become unaffected by card effects, and will inflict piercing damage until your until the end of opponent’s next end phase.
Neither player can activate card effects in response to this card and if all 3 effects are activated you can call a referee to tell them that the opponent is a smelly boy and that they really need to take a shower, then you win the duel.

Shrimp Sniper
5* / WATER
Aqua / Synchro / Effect
1 Tuner + 1+ non-Tuner monsters
(Quick Effect): You can Tribute 1 other WATER monster; destroy 1 monster your opponent controls, also you cannot Tribute a monster with the same original name as that Tributed monster to activate the effect of "Shrimp Sniper" again this turn.
ATK 2250 / DEF 0
i just wanted to make something generic. the effect is worded in case there's a loopable water thing i can't think of
Level 4/WATER/Fish/Effect
ATK/1500 DEF/900
When a WATER Monster is sent to the GY by battle or card effect, Special Summon this card from your hand.
If this card is Special Summon: You can Special Summon a Level 4 Fish Monster From your Deck or GY, Immediately after this effect resolves, Xyz Summon a WATER Monster using cards you control (Including this card) as Xyz Materials.
A WATER Xyz monster that used this card as material gains this effect:
•Once per turn, when your opponent would activate a effect that would Special Summons a monster, negate that effect.
You can only use each effect of “Shark Striker” once per turn ```
``` Armored Xyz Fang
Level 4/WATER/Machine/Effect
ATK/1250 DEF/900
If this card is added to the hand by the effect of a WATER monster, you can Special Summon this card from your hand.
During the Main Phase: You can discard 1 WATER monster from your hand, Set 1 “Armored Xyz” Spell/Trap from your Deck or hand. You cannot Special Summon monster from your Extra Deck for the rest of this turn, except WATER Monsters.
You can only use each effect of “Armored Xyz Fang” once per turn ```
did anyone say sharks
Shrimping's a good job, mate
I do like the kind of effect it has, namely, you can use it's effect more than once, but you must use a different monster each time
I do like Shrimp Sniper.
It's pretty accessible if you run stuff like Junk Synchron
Assuming WATER doesn't have better ways to Synchro 5
Giant Wombat - EARTH Level 8
Beast / Effect
While this card is in your GY, Beast monsters you control gain 800 ATK/DEF.
ATK 800 / DEF 2800
Wally the Wombat Wrestler - EARTH Level 9
Beast / Fusion / Effect
"Des Wombat" + "Giant Wombat"
The Quick Effects of monsters can't be activated. During your Main Phase, if you have no monsters with Quick Effects in your GY: You can discard 1 Beast monster, then target 1 monster on the field; change it to face-up Attack Position, also if your opponent controls that monster, they skip their next Main Phase 1 and that monster must attack this card next turn if able.
ATK 1200 / DEF 4200
Puchibadi Ra-Ion
[Level 1/Fire/Beast/Effect]
If you control no cards, except "Puchibadi" monsters (Quick Effect): You can discard this card; Special Summon 2 "Puchibadi" monsters from your Deck, then you can, immediately after this effect resloves, Link Summon 1 Link Monster with the same Attribute or Type as a "Puchibadi" monster you control. You cannot activate monster effects on the field the turn you activate this effect, excpet "Puchibadi" monsters. You can only use this effect of "Puchibadi Ra-Ion" up to twice per turn.
ATK 300 / DEF 200
Puchibadi Iru-Ka
[Level 1/Water/Sea Serpent/Effect]
If this card is Normal or Special Summoned, and you control no cards, except "Puchibadi" monsters: You can add 1 monsters from your Deck to your hand with the same Attribute or Type as a "Puchibadi" monster you control. You cannot Special Summon monsters from your hand the turn you activate this effect, excpet "Puchibadi" monsters. You can only use this effect of "Puchibadi Iru-Ka" up to twice per turn.
ATK 300 / DEF 200
Depending on what Pochibadi Links you have, this has the potential to be very scary.
there are no Puchibadi links. (well not yet, maybe in future) but rn you are meant to make a link 2 (that you can't use its effects for the turn/on summon)
rn you can just use these to search or link summon any water, fire, beast or sea serpent monster. (twice)
Well, Puchibadis are already gonna be playing with 6 copies of Ash Blossom.
only if your open Ra-Ion going 2nd. or you give up a full turn of summoning anything from hand or using monster effects on field.
It's a Trader it's been a big one at that.
like is a link 2 + and 2 searches worth it ?
if you are going 2nd, yeh Ra-Ion is great.
Ash + set up for next turn.
Ghostrick Layoffs
Normal Trap
Discard 1 "Ghostrick" monster; Draw 3 cards. You can banish this card from your GY, then target 3 "Ghostrick" monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 2 cards, and if you do, change up to 2 monsters on the field to face-down Defense Position.
If you go first it is 1 card search Ash summon Little Knight. Obviously not something for every deck, but 1 card to bring out 2 sources of disruption is a lot.
And if you run this in something that is a little more trap heavy, that is just a pretty solid line of play
i mean what does S:P do if you can't use its effect?
Literally the only description would be the ash you search
no S:p effect until next turn.
Banish your opponent's monster on their next turn
The effect block is only on the turn you summon
DNAlpha The Beginning
Link 1/Water/Fish/Effect Link arrow,(s) V
1 Reptile, Winged beast, or Dinosaur monster.
If this card is Link summoned, destroy 1 Dinosaur in your hand or on the field: Add "Lost World" From your Deck to your hand. If this face-up card leaves the field: Special summon up to 2 level 4 or lower Normal Reptile, Winged beast, or Dinosaur monsters from your GY or Banishment, and for the rest of the turn you can only summon Reptile, Winged Beast or Dinosaur monsters. You can only activate each effect of "DNAlpha The Beginning" once per turn.
0 ATK 0 Def
yeh but the opponen't could remove it before that
That applies to most things tho
i mean you would have nothing preventing them from not.
it's not like it can quick banish itself for that turn.
the opponent would just play as normal until they end on something that just deals with the S:P that can't use its effect.
It's a non threat for a full turn, if you manage to keep it, you absolutely deserve it.
I'm not following.
Going first you use this to make Little Knight, search Ash Blossom. Do whatever other plays you have. Pass.
Then it is your opponent's first turn and Little Knight is now live. It can banish a thing as additional disruption.
Going second it is Ash Blossom copies 4, 5 and 6. The Link itself is just a bonus.
what plays tho ?
you can't ss from hand and you can't activate effects on field ?
so any monster that's either an extender or searcher is out of the question
your full turn would be just ash ann S:P pmuch
So I was wanting to try to make Expurrelys for the 2 that don't have them yet. This is the first one I made, a little worried that it's too strong. Like I wanted to give it a reason to compete with Noir, but at the same time im worried that Level 1 Purrely condition might have been too much
the idea was sort of a light stun, tripping up the opponent and preventing them from dodging having to attack by using the monsters currently around as extra deck material, but still allowing them to build their board after the battle phase, sorta forcing it into the grind game
Continuous Spell
When this card is activated: you can take 1 “Psy-Frame” Continuous Spell, Field Spell, or Continuous Trap from your Deck, except “Psy-Frame Conduit”, and either Set it or send it to the GY. Your opponent cannot activate cards or effects when a monster is Synchro Summoned using a “Psy-Frame” Tuner you control as material. If a “Psy-Frame” card in your possession is banished: you can banish 1 card on the field. You can only use this effect of “Psy-Frame Conduit” once per turn.```
Spell/Normal
Activate one "Survivor" Trap card from your hand or deck. While you control a Dinosaur monster, this card's activation and effect cannot be responded to.
Seems pretty good to me
Way too slow a wincon but I like the idea
It'd be interesting at like, 20-25 counters and if you added a way to use the counters(perhaps remove some to protect the mon, basically slowing down the win in the short term to gain an immediate benefit)
Ritual Archaeology
Continuous Spell
During your Main Phase: You can send this card you control to the GY, then target 1 Ritual Monster or 1 Ritual Spell in your GY; add it to your hand. During the End Phase: Draw 1 card for each time you Ritual Summoned this turn (Max 3). You can only use each effect of "Ritual Archaeology" once per turn.
Gem-Knight Healer Lady Sunstone - EARTH Level 8
Rock / Fusion / Effect
3 "Gem-Knight" monsters
If this card is Fusion Summoned: During your next Standby Phase, add up to 5 "Gem-Knight" Normal and/or Gemini monsters from your Deck, GY or that are banished to your hand. During your Main Phase, if this card is in your GY: You can return it to the Extra Deck; Add 1 "Gem-Knight Fusion" from your Deck, GY or that is banished to your hand.
ATK 2300 / DEF 1400
idk why this has a normal monster border, and i would look at [mermail abyssteus] for psct
Level: 7
[ Aqua / Effect ]
ATK 1700 / DEF 2400
Effect
You can discard 1 other WATER monster to the GY; Special Summon this card from your hand. When Summoned this way: You can add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.
F/L Status: Unlimited (TCG/OCG/MD)
Poseidra feels just a bit too efficient at breaking boards
yeah every time you can land a lv3 or lower water on board a wipe lands
it's prob fine, but i'd slap an opt anyway
Gem-Knight Lord Malachite - EARTH Level 9
Rock / Fusion / Effect
2+ "Gem-Knight" Normal monsters
Cannot be destroyed by card effects. If this card is Fusion Summoned: It gains 1000 ATK for each monster used as Fusion Material. Once per turn: You can send 1 "Gem-Knight" card from your Deck to the GY, then target 1 card on the field; draw 1 card if you control that target, then destroy it.
ATK 0 / DEF 3000
Gem-Knight Barrier
Normal Trap
"Gem-Knight" monsters you control can't be destroyed by battle or card effects this turn. If your opponent declares a direct attack while this card is in your GY: You can banish 1 "Gem-Knight" monster from your GY; negate the attack, also banish this card from your GY during the End Phase of this turn.
I feel like it should only trigger it's Wipe with Level 3 but still be summonable with lower Levels
Dark Zora
5* / DARK
Illusion / Effect
If neither player controls a monster, you can Normal Summon this card, without Tributing, in Defense Position. If this card battles a monster, neither monster can be destroyed by that battle. If this card on the field is destroyed: You can apply 1 or both of these effects, and resolve in sequence. You can only use this effect of "Dark Zora" once per turn.
• Destroy all monsters equipped with Equip Cards.
• Add 1 Illusion or Thunder monster from your Deck to your hand.
ATK 1500 / DEF 2100
toei movie card. ask me about any of the design choices i made in tcg-ising this

That thing would 100% be part of a Exodia FTK deck
well not FTK, since it does take till your next Standbyphase, but stilll
But that does remind me of this idea i had once
Warrior/Effect/Fusion Level 10 Earth
*1 "Elemental HERO" monster + 1 "Gem-Knight" monster, Including at least 1 Fusion monster*
This card is also a Rock monster. If this card is Special summoned: add 1 "Gem-Knight Fusion" or "Miracle Fusion" from your Deck and/or GY to your hand. Fusion monsters you control that were Fusion summoned with Normal monsters as fusion material are unaffected by non-Fusion Monster effects. You can only Special summon "Elemental HERO Gem-Knight Geode" Once per turn.
2600 ATK 2800 DEF
Ancient Sacred Wyvern/Assault Mode
9* / LIGHT
Fairy / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by "Assault Mode Activate". While your LP is higher than your opponent's, all monsters you control gain ATK/DEF equal to the difference. If this card on the field is destroyed: You can target 1 "Ancient Sacred Wyvern" in your GY; Special Summon that target, and if you do, gain 2100 LP.
ATK 2600 / DEF 2500
don't minding me, still making assault modes for generics
This helps Gem Knights way more than heros, since they already have a miracle fusion searcher and only 1 mon they make with a normal mon
Not saying thats a bad thing just feels tacked on
(Whats even the connection?)
Well from what I remember gen Knight's already are kinda similar to heroes and the crystal beasts, and since gameplay wise knights are closer to the hero side of things
And asides, I love the idea of Making using less "Optimal" fusion materal for fusions for advantages
Acolyte of the Sphinx
2* / LIGHT
Spellcaster / Effect
If this card is Normal or Special Summoned: You can add 1 Level 10 "sphinx" monster from your Deck to your hand. When your opponent activates a card or effect while you control a "sphinx" monster with an original Level of 10 (Quick Effect): You can banish this card from your GY; negate the activation, and if you do, destroy it. You can only use each effect of "Acolyte of the Sphinx" once per turn.
ATK 500 / DEF 500
Great Radiant Pyramid
N/A / LIGHT / S
Rock / Link / Effect
1 LIGHT "sphinx" monster
This card's name becomes "Pyramid of Light" while in a Monster Zone. Cannot be destroyed by battle or card effects. Your "sphinx" monsters are unaffected by your opponent's card effects that target only them. Once per turn, if this card points to a monster: You can destroy all monsters you control with the same original Level as that monster.
ATK 0 / LINK-1
please stop me from trying to make movie sphinxes work at 1am
Level 4/ 1000 attack/1 500 def /warrior
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; send 1 "HERO" monster from your Deck to the GY. You can only use this effect of "Elemental Hero Shadow Mist Deus" once per turn.
You can banish this card from your GY; add 1 "Polymerization" or "Fusion" card from your deck to your hand. You cannot Special Summon monsters the turn you activate either of this card's effects, except "HERO" monsters.```
```Xtra Hero Flame Bringer
Link 1 / Down Middle Arrow / 1000 attack / Dark
1 "HERO" monster
If this card is Link Summoned: You can discard 1 card; add 1 "HERO" monster with a different name from the "HERO" monster used to Link Summon this card from your deck to your hand.
If your "HERO" cards would be destroyed by battle or card effect, you can banish this card from your GY instead.```
"Flame bringer" "is Dark"
I was debating making shadow mist a circular but that feels too on the nose, I think the deck wants more gy setup and ways to access poly anyway
Realistically a link 1 homage to wingman would be wind but they alresdy did that with Rage
Link 1 hero reminds me how I wish we had a great skyscraper for Elemental HEROes
This is dangerously close to being infernity support
Good point. I'll restrict it to Gem-Knights
Well in that case it's alot more balanced
Gladiator Beast Ganycus - FIRE Level 4
Dinosaur / Effect
If this card is Normal Summoned, or Special Summoned by the effect of a "Gladiator Beast" monster: You can Special Summon 1 Level 4 or lower "Gladiator Beast" monster from your Deck. You can only use this effect of "Gladiator Beast Ganycus" once per turn. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Ganycus".
ATK/ 1500 DEF/ 200
Blazewing Pegasus - FIRE Level 6
Beast / Effect
If you control a FIRE monster: You can Special Summon this card from your hand, but it loses 500 ATK this turn. You cannot Special Summon monsters from your Extra Deck during the turn you activate this effect, except Xyz monsters.
ATK 2250 / DEF 1800
Spell/normal
Target 1 monster: destroy it as if it was being destroyed by battle instead of by effect
Neat.
Insectinel Hercules Knight - EARTH Level 5
Insect / Effect
You can Tribute Summon this card by Tributing 1 Insect monster in your hand. The Quick Effects of monsters can't be activated. Once per turn: You can target 1 monster on the field; destroy it, and if you do, this card gains 1000 ATK. If this card is Tributed: You can add 1 Ritual monster from your Deck to your hand. You can only use this effect of 'Insectinel Hercules Knight" once per turn.
ATK 1500 / DEF 2000
I think i balanced it a bit more
This feels like a Floodgate that isn't good enough to get banlisted
But still is the most toecurling to see happen
Considering practically the whole archetype has that line of text, it's gonna happen a ton.
Level 2/Psychic/LIGHT/Tuner/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can only use each effect of “Psy-Framegear Tau” once per turn. (Quick Effect) During the Main Phase, if you control no monsters, or only Psychic monsters: you can Special Summon this card from your hand and 1 “Psy-Frame Driver” from your hand, Deck, or GY, then you can increase or decrease this card’s level by 1. You cannot activate the effects of monsters on the field during the turn you activate this effect, except Psychic monsters, also banish the monsters summoned by this effect during the End Phase. (Quick Effect) During your opponent’s turn: you can tribute this card; Special Summon 1 “Psy-Frame” monster with 2000 or less ATK from the Extra Deck, but return it to the Extra Deck during the End Phase of the next turn.
ATK: 1000
DEF: 0
Psy-Framelord Omicron
Level 9/LIGHT/Psychic/Synchro/Effect
1+ Psychic Tuners + 1+ non-Tuner monsters
Monsters your opponent controls lose 500 ATK for each Psychic monster in your banishment. (Quick Effect) You can target 1 Psychic monster that is in your GY or banishment: banish this card until the Standby Phase of the next turn, and if you do, return that target to the hand, then you can return 1 card your opponent controls to the hand. If this card leaves the field because of an opponent’s card: you can take 1 “Psy-Frame” Tuner and “Psy-Frame Driver” from your Deck, GY, and/or banishment, and either add them to your hand or Special Summon them. You can only use each effect of “Psy-Framelord Omicron” once per turn.
ATK: 3100
DEF: 2600```
They are kinda designed to warp the format away from turn 1 make all the disruption, while not being able to make disruption themselves.
Spell/Normal
Fusion Summon 1 Fusion Monster from your Extra Deck that mentions a "Elemental HERO" monster as material, using normal monsters from your hand or Deck as Fusion Material. This card cannot be responded to by the effect of monsters that share an Attribute with any of the Fusion material. You can only activate 1 "Fusion of Elements" per turn.
a version of Fusion Destiny for their Elemental Cousins.
With this needing you to run Normal monsters, is the Special Simmon restriction even necessary?
I suppose not
Headless Samurai - DARK Level 4
Zombie / Effect
When this card declares an attack, if you don't control "Samurai Skull": Flip a coin. If tails, negate the attack.
ATK 2500 / DEF 0
Vision Change
Spell Card (Quick-Play)
Target 1 "Vision HERO" monster in your Monster Zone; you cannot Special Summon cards with that target's name from your Spell & Trap Zone until the end of this turn, also place that target in your Spell & Trap Zone as a Continuous Trap, and if you do, Special Summon 1 "HERO" monster from your Deck, except a "Vision HERO" monster, with the same original Level as that target. You can only activate 1 "Vision Change" per turn. If your Continuous Trap(s) would be sent to the GY or banished by an opponent's card effect, you can banish this card from your GY instead.
i was thinking of making a combined destiny/vision hero support but simplified it down to this
I like the GY protection effect but this seems overall win more
Searchable by Mist at least
Deck would unironically probs run another vanilla to play this to turbo rage especially w/o any locks
You already run neos so would just need non light vanilla
you would have to make some insane support to make pure builds real at all
and Konami historically makes branch specific support anime references at best
rage reading like a custom is a miracle in of itself cause it easily could have been like "2 normal mons gains attack based on xyz on damage calc burn for original attack"
Hopefully something like that comes into existence
like [grandmerge] reads crazy on paper
Level: 6
[ Warrior / Fusion / Effect ]
ATK 0 / DEF 0
Effect
2 "HERO" Normal Monsters
Must be Fusion Summoned. Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 300. When this card destroys an opponent's monster by battle: You can Tribute this card; Special Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, ignoring its Summoning conditions, but it cannot attack monsters with an equal or lower Level than it.
F/L Status: Unlimited (TCG/OCG/MD)
but its pretty shit
I love elemental HEROs but I don't care for the mix-maxed aspect of HEROS
It may not be the best, but I love it still
eh
matter of preference
I love it personally
if each deck had to stand on its own shoes hero wouldn't be relavent in the first place
As of now I get that HERO as as mutt is the only build that's somewhat strong
But I can hope at least
At the very least I want to play without the vision heroes
Exxod, the Invincible Fortress
[Level 8/Effect/Rock/Effect]
If you have a face-up Rock Type monster with 2400 ATK or DEF on your field, you can Special Summon this card from your hand in face-up Defense Position.
[Requirement] Send the top card of your Deck to the GY.
[Effect] Until the end of your opponent's next turn, this card gains 1600 DEF, also your opponent cannot attack face-down monsters. Then, Inflict damage to your opponent equal to [the number of face-down monsters on your field] x 600.
ATK 2400 / DEF 2400
Judgment Sphinx
[Level 5/Earth/Rock/Effect]
[Requirement] Send the top card of your Deck to the GY.
[Effect] This card gains 600 ATK until the until the end of your opponent's next turn. Then, you can add 1 "Sphinx Ordeal" or "Sphinx Judgment" from your GY to your hand.
A 1800 / DEF 1800
Pyramid Golem
[Level 4/Earth/Rock/Effect]
[Requirement] Reveal 1 Level 5 or higher Rock Type monster in your hand.
[Effect] The DEF of 1 face-up Rock monster on your field becomes 2400 until the end of this turn. Then, you can change 1 face-up monster on the field to face-down Defense Position, and if you do, it cannot be destroyed by battle this turn.
ATK 0 / DEF 0
Sphinx Ordeal
[Normal Spell]
[Requirement] You have a face-up Rock Type monster with 2400 ATK or DEF on your field.
[Effect] Your opponent declares a card type (Monster, Spell, or Trap) and sends the top card of your Deck to the GY. If it was not the declared card type, change any number of face-up monsters on the field to face-down Defense Position. Then, if you have "Exxod, the Invincible Fortress" on your field face-up, you can destroy up to 3 face-down cards on the field.
Sphinx Judgment
[Normal Trap]
[Requirement] When your opponent Normal or Special Summons a monster, while have a face-up Rock Type monster with 2400 ATK or DEF on your field.
[Effect] Your opponent declares a card type (Monster, Spell, or Trap) and sends the top card of your Deck to the GY. If it was not the declared card type, change any number of face-up monsters on the field to face-down Defense Position. Then, if you have "Exxod, the Invincible Fortress" on your field face-up, inflict damage to your opponent equal to [the number of face-down monsters on your field] x 600.
Yeaaa rocks
Exxod redemention arc lets gooo
Spell/Normal
For the rest of the duel, direct damage is halved. During your opponent's turn: You can banish this card from your Graveyard; (Quick effect) The negate the next effect that would destroy a monster you control by card effect.
"What do you mean Blue eyes white dragon only did 375 points of damage?"
surely a well balanced card 
dm era card lol
Announced ban
Spell/normal
The next spell card activation this duel is negated.
tolerable or suicidal?
Judgment of Finality
(Trap / Counter)
If a monster has been successfully Summoned for the 10th time, OR the 15th effect has been activated this turn: Declare either a Type and a Level, a Type and an Attribute, or an Attribute and a Level; each player banishes all monsters with the declared combination from their opponent's field, GY, and Deck facedown, then the player that activated this card takes damage equal to the number of banished cards x 1000. If you control no cards, you can activate this card from the hand.
This should not be activatable from the hand, thats overkill imo
This plays into the same space Nib does but almost strictly better as written
Against most decks you can declare one combination and banish their entire engine(level 2 thunder for spright, level 1 pyro for snake eyes, level 4 warrior hero) which feels way too overtuned, + it being a counter trap limits the potential counterplay
Also the burn feels tacked on as a downside which realistically just kills you most of the time
If you want to keep it could probs tone it down to 500
yeah maybe I could drop the hand effect then maybe change the activation requirements to say "At the end of the Main Phase" instead of the effect/summon count? but might still be too powerful, yeah i should have seen it coming
or maybe restrict to only type and attrib combo too
nah, if i dropped the "from the Deck" part it might look fine to me
If you control no cards and this is the only card in your hand, you can activate this card from the hand.

Ancient Warriors Fearless Diaochan
Level 5/Beast-Warrior/DARK/Effect
If this card is in your hand and you control no monsters, or only Beast-Warrior monsters: you can place 1 “Ancient Warrior” Spell/Trap from your Deck face-up in your Spell/Trap Zone, then immediately after this effect resolves, Normal Summon 1 “Ancient Warrior” monster from your hand. If you would Normal Summon a Level 5 or higher “Ancient Warrior” monster with this effect, you can Summon it without tributing. You can only use this effect of “Ancient Warriors Fearless Diaochan” once per turn. Once per turn, if an “Ancient Warrior” Spell/Trap is sent to your GY while you control an “Ancient Warrior” monster with a different attribute than this card: you can Set that card.
ATK: 2100
DEF: 1800
Grandpa Muto's "The Ancient" cards. Tried to give them effects that could be considered atheist decent on the modern day, whole still keeping the original ideas in tact.
Might be a good idea to make tomes banish and negate optional
Ancient key could be spelled out as Pay 1000 LP; Special Summon 2 "Stone Giant Tokens" (level?/400attack/2000def)
Aw crap, didn't notice that I forgot this things.
(See: [photon sanctuary] )
The first line in ancient dragon would be redundant if you word the special summon clause like [destiny hero plasma]
Level: 8
[ Warrior / Special Summon Monster / Effect ]
ATK 1900 / DEF 600
Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.
F/L Status: Unlimited (TCG/OCG/MD)
I didn't know if I should allow Ancient Dragon to be summoned using the effects of the spells. Seemed a bit broken.
Sorry I should clarify
If you want it to be summonable only by its own condition(and not be revivable by the spell) you can simply write it out as must be special summoned by ___
If you want it to be summonable and then reviable later by the spell, but not the other way around, you can tack on "must first be"
The former doesn't allow it to be summoned without ignoring summoning condition even when properly special summoned, the latter wording does
The end phase mandaotry special summon is a bit much combined with the field nuke and negate effect
Also noticing a lot of lp payment as cost which does feel a tad excessive
Like I see the field spell turns that off but its a odd design space to play around in
Few changes
Aren't we getting these printed in AC04
not confirmed
AG statue is 14, so not out of the question to squeeze in 7 DM cards
Performage Tune Trumpeter
[Level 3/Wind/Spellcastsr/Tuner/Effect]
If this card is in your hand or GY: You can target 1 "Performage" monster with a Level; Special Summon this card, but banish it when it leaves the field, and if you do, then take damage equal to the difference between this card's Level and that monster's Level x 300. If you take effect damage: You can target 1 face-up monster on the field; increase or decrease its Level by one, then, its controller takes 300 damage. You can only use each effect of "Performage Tune Trumpeter" once per turn.
ATK 300 / DEF 1200
Performage Balloon Twister
[Level 7/Wind/Spellcaster/Synchro/Effect]
1 Spellcaster Tuner + 1+ non-Tuner Spellcaster monsters
(Quick Effect): You can target 1 face-up monster on the field; Special Summon 1 "Performage Balloon Token" (Spellcaster/WIND/Level 1) with the same ATK/DEF as that target to either field. Each time 1 is destroyed, its controller takes damage equal to half the ATK or DEF it had on the field (whichever is higher, their choice if tied). If a monster is Special Summon to your opponent's field, except during the Damage step: You can target up to 2 cards on the field, including a "Performage" monster; destroy them. You can only use each effect of "Performage Balloon Twister" once per turn.
ATK 2300 / DEF 2100
Psychic Shocker If a "Jinzo" monster or a monster that mentions "Jinzo" in it's Card Text inflicts battle damage to your opponent, you can banish 1 card on the field face down. You can discard 1 Machine monster from your hand; Special Summon 1 "Jinzo" monster from your hand or GY. If you summoned a Xyz monster with this effect you can attach 1 card that mentions "Jinzo" in it's Card Text from your hand, deck or GY to it as Material. You can only use each effect of "Psychik Shocker" once per turn.
Insectinel Command
Normal Spell
Discard 1 card, then choose two effects (you cannot choose the same effect twice, and you resolve them in the listed order, skipping any that were not chosen);
- Add 1 "Insectinel" monster from your Deck to your hand.
- Add 1 Ritual Spell from your Deck to your hand.
- Destroy up to 1 card on the field.
- Immediately after this effect resolves, you can Tribute Summon 1 monster.
Insectinel Hornet Knight - WIND Level 5
Insect / Effect
If you have no monsters with Quick Effects in your GY, you can Tribute Summon this card by Tributing 1 Level 5 or higher Insect monster in your hand. The Quick Effects of monsters can't be activated. If this card is Tributed: You can add 1 "Insectinel" Spell/Trap card from your Deck to your hand.
ATK 1900 / DEF 200
.
Insectinel Damselfly - WIND Level 5
Insect / Ritual / Effect
Must first be Ritual Summoned. The Quick Effects of monsters can't be activated. You can only use each of the following effects of "Insectinel Damselfly" once per turn, and only if you have no monsters with Quick Effects in your GY. During your End Phase: You can target 1 "Insectinel" card in your GY; add it to your hand. During your Main Phase: You can Tribute this card from your hand or face-up field and 1 "Insectinel" monster from your Deck; add 1 "Insectinel" Spell/Trap card from your Deck to your hand.
ATK 1200 / DEF 2800
.
Insectinel Goliath Brawler - EARTH Level 5
Insect / Effect
If you have no monsters with Quick Effects in your GY, you can Tribute Summon this card by Tributing 1 Level 5 or higher Insect monster in your hand. The Quick Effects of monsters can't be activated. If this card is Tributed: You can target 1 monster on the field; destroy it.
ATK 2200 / DEF 1400
Insectinel Persistence Ritual
Ritual Spell
This card can be used to Ritual Summon any "Insectinel" Ritual monster from your hand or GY. You must also Tribute monsters from your field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you have no monsters with Quick Effects in your GY: You can shuffle this card into your Deck from your GY, then target 1 EARTH "Insectinel" monster in your GY; add it to your hand. You can only use this effect of "Insectinel Persistence Ritual" once per turn.
Lil' Fusionist
3* / EARTH
Beast / Fusion / Effect
2 Level 3 or lower Normal Monsters
If this Fusion Summoned card is sent to the GY as Fusion Material: Draw 3 cards. You can only use this effect of "Lil' Fusionist" once per turn.
ATK 200 / DEF 0
i imagine the art for this would be a kitten version of [fusionist]
Mementower Tecuhtlica - Combined Effigy
[Link 1⬇️/Earth/Rock/Effect]
1 non-Link "Memento" monster
Your opponent's monsters can only target monsters you control with the highest ATK (their choice, if tied) for attacks. Once per turn, If a "Memento" card(s) you control would be destroyed by battle or by card effect, you can destroy 1 "Memento" card in your Deck or Extra Deck instead. A "Mementoal Tecuhtlica - Combined Creation" this card points to gains 500 ATK for each "Memento" card in your GY.
ATK 500
looks like smeone might have watched purplepineapple's video recently
Indeed
D•I•V•A
[Level 6/Light/Illusion/Synchro/Tuner/Effect]
This card's ATK/DEF become its Level x 400. If this card battles a monster, neither can be destroyed by that battle. Once per chain, when a card or effect is activated: Roll a six-sided die twice and the Level of all monsters on the field becomes the same as the result, then, you can Immediately after this effect resolves, Synchro, Xyz, or Link Summon 1 monster using materials you control, including this card.
ATK ? / DEF ?
Distorted Imagination Volatile Anomaly
Ooooh, that's pretty cool
hatsune miku is fucking cracked
Cyberstorm Access
Quick-Play Spell
Target 1 Cyberse Link Monster you control; pay LP equal to that monster’s original ATK, and if you do, Special Summon 1 Cyberse Monster from your Deck whose attribute is the same as the targeted monster’s and whose level is less than or equal to its Link Rating. You cannot Special Summon other monsters the turn you activate this card, except Cyberse Monsters. You can only activate “Cyberstorm Access” once per turn.
Tempt Fate
Quick-Play Spell Card
Declare 1 card name; excavate cards from the top of your Deck until you excavate the declared card or a card with the same name as a card already revealed by this effect, then if it is a monster, Special Summon it, ignoring its Summoning conditions, otherwise Set it to your field, and if you Set a Trap or Quick-Play Spell, it can be activated this turn, also shuffle the rest into your Deck.
Tromploeil the Mental Mirage
*3 / WATER
Illusion / Xyz / Effect
2 Level 3 monsters
If this card battles a monster, neither monster can be destroyed by that battle. Once per turn, if all monsters attached to this card are Illusion or Psychic (Quick Effect): You can detach 1 material from this card, then target 1 other monster you control; apply these effects until the end of this turn.
• Negate that target's effects.
• Both that target and this card are unaffected by your opponent's card effects and cannot be targeted for attacks, but do not prevent your opponent from attacking directly.
ATK 0 / DEF 0
the lv3-based psychic propaganda continues
Banish 5 cards of your choice from your Extra Deck, face-down; Inflict 3000 points of damage to your opponent's Life Points. Effect damage delt to your opponent is halved for the rest of the turn you activate this effect of "Heat that melts the gods".
Super Neos Fusion
Quick-Spell Card
You can discard 1 card from your hand; Special Summon 1 "Elemental HERO" Fusion monster from your Extra Deck by sending the materials from either side of the field, ignoring the summoning conditions. If you summon a "Neos" monster, you can also send the Fusion Materials from your Deck. Neither player can activate effects in response to this card effect. You cannot Special Summon monsters until the end of the turn when you activated this effect. You can only activate 1 "Super Neos Fusion" per turn.
What if Vendreads were Links?
Welcome to Round 46 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 Support Illusion Monster, more specifically, An Illusion monster that supports a pre-existing archetype/series that doesn't already have them. They must have the Illusion shared effect. They CAN or CANNOT be part of the Archetype by name or text, but don't make it too generic, like supporting Spellcasters, etc. Try to make good use of the shared effect that is already on the card, but this is NOT mandatory, just that it is better for design to be synergistic to work along with the other effects on the card or can creatively mix with the archetype's gimmick or playstyle. Try to avoid just making an overtuned custom for an archetype that just happens to be Illusion-Type. Currently, there are no examples for these, because Yugioh doesn't do these kinds of shared effects before, but think of it as more similar to abilities like Union or Gemini, and how to add and mesh such a card to a pre-existing strategy.
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 April 29th, 11:59 PM Pacific Time (UTC+0 April 30th, 6:59 AM) - <t:1714460340:f>.
Submission ends in <t:1714460340:R>
Submission Form
https://docs.google.com/forms/d/1clIxr9unKQUwWUk7mGSuzbhqXJOw5i2b0gkbyGu1r9c/edit
<@&646186882236940288>
huh, neat
Time to cook with Gladiator Beasts
I am going to show my Filipino pride with this one
Normal monster flavourtext rating?
level 6 DARK Beast-Warrior 2500/2400
O, little King. It is all in our hands. If this is fate...
Then I reject it.```
Level 4, 0/2100, DARK, Illusion
You can only use the 1) and 2) effects of cards with this name once per turn, and cannot activate them in the same Chain.
1) You can reveal 1 "Vanquish Soul" card in your hand; Special Summon this card from your hand, also shuffle that revealed card into the Deck, and if you do, draw 1 card.
2) (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s);
● DARK: If this card battles a monster this turn, neither can be destroyed by that battle, also, at the end of the Damage Step, that monster's ATK/DEF become halved.
● DARK & FIRE: Change 1 monster on the field to face-down Defense Position, also this card gains ATK equal to its ATK on the field until the end of this turn.```
Dancing Crab of Rituals - WATER Level 4
Aqua / Gemini / Effect
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● Once per turn: You can add 1 Ritual Spell and 1 Ritual Monster from your Deck and/or GY to your hand.
ATK 0 / DEF 2100
"Gladiator Beast Senfleck" Level 4/DARK/Illusion 1600 ATK/200 DEF If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Gladiator Beast Senfleck" once per turn. After damage calculation, if your "Gladiator Beast" or Illusion monster battled: You can Special Summon 1 Level 4 or lower "Gladiator Beast" or Illusion monster from your hand or GY. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" or Illusion monster from your Deck in Attack Position, except "Gladiator Beast Senfleck".
Cloudian Mirageman - WATER Level 4
Illusion / Tuner / Effect
If this card battles a monster, neither can be destroyed by that battle. If this card is in face-up Defense Position, destroy it. Your opponent takes any battle damage you would take from battles involving a "Cloudian" monster you control. Once per turn: You can add 1 "Cloudian" card from your Deck to your hand, except "Cloudian Mirageman", then you can Normal Summon 1 "Cloudian" monster, and if you do, put 2 Fog Counters on the monster you Normal Summoned.
ATK 1000 / DEF 0
someone should really make dark magician support
He's got enough
Yep. Gotta give it to something that actually really desperately needs support.
Level 7 Light Illusion 2500 attack 1200 defense
(This card is always treated as an "Elemental Hero" monster.)
If this card battles a monster, neither monster can be destroyed by that battle. You can banish 1 "HERO" Fusion Monster from your GY; Special Summon this card from your hand. Gains 300 ATK for each monster in your GY, also cannot be destroyed by card effects. if this card battles a monster: inflict damage to your opponent equal to its original ATK.```
first idea that came to my mind
but he's not an illusion
fixed
it being a non warrior makes it unusable for just enough in the engine(namely Cross) that I think making it a big beatstick to complement wake up/neos wingman is fine
Dragonshifter
[Level 1/Dark/Dragon/Effect]
If this card is Normal Summoned: You can send 1 Dragon monster from your Extra Deck to the GY; this effect becomes that sent monster's effect that activates when it is Special Summoned. If this card is sent from the field to the GY: You can banish this card, then target 1 Dragon monster in your GY; this effect becomes that targeted monster's effect that activates when it is Normal Summoned. You can only use 1 "Dragonshifter" effect per turn, and only once that turn.
ATK 100 / DEF 100
Probably the strongest normal summon ever
Spell/Normal
Add 1 card that specifically lists "Once per Duel" in its text from your deck to your hand. You can only activate the effect of "One time wonderment" once per turn.
Destiny HERO has a few
Or at least have targets at least, I don't know if adding them to hand would be the best pick
Level: 1
[ Warrior / Effect ]
ATK 300 / DEF 300
Effect
Cannot be Special Summoned from the GY the turn this card was sent to the GY. If this card is Special Summoned from the GY: You can draw 2 cards. You can only use this effect of "Destiny HERO - Disk Commander" once per Duel.
F/L Status: Unlimited (TCG/OCG/MD)
The silliest Destiny HERO
They could've just made him Rygar, but instead they spelt it out "Disk" instead of "Disc", and here we are
They did the boy dirty
They should have done one or the other on the negetive effect side of it
but they went full both on him
Ah
Oh hey its the 19th copy of dotscaper
Ohhh yeah Dotscaper!
Altergeist Pookuery also is good to have in hand
Divine/Divine beast/Effect
No monsters can be special summoned, except for Divine monsters
(This card cannot be used in a dual)
Custom prize card, truly the next level of custom card making.
Nephthys Mirage
Level 8 Fire Illusion
2400/1600
If this card battles a monster, neither can be destroyed by that battle. If a card(s) on the field is destroyed by card effect: You can Special Summon this card from your hand, and if you do, destroy WIND Spellcaster or Fire Winged Beast monsters in your hand or deck, equal to the number of your cards destroyed. You can only use this effect of "Nephthys Mirage" once per turn. If this card is tributed for the Ritual Summon of a "Nephthys" Ritual monster: you can Special Summon 1 level 2 "Nephthys" monster from your hand or deck, then take 1 "Nephthys" Spell/Trap from your deck and either add it to your hand or send it to the GY.
Rainbow Bridge Bounzer - LIGHT Rank 6
Warrior / Xyz / Effect
3+ Level 6 monsters
If this card was Xyz Summoned using only "Bounzer" monsters as Xyz Material, your opponent cannot activate cards or effects in response to this card's Summon or effect activations. If this card is Xyz Summoned: It gains 1000 ATK for each Attribute among its Xyz materials. Once per turn: You can detach 1 Xyz material from this card; destroy cards on the field, up to the number of Attributes among this card's Xyz materials.
ATK 2000 / DEF 4000
Photon Bounzer - LIGHT Level 6
Warrior / Effect
During your Main Phase: You can discard 1 card; Special Summon this card and up to 1 other "Bounzer" monster from your hand. You can target 1 "Bounzer" card you control; destroy it, then Special Summon 1 "Bounzer" monster with a different name from your Deck. You can only use each effect of "Photon Bounzer" once per turn.
ATK 1700 / DEF 2300
Ayyyy Bounzer
Lava Bounzer - FIRE Level 6
Warrior / Effect
If this card declares an attack: It gains 100 ATK for each "Bounzer" card you control. You can only use each of the following effects of "Lava Bounzer" once per turn. If you control no monsters, except "Bounzer" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can equip 1 "Bounzer" monster from your Deck to this card.
ATK 2400 / DEF 2000
Liquid Bounzer - WATER Level 6
Warrior / Effect
If you control no monsters, except "Bounzer" monsters: You can Special Summon this card from your hand. You can target 1 "Bounzer" card you control; destroy it, and if you do, Special Summon 1 "Bounzer" monster with a different name from your Deck, also you cannot Special Summon monsters for the rest of this turn, except "Bounzer" monsters. You can only use each effect of "Liquid Bounzer" once per turn.
ATK 2000 / DEF 2400
Wait. Hammer Bounzer requires you to control no cards. Oh god, why are Bounzers so bad.
Bounzer Recruitment
Normal Spell
Add 1 "Bounzer" monster from your Deck to your hand. If you Normal Summon a "Bounzer" monster while this card is in your GY: You can add this card to your hand. You cannot Special Summon monsters during the turn you activate this effect, except "Bounzer" monsters. You can only use this effect of "Bounzer Recruitment" once per turn.
There
Weren't they a Anime Deck?
yeah
the guy who used them stopped using them pretty quickly and switched to heroic instead
Yeaa Nistro
Wonder when he comes to DL
Hurricane Bounzer - WIND Level 6
Warrior / Effect
If this card declares an attack: You can destroy 1 Spell/Trap card on the field. You can only use each of the following effects of "Hurricane Bounzer" once per turn. (Quick Effect): You can destroy 1 "Bounzer" card in your hand or face-up field, and if you do, Special Summon this card from your hand or GY. If this card is Normal or Special Summoned: You can equip 1 "Bounzer" card from your GY to this card.
ATK 2000 / DEF 1500
Hurricane Slash Bounzer - WIND Rank 6
Warrior / Xyz / Effect
2 Level 6 Warrior monsters
This card gains 400 ATK for each Equip Spell you control. Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Bounzer" card in your GY; equip it to this card. If this card declares an attack: Destroy Spell/Trap cards on the field, up to the number of Equip Spells you control.
ATK 2400 / DEF 1500
Call of the Zombie
Spell Card (Equip)
If "Zombie World" is in a Field Zone: Target 1 monster in either GY whose original Type is not Zombie; Special Summon that target to your field, and if you do, equip this card to it. The equipped monster's Type becomes Zombie, its DEF becomes 0, reduce its Level by 2, also negate its effects. If this card leaves the field, destroy the equipped monster. Until the end of your opponent's turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can only activate 1 "Call of the Zombie" per turn.
original anime effect of call of the haunted, let's gooooo. (ocg name: アンデットの呼び声)
Pumpkingdom the Kingdom of Ghosts
Spell Card (Field)
This card's name becomes "Zombie World" while in a Field Zone. All monsters in the GY become Zombie monsters. While you control a Zombie monster, this card is unaffected by your opponent's card effects. Once per turn, during the Standby Phase: You can send 1 card that mentions "Zombie World" from your Deck to the GY, except "Pumpkingdom the Kingdom of Ghosts", and if you do, all Zombie monsters you control gain 300 ATK (permanently).
oh yeah we're making zombie world support into bonz support now, sorta
Medusa Zombie
2* / DARK
Zombie / Effect
You can discard this card; add 1 "Pumpkingdom the Kingdom of Ghosts" from your Deck or GY to your hand. If you activate "Zombie World": You can Special Summon this card from your GY in Defense Position, also you cannot Special Summon monsters until the end of the turn, except Zombie monsters. You can only use each effect of "Medusa Zombie" once per turn.
ATK 1500 / DEF 0
yes i know the snake hair is already a zombie but it's the only other card he used
peak custom card 
very true
Jersey Number 0: Future King of Baseball, Home Run
Level 8 Fire Warrior
0/0
Requirement: if you control “hot blooded spirits stadiums”, and your opponent controls a monster,
Effect: send 2 other FIRE monsters you control to the GY, then take control of 1 monster your opponent controls until the end phase.
Joisey
I still love that there is in fact, a series of monsters that are just "Stuff Yuma had in his deck, but now they are baseball players"
Headless Samurai - DARK Level 5
Zombie / Effect
You can Normal Summon this card without Tributing by sending 1 Equip Spell from your hand or face-up field to the GY. If this card declares an attack: You can return 1 "Samurai Skull" you control to the hand. If you do not, negate the attack, then send the top 5 cards of your Deck to your GY.
ATK 2700 / DEF 0
Specter of Six Swords - DARK Level 6
Zombie / Spirit / Effect
Cannot be Normal Summoned / Set. Must first be Special Summoned from your hand or GY by having 6 or more Equip Spells with different names in your GY. You can only Special Summon 1 "Specter of Six Swords" per turn. At the beginning of the End Step, if this card was Summoned or flipped face-up this turn: Return it to the hand, then you can return up to 2 Equip Spells from your GY to your hand.
ATK 2400 / DEF 1800
Cards of Undeath
Normal Spell
Discard 1 Level 5 or 6 Zombie monster; draw 2 cards.
Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
● Fusion Summon 1 "Runick" monster by shuffling the Fusion Materials listed on it from your field and/or GY into the Deck, then banish the top card of your opponent's Deck.
● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone, it is treated as a Tuner until the end of this turn.```
well this is a major problem
Lovely exodia deck you got there.
But for real tho, you really want HOPTs on a bunch of these.
Mhm
Swarming the board I get is the murloc thing in hearthstone but the card advantage here is crazy
Contest ends in 4 days. Get your entries in soon.
Sure thing!
And submitted
Cynet Protocol
Continuous Trap
Activate this card by tributing 1 Cyberse Link Monster you control, then place Cynet Counters on this card equal to the Link Rating of the Tributed monster. While this card is on the field, neither player can Special Summon monsters from the Extra Deck to the Main Monster Zones unless a Link Monster is pointing to that Zone. Fusion, Synchro, Xyz and Pendulum Monsters that were summoned from the Extra Deck that are in the Main Monster Zones that don’t have a Link Monster pointing to them have their effects negated, and their original ATK/DEF becomes 0. At the start of each Standby Phase, remove 1 Cynet Counter from this card. If this card has no Cynet Counters, destroy this card.
Wanted to make another level 6 ghoti that could give some interruption while banished. I though about adding effect negation to the second effect but i was unsure if it made it too bloated.
Kesif, Blade of the Ghoti (From Danish word for fish "Fiske")
Level 6 Fish Synchro
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Level 4 or lower "Ghoti" monster in your GY; either banish it or Special Summon it. When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this banished card, and if you do, banish it. You can only use each effect of "Kesif, Blade of the Ghoti" once per turn.
Dinosaur/Synchro/Effect/Light Level 8
1 Dinosaur Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned using only Dinosaurs as material: Destroy up to three Dinosaurs on your field, hand or Deck. Up to thrice per turn, if your opponent activates a monster/Spell card or effect (Quick Effect): banish either 1 "Evolution Pill" or 3 dinosaurs from your hand/field/GY; negate the activation.
ATK 3300 Def 0
Dinosaur/Effect/Tuner/Earth Level 1
If this card is destroyed by card effect and sent to the GY: Special Summon 1 Level 4 or higher Dinosaur monster from your GY or Banishment.
ATK 250 DEF 250
Level 2, 1200/0, DARK, Dinosaur
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 add 1 "Dinomorphia" card from your GY to your hand.
2) If a "Dinomorphia" card(s) you control is destroyed: You can Special Summon this card from your GY, but banish it when it leaves the field.``````Dinomorphia Avenger
Normal Trap
You can only activate 1 card with this name per turn.
1) Pay half your LP; Special Summon 1 "Dinomorphia" monster from your Deck, then if your LP are 2000 or less, you take no damage this turn while you control a "Dinomorphia" card.
2) When a card or effect is activated that would inflict damage to you while your LP are 2000 or less: You can banish this card from your GY; negate that effect, and if you do, destroy that card.```
Normal Trap
You can only activate 1 card with this name per turn.
1) During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, by shuffling Fusion Materials mentioned on it into the Deck from your monsters on the field, GY, and/or face-up banished cards.
2) When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn.``````Dinomorphia Spinoz
Level 4, 2000/0, DARK, Dinosaur, Fusion
2 "Dinomorphia" monsters
Must first be Fusion Summoned with the above Fusion Materials. You can only use the 1) and 3) effects of cards with this name once per turn.
1) If this card is Fusion Summoned: You can pay half your LP, then target 1 face-up monster your opponent controls; take control of it, and if you do, it becomes a "Dinomorphia" monster, then Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand or field, including that target, as Fusion Material.
2) While your LP are 2000 or less, the first battle or effect damage you take each turn becomes 0.
3) If this card is destroyed by battle or card effect: You can target 1 of your banished "Dinomorphia" cards; Special Summon it or Set it to your field.```
I would HIGHLY recommend you give Spinoz a “must be summoned with the above materials” clause
Otherwise instant fusion makes every deck have access to Rexsturm
sure
Other than that the card seems great
thanks
Violet Crystal Mining
Normal Spell
Add 1 "Violet Crystal" from your Deck or GY to your hand. During your End Phase: You can banish this card from your GY; draw 1 card for each "Violet Crystal" in your GY. You must have no cards in your hand to activate or resolve this effect.
I have an idea for a torpedo-launching submarine Xyz monster that attacks the opponent directly every time you detach material from it. I just need help with polishing the effect.
Rank: 3
[ Sea Serpent / Xyz / Effect ]
ATK 2000 / DEF 2000
Effect
2 Level 3 monsters
When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.
F/L Status: Unlimited (TCG/OCG/MD)
Is it a problem for more than one card to have the same effect? I’m sure there’s at least one instance of that.
Aside from doing piercing damage and nothing else, or specific amounts of burn damage, I can’t think of anything off the top of my head that does the exact same thing the exact same way
It’s not necessarily a problem, that sorta design angle doesn’t really happen since we don’t have set rotation
Headless Samurai Level 4/DARK/Zombie 1700 ATK/0 DEF If this card is sent to the GY: You can Special Summon this card in Attack Position, but banish it when it leaves the field, also you cannot Special Summon monsters, except Zombie monsters, until the End Phase. If this card is destroyed, you can Special Summon 1 "Samurai Skull" from your hand, Deck or GY. That Special Summon is treated as a Normal Summon. You can only use each effect of "Headless Samurai" once per turn.
Gotta love how we literally had the same idea lol
Was making a whole deck using Samurai Skull
Headless Samurai - DARK Level 4
Zombie / Effect
If this card declares an attack: You can return 1 "Samurai Skull" from your GY or face-up field to the hand. If you do, add 1 "Polymerization" from your Deck to your hand. Otherwise, negate the attack, then change this card to face-up Defense Position. If this card is destroyed by battle or card effect: You can add 1 "Samurai Skull" from your Deck, GY or banishment to your hand.
ATK 2300 / DEF 0
Zaishin, the Rebellious Samurai - DARK Level 7
Zombie / Fusion / Effect
"Headless Samurai" + "Samurai Skull"
Must first be Fusion Summoned. Once per turn: You can discard 1 card, and if you do, equip 1 Equip Spell that can only be equipped to a Zombie monster from your Deck or GY to this card. If this card is sent to the GY: You can add 1 "Samurai Skull" from your Deck, GY or banishment to your hand. You can only use this effect of "Zaishin, the Rebellious Samurai" once per turn.
ATK 2700 / DEF 0
Zaishin, the Treasonous Samurai - DARK Level 8
Zombie / Fusion / Effect
"Headless Samurai" + "Samurai Skull"
Must first be Fusion Summoned while you have 3+ Equip Spells in your GY. Once per turn: You can destroy cards on the field, up to the number of cards equipped to this card. If this card is Summoned: You can add 1 Equip Spell from your Deck or GY to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower Zombie monster from your GY or banishment. You can only use each effect of "Zaishin the Treasonous Samurai" once per turn.
ATK 3700 / DEF 0
Huh
I was more so thinking of having them be a little Xyz Engine
Kind of like Tour Guide but not as generic
Was thinking of the Xyz Monster gaining the Atk of the Material so it simulates detaching the Head from the Body as it uses them up
Rank 9, 4000/3000, LIGHT, Dragon, Xyz
3 Level 9 monsters
You can only use the 3) effect of cards with this name once per turn.
1) You can also Xyz Summon this card by detaching 2 materials from a "Tachyon Dragon" Xyz Monster you control and using it as the material. (Transfer its materials to this card.)
2) This card's name becomes "Number 107: Galaxy-Eyes Tachyon Dragon" while on the field.
3) When a monster effect or Spell/Trap Card is activated (Quick Effect): You can detach 2 materials from this card; negate that activation, and if you do, Set that card to its owner's field.```
@steady badger are there any cards that have the syntax for "a card that mentions <archetype name>"?
I know dm has "mentions 'dark magician'" but i cannot think of anything that is just mentioning a line of text
[golknight]
Level: 4
[ Warrior / Gemini / Effect ]
ATK 1500 / DEF 500
Effect
This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects.
●If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your Deck to your hand that has "Gemini monster" in its text. You can only use this effect of "Geminize Lord Golknight" once per turn.
●This card becomes a Machine monster, also it gains 500 ATK.
F/L Status: Unlimited (TCG/OCG/MD)
it's pre "mentions" though and hasn't been reprinted so
do with that what you will
Awakening of the Reptilian Protector
Trap Card
At the start of your opponent's Battle Phase: Special Summon 1 Level 7 Reptile monster with 2000 ATK/1500 DEF from your Deck in Defense Position, and if you do, all your opponent's monsters must attack that monster if able. If you control no monsters, you can activate this card from your hand. You can banish this card from your GY; declare 1 Attribute, and if you do, all monsters your opponent controls become that Attribute.
why did i make a support for the reptile "nuke everything except 1 attribute" cycle? why not?
Labyrinth Wall Shadow Ghoul
[Link 2⬅️⬇️/Dark/Zombie/Effect]
2 monsters, including a Level 5 or higher monster
Gains 100 ATK for each card in the GY. You can only use each effects of "Labyrinth Wall Shadow Ghoul" once per turn. (Quick Effect): You can move this card to your Main Monster Zone this card points to, and if you do, it is unaffected by your opponent's card effects for the rest of this turn. If this card in the Monster Zone moves to another Monster Zone: You can destroy all cards your opponent controls in its column.
ATK 1600
would u play over S:P
Hmm... this is pretty efficient for a Link 2 in graveyard decks
Not a replacement for S:P, but being able to just throw out a 3k+ beater with protection that can remove stuff is pretty nice.
Cyberpsychosis
Normal Spell
Target 1 "Super Robolady" or "Super Roboyarou" you control, and up to 3 cards your opponent controls; destroy the second target(s), then the first target gains 1000 ATK, also destroy it during the next End Phase. You can banish this card from your GY; add 1 "Cybernetic Salvage" from your Deck or GY to your hand. You can only use 1 effect of "Cyberpsychosis" per turn, and only once that turn.
Cybernetic Ascension
Normal Trap
Fusion Summon "Super Robolady" or "Super Roboyarou", using monsters from your hand, field or Deck as Fusion Material. It cannot be targeted or destroyed by your opponent's card effects. You can banish this card from your GY, then target 1 "Robolady" or "Roboyarou" monster you control; double its ATK, but destroy it during the End Phase of your next turn.
Xtra HERO Platinum Protector
Link 5 Left Down-left Down Down-Right Up /Fire/Warrior/Link/Effect
3+ "HERO" monsters, including 1 Fusion "HERO" monster
Must first be Link summoned. If this card is special summoned: Activate 1 Field or Equip Spell card from your Hand or Deck that mentions "Elemental HERO" in it's text. Quadrice per turn, If this card were to leave the field due to a Card or Effect, banish 1 of the following from your Hand or GY Instead(Only once per turn per card): H - Heated Heart, E - Emergency Call, R - Righteous Justice, "O - Oversoul". While this card is in the GY or faceup in Banishment, "HERO" Monsters you control are treated as Normal monsters. You can only activate the first effect of "Xtra HERO Platinum Protector once per turn"
ATK 3500
Likely not even close to being the best link 5's, maybe better to be a link 4
This is unplayably bad off being a link 5 and needing a fusion as mat alone
Just laddering to Dread Decimator takes a lot of resources on top of making fusions to point to it
Then theres no good targets for the on summon effect
Idt "if this card would leave the field, do this instead" has ever been typed out and the ruling nightmares with non interaction forms of removal and how it would theortically interact with that line of text (namely, kaijus) is way too high a hassle
oh boy you contest judges are going to hate what i'm cooking
That’s what i had originally, but I thought it seemed too high
Brother, we have 8000 LP
And Cowboy is 800 LP
Burn in general is basically useless unless its 1000 minimum
The comparision here is [sparks]
[aero shark]
nevermind this card worked different in the anime
how to word "when a card or effect is activated while controlling 2+ "insert here" monster, negate it"?
[wandering gryphon rider]
Level: 7
[ Winged Beast / Effect ]
ATK 2000 / DEF 2800
Effect
During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.
F/L Status: Forbidden (OCG), Unlimited (TCG/MD)
Raincaller Frog - WATER Level 2
Aqua / Effect
You can send this card from your hand or field to the GY; add 1 "Wetlands" from your Deck or GY to your hand.
ATK 900 / DEF 0
If your opponent Summons a monster(s) face-up: You can choose 1 of them and send 1 face-up non-effect monster you control with equal or higher ATK to the GY, then banish the chosen monster face down. During each players end phase: You can special summon 1 non-effect monster from your Hand, GY, or Banishment. You can only use each effect of "NAME_WIP" once per turn.
Is this a decent card which would see play in a potential Normal Monster focused deck?
Guessing it's a Continious Trap?
Most likely
Tho technically it could be a Continuous Spell or Field spell.
(Tho I have a fieldspell)
Tbh I feel like Blue Eyes is one of the only Decks that can see a good milage out of it
Maybe Dinos too
Oh wait
Gemini
Well I'm making a Custom archetype for it kek.
I hope it seems like it could be useful in one
A once per turn BanishFaceDown, and a revive
Is it enough as it is? or should I maybe upgrade it in some way
Eh I think that's good enough
Dunno what else you have planned for it though
Normal Equalization
Normal Spell
For the rest of this duel, apply the following effects.
● You cannot Summon Effect Monsters or activate the effects of Effect Monsters.
● You can conduct an unlimited amount Normal Summons.
● At the end of each Standby Phase: Gain LP equal to the amount of non-effect monsters you control x 500.
Not giving this one a draw engine due to exodia not being an effect
Low-High Gravity Space
Field Spell Card
EARTH monsters on the field gain 300 ATK and DEF, while WIND monsters on the field lose 300 ATK and DEF. You can only activate 1 of these effects once per turn:
- You can discard 1 WIND monster; EARTH monsters you control become unaffected by your opponent's activated monster effects until the end of the turn.
- You can discard 1 EARTH monster; WIND monsters you control cannot be destroyed by battle until the end of your opponent's turn.
You can only activate 1 "Low-High Gravity Space" once per turn.
Shadow Games - The Shadow Realm
Field Spell Card
Fiend, Spellcaster and Illusion monsters on the field gain 500 ATK and DEF. During the Standby Phase, if both player's LP are 3000 of higher: Both players takes 500 damage. During the End Phase, if the turn player doesn't control either a Fiend, Spellcaster or an Illusion monster: The turn player sends a card they control to the GY. You can only use this effect of "Shadow Games - The Shadow Realm" once per turn.
why not make it 900 atk so it can be 2100 atk under the field, like all the cool field searchers
Wetlands Frog
LINK-2 :arrow_lower_left: :arrow_lower_right: / WATER
Aqua / Link / Effect
2 monsters, including a "Frog" or "Toad" monster
If this card is Link Summoned: You can place 1 "Wetlands" from your Deck to your field. While "Wetlands" is on the field, "Frog" and "Toad" monsters that don't have a level, are treated as Level 2 monsters. You can target 1 "Frog" monster in your GY; Special Summon it to your field. That Special Summoned card cannot be used as Link Summon material during the turn it was summoned. You can only use this effect of "Wetlands Frog" once per turn.
ATK 1200
Waterfall Frog
RANK-2 / WATER
Aqua / Xyz / Effect
2+ Level 2 "Frog" or "Toad" monsters
If this card is Xyz Summoned: You can add 1 "Frog" or "Toad" monster from your Deck to your hand, but you cannot Summon, or activate cards, or the effects of cards, with that name for the rest of this turn. When a card or effect is activated (Quick Effect): You can detach 1 material from this card, then tribute 1 "Frog" or "Toad" monster you control, except "Waterfall Frog"; negate the activation, and if you do, destroy that card. You can only use each effect of "Waterfall Frog" once per turn.
ATK 1800 / DEF 1200
Level 1, 100/100, EARTH, Fairy
You can only use the 1) and 2) effects of cards with this name once per turn.
1) If you Special Summon a "Purrely" monster, except "Purrely Millie": You can look at the top 4 cards of your Deck, then place them back on top of your Deck in any order.
2) If this card is sent to the GY: You can target 1 "Purrely" card in your GY, except "Purrely Millie"; attach it to 1 "Purrely" Xyz Monster you control as material.``````Purrely Cindy
Level 1, 100/100, WATER, Fairy
You can only use the 1) and 2) effects of cards with this name once per turn.
1) If this card is Special Summoned: You can Special Summon 1 "Purrely Token" (Fairy/WATER/Level 1/ATK 100/DEF 100) to both players' fields in Defense Position.
2) If this card is sent to the GY: You can send 1 "Purrely" Spell/Trap from your Deck to the GY.```
@storm pecan What does the Token do for you, actually, besides Link Summoning material?
Sounds like a cheap way to have a Link-1 or Link-2 monster on the field.
for you? dunno
let me change that to special summon only, actually
no i need to rewrite the card
you cant attach a token
That's what I was saying, the card looked more like a generic Link Summon fodder.
Which is why I was asking why the token.
well on your opponent's field you can still otk through it
field spell
Melodious monsters you control are unaffected by your opponents Spell/Trap effects.If you control only "Melodious" monsters, you can activate "Osinato" and "1st Movement Solo" from your hand as if you control no monsters. When this card is activated: you can set 1 "1st Movement Solo" or 1 "Melodious" Spell/Trap directly from your deck. You can only activate 1 "Melodious Opening act" per turn. ```
``` Beethovia the Melodious Maestra
[level 4/Light/Fairy/Effect]
After this card was Summoned, you can Normal Summon 1 "Melodious" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is Normal or Special Summoned: You can target 1 "Melodious" monster that is banished or in your GY; either add it to your hand or Special Summon it. ```
I'm doing a bit of an exercise. Basically, instead of making an archetype that would be good today wholesale, I am designing them in waves meant to be released during different eras.
This current wave is meant for the GX era.
(Might want to open the image in a browser for easy viewing.)
As the HEROs valiantly battle against crime in the streets, a secret war is fought in the digital realm. They call themselves the Anonymaus. Unbound by conventional laws, they wield their skills from the shadows to expose corruption and injustice, opposing cruel magnates and corrupt politicians alike.
I have an idea for a monster than can switch between various forms with different stats and effects, how could I convey this mechanic in card form?
Maybe something similar to the sky striker monsters?
Various link 1s that can use each other as material
Forgot to post when the deadline was close.
Get your contest entries soon. I will close the form in a couple of hours.

I’ll see what I can do
Same
Elemental HERO Magician Neos
8* / DARK
Warrior / Fusion / Effect
"Elemental HERO Neos" + 1 Level 7 or higher DARK Spellcaster monster
Must be either Fusion Summoned with the above Fusion Materials, or Special Summoned by returning the Fusion Materials from the field to the Deck (in which case, you do not use "Polymerization"). If this card is Summoned: You can add 1 card from your deck that mentions either "Dark Magician" or "Elemental HERO Neos" on its text. During the Battle Phase (Quick Effect): You can set either of these cards from your Deck to your field, and if you Summoned this card by using "Dark Magician" as Fusion Material, the set card can be activated this turn:
- Mirror Force
- Magic Cylinder
- Magical Hats
- A Hero Emerges
- HERO Signal
- Hero Barrier
You can only use each effect of "Elemental HERO Magician Neos" once per turn.
ATK 3000 / DEF 2500
Cute
I like this design
Very low powered unfortunately but its theortically a super poly target lol
[Diabellstar the black witch] is a good target in current rn
Level: 7
[ Spellcaster / Effect ]
ATK 2500 / DEF 2000
Effect
You can Special Summon this card (from your hand) by sending 1 card from your hand or field to the GY. You can only Special Summon "Diabellstar the Black Witch" once per turn this way. You can only use each of the following effects of "Diabellstar the Black Witch" once per turn. If this card is Normal or Special Summoned: You can Set 1 "Sinful Spoils" Spell/Trap directly from your Deck. During your opponent's turn, if this card is sent from its owner's hand or field to the GY: You can send 1 card from your hand or field to the GY, and if you do, Special Summon this card.
F/L Status: Unlimited (TCG/OCG/MD)
I didn't want to make it too powerful, also, it was more intended to be legacy support.
I mean its very flavorful at least
Evil HERO Erasing Inferno Wing
8* / LIGHT
Fiend / Fusion / Effect
"Evil HERO Inferno Wing" + 1 LIGHT "HERO" monster
Must be Special Summoned with "Dark Fusion". Your opponent's monsters lose 300 ATK for each "HERO" monster in your GY. If this card attacks a Defense Position monster, inflict double piercing battle damage. If this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the original ATK or DEF (whichever is higher) of that monster in the GY.
ATK 2500 / DEF 2100
based on a reddit post about jaden continuing to use evil heroes
Evil HERO Neos Umbra
7* / DARK
Warrior / Effect
Cannot be Normal Summoned / Set. Must be first Special Summoned by revealing 1 "Elemental HERO Neos" from your hand. This card's name is treated as "Elemental HERO Neos" while it's on the field or in the GY. When this card is Summoned: You can add 1 "Dark Fusion" or a card that mentions "Dark Fusion" in its text from your Deck to your hand. If this card leaves the field: You can Special Summon 1 "Elemental HERO Neos" from your hand, Deck or GY. You can only use 1 effect of "Evil HERO Neos Umbra" per turn, and only once per turn.
ATK 2500 / DEF 2000
Reminds me that I made this a while ago
Summon
[Level 1/Dark/Spellcaster/Effect]
[Requirement] Send this face-up card to the GY.
[Effect] Send the top 4 cards of your Deck to the GY. Then, you can add up to 1 "Release" and up 1 "Black Illusion Advent" from your GY to your hand.
ATK 0 / DEF 0
Hypnotic-Eyes Illusionist
[Level 2/Dark/Spellcaster/Effect]
[Requirement] Send 1 card from your hand to GY.
[Effect] Make 1 face-up Level 8 or lower monster your opponent controls unable to attack, until the end of your opponent's next turn. Then, if "Summon" is in your GY, you can take control of that monster.
ATK 0 / DEF 400
Release
[Level 1/Dark/Spellcaster/Effect]
[Requirement] If this card was Special Summoned by the effect of "Black Illusion Advent".
[Effect] Make this card gain ATK/DEF equal to [the ATK/DEF of 1 face-up monster on your opponent's field]. Then, if this card gains 2500 more ATK by this effect, it cannot be destroyed by card effects.
ATK 0 / DEF 0
Black Illusion Advent
[Normal Spell]
[Requirement] Send 1 "Hypnotic-Eyes Illusionist" from your hand or field to the GY.
[Effect] Shuffle 1 "Summon" from your GY into the Deck. Then, Special Summon 1 "Release" from your hand, and if you do, destroy, you can destroy 1 face-down card your opponent controls.
Crab Turtle's Resurrection
Normal Trap
Special Summon 1 WATER Normal Monster from your GY, then you can reveal 1 "Crab Turtle" in your hand, and if you do, you can Special Summon 1 WATER monster from your GY. Gemini monsters Special Summoned this way gain their effects.
Crab Turtle's Wrath
Normal Spell
You can reveal 1 "Crab Turtle" in your hand; destroy 1 card on the field. If this card is in your GY: You can reveal 1 "Crab Turtle" in your hand, then Tribute 1 monster on the field; add this card to your hand. You can only use this effect of "Crab Turtle's Wrath" once per turn.
Tastes like crab
Looks like turtle
Does maybe do too much?
Uniter the Magnet Warrior Link 1 ↙️ EARTH/Rock/1000 ATK 1 "Magnet Warrior" monster You can not Summon monsters except Rock monsters. If this card is Link Summoned, you can sent 1 "Magnet Warrior" monster from your hand or Deck to the GY; then if you have 3 or more "Magnet Warrior" monsters with different Names in your GY, you can Special Summon 1 "Magna Warrior" or "Magnet Warrior" monster from your hand or GY ignoring it's Summoning Condition. In either players turn, you can Tribute this Link Summoned card; then you can either Summon 1 Level 4 or lower "Magnet Warrior" monster from your hand, Deck or GY, or Set 1 "Magnet" Spell/Trap that mentions "Magnet Warrior" in it's text from your Deck or GY. You can only use 1 effect of "Uniter the Magnet Warrior" per turn.
Probably not since magnets have a very low ceiling
None of the magnet warriors have gy effects btw
you didnt read further than the first effect?
I did
You cant easily get 3 magnet names in the gy without heavily commiting in deckbuilding
Even if you link uniter into itself
by further i meant the second effect
Second effect on your own turn is fine imo
I think going beta into uniter tag into gamma is ok to exist
Level: 4
[ Rock / Effect ]
ATK 1300 / DEF 1500
Effect
If this card is Normal or Special Summoned: You can send 1 Level 4 or lower "Magnet Warrior" monster from your Deck to the GY, except "Epsilon The Magnet Warrior"; this card's name becomes the sent monster's name (until the End Phase), then you can Special Summon 1 "Magnet Warrior" or "Magna Warrior" monster from your GY with a different name than the cards you control. You can only use this effect of "Epsilon The Magnet Warrior" once per turn.
F/L Status: Unlimited (TCG/OCG/MD)
i guess that this cant actually revive the thing it dumped
but it can revive the link
you can go into a link 2
Yea i dont think that's really problematic
as a link 1 why is it so pushed? i dont like this kind of design
It is pushed but doesnt really fix any of the issues of the deck
arguably not even that pushed for link 1 standards, there's way better extenders out there
Play Delta/Epsilon to dump the other, then Link sends a third name to revive. Delta dump third name to get Epsilon even lets you have 3 bodies by the end. This is obv, ignoring Link 1 using itself as mat, which is prob unintended.
I don't think there's many 1 card Link 3s rn.
The mat restriction doesn't matter since Transverser is a generic Rock 2.
Not that hard to solve, just make the Rock lock full turn or smthg.
Could it still be too much in smthg like Adam? Full Rock lock prob sucks there, but they lost Savage and Baronne already, so what non Rocks do they end on rn. 
Also, the effect doesn't make sense. Why does it send for cost, then only have the eff on a optional condition. The send should be after the semicolon, also the Ignoring the summoning condition part doesn't make sense, because both Valk and Mag are Must first be, so if they were summoned properly, you don't need to ignore them to revive, and if you didn't ignoring summon conds still wouldn't let you revive them anyway
Minor errors like the Quick eff and HOPT not being written properly.
Locking out of Appo and I:P and subsequently S:P is prob too much, so no worries in that case.
I hate modern design phylosophie too but Magnets are argubly low enough in the food chain so stuff like that wouldn't put a dent in the Meta
Honestly if you fix the lock being weirdly lenient the card just seems fine. Yes, it's an extender, but it is an extender for a deck whose extenders are a Normal Trap's graveyard effect that needs a turn to set up, or Unexpected Dai.
I think the best you can get out of this is turning the Level 3 Alpha and Betas into 1 card Berserkion... except Berserkion is kinda meh
Like, this for example, is worse than it sounds. Assuming the being able to link into itself is an oversight, only Delta can give you 3 bodies with 1 card. As an engine, this means you have to run 2 different Garnets.
Well, not quite 3, but Epsilon only gives you 2 bodies
With the tradeoff being that you need to run Magnet Warriors.

I don't see how it's worse than it sounds. I did say it was 3 bodies if you specifically open Delta. And it's not really a garnet, even the 3rd name could be the one that searches, so if you have a discard outlet, that gets you the requisite bodies after. Same with opening Delta + one of the other 2. So, 3/1/1 lineup should be considerable, even more so in a deck that wants to discard.
Also, the 1 card Berserkion doesn't work. The HOPT is meant to be selective, tho it isn't written correctly.
Funnily enough
You can search magnet reverse
If any deck will ever make use of this idk
You can't really since it doesn't mention "Magnet Warrior" in it's text
[Magnet Reverse]

