#Custom Cards
1 messages · Page 30 of 1
Okay. I'll start with some simple ones. I put a lot of effort into writing these out, so I would appreciate if you could put effort into learning how PSCT works. I don't want to get pinged each time you're unsure about something. Using guides like shadowyy posted, and using cards with similar effects as reference material can help you a lot.
- Every instance of a number in the card text should be written as a number rather than spelled out.
- There are several typos: a parenthesis is missing on the fusion, a quotation mark is missing on the
rank 4dark synchro, various sentences are missing periods (every single sentence should end in one), multiple instances of "monsters" need an apostrophe. - Several pieces of terminology should be abbreviated: life points = LP, attack points = ATK, tuner monster = Tuner
- Every instance of "(This card is always treated as an "Elemental Dragon" monster)" and "(min, 1)" are unnecessary. The former because all of them are already "Elemental Dragon" monsters by name, the latter because all of the effects that say (min. 1) meet that condition just by controlling that card.
- Lastly, all ignition effects should be listed as the condition required before activation, followed by a colon, the cost you have to pay, followed by a semicolon, and then the effect at resolution. You can skip the condition and the colon, or the cost and the semicolon, if the effect doesn't have those.
For instance, the effect of the rank 10 can be written as "Once per turn, if all monsters you control are "Elemental Dragon" monsters: You can detach 1 Xyz material from this card and target 1 monster on the field; Inflict damage to both players equal to that monster's ATK."
You've made it useless sadly, [ready fusion] already does this with less restriction
And if the point is to summon blue eyes ultimate, stein is already legal in formats where that's a feasible win con
That's the point.
I think that would be something Konami do.
It's like CED became pretty much useless after its errata.
We don't need to CED everything just to save 1 kb on konami's servers
Then maybe drop the restriction after the effect?
Thank you
also in my defense of the (min 1) condition I was told to do that by someone else
I will definitely check out a guide like you suggested
the min. 1 can be relevant if controlling the card doesn't automatically meet the condition, but in this case it's self fulfilling.
Well time to delete that from all my cards!
I… use discretion. I can’t say if all of your cards need it removed, just these three.
All are elemental dragons
Ceasefire Reconciliation
Trap Card
Activate only during the Battle Phase. Flip all face-down monsters on the field face-up, and if you do, end the Battle Phase.
Monk Fighter Training
Normal Trap
Add 1 "Monk Fighter" and/or 1 card that mentions it from your Deck to your hand, except "Monk Fighter Training". During your Main Phase 2, you can activate this card from your hand. You can only activate 1 "Monk Fighter Training" per turn.
Monk Fighter Thousand Blows
Normal Trap
If you control "Monk Fighter" or a monster that mentions it: You can target 1 monster on the field; destroy it. You can banish this card, "Monk Fighter" and up to 2 other Trap Cards from your GY, then target up to 2 cards on the field; destroy them. You can only use each effect of "Monk Fighter Thousand Blows" once per turn.
Cyber Dogra
Insect Level 5 EARTH
650 ATK / 600 DEF
You can perform Special Summons on Fusion Monsters in your GY as if they were in the Extra Deck (The summoning method must otherwise be valid.)
dunno how to word it to accept both contact and polymerization fusions
i would go with something like "You can Fusion Summon Fusion Monsters in your GY, or Special Summon them via their own conditions, as if they were in the Extra Deck"
Holy shit kuaidul pfp
yes
opens up so many cans of worms regarding fusion summon rulings. For instance, "can you fusion summon a monster that was already fusion summoned, without returning it to the extra deck"?
you can ritual summon already properly summoned ritual monsters from gy so I don't see why it would theoretically be different
hrm now I want to fuck around and design a whole archetype that fusion summons from gy
I’m working on an archetype that uses excavated monsters as fusion/synchro material while they’re excavated
konami is alergic to them
that's why the fuse a thing from gy link returns the target to extra first

do not mention The Clock
the clock is coming...
nah mention the clock, I'm not smart enough to find it
[clock lizard]
Rating: Link-2 (↙⬇)
[ Cyberse / Link / Effect ]
ATK 1200
2 Cyberse monsters
You can Tribute this card; return 1 Fusion Monster from your GY to the Extra Deck, then Fusion Summon that Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY. If this card is banished from your GY: You can make Special Summoned monsters your opponent currently controls lose 400 ATK for each Cyberse monster currently in your GY, until the end of this turn.
This reminds me of that one time that gooey made a retrain of this on the old customs channel, then some other guy went "that's so cool" and immediately after made a custom that tried to shove said retrain into dark magician
It was so funny
Sigma you have access to the channel, pls find it for me
Ty
maybe later I'm not doing this on mobile 
Aight then
the only problem is there could theoretically be loops
Anything extra deck can only be "type summoned" from there as far as konami wants things to be.
Ritual is just built different where it can be ritual summoned from anywhere.
I assume they don't want you to ever be able to perform a fusion, synchro, xyz or link summon (while you are extra deck locked)
Since Fusoon, Synchro, Xyz, or Link Summoning a monster from the GY does bypass that.
Then again, they don't let u type summon fusion, synchro, and xyz monsters that are face-up in extra.
It would be very funny to control cyber dogra, activate overload fusion and banish the fusion target from your GY as part of its own material.
You can already attempt (but get a judge called since its illegal) to do that, using Odd-Eyes or Lunalight Fusion since they can use mats in ED.

They've recently cut the "from the Extra Deck" part from Poly's text in jp. Guess they are just baking Fusion Summoning (and other ED summons) being only from there as part of the rules.
Psypawn En Passanna
2* / LIGHT
Psychic / Tuner / Effect
During the Battle Phase, if your opponent controls a monster in their Main Monster Zone in an adjacent column to this card's column (Quick Effect): You can send that monster to the GY, then give control of this card to your opponent and place it in the Main Monster Zone that the sent monster occupied.
ATK 500 / DEF 500
holy hell!
If you control a LIGHT monster: You can Special Summon this card from your hand, and if you do, for the rest of this turn, you cannot Special Summon monsters, except LIGHT monsters, also you can Set 1 "Razor Diamond" from your Deck. You can send 1 Spell/Trap from your hand or field to the GY; double this card's Level. If you activate a Set Spell/Trap, while this card is in your GY: You can add it to your hand. You can only use each effect of "Koseki Bijou, Clean-Cut Pebble" once per turn.
Target 1 Level 6 or higher LIGHT monster you control; destroy it and up to 2 cards your opponent controls. If this card is sent to the GY to activate a monster effect: You can Set it to your field, then, if this card was sent from your field, you can draw 1 card. You can only use each effect of "Razor Diamond" once per turn.
tomorrow I'll post the cards for fuwamoco, aimed to support spright twins
Excavator-excavating Excavator
Level 4 Earth/Machine 1500/500
If you would add a card(s) from your Deck to the hand except by drawing them, you may add this card instead of 1 of those cards, ignoring the search conditions. You can discard this card; this turn, if you would add a card(s) from your Deck to your hand, except by drawing them, you may add 1 card from the top 7 cards of your Deck instead. You can only use each effect of "Excavator-excavating Excavator" once per turn.
Anteatereatingant tier name. Very nice.
fun effect
Terraforming Tectonic Titan
EARTH | Level 9 | Beast / Synchro / Effect | 1900 / 3800
1 Tuner + 2+ non-Tuner monsters
If this card does not have a Field Spell equipped to it (Quick Effect): Equip 1 Field Spell from your hand or Deck to this card. If you cannot, destroy it. This card is also treated as any Attribute or Type mentioned on a Field Spell equipped to this card. If this card inflicts Battle Damage to your opponent: Target a Field Zone; destroy any Field Spell in that zone, and if you do, place 1 Field Spell equipped to this card in that zone.
It's a good ol' turtle with a landmass on its back.
A little test for the first card of my custom deck called "Blossom Knighthood", still got a lot of work to do, specially learn a lot about PSTC and create synergy between all the cards to create a solid and realistic deck, but wanted to start trying some imagery
Some custom cards I drew
Nothing particularly special but they're meant to tell a story
A piece of Nibiru that broke away from the main meteor while falling. This card is meant to interact with Nibiru (regardless of who activated it) and Theia
Fragment of the Primal Being
LIGHT / Level 11 / ATK 600 / DEF 3000
Rock / Effect
During the Main Phase, if you control a level 11 Rock monster (Quick Effect): You can Special Summon this card from your hand.
During the Main Phase (Quick Effect): You can Tribute this card; add 1 Level 11 Rock monster from your Deck to your hand.
During the End Phase: You can Banish this card from your GY; The ATK of 1 Level 11 Rock monster you control becomes double its original ATK until the end of the next turn.
You can only use each effect of "Fragment of the Primal Being" once per turn.
This is a card i made for one of my own OCs
Shes has lore where she ascends into a demon and in the process detonates with enough energy to level a city.
Thats why theres a board wipe.
Normal Trap Card
Each player declares 1 Attribute, until the end of next turn, neither player can activate monster card effects, except monsters of the declared Attributes, also negate the effects of cards that would change a monster’s Attribute or Type.
During the End Phase, each player can send a monster of their declared Attribute from their Deck to the GY.
You can only activate 1 “Elemental Vow” per turn ```
Quick-Play Spell
You can only activate 1 card with this name per turn.
1) During your opponent's Main Phase 1: Banish 3 "Stellacore" monsters you control; draw 3 cards. At the start of the Battle Phase this turn, you can Special Summon any number of "Stellacore" monsters from your hand. If there was no Battle Phase this turn, draw 1 card at the end of the turn.```
messing with a concept
made something interesting
just a quick meme card i made
Unlight Skewerer
*3 / DARK
Psychic / Xyz / Effect
2+ Level 3 monsters
While this card has material, if it attacks a Defense Position monster, inflict piercing battle damage. Once per battle, if another monster attacks a Defense Position monster (Quick Effect): You can detach 1 material from this card; that monster inflicts piercing battle damage for this battle. Banish any monsters destroyed by battle while in Defense Position.
ATK 2250 / DEF 1250
this technically means you can make your opponent do piercing damage to you, i'm sure there's some wacky use case for that
This one just exists for the sake of the name. Also I learned while making this that apparently there are zero cards in the TCG/OCG that are treated as multiple monster types, although there are some in the anime, such as the T.G. monsters which are all also treated as machines, and Dragonroid, for obvious reasons.
Babycybersaurus
EARTH / Level 2 / ATK 500 / DEF 500
Cyberse / Effect
This card is treated as a Dinosaur while in the Deck. If this card is destroyed by a card effect and sent to the GY: Special Summon up to 2 Level 5 or lower Cyberse monsters, 1 each from your hand, Deck, or GY. You can only use this effect of "Babycybersaurus" once per turn.
CXyz Unlight Chaos Impaler
*4 / DARK
Psychic / Xyz / Effect
3+ Level 4 DARK Psychic monsters
Must be Xyz Summoned. Change all monsters your opponent controls to Defense Position, also change their DEF to 0. Banish any monsters destroyed by battle while in Defense Position. If your Psychic monster attacks a Defense Position monster, inflict piercing battle damage, or if this card has "Unlight Skewerer" as material, inflict double piercing battle damage instead.
ATK 2750 / DEF 1750
making a mediocre anime-style rank-up for this
Starlight Archer
Level 5 Fairy WIND
1700 ATK / 1400 DEF
You can Normal Summon this card without tributing. Cards and effects must target a card other than itself or any of its targets to activate. (Quick Effect): During the Battle Phase, target 1 card on the field; the targeted cards cannot target this card until the end of this turn.
Swarming Beast of Serket
[Level 6/Earth/Fairy/Fusion/Effect]
1 "Serket" monster + 1 EARTH or Insect monster
The original ATK of this card becomes the combined original ATK of the materials used for its Fusion Summon. (Quick Effect): You can Special Summon 1 "Serket Token" (Fairy/EARTH/Level 6/ATK 2500/DEF 2000). You can only use this effect of "Swarming Beast of Serket" once per turn. When this attacking card destroys an opponent's monster: You can Tribute 1 other monster; this card can attack again in a row.
? / DEF 2000
Shocking Beast of Serket
[Level 6/Earth/Fairy/Fusion/Effect]
1 "Serket" monster + 1 DARK or Machine monster
The original ATK of this card becomes the combined original ATK of the materials used for its Fusion Summon. If this card is Special Summoned: You can destroy all Set cards your opponent controls. You can only use this effect of "Shocking Beast of Serket" once per turn. Your opponent cannot Set cards.
? / DEF 2000
Lurking Beast of Serket
[Level 6/Earth/Fairy/Fusion/Effect]
1 "Serket" monster + 1 WATER or Warrior monster
The original ATK of this card becomes the combined original ATK of the materials used for its Fusion Summon. When your opponent activates a card or effect (Quick Effect): You can make all cards you control unaffected by that effect. You can only use this effect of "Lurking Beast of Serket" once per turn. This card cannot be targeted for attacks, but does not prevent your opponent from attacking you directly.
ATK ? / DEF 2000
Exomister Paul
Level 4 LIGHT/Spellcaster 1500/1500
You can Special Summon this card (from your hand or GY) and 1 "Exosister" monster from your hand by shuffling 1 monster from either GY to the Deck. You can only Special Summon "Exomister Paul" once per turn this way. If this card is Normal or Special Summoned: You can take 1 "Exosister" monster and 1 other monster listed on it from your field or GY and Special Summon 1 "Exosister" Xyz Monster from your Extra Deck and attach those cards as materials to it (this is treated as a Xyz Summon).

Let the lesbians have their gay uncle.
Ok fair
GranSolfachord Cutia
Link 1 Light/Fairy 100 ⬇️
1 Pendulum Monster
"Solfachord" Monster Cards in your Pendulum Zones cannot be destroyed by card effects, also they gain the following effects based on their Pendulum Scale.
Odd: Once per turn: You can send 1 "Solfachord" Pendulum Monster from your hand or face-up field to the Extra Deck face-up, then Special Summon 1 "Solfachord" monster whose Level is equal to the Pendulum Scale of the sent monster.
Even: Once per turn: You can take a "Solfachord" Pendulum Monster and another whose Level is equal to the Pendulum Scale of the first, from your Deck or face-up Extra Deck; add them to your Extra Deck-face up, or to your hand if that card(s) was already there.
Made these things a while ago, let me know what you guys think.
And if you have any questions for these things, feel free to ask them.
After the reveal of the new Kuriboh monster in this month's jump promo, I get frustrated for Konami wanting players to use the OG Poly when its due for a modern revamp. So, I took it to the brewing in my head.
Refined Polymerization
Normal Spell
This card's name becomes "Polymerization" while in the hand, Deck, GY, or banishment. Fusion Summon 1 Fusion Monster from your Extra Deck by shuffling monsters from your hand, field, GY, and/or banishment into the Deck as materials. During your Main Phase, while this card is in your GY: You can discard 3 cards; return any number of Fusion Monsters from your GY or banishment into the Extra Deck. You can only use this effect of "Refined Polymerization" once per turn.
Counter Proliferate
Spell Card
For each card on the field with a counter, place 1 counter on it of the same type as a counter already on that card. You can only activate 1 "Counter Proliferate" per turn.
would this mtg mechanic break anything
Thoughts?
Hey! Can someone, when they have some time, review this document and give me some feedback? It's a card list for my custom deck, all the cards are created from scratch trying to be realistic and not overpowered, with the goal of having synergy in the final deck.
First four Spell Cards created
Form of Iron
Spell Card (Quick-Play)
Tribute 1 monster; Special Summon 1 "Iron Form Token" with the same original Type, Attribute, Level, ATK, and DEF as the Tributed monster, and if you do, all Tokens you currently control become unaffected by your opponent's activated effects and cannot be destroyed by battle. You can only activate 1 "Form of Iron" per turn.
i feel like this card would be used in the anime in one scene where the protag's ace gets a special new iron form and escapes a nuke. the card would then inspire an iron retrain of the ace that would see certain levels of play but doesn't fix the fundamental problems of its deck.
hello guys i might have a little bit of a love for the fluffal archetype recent years for me i would love to have an edge imp monster was a lvl 2 that i could use spright sprint link 2 so i could send that card to the grave to use it's effect to fusion summon a frightfur monster but ofc there has be some draw backs that it has this HARD once per turn on it but if you are creative enough you could have that card set up in your graveyard the next turn to fuse again if needed too
that's what i would love to see if it comes to the TCG because that would be amazing to have for your graveyard and rn for something like fluffals there are is a lack of an effect for us to even use other fluffals or other edge imp monsters
the closest thing that we have a level 2 edge imp is level 3 but not enough and i don't think we have many level 2 fluffals either but if i did have a level 2 fluffal that had a good effect that i would love to use it for with it's hard once per turn effect that you could search out any edge imp monster and place it in the graveyard or something
Too good. A completely generic and searchable fusion spell that uses cards from any location is kind of absurd. There should be at minimum some kind of drawback besides shuffling the material back in.
would it respect max amount of counters (like [magical warrior])?
DARK •
Level: 4
[ Spellcaster / Effect ]
ATK 1600 / DEF 1000
If this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). Gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card, then target 1 Spell/Trap on the field; destroy that target.
Misfire!
Trap Card
Your opponent takes damage equal to the ATK of 1 attacking monster.
(not specified: it must be the opponent's attacking monster)
Haste of the Guardians
Normal Spell
Reveal 1 "Guardian" monster from your Deck, then Equip 1 Equip Spell from your Deck that is mentioned on the revealed card to a monster on the field, then take that revealed card, and either add it to your hand or Special Summon it. You can banish this card from your GY; Choose 1 equipped Equip Spell on the field and equip it to a new appropriate target. You can only use each effect of "Haste of the Guardians" once per turn.
Quick-Play Spell
During the Main Phase: Target 1 "K9" Monster you control; immediately after this effect resolves, Special Summon 1 "K9" Xyz Monster with a different name from your Extra Deck using that targeted monster as material, then you can attach 1 "K9" card from your Deck to 1 "K9" Xyz Monster you control. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster). At the end of a Battle Phase in which your "K9" monster battled: You can Set this card from your GY. You can only use each effect of "K9 PP Liberation" once per turn.```
this is the last k9 card trust
mod
nickname has penis in it
names the card PP Liberation
half you're getting younger by the second
btw is the no transfer of mats intentional?
nnno
i just copy pasted text from one of the other liberatuon qps but forgot yo include the parenthetical
mb
you're still not beating the penis allegations
actually true
Dreadscythe Devastator
11* / WIND
Insect / Fusion / Effect
"Dreadscythe Harvester" + 2 WIND Insect monsters
Must be Fusion Summoned with the above materials in your possession. Neither player can Special Summon from the Extra Deck unless they pay 1000 LP. Once per turn, during your Standby Phase: Special Summon 1 "Baby Mantis Token" (Insect/WIND/Level 1/ATK 500/DEF 500). When a monster effect is activated (Quick Effect): You can Tribute 1 Insect monster; negate the activation, and if you do, destroy it, and if you do that, this card gains 500 ATK/DEF.
ATK 2800 / DEF 2300
don't mind me, making a random upgrade fusion for a manga card
Spirit with Wings of White
Link-2 LIGHT Dragon Effect Monster
1800 ATK, Arrows: Left, Right
2 LIGHT Dragon or Spellcaster monsters
During your Main Phase: You can Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, by shuffling its materials from your GY or face-up banished cards into the Deck. You can Tribute this card, then target 1 LIGHT Dragon Synchro monster in your GY; Special Summon it (this is treated as a Synchro Summon).
You can only use each effect of "Spirit with Wings of White" once per turn.
Screw it, Blue-Eyes can have a little Sequence, as a treat
Level 2
DARK Aqua Effect
500 ATK / 1000 DEF
If this card is destroyed by battle or the effect of an opponent's monster: Send 1 Trap you control to the GY, then place this card face-up in your Spell/Trap Zone as a Trap Card (but send it to the GY at the end of your opponent's 3rd turn). While this card is a Trap Card, it is treated as "Crush Card Virus", also your opponent cannot Summon or Set monsters with 1500 or more ATK, also monsters your opponent controls with 1500 or more ATK are changed to Defense Position.```
Level 1
LIGHT Dragon Effect
400 ATK / 400 DEF
You can target 1 monster you control; Equip this card to it as a Trap Card, and while this card is equipped the equipped monster gains 400 ATK and DEF. While in a Spell/Trap Zone, this card is treated as "Tyrant Wing". During your Battle Phase you can send this Equip card to the GY: Until the end of this turn, the equipped monster can declare a second attack on a monster during each Battle Phase.```
Rank 3/EARTH/Insect/Xyz/Effect
ATK/0 DEF/2500
2 level 3 monsters
When this card is Xyz Summoned: You can add 1 Insect monster from your Deck to your hand, then discard 1 card.
If your opponent activates a monster effect: You can detach 1 materials from this card, then target 1 monster your opponent controls, banish it until your opponent’s next End Phase, and if you do, this card gains ATK equal to that monster’s original ATK.
You can only use each effect of “Great Tree Mimic Bug” once per turn ```
Mannadium Kashtira
7* / LIGHT
Psychic / Effect
During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Mannadium" card from your hand or GY. If this card is Normal or Special Summoned: You can Special Sunmon 1 "Mannadium" Tuner monster from your Deck or GY, then immediately afterwards, you can Synchro Summon a monster using this card you control and the card summoned by this effect as Synchro materials, and if you do, you can treat this card's level as 6. You can only use each effect of "Mannadium Kashtira" once per turn.
ATK 2300 / DEF 1200
Level 3
FIRE Machine Effect
600 ATK / 600 DEF
If this face-down Defense Position card was attacked by an opponent's monster, before damage calculation: Place this card face-up in your Spell/Trap Zone as a Trap Card. This card is treated as "Ring of Destruction" while in a Spell/Trap Zone. (Quick Effect): You can send this face-up Trap Card to the GY, then take damage equal to the ATK of 1 monster on the field, also destroy it, and if you do, your opponent takes damage equal to its original ATK.```
Small Polymerization
Normal Spell Card
Fusion Summon 1 Fusion Monster from your Extra Deck by using 2 monsters (1 with the same Type and 1 with the same Attribute as the Fusion Monster) from either field as material.
Assault Lion
7* / DARK
Beast-Warrior / Effect
If this card is Tribute Summoned: Target 1 Beast-Warrior monster in your GY that was Tributed for this card's Summon; this card's name becomes that target's original name, it gains the target's original effects, also it gains ATK/DEF equal to half the target's original ATK/DEF.
ATK 2600 / DEF 2500
manga boss. doing the manga import thing of applying a one-off spell/trap's effect to a monster that was never shown to have effects
Speed Jaguar
3* / DARK
Beast-Warrior / Effect
If this card battles, any battle damage it inflicts to your opponent is doubled. If this card attacks a Defense Position monster: You can change that monster to Attack Position.
ATK 1000 / DEF 800
Spike Rhinoceros
4* / DARK
Beast-Warrior / Effect
This card's effect, also its attacks, cannot be negated. If this card attacks, negate all Trap effects on the field until the end of the Damage Step.
ATK 1800 / DEF 1600
the other two monsters the same guy from the manga used
Armament Reincarnation
Spell Card
If you control no monsters: Special Summon from your GY as many Equip Spell Cards as possible, as monsters (Machine/LIGHT/Level 1/ATK 500/DEF 500). While those cards are monsters on the field, apply to each of them their effects while equipped, as if they were equipped with a copy of themselves (except if they would not be an appropriate target for themselves). They cannot be Tributed. You cannot Special Summon from the Extra Deck the turn you activate this card, or while any of those cards is a monster on the field. You can only activate 1 "Armament Reincarnation" per turn.
real manga card. real ruling nightmare. p[armament reincarnation]
Link-4/Beast-Warrior/EARTH/Effect
↙️⬇️↘️⬆️
ATK/3000
2+ Effect Monsters, including a Beast-Warrior
This card cannot be used as Link Material
(Quick Effect):You can tribute any number of monsters this card points to, banish cards on the field or either player’s GY up to the number of tributed monsters by this effect.
During the Main Phase: You can Special Summon up to 3 Beast-Warrior monsters from your hand and/or GY to zones this card points to, but negate their effects, this card loses 1000 ATK for each monster Special Summoned by this effect (until the end of this turn).
You can only use 1 “Gozu-Tennoh the Sacred Bull” effect per turn, and only once per turn. ```
Level 4
LIGHT Spellcaster Effect
1700 ATK / 600 DEF
Destroy any opponent's card that targets this 1 card for its effect. If this card is targeted for an attack, you can place it in your Spell/Trap Zone as a Trap, and if you do, end the Battle Phase. While this card is in a Spell/Trap Zone, it is treated as "Mirror Force".```
Invincible Dolga the Cubic Guardian
[Level 4/Earth/Fairy/Effect]
Cannot be destroyed by battle. You can Tribute this card; Special Summon 1 "Cubic" monster from your Deck, except "Invincible Dolga the Cubic Guardian". You can banish this card from your GY; send 1 "Cubic" monster from your hand or field to the GY, and if you do, Special Summon a number of "Vijam the Cubic Seed" from your hand, Deck, GY, and/or banishment up to the sent monster's Level. You can only use this effect of "Invincible Dolga the Cubic Guardian" once per turn.
ATK 1800 / DEF 1200
Equip Spell
When the equipped monster declares an attack, before damage calculation: Toss a coin 3 times, and if at least 2 are Heads, destroy the attack target.```
Supreme Dogran
WIND / 3/ ATK 1300 / DEF 1200
Insect / Effect
If a monster was sent from the Extra Deck to the GY this turn, you can Special Summon this card (from your hand). You can only summon "Supreme Dogran" once per turn this way. During the Main Phase: You can make both players reveal 1 card from their Extra Deck, and if you do, send your revealed card to the GY, then, if the revealed cards were the same Type (Fusion/Synchro/Xyz/Link), banish that opponent's card. You can only use this effect of "Supreme Dogran" once per turn.
Level 7 DARK/Psychic/Effect ATK: 2600 | DEF: 2000
If you control no monsters, or control a "Kashtira" monster, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Basilisk" once per turn. During your Main Phase: You can add 1 "Kashtira" card from your GY or banishment to your hand. When this card declares an attack, or if your opponent activates a card or effect (except during the Damage Step): You can target 1 card in your opponent's banishment; return it to the GY, then banish it face-down.```
Super Quantum Yellow Layer
Thunder / Earth / 2⭐
(all eff hopt)
If you Special Summon a "Super Quantal Mech Beast" monster(s): You can Special Summon this card from the GY (if it was there when the monster was Summoned) or hand (even if not).
If this card is Normal or Special Summoned: You can Set 1 "Super Quant" Spell/Trap from your deck.
If this card is sent to the GY: You can target 1 "Super Quantum" monster in your GY; Special Summon 1 "Super Quantal Mech Beast" Xyz Monster that specifically lists the targeted monster's name in its text, and if you do, attach the target to it as material. (This is treated as an Xyz Summon).
Hell yeah super quants
Level 6/FIRE/Psychic/Fusion/Effect
ATK/2500 DEF/1200
2 Psychic monsters
If your opponent Special Summon a monster(s) from their Deck or Extra Deck (Quick Effect): You can target one of those monsters, banish it, also if your LP are lower than your opponent’s, you gain LP equal to that monster’s original ATK.
During the Main Phase: You can Special Summon 1 Psychic monster from your GY, then lose LP equal to their ATK or DEF (whichever is higher).
You can only use each effect of “Soul Hacker” once per turn.```
How would I word a monster effects which lets itself have any Equip spell attached to it, even Archetype or Monster specific ones.
(Not including ones which special summon a card, then attach themselves to that monster, or similar)
Something with the vibes of "While on the field, Treated as all Names, Types, and Attributes for the sake of Equip Spells"?
Trying to make a sort of Joke monster, Who can use any* Equip spell in the game
He got Xenophobed by Martha.
Did they have a messy divorce?
(and trap card Returnia)
What could I call a new Type of monster I want to create that is kinda a mix of Warrior/Spellcaster?
Rush duels have magical knight, if that helps
Although it’s exclusive to fusion monsters in that
I see I see
I was thinking about "Warmage", it's not something that exists but I think it fits cool with existing Types
Doesn’t really give the warrior Spellcaster vibe to me
Just a combat focused mage
Yeah I was thinking the same :/
Anyways here are the first couple of monsters I made for my custom deck
Pretty cool idea
Terrible (sorta) meme card idea
"Polyarmoury Dragon"
Level 4 DARK Dragon. 1500/1000
This card is treated as all Names, Types and Attributes for Equip Spells. (Quick Effect): You can discard 1 card; Equip 1 Equip spell from your deck to any monster on the field. HOPT.
I don't care about PSCT, Because it's first effect us un-psct-able anyway
Wanna have a card equiped with Grid Rod, U.A Power Jersey, mermail Abyss-Scales, and fucking around with Mikanko stuff, All at the same time?
Probably causes FTKs or infinite loops or bullshit combos. Don't care, is funny.
how do I make it a Level 1 normal monster
For this card's Link Summon, you can also use "Mulcharmy" monsters in yout hand as material. Gains 1000 ATK/DEF for each card in your hand. You can only use each of the following effects of "Mulcharmy Fuwa-Aphara" once per turn. You can banish all monsters you control (until your opponent's next End Phase); add 1 "Mulcharmy" monster from your Deck to your hand, also you cannot Summon/Set for the rest of this turn. If this card is in your GY/banishment, because it was sent there by your opponent: You can return this card to the Extra Deck; draw 1 card.```
Ojama Omega Obliteration!!!
Quick-play Spell
If you control 5 "Ojama" monsters: Banish all cards your opponent controls and in their GY. If you control 6 "Ojama" monsters with different names when this card is activated, your opponent cannot activate cards or effects in response to this card's activation, and this card's activation and resolution cannot be negated. You can only activate 1 "Ojama Omega Obliteration!!! per Duel.
Zero
(⭐ X1)
Earth {Machine | Effect}
ATK 0 | DEF 0
This card is always treated as a Level 0 monster. If the opponent uses a Card Effect that targets this monster: Tribute this monster or another "Zero" monster: its Attack or Defence become 0 until the end of your turn.
Binary Zero
(⭐ X1)
Earth {Machine | Effect}
ATK 0 | DEF 0
This card is always treated as a Level 0 monster. This card can only be Special Summoned from the Deck, Hand or Graveyard, when you have another Machine monster on the field. If this card is tributed to activate a "Zero" card effect: The first Battle Damage dealt to you during either player's Battle Phase is reduced to 0.
Gear Zero
(⭐ X1)
Earth {Machine | Effect}
ATK 0 | DEF 0
This card is always treated as a Level 0 monster. If there is another "Zero" monster on your field, you can equip this card to it . The equipped monster gains the following effects:
- When switched into DEF mode: This card gains DEF equal to the number of "Zero" monsters in your hand x 300.
- Once per turn: You can tribute you a Zero monster to gain ATK equal to the number of Zero Counters on it x 500.
UFO Zero
(⭐ X1)
Earth {Machine | Effect}
ATK 0 | DEF 0
This card is always treated as a Level 0 monster. This card is always treated as a WIND Attribute monster. Once per turn: You can place 1 Zero Counter on a monster card you control, that card gains these effects based on the amount applied (The monster loses the last effect if the monster has enough counters for the next effect):
- 1: If this card is tributed, once per turn: Add the top card from your graveyard to your hand.
- 3: If this card is tributed: Target a Spell/Trap your opponent controls and send it to the graveyard until it is your turn again.
Share thoughts.
Must be Ritual Summoned. You can reveal this card in your hand; Ritual Summon this card, by banishing other monsters from your hand, field, or GY whose combined ATK equal or exceed this card's DEF. This is a Quick Effect if you control no face-up cards. If this card is Ritual Summoned: You can destroy monsters your opponent controls, up to the number of monsters used for this card's Ritual Summon, and if you do, this card gains 1000 ATK for each monster destroyed this way. Once per turn, during the End Phase: Add this card to your hand, then you can add 1 of your banished monsters to the hand.
I have an idea for an archetype of monsters that are animals made up of abstract shapes called Abstractimals. What would their gimmick be?
flickering: self banishing until end of phase/end of turn for effects (also here's a quick custom because i don't like having a post in the thread without a custom)
Honesty Is The Best Policy
Trap Card (Continuous)
Both players play with their hand revealed. The Summons of monsters Summoned from the hand and effects of Spells/Traps activated from the hand while this card was on the field cannot be negated, also a player's opponent cannot activate cards or effects when that player Summons or activates Spells/Traps from their hand. If either player has no cards in their hand, destroy this card.
Normal Spell Card
Target 2 monster on the GY with the same Type, Special Summon one of them and banish the other, and if you do you can make a monster you control gain ATK equal to the banished monster
If a monster is banished by card effect, you can add this card from your GY to your hand.
You can only use each effect of “Transcendant Ascension” once per turn. ```
Variable Armour
Spell Card (Equip)
Activate by choosing each of Monster, Spell, and Trap in any order; equip this card to 1 monster you control with 2500 or less original ATK.
• It is unaffected by your opponent's effects of the first chosen type.
• Your opponent cannot target it with effects of the second chosen type.
• It cannot be destroyed by card effects of the third chosen type.
Brian Control
Normal Spell
Target 1 face-up monster your opponent controls; take control of it until the End Phase, but it's effects are negated, it cannot declare an attack this turn, and it's name becomes "Brian". You can only activate 1 "Brian Control" per turn.```
@steady badger behold
Dreadful Nightmare
Spell Card (Continuous)
Your opponent cannot activate cards or effects in response to the activation of the effects of monsters in your possession that are "Yubel" monsters or mention "Yubel". While you control a Level 12 or higher "Yubel" monster, increase your hand size limit by 4.
i did this literally just because of the non-imported effect of yubel lv12 that increases your hand size limit to 10. other effect makes you not get handtrapped on a yubel pop i guess?
the link monster that every single deck wishes it had
Vampire Revelation
11* / DARK
Zombie / Fusion / Effect
3 "Vampire" monsters and/or monsters owned by your opponent
Must be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Once per turn, if your opponent would Summon a monster, or your opponent activates a monster effect (Quick Effect): You can pay 1000 LP; negate the Summon or activation, and if you do, destroy it, and if you do that, if that monster is in the GY, you can Special Summon it to your field or place it in your Spell & Trap Zone as a Continuous Trap. Negate your opponent's card effects with the same name as a card on your field.
ATK 3100 / DEF 4000
Vampire Feeding
Spell Card (Quick-Play)
If all monsters you control are Zombie monsters: Target 1 "Vampire" monster you control with a Level/Rank; destroy all Monster Cards on the field with an original Level/Rank lower than that target's, and if you do, gain 500 LP for each. You can only activate 1 "Vampire Feeding" per turn.
tried to bring vampires into the fusion dimension for no reason, broken?
Normal Trap Card
If you control no cards, you can activate this card from your hand. For the rest of this turn, each time an opponent's card or effect is activated, immediately excavate the top card of their Deck, and if that excavated card has the same card Type (Monster, Spell, or Trap) as the activated card or effect, you can add it to your hand, otherwise send it to the GY. You can only add card(s) by this effect while you have fewer total cards in hand and on the field than your opponent.```
What would everyone think about a battle guard archetype? Like one on the level of say heroes? Or at the very least red eyes/blue eyes?
Brazenform
Trap Card (Continuous)
Special Summon this card as an Effect Monster (Machine/LIGHT/Level 2/ATK 300/DEF 1300) (this card is also still a Trap). During the Main Phase, while this card is a monster: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material, including this card.
this is intended for a line of support i haven't finished yet.
battleguards aren't really iconic enough to warrant more than the few cards they've gotten over the years
Ahhh I was gonna try and make one but yeah…
I’m trying to make my own archetype…. But I can’t find anything that’s good enough
honestly i don't like making archetypes out of old cards too often
might go see when the last time i did that was
oh right i tried making galaxy queen/the sparrow cards into a coherent deck
I thought a Greek mythology/hero/spartan esque archetype
Or like something themed around wrestling
Or like idk.. just wanna make something all my own
wrestling could work for a relinquished (effect) inspired deck where they "grapple" other monsters into being equips
Brazen Imp
3* / LIGHT
Fiend / Fusion / Effect
"Brazenform" + 1 Fiend monster
When your opponent activates a monster effect (Quick Effect): You can return this card to the Extra Deck, and if you do, negate the activation, then Set 1 "Brazenform" from your Deck or GY. It can be activated this turn.
ATK 900 / DEF 700
one of the supports i had in mind. the gimmick is superpoly-ing off a variety of monsters based on type.
Dragonic Curse of Millennium
Dark/Dragon/Effect LV5 2000/1500
If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card. When your opponent activates a card or effect (Quick Effect): You can target 1 card your opponent controls; Place this card in your Spell & Trap Zone as a face-up Continuous Spell, also, the targeted card has it's effects negated, while this card is face-up on the field. You can only use each effect of "Dragonic Curse of Millennium" once per turn.```
Idk if this might be too strong generically
But ig i can always make him send a lv5+ like gaia if it is
@vast portal honey, new lv 5 for your k9 strategy dropped
(It is not a k9)
Level 7 LIGHT Thunder Fusion
2800 / 2100
"Thunder Dragon" and/or 1 "Millenium" monster + 1 monster
You can Special Summon this card by sending a monster, and either another monster or a Spell card from your face-up field OR hand (can't be from both) to the GY. You can also Tribute Summon monsters using face-up Spells you control. While this is in your GY, you can pay 2000 LP, or reveal 1 "Millenium Ankh" in your hand; return this card to the Extra Deck.```
Patient Zero
<0[Level 3/Dark/Psychic/Pendulum/Tuner/Effect]0>
You can move any number of Psychic Counter from your field; Special Summon this card, and if you do, inflict 100 damage to your opponent for each Psychic Counter removed. You can only use this effect of "Patient Zero" once per turn.
[Monster Effect]
If this card is in your hand or face-up Extra Deck: You can discard 1 card; place this card in your Pendulum Zone. Then, you can add 1 "Brain Research Lab" from your Deck or GY to your hand. You can only use this effect of "Patient Zero" once per turn.
ATK 0 / DEF 1000
A-All-Z Dragon Armed Cannon(Complete) Level 12 / LIGHT / Machine / Fusion ATK 5000 / DEF 5000 Effect: 4 Machine Fusion Monsters with different names Must be Fusion Summoned by banishing 1 "ABC-Dragon Buster," "XYZ-Dragon Cannon," "VW-Tiger Catapult," and "Armed Dragon LV7" you control (you do not use "Polymerization"). If this card is Fusion Summoned: Banish all cards on the field and in the Graveyards. When your opponent activates a card or effect (Quick Effect): You can return 1 of your banished Machine monsters to the bottom of your Deck; negate the activation and destroy that card. During the Battle Phase or End Phase, you can banish this card: Special Summon a Machine Fusion Monster from the Extra Deck.(except "A-All-Z Dragon Armed Cannon(Complete)")
Unionverse Continuous Spell Effect: If "Union Hangar" is not on the field: You can activate 1 "Union Hangar" from your Deck or Graveyard. All monsters you control are treated as Union monsters. Once per turn, during either player's turn: You can target 1 monster and 1 Union monster you control; equip that Union monster to that target, or unequip it and Special Summon it.
T-Tiger Jet M-II Level 4 / LIGHT / Machine / Effect ATK 1800 / DEF 1600 Effect: This card can substitute for any Fusion Material whose name is specifically listed on a Machine Fusion Monster. When this card is Normal Summoned: You can discard 1 card; Special Summon 1 LIGHT Machine monster from your Deck, but negate its effects. If you control a Union monster: You can reveal that card and Special Summon it as well. You can only use this effect of "T-Tiger Jet M-II" once per turn. This card can also be treated as Fusion Material for "A-Z Dragon Armed Cannon."
W-Wing Catapult M-II Level 4 / LIGHT / Machine / Union ATK 1300 / DEF 1500 Effect: This card can substitute for any Fusion Material whose name is specifically listed on a Machine Fusion Monster. Once per turn: You can target 1 Machine monster you control; equip this card to that monster, or unequip this card and Special Summon it. A monster equipped with this card is unaffected by card effects and gains ATK/DEF equal to this card's ATK/DEF. This card can also be treated as Fusion Material for "A-Z Dragon Armed Cannon."
VW-Tiger Assault Catapult M-II Level 6 / LIGHT / Machine / Fusion / Union ATK 2000 / DEF 2100 Effect: This card's name is always treated as "VW-Tiger Catapult." If this card is Fusion Summoned: Flip all monsters your opponent controls face-down. Once per turn, during either player's turn: You can target 1 Machine monster you control; equip this card to that target, or unequip it and Special Summon it. A monster equipped with this card gains 800 ATK/DEF and can attack all monsters your opponent controls once each.
Thoughts on these?
@vast portal
hmmmmmmmmmmmmmmmMMMMMMMMMMM
iek i wanna say this is probs too good as a generic but we have azamina which fills a similar role so
eh,m
?
altho azamina does eat a card+a brick in deck
so maybe slightly too strong ye
anw idc gimme this for k9 i cant keep summoning millennium shield
i was thinking of like
this is a slightly stronger fenrir
generic wise
Super-Shedding Salamander
3 / WIND / ATK 1600 / DEF 300
Reptile / Effect
When this card is targeted for an attack, or by a card effect (Quick Effect): You can negate that attack or effect, then move this card to another Main Monster Zone, and if you do, Special Summon 1 "Molt Token" (Reptile/Tuner/WIND/ATK 0/DEF 0) with this card's current Level to the zone this card was in, then increase this card's level by 2.
Cannot be targeted for attacks or by card effects while you control a "Molt Token".
During your opponent's Main or Battle Phase (Quick Effect): Immediately after this effect resolves, Synchro Summon using monsters you control, including a Token.
You can only use each effect of "Super Shedding Salamander" once per turn.
Classicastle, an archetype based on retro platformers and Greek mythology that puts you in the role of the bad guy, like Labrynth, and is focused on Tributes and damaging the opponent
Retro platformer archetype
Look inside
FTK tools
Have you seen how fast people speed run retro platformers?
yes, that's why it's concerningly appropriate
Hot Sauce Bottle
Spell Card (Continuous)
If this card you control is destroyed and sent to the GY: Inflict 1000 damage to your opponent.
Dizzy Angel
4* / EARTH
Fairy / Effect
If this card is Normal or Special Summoned: You can place 1 Continuous Spell from your Deck face-up in your Spell & Trap Zone, but negate its effects on the field. You can only use this effect of "Dizzy Angel" once per turn. Cannot be destroyed by Spell effects.
ATK 1800 / DEF 400
Dizzy Tiger
4* / EARTH
Beast-Warrior / Effect
If this card is Normal or Special Summoned: You can place 1 Continuous Spell from your Deck face-up in your Spell & Trap Zone, but negate its effects on the field. You can only use this effect of "Dizzy Tiger" once per turn. If this card battles an opponent's monster: Negate that monster's effects until the end of this turn (including in the GY).
ATK 1800 / DEF 600
Flipping the Table
Spell Card (Continuous)
During your Main Phase: You can place 1 Continuous Spell from your Deck face-up in your Spell & Trap Zone, but negate its effects on the field. If you control a "Dizzy" monster: You can activate this effect; you cannot Normal or Special Summon monsters until the end of your opponent's turn, also destroy as many other cards you control as possible, and if you do, destroy cards your opponent controls up to the number of your cards destroyed. You can only use each effect of "Flipping the Table" once per turn.
how i'd tcg-ise this weird gx deck. does this break anything with modern cards?
Nibelung's Ring
Spell Card (Equip)
The equipped monster cannot attack or change its battle position, it cannot be Tributed or used as Fusion, Synchro, Xyz, or Link Material for a Summon, also negate its effects. During the equipped monster's controller's Draw Phase, they draw 2 cards instead of 1, show the drawn cards, and send all Monster Cards shown this way to the GY. If this card is sent to the GY because the equipped monster was destroyed: Shuffle this card into the Deck.
Nibelung's Treasure
Spell Card
If you control no monsters: Target 1 monster your opponent controls; equip 1 "Nibelung's Ring" from your Deck to that target, then draw until you have 5 cards in your hand. You cannot Special Summon monsters or activate monster effects the turn you activate this card, except "Valkyrie" monsters. You can only activate 1 "Nibelung's Treasure" per turn.
discussion on broken anime cards
Symphlora Trumpet
[Level 3/Earth/Plant/Effect]
If this card is Normal or Special Summoned: You can Special Summon 1 "Angel Trumpeter" from your hand, Deck, or GY. Once per turn, you can either: Target 1 Plant monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
ATK 900 / DEF 600
Seraphlora Viola
[Level 7/Earth/Plant/Synchro/Effect]
1 Plant Tuner + 1+ non-Tuner monsters
Gains 900 ATK for each Plant Monster Card you control. You can only use each of the following effects of "Seraphlora Viola" once per turn. If this card is Special Summoned: You can equip 1 Level Plant monster from your hand or GY to this card as an Equip Spell. (Quick Effect): You can send 1 Plant Monster Card you control to the GY; negate the effects of 1 face-up monster yiur opponent controls.
ATK 900 / DEF 2600
NS Trumpet > SS Angel > Synchro Viola > Viola equip Trumpet again > SS Trumpet > SS Angel Again > make another Level 7 Synchro.
Agony Angel with Corrupted Claws
5* / DARK
Fairy / Effect
At the start of the Damage Step, if your monster battles an opponent's monster (Quick Effect): You can discard this card, then target that opponent's monster; its ATK/DEF become half their original ATK/DEF. If that target was destroyed by that battle: Activate this effect; at the end of the Battle Phase, Special Summon this card from the GY. You can only use this effect of "Agony Angel with Corrupted Claws" once per turn.
ATK 1900 / DEF 1300
i decided to make a card that would have been feared decades ago
This card's ATK/DEF become its Level x 400. You can Normal Summon this card without Tributing, but its Level becomes 1. You can only use each of the following effects of "Fortune Lady Culminance" once per turn. If this card is sent to the GY or banished: You can add to your hand, or Special Summon, 1 Level 6 or lower "Fortune Lady" monster from your Deck, but for the rest of this turn, you cannot Special Summon monsters, except Spellcaster monsters. You can target 1 Level 6 or lower "Fortune Lady" monster you control; Special Summon this card from your GY/banishment as a Tuner, and if you do, reduce this card's Level by that target's.
can we also get a dark synchro named Fortune Lady Nevery to go with this?
Hmm
I want to try and make custom retrains for all the mako cards that never got a retrain yet
So stuff like great white, great white terror, amphibian beast, flying fish and return of the doomed
Return from the Depths
Spell Card (Quick-Play)
During the Main Phase 1: Discard 1 card; during the End Phase of this turn, add to your hand any number of WATER monsters in your GY that were destroyed by battle, or sent there from the field by a card effect, this turn, then you can Special Summon 1 monster from your hand with the lowest ATK among them (your choice, if tied), but negate its effects on the field. You must control "Umi" to activate and to resolve this effect. You can only activate 1 "Return from the Depths" per turn.
i just gave umi a super rejuv based on return of the doomed so feel free to build around that
I got 2 ideas for a card, But can't decide which would be better/more intresting. Quickplay spell:
"Target 1 card on the field, Destroy it. If this card is discarded by card effects; For the rest of the duel, you can target upto 1 aditional card with the effect of (insert name) " HOPT on both
or.
"Target 1 card on the field, Destroy it. If this card is discarded by card effects; banish 2 random cards your opponent controls" HOPT on both
(I must add. the deck will be very good at discarding & recycling its spells)
Celenor the Angelic Monarch
Level 4 LIGHT/Fairy 2400/1000
This card in the Monster Zone is sent to the GY, unless it was Tribute Summoned. If this Tribute Summoned monster inflicts battle damage to your opponent, you win the Duel.
Lv6 LIGHT Machine/Effect 2400/1800
Cannot be Normal Summoned/Set. Must first be Special Summoned with "Max Metalmorph" that was activated by Tributing a Level 5 or higher Spellcaster monster. You can reveal this card in your hand; Set 1 "Metalmorph" Trap from your Deck, and if you do, shuffle this card into the Deck. (Quick Effect): You can shuffle 1 card that mentions "Max Metalmorph" from your GY into the Deck, then you can shuffle 1 card your opponent controls into the Deck. You can only use each effect of "Heavymetal King" once per turn.```
The original version of SCI FI's effect was more specific, but it got far too wordy so I had to simplify it. I am also aware that there are other "Reactor" cards unrelated to sky fire, but there's exactly 3 of them so I'm not concerned.
Reactor Fortress SCI ・FI
DARK / Link-3 ↙️⬆️↘️ / ATK 3000 / DEF 2500
Machine / Link / Effect
3 DARK Machine monsters, including a "Reactor" monster
Must first be Link Summoned.
If this card is destroyed by battle or an opponent's card effect: You can Special Summon 1 "Dark Flattop" from your Extra Deck. You can only use this effect of "Reactor Fortress SCI ・FI" once per turn.
Once per chain, if your opponent activates a card or effect on the field: You can Special Summon 1 "Reactor" monster from your hand or GY, except "Reactor Fortress SCI FI", also you cannot Special Summon a monster with the same name with this effect this turn.
During the Main or Battle Phase, if you control 3 other "Reactor" monsters with different names (Quick Effect): you can send those 3 monsters to the GY, and if you do, Special Summon 1 "Flying Fortress SKY FIRE" from your hand, Deck, or GY (this is treated as a Summon using the effect of "Summon Reactor ・SK").
Reactor Spool-Up
Normal Spell
Activate 1 of the following effects. You can only activate 1 "Reactor Spool-Up" per turn.
・If you control no monsters: Special Summon 1 "Reactor" monster from your Deck.
・If you control a DARK Machine monster: Add 1 "Reactor" monster from your Deck to your hand.
If you control a "Reactor" monster: You can banish this card from your GY, then target 1 card your opponent controls; While you control a "Reactor" monster, that card's effects cannot be activated this turn.
Dark Energy Discs
Spell Card (Continuous)
There can only be 1 "Dark Energy Discs" on the field. Once per turn, during the End Phase, if both players control a monster(s) that was not Summoned this turn: The turn player targets one of those monsters on each field; they destroy those targets. While you control a Spellcaster monster, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects.
my fourth attempt maybe at making this concept work. this is for a wave of arkana.dek support i'm cooking. it's designed to proc malice doll ofc
Madame la Guillotine, the Witch of Tragedy
6* / DARK
Spellcaster / Effect
You can Special Summon this card (from your hand) by sending 1 face-down Spell/Trap on the field to the GY, but if you attempt this, you cannot Special Summon monsters for the rest of the turn, except Spellcaster monsters. You can only Special Summon "Madame la Guillotine, the Witch of Tragedy" once per turn this way. If Summoned this way: You can Set 1 Normal Spell or Normal Trap from your Deck with a different type (Spell/Trap) from the sent card. Once per turn (Quick Effect): You can change this card, also as many face-up monsters your opponent controls as possible, to Defense Position.
ATK 1700 / DEF 2000
for going second, for searching whatever spells/traps you need, and also a fun little effect that procs tragedy, because that was a card he used
Nightmare's Chains
Trap Card
If you control no monsters, except Spellcaster monsters: Target 1 monster and 1 other Spell/Trap on the field; equip this card to that monster, and if you do. while this card is on the field, apply these effects.
• Negate the effects of cards with those targets' names.
• Monsters with that monster's name cannot attack, they do not prevent their controller's opponent from attacking directly, also they cannot be Tributed or used as Fusion, Synchro, Xyz, or Link Material.
oh yeah i'll also be tcg-ising his other non-imported cards for fun
So we’re in micon city on the 8th floor of daedalus tower and our first task is to get to the bottom and kill the minotaur
Field Spell Card
If this card is activated: You can add 1 “Breaker Minotaur” from your Deck to your hand, then, if your opponent controls a monster, you can Special Summon it.
Once per turn: If your opponent has activated 3 or more monster effect this turn, you can Special Summon 1 monster with 2500 ATK/DEF from your hand, GY or that is banished, then, you can change 1 monster in the field to face-down Defense Position.
You cannot Special Summon from the Extra Deck the turn you activate this card.
You can only activate 1 “Daedalus Tower” once turn. ```
``` Breaker Minotaur
Level 7/EARTH/Beast-Warrior/Effect
ATK/2500 DEF/2500
If you control no monsters, you can Special Summon this card (from your hand).
You can only Special Summon “Breaker Minotaur” once per turn this way.
You cannot Special Summon from the Extra Deck the turn this card is Summoned.
Each time your opponent activates a card or effect, monsters they control lose 300 ATK, and if they control monster with 0 ATK, destroy that monster.
Once per turn (Quick Effect): You can target 1 other card you control, destroy it, and if you do, destroy all other cards in that card’s column. ```
Legion the Sadistic Fiend Jester
8* / DARK
Spellcaster / Fusion / Effect
2 DARK Spellcaster monsters
If this card was Fusion Summoned using "Legion the Fiend Jester" as material, it cannot be destroyed by Spell/Trap effects. You can only use each of the following effects of "Legion the Sadistic Fiend Jester" once per turn. If this card is Fusion Summoned: You can target 1 Spell/Trap in your opponent's GY; banish 1 card with the same name from your Deck, and if you do, Set that target to your field. It can be activated this turn, also banish it when it leaves the field. When your opponent activates a monster effect (Quick Effect): You can send 1 other card you control to the GY; negate the activation, and if you do, banish it.
ATK 2300 / DEF 2500
If you activate a "Live☆Twin" or "Evil★Twin" monster's effect: You can Special Summon this card from your hand, and if you do, Link Monsters you control cannot be Tributed until the end of the next turn. If a monster(s) is Special Summoned, while you control an "Evil★Twin" monster, and this card is in your GY: You can target 1 of those monsters, or 1 of your banished "Live☆Twin" monsters; return it to the hand, then banish this card. You can only use each effect of "Live☆Twin Ki-sikil Treat" once per turn.
Commanding Presence of the Allure Queen
Continuous Trap
Once per turn you can shuffle 1 “Allure Queen” monster in your graveyard into your deck and target 1 monster your opponent controls with a level; Reduce the targeted monsters level by the level of the monster shuffled into your deck. Your opponent can only target cards you control that are equipped to “Allure Queen” monsters you control with card effects.
Normal Spell
Immediately after this effect resolves: your opponent wins the duel.```
Mystical refpanel target
bring it on in that case
Frost Golem
8* / WATER
Fiend / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) to your opponent's field, by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Cannot be Tributed or used as Fusion, Synchro, Xyz, or Link Material. Negate all card effects in your possession, except on the field.
ATK 2500 / DEF 3000
just thought of this lol
Deck Master - Jinzo
6* / DARK
Machine / Pendulum / Effect
Pendulum Scale: 8
Pendulum Effect:
When this card is activated: Destroy all Trap card(s) your opponent controls (if a card is Set, reveal it). Your opponent cannot activate Trap cards. Negate all Trap effects on the field your opponent controls. Once per duel: You can Special Summon this card from your Pendulum Zone. If Summoned this way, when this card leaves the field due to your opponent's card effect or by battle, you lose the duel.
Monster Effect:
(This card's name is always treated as "Jinzo".)
Your opponent cannot activate Trap cards. Negate all Trap effects on the field your opponent controls.
ATK 2400 / DEF 1500
Parasite Worm
Normal Trap Card
You can only activate this card while you control an Insect monster. When your opponent's monster declares an attack: Destroy all monsters your opponent controls, then your opponent takes damage equal to half the original ATK of each monster destroyed by this effect. During your Main Phase, except during the turn this card was sent to the GY: You can banish this card from the GY; Special Summon 1 "Great Moth" from your hand or Deck, ignoring the summoning conditions. You can only use each effect of "Parasite Worm" once per turn.
One Who Stalks Those With Reversoul
Level 5 WATER Fiend
1400 ATK / 1800 DEF
If there is a monster on the field with different ATK and/or DEF than its original, you can Special Summon this card from your hand. Once per turn, at the start of a Phase, you can target 1 monster (Quick Effect); give it one of the following effects:
- Its original ATK and DEF are swapped. During your Main Phase, you can negate this effect.
- This monster loses 500 ATK and DEF while a Fiend monster is on the field.
- This monster gains 500 ATK and DEF while a "Reversoul" monster is on the field.
I made a list of new cards/supports for Malefic if anyone wanna give it a read(feedback is appreciated)
The first card doesn't work quite well. Unless you have the cont. spell that changes all the Malefic text or your Trap (which should just use the same template), you can't control more than 1 Malefic on the field because all the big ones say There can only be 1 Malefic on the field, and therefore can't activate to summon it, that's why the other tuner uses mats in hand. For the third card, I'm not sure why you want to search the bricks if the Malefics can only banish from Deck/ED, maybe swap around to shuffle back bricks to search the Malefic instead, tho they try their best to run none of main deck bricks, so eh on that fix. E-Tele should banish first and then the summon be optional to make it functional.
Maybe I'll read the others later.
Pneumatic Titaknight
9* / WIND
Machine / Fusion / Effect
2 Machine monsters + 1 Warrior monster
Must first be Fusion Summoned. During the Battle Phase only, negate all Spell effects on your opponent's field. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card battles a monster, at the start of the Damage Step: The monster that battles it loses 500 ATK/DEF.
ATK 3000 / DEF 3000
i intentionally create at a lower power level sometimes because it's more fun than thinking "okay, does this deck have 3 combo starters and an omni negate before nibiru". plus typal fusions are always fun to make
Batteryman Swift Charger
Level 2/LIGHT/Thunder/Effect
500/500 ATK/DEF
If this card is Special Summoned: You can Special Summon 1 "Batteryman" monster from your Deck to your field in face-up or face-down Defense Position. While you control a face-up "Batteryman" monster (Quick Effect): You can target 1 monster on the field; change it to face-up or face-down Defense Position, and if you do, Special Summon this card from your hand or GY. You can only use each effect of "Batteryman Swift Charger" once per turn.
Batterman Protoshell
Level 2/LIGHT/Thunder/Effect
0/0 ATK/DEF
(Quick Effect): Discard this card, and if you do, "Batteryman" monsters you control gain 1000 ATK for the rest of this turn. If this card is sent to the GY by a card effect: You can Special Summon 1 "Batteryman" monster from your Deck, also you cannot activate non-Thunder monster effects for the rest of this turn. If a "Batteryman" monster(s) is destroyed while this card is in your GY: You can banish this card; send 1 random card from the opponent's hand to the GY. You can only use each effect of "Batterman Protoshell" once per turn.
Sacred Squall of Mist Valley
Continuous Spell
When this card is activated: you can place 1 “Divine Wind of Mist Valley” from your deck, face up in the field zone, and if you do, you cannot special Summon monsters from your Extra Deck, except WIND monsters, until the end of your next turn. Once per turn you can target 1 “Mist Valley” monster in your GY; Special Summon it, then return 1 other card you control to your hand. You can only activate 1 “Sacred Squall of Mist Valley” per turn.
Scorpion of the Bitter Cold
*3 / EARTH
Insect / Xyz / Effect
2 Level 3 Insect monsters
While this card has material, it can make up to 4 attacks on monsters during each Battle Phase. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 monster your opponent controls; change that target to face-down Defense Position, or if the detached card was a Normal Monster, you can banish that target face-down instead.
ATK 2000 / DEF 1800
this xyz is based on a pair of unreleased-outside-japan normal monsters that are recolours of each other! [nightmare scorpion] [giant scorpion of the tundra]
EARTH •
Level: 3
[ Insect / Normal ]
ATK 900 / DEF 800
A creature that generates nightmares to haunt an opponent, it attacks with four poisonous tails.
Megaloswarm
9* / WATER
Fish / Effect
You can Tribute 3 monsters to Tribute Summon (not Set) this card. If Summoned this way: Discard 2 random cards from your opponent's hand (or their entire hand, if less than 2).
ATK 2900 / DEF 1000
whoops it's a series now (idea for what its art would be: a close up of a bunch of miniature sharks. if it ever got a 3d model in a video game it would reveal - immortal monster styley - that they schooled in the shape of a giant shark)
how'd I skip over this
Djinn Caller
1* / DARK
Fiend / Effect
If this card is Normal Summoned: You can take 1 Level 4 or lower DARK Fiend monster from your Deck, and either Special Summon it or send it to the GY. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect. If you use this card and at least 1 other DARK Fiend monster as part of the requirement for a Ritual Summon, you can treat this card's Level as 1, 2, 3, or 4. You can only use each effect of "Djinn Caller" once per turn.
ATK 0 / DEF 1000
today in things that should not be supported: djinns of rituals
Djinn Sealer of Rituals
2* / DARK
Fiend / Effect
When you Ritual Summon a Ritual Monster, you can banish this card from your GY as part of the requirement. While a monster Ritual Summoned using this card is face-up on the field, negate all monster effects, except monsters with a Level.
ATK 800 / DEF 1300
relatedly. they've got synchro hate, so why not xyz and link hate?
Cannot be Tributed. Once per turn, if your other card(s) leaves the field because of a card your opponent owns: You can draw 2 cards, then discard 1 card. Once per Chain, when your opponent activates a card or effect (Quick Effect): You can shuffle 1 card with the same card type as that card (Monster, Spell, or Trap) from your GY/banishment into the Deck/Extra Deck; return 1 card on the field to the hand, also for the rest of this turn, you cannot shuffle cards with that same card type as that shuffled card to activate this effect of "Lavril, Herald of Glorious Fortuity".```
Covenant of Exodd
Continuous Spell Card
Cannot be targeted or destroyed by your opponent's monster effects. You can Tribute 1 non-Token Monster Card you control or reveal 1 "Forbidden One" monster in your hand; Special Summon 1 "Millennium Servant of the Forbidden One Token" (DARK/Spellcaster/Level 1/300/200), or if you Tributed a "Forbidden One" monster, you can Special Summon 2 Tokens instead. You can send this face-up card to the GY; Fusion Summon 1 Fusion Monster from your Extra Deck by shuffling "Forbidden One" monsters as Fusion Material from your hand, field, and/or GY to the top of the Deck in any order, also for the rest of the Duel, you cannot draw cards by card effects. You can only use each effect of "Covenant of Exodd" once per turn.
I see it tributes monster "cards" as the cost, so you should be able to use the millenium monsters in the backrow? Very interesting card. However, wording on the fusion effect seems a little off? IIRC "Fusion Material" should be mentioned in the effect, no?
or at the minimum just material?
Ah true.
Fixed.
Also, while it can tribute the millennium's in the backrow. I mostly let it do the backrow mons for the specific times of when you have nothing else in hand and have to place a ht in the backrow with wedgu temple and to get rid of it, instead of having 1 less zone for the rest of the duel.
Also for the inevitable Pendulum I'll make for it.



will the millenipendulum summon from S/Ts
Was trying something out for a Metal Gear Rising themed thingie
Havenhound Rufus
Light | ⭐3
| Beast | Effect | | 1500 ATK / 1000 DEF
"If this card is Normal or Special Summoned: Draw 1 card and if it's a "Havenhound" card, you can set it face-down."
Havenhound Daisy
Light | ⭐3
| Fairy | Effect | | 1500 ATK / 1000 DEF
"If you also control a "Havenhound Rufus", this card cannot be destroyed by battle. If this card is sent to the Graveyard: You can Summon 1 Havenhound Token (Fairy-type|LIGHT|Level 1|ATK 0/DEF 0/) to your field."
Havenhound Claude
Light | ⭐3
| Winged Beast | Effect | | 1400 ATK / 2000 DEF
"If this card is used as material for a Fusion Summon: Special Summon 1 "Havenhound" from the deck and if this effect is negated by your opponent, inflict damage equal to the total number of Havenhounds in the Graveyard x 100 to your opponent."
not a custom
@drifting scaffold please keep shitposts to #shitposts_memes
Yuki-Onna, The End Bringer Mayakashi
Level 3/Water/Zombie/Effect
800 ATK/1200 DEF
You can reveal 1 "Mayakashi" card in your hand; Special Summon this card from your hand. If this card is Normal or Special Summoned: Activate 1 of these effects.
● Special Summon 1 "Mayakashi" Monster with an Equal or Lower Level then a 'Mayakashi' monster you control from your Hand or GY.
● Declare 1 Attribute. "Mayakashi" monsters are unaffected by your opponents monster effects of the declared Attribute until the End Phase of the next turn.
You can only use each effect of "Yuki-Onna, The End Bringer Mayakashi" once per turn.
So I made my own one piece and yugioh cross over card what are yalls opinions?
PSCT is almost non existent, and the card is just a Towers that pops a card. I wouldn't stay its the Pinnacle of creativity. Plus, Beast Pirate isn't a,type. And Dragon goes before Effect. As does Ritual, but after Dragon
Problem Solving Card Text
Well the card isn't salvageable. Also the Ritual Spell should have Summon restrictions, not the Ritual Monster. Sio. (I still dislike the card, but.)
Can be Ritual Summoned with a "Beast Ritual" card. When this card is Special Summoned: Destroy 1 card on the field. Twice per turn, this card cannot be destroyed by battle. Unaffected by other card effects.
That said
If you wanna make customs, I'd recommend doing it yourself
I did but this is my first time so I wasn't expecting positive results but thanks
Yea and thanks
Look at other cards with similar effects, and write whT they do
Got it
Havenhound Bloodhound
Light | ⭐4
| Beast | Effect | | 1900 ATK / 1200 DEF
"When this card declares an attack: (Quick Effect) add 1 "Havenhound" from your deck to your hand and if the attack is not negated: Your opponent must reveal the top card in their deck. If this card is destroyed by battle while you control (min:1) Havenhound tokens: You can destroy 1 and discard a card from your hand to target 1 Havenhound from your Graveyard and then Special Summon it."
Havenhound Poodle
Light | ⭐3
| Fairy | Effect | | 1000 ATK / 2000 DEF
"You can Special Summon this card from the deck if you have at least 2 Spell cards in your hand and if summoned this way: This card cannot be an attack target. If this card leaves the field you can add 1 "Havenhound" Spell card from your deck to your hand."
You have no hand size limit. This card, and monsters this card points to, gain 100 ATK/DEF for each card in each player's hand. If a card effect is activated in the hand: You can target 1 card on the field; destroy it. You can only use this effect of "Sakuhime, Radiant Descendant" once per turn.```
Attack of the Moon
Normal Spell
This card remains face-up for 3 of your opponent's turns (destroy it at the end of that turn.) The original level of all face-up monsters on the field becomes 1 (unless it is 10 or higher), also the original ATK/DEF of all Level 1 monsters becomes 500. At the start of each Battle Phase: ATK/DEF of all face-up monsters without a Level becomes 0. If this face-up card leaves the field, except by returning to the hand, destroy all monsters on the field.
Havenhound Dachshund
Light | ⭐4
| Winged Beast | Effect | | 1500 ATK / 1500 DEF
"When a "Havenhound" monster you control is targeted for an attack: (Quick Effect) change the target to this monster and take no battle-damage. When your opponent Special Summons a monster from the Extra Deck while this card is in your Graveyard: Target 1 "Havenhound" in your Graveyard and Special Summon it to your field, and then summon 1 Havenhound Token (Fairy-type|LIGHT|Level 1|ATK 0/DEF 0/) to your field."
Havenhound Cooper
Light | ⭐3
| Beast | Effect | | 1700 ATK / 1700 DEF
"You can discard this card: Summon 1 Havenhound Token (Fairy-type|LIGHT|Level 1|ATK 0/DEF 0/) to your field. If this card is targeted by your card effect(s) while in the Graveyard: All Havenhound Tokens you control gain either of this effects (You can only choose one of these effects):
- Cannot be the target of card effects.
- When destroyed by battle: Add 1 "Havenhound United" from your Deck or Graveyard to your hand."
Helping a friend create her first custom archetype. Anyone have some good rule of thumb they could message me?
just look at some preexisting archetypes and base it off that
Tactical Decision
Normal Spell
Activate only if your opponent controls more monsters than you do. Reveal 5 monsters from your Deck; your opponent chooses 1 to add to your hand, and banish the rest face-down. You can only activate 1 “Tactical Decision” per turn.
Meant to be a Painful Choice retrain; good, but not the most powerful spell card ever printed.
Chaos Emperor Dragon - Herald of Fiend
DARK Level 8 Ritual Dragon
3000 ATK / 2500 DEF
This card can be Ritual Summoned using "Chaos Form.", and cannot be Summoned by other ways unless you banish 2 other monsters from your GY. Once per turn, you can pay 1000 LP and flip face-down 5 of your face-up banished cards; Send all other monsters in both player's hands and field to the GY. This Ritual Summoned card cannot be destroyed while it is face-up.
(weird summoning restriction based off of Tyrant Dragon)
Reptilianfected Soldier
3* / EARTH
Warrior / Gemini / 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 this effect.
• This card becomes a DARK Reptile monster, it gains 500 ATK/DEF, also increase its Level by 3. The first time each turn that each of your Gemini monsters destroys a monster by battle: Inflict damage to your opponent equal to half the destroyed monster's ATK on the field.
ATK 1600 / DEF 800
Corruptible Squire
2* / LIGHT
Warrior / Effect
You can Tribute this card; Special Summon 1 DARK Fiend monster from your Deck, and if you do, it gains 1000 ATK/500 DEF, also replace its effect with this effect.
• Cannot be destroyed by other cards' effects. Once per turn, during the End Phase: Lose 500 LP.
ATK 500 / DEF 1000
there will probably be more near-useless flavour cards about accepting great power in exchange for losing your humanity. you have been warned
Masked Beast Des Gardius sweep?
or even red nova
King of Needles
7* / FIRE
Reptile / Ritual / Effect
You can Ritual Summon this card with "Pyre of Purification". This card can make a second attack on an opponent's monster during each Battle Phase. If this card destroys a monster by battle: You can equip that monster to this card as an Equip Card that gives it 350 ATK. If this card on the field is destroyed: Destroy cards your opponent controls up to the number of Equip Cards that were equipped to this card.
ATK 2650 / DEF 1100
Pyre of Purification
Spell Card (Ritual)
This card is used to Ritual Summon any FIRE Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
8*/LIGHT/Thunder/Effect
(Quick Effect): You can pay 3000 LP; Special Summon this card from your hand or GY. When this card leaves the field: You can gain 5000 LP. You can only use each effect of "The Transcended Thunder" once per turn.```
Lava Springs
Spell Card (Continuous)
You can only control 1 "Lava Springs". Once per turn, during the End Phase: All FIRE monsters on the field gain 500 ATK (permanently), also all non-FIRE monsters on the field lose 1000 ATK (permanently). If a non-FIRE monster's ATK is 0, destroy it. If this card on the field is sent to your GY by a card effect: Inflict 1000 damage to your opponent.
Old Pyric Bathers
1* / FIRE
Pyro / Effect
(Quick Effect): You can discard this card; place 1 "Lava Springs" face-up in your Spell & Trap Zone. If this card is in your GY while you control "Lava Springs" (Quick Effect): You can Special Summon this card. You can only use 1 "Old Pyric Bathers" effect per turn, and only once that turn.
ATK 100 / DEF 500
what if: onsen but active lava volcano
If you control "Temple of the Kings", or a Monster Card that mentions it, you can activate this card the turn it was Set. Special Summon this card as a Normal Monster (Reptile/EARTH/Level 6/ATK 2000/DEF 2200) (this card is also still a Trap), then you can place 1 "Temple of the Kings" from your Deck, GY, or banishment face-up on your field. Except the turn this card was sent to the GY: You can banish this card; add 1 monster that mentions "Temple of the Kings" from your GY or banishment to your hand. You can only use each effect of "Apophis the Hissing Priest" once per turn.
might remove its ability to grab temple from the deck at least to still force you to play scorp
DNA Stasis
Trap Card (Continuous)
All monsters' names/Types/Attributes become their original name/Type/Attribute. Negate any other card effect that changes Monster Card names, Types, and/or Attributes, and if you do, destroy it.
Trap Hole-Tunnelling Horror
Trap Card (Continuous)
When exactly 1 monster is Special Summoned from the Extra Deck: Activate by targeting that monster; Special Summon this card as an Effect Monster (Reptile/DARK/Level 9/ATK 2600/DEF 2900), and if you do, destroy that target. (This card is also still a Trap.) When your opponent activates a card or effect that targets this card in a Monster Zone: You can Set this card to your Spell & Trap Zone. It can be activated this turn.
Yevliss, the Phantasmare Blight Bringer
[Link 3↙️⬇️↘️/Light/Illusion/Link/Effect]
Cannot be Link Summoned. Must be Special Summoned (from your Extra Deck) by banishing 3 face-up cards you control (1 Effect Monster, 1 Continuous Spell, and 1 Continuous Trap). This card's original ATK becomes equal to the number of all face-up cards on the field. Your opponent must Set Spell/Trap Cards before activating them. Once per turn, when your opponent activates a card or effect (Quick Effect): You can destroy all Set cards on the field.
ATK ?
Shinato's Ark - Deck Master
8* / LIGHT
Fairy / Pendulum / Effect
8 / 8
Pendulum Effect
You cannot Special Summon monsters from your Extra Deck. This effect cannot be negated. Cannot be destroyed by card effects. Once per turn, you can activate 1 of these effects:
- Special Summon 1 monster from either GY.
- Banish up to 5 monsters from either GY, and if you do, gain 300 LP for each card banished.
If your opponent activates a card effect while you not control monsters: You can Special Summon this card from the Pendulum Zone.
Monster Effect
Cannot be Normal Summoned / Set. Must be Special Summoned by its own Pendulum effect. You don't take damage from battles involving this card. If this card is destroyed by battle or by your opponent's card effect: You can Special Summon 1 LIGHT Fairy Ritual monster from your hand or Deck, ignoring its Summoning conditions, and if you Summoned "Shinato, King of a Higher Plane" this way, it gains these effects:
- If you inflict damage to your opponent by its effect, you gain LP equal to the damage inflicted.
- If this monster would be destroyed by battle or card effect: You can put this monster in the Spell / Trap Zone as a Continuous Spell Card.
You can only use this effect of "Shinato's Ark - Deck Master" once per duel.
ATK 0 / DEF 0
wow needs more words
@storm pecan Was I a bit too wordy?
well lets put it like this. this text is 1194 characters
the longest pendulum card (which is also the longest card) is 963 characters
well i mean, that's up to you really
But the rest, how does it look?
i dont think it does enough to support shinato
That's just my interpretation of how the anime effect of the Deck Master worked.
Oh, yeah... it wouldn't work all that well. This would be like a filler card in an Anime pack.
But that's how I wanted to do it.
Havenhound German
Light | ⭐4
| Winged Beast | Effect | | 2000 ATK / 1700 DEF
"If a monster you control is destroyed by battle: Switch this card into Defence position and it gains 300 Defence. If this card is destroyed by battle while in Defence position: Target 1 "Havenhound" monster in your Graveyard and Special Summon it to your field and it gains 200 Attack for each Havenhound Token you control."
Havenhound Pompek
Light | ⭐4
| Fairy | Effect | | 1500 ATK / 1500 DEF
"If your opponent's monster declares an attack on this card: Once per turn (Quick Effect), destroy 1 Havenhound Token you control and Special Summon 1 "Havenhound" monster from your Graveyard and switch the attack target to the Special Summoned "Havenhound". When this card is sent to the Graveyard: Destroy all "Havenhound" monsters Special Summoned by this card's effects and then Special Summon 1 Havenhound Token for each monster destroyed by this effect."
Havenhound Pitbull
Light | ⭐4
| Beast | Effect | | 1400 ATK / 2000 DEF
"If this card is Special Summoned from the Graveyard it gains 500 Defence. When a Havenhound Token is destroyed by card effect: Inflict damage to your opponent equal to this monster's current Defence and then you gain Life Points equal to the damage your opponent took."
Finally done with the Main Deck monsters.
Spells can't be blank unaffected for some reason, which is why Solfachord Counter Trap only protects scales from destruction or banish, and Magical Spring protects opp S/T from battle and card eff etc.
The last eff wouldn't work, iirc. A eff copier mon copying a Crystal Beast won't be placed in S/T when destroyed by battle. Not sure why it does that, unless it's meant to combo with a diff card. Relying on your opp to get to Shinato also makes it much worse, imo.
Here's some corrections/shortenings
Once per turn, you can activate either of -> Once per turn, you activate 1 of
for each card banished by this effect -> for each card banished
while you do not monsters on the field -> while you control no monsters
Special Summon this monster from the Pendulum Zone -> Special Summon this card from the Pendulum Zone
ignoring the summoning -> ignoring its summoning
Done, applied the corrections.
Gigaean Mon Larvas
6* / EARTH
Beast / Tuner / Effect
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Larvas" Normal Monster from your hand or field. If Special Summoned by Tributing from your hand, you cannot activate the following effect until the start of your next turn. Once per turn (Quick Effect): You can make your opponent banish the 1 monster they control with the highest ATK (your choice, if tied), and if they do, they also banish all other cards they control in that monster's column.
ATK 2300 / DEF 2200
tried to make it sufficiently powerful to depend on a normal monster. i made this because i found out there was a card [larvas] with a flavourful "evolved" form [mon larvas], so i wanted to make the last step in the chain.
EARTH •
Level: 3
[ Beast / Normal ]
ATK 800 / DEF 1000
A fast-moving, bird-like creature that strangles opposing monsters with its long, thin arms.
Gaean Mon Larvas
5* / EARTH
Beast / Tuner / Normal
This beast's demeanour has not changed, but its strength only grows and its abilities become more numerous. It feels a certain clarity within its mind, but the powers it has unlocked are not ones its simple brain can understand.
ATK 1800 / DEF 1800
filled in the other step on the "chain", made it a tuner because why else would you run this
Let's try and guess the generic card's in the try pack!
Dark Magician:
Doom Box Magician
[Level 6/Dark/Spellcaster/Effect]
(Quick Effect): You can target 1 Spellcaster monster you control and 1 card on the field; Special Summon this card from your hand, and if you do, destroy them. If this card is Normal or Special Summoned: You can give control of this card to your opponent, and if you do, Special Summon 1 Spellcaster monster from from your GY. You can only use each effect of "Doom Box Magician" once per turn.
ATK 2100 / DEF 1200
Magicians' Succession
[Quick Play]
Target 1 Spellcaster monster you control; return it to the hand, and if you do, Special Summon 1 Spellcaster monster with the same Attribute as that target, but 1 Level lower or higher than it. You can only activate 1 "Magicians' Succession" per turn.
HERO:
Meta/Amorphous
[Level 3/Light/Warrior/Effect]
You can reveal 1 Spell in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can reveal 1 Warrior Fusion Monster in your Extra Deck; apply 1 of these effects.
● This card's name becomes the revealed monster's name.
● This card's Attribute becomes the revealed monster's Attribute.
● This card's name can be treated as the name of any monster mentioned on the revealed monster, if used as Fusion Material.
You can only use each effect of "Meta/Amorphous" once per turn.
ATK 1000 / DEF 1000
Fusion of Choice
[Normal Spell]
Add up to 1 "Polymerization" and up to 2 Level 4 or lower Normal Monsters with different Attribute from your Deck to your hand, then shuffle cards from your hand into the Deck equal to the number of monsters you added. You can only activate 1 "Fusion of Choice" per turn.
Mikanko:
Ohirume the Rising Sun
[Level 9/Light/Illusion/Effect]
If you control a monster equipped with an Equip Card: You can Special Summon this card to your opponent's field. You can only use this effect of "Ohirume the Rising Sun" once per turn. If this card is Normal or Special Summoned: The owner of this card adds 1 Ritual Monster, 1 Ritual Spell, or 1 Equip Spell from their Deck to their hand.
ATK 3000 / DEF 3000
The Pearls of Mala
[Equip Spell]
The equipped monster gains 1800 DEF. You can only use each of the following effects of "The Pearls of Mala" once per turn. During your Main Phase: You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including the equipped monster. If this card is sent from the Spell & Trap Zone to the GY: You can equip this card to 1 face-up monster on the field, then you can change its Battle Position.
Mathmech dark monster
DARK | Level 4 | [ Cyberse / Effect ] | ATK 1500 | DEF 500
During the Main Phase, if this card is in your hand or GY, you can (Quick Effect): Special Summon 1 "Mathmech" Xyz Monster from your Extra Deck (but you cannot activate non-"Mathmech" monster effects on the field while you control it), and if you do, attach up to 4 "Mathmech" cards from your hand or GY to it as material, including this card. (This is treated as an Xyz Summon using cards on the field as material.) If this card is sent to the GY, you can: Target 1 "Mathmech" card in your GY or banishment, except "Mathmech dark monster"; add it to your hand. You can only use each effect of "Mathmech dark monster" once per turn.
Mathmech dark monster... TWO!
DARK | Level 4 | [ Cyberse / Tuner / Effect ] | ATK 500 | DEF 1500
If this card is in your hand or GY, you can: Special Summon this card, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. A "Mathmech" monster that was Synchro or Xyz Summoned using this card on the field as material gains the following effect.
● Once while face-up (Quick Effect): You can send 1 face-up card your opponent controls to the GY.
You can only use each effect of "Mathmech dark monster... TWO!" once per turn.
@gray elk because I know how much you love bad card design
this is crazy
is the second one not giving the eff if attached by the first intentional?
no but thats really annoying now that you pointed it out

rewrote 🙂
circular is now 6 disruptions
ip (2), alemb using mr two (1), superfactorial (3)
to be fair konami does this all the time
Havenhound Marz
Light | ⭐8
| Fairy | Fusion | Effect |* | 0 ATK / 1900 DEF
"Havenhound Pompek" + 1 "Havenhound" or Light Attribute monster
"If your opponent's monster declares an attack on this card: Once per turn (Quick Effect), destroy 1 Havenhound Token you control: This monster can't be destroyed by battle this turn, lower the attacking monster's ATK by 300 (Until the End Phase) and when you take battle damage: Inflict half the difference in you and your opponent's Life Points to your opponent as damage and then this card gains the ATK of the monster that attacked until the end of your turn."
Havenhound Kenshi
Light | ⭐8
| Winged Beast | Fusion | Effect | | 2500 ATK / 1900 DEF
"Havenhound German" + 1 "Havenhound" or Light Attribute monster
"If a monster you control is destroyed by battle: Target 1 monster in the Graveyard and gain the targetted monsters ATK until your opponent's next turn. If a monster is switched into DEF position: Destroy 1 Havenhound Token and if you do: Switch that card into ATK position."
Havenhound Bruno
Light | ⭐8
| Beast | Fusion | Effect | | 1900 ATK / 2500 DEF
"Havenhound Pitbull" + 1 "Havenhound" or Light Attribute monster
"If you Fusion Summon this card using monsters in your Graveyard as Fusion material it gains 500 DEF. Once per turn you can switch this card into DEF position and if you do: switch this card into ATK position on your next turn and then swap this card's ATK and DEF."
Local Fusion Ordinance
Continuous Spell
Monsters cannot be used as fusion material, except monsters in the hand or on the field. While you control a fusion summoned monster your opponent cannot target this card with card effects.
• Until the end of the next turn, neither player can use monsters with the same Type and/or Attribute as the Monster Cards used for that Summon for a Fusion, Synchro, Xyz, or Link Summon.
• Until the end of the next turn, neither player can use monsters with the same Type and/or Attribute as the Summoned monster(s) for a Fusion, Synchro, Xyz, or Link Summon.
You can only activate 1 "A Grudge Bound By Gold" per turn. If you control no cards, you can activate this card from your hand.```
the basic tl;dr is that it goes like this
- your opponent uses a fire beastwarrior and an earth warrior for a light fiend
- you use this
- now you either lock both players out of using 1 of the following as material for 2 turns
— fires, earths, beast warriors, and warriors
— lights and fiends
Version 2
If your opponent Fusion, Synchro, Xyz, or Link Summons a monster(s) using a Monster Card(s): Target 1 of those monsters; until the end of the next turn, neither player can use monsters with the same Type as that target for the Summon of a monster of that card type (Fusion, Synchro, Xyz, or Link). You can only activate 1 "A Grudge Bound By Gold" per turn. If you control no cards, you can activate this card from your hand.
Titanium Crusader
Earth/Rock/Ritual/Effect LV 12 2400/2600
You can Ritual Summon with a "Titanium" card. If you drew a card this turn, you can (Quick Effect): Ritual Summon this card from your hand, by Tributing 1 other "Titanium" monster from your hand or field. If this card is Ritual Summoned: Target cards your opponent controls, up to the number of Ritual monsters in your GY; destroy them, also destroy this card. If a "Titanium" monster you control is destroyed by card effect: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Titanium Crusader" once per turn.
Titanium Advancer
Earth/Rock/Ritual/Effect LV 12 2300/2700
You can Ritual Summon with a "Titanium" card. If you drew a card this turn, you can (Quick Effect): Ritual Summon this card from your hand, by Tributing 1 other "Titanium" monster from your hand or field. If this card is Ritual Summoned: during the next Draw Phase, draw 1 card, also destroy this card. If a "Titanium" monster you control is destroyed by card effect: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Titanium Advancer" once per turn.
Titanium Defender
Earth/Rock/Ritual/Effect LV 12 1500/3500
You can Ritual Summon with a "Titanium" card. If you drew a card this turn, you can (Quick Effect): Ritual Summon this card from your hand, by Tributing 1 other "Titanium" monster from your hand or field. If this card is Ritual Summoned: add 1 "Titanium" monster from your Deck to your Hand, also destroy this card. If a "Titanium" monster you control is destroyed by card effect: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Titanium Defender" once per turn.
@steady badger good card design 
i wanted to make a ht archetype that isn't t0
also ritual cause i'm a mitsu high atm
hmm maybe i should make the returning bodies banish themselves
i dont think this is true
thus the 
do you want it to be farfa or smth
idk what other removal to add here
the cards are already somewhat complicated when it comes to chaining them so i wanted the removal to be more simplistic
also counting gy makes you not overextend with the gy eff
making you pick between making a rank 12 and keeping them in gy
which is kinda good card design, no?
i also thought making you draw during their turn was smart....
Advanced Restoration
Spell Card (Ritual)
This card is used to Ritual Summon any Dinosaur Ritual Monster. You must also Tribute monsters from your field or hand whose total levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
Parasolo Scouter
4* / EARTH
Dinosaur / Ritual / Effect
You can Ritual Summon this card with "Advanced Restoration". Once per opponent's turn (Quick Effect): You can reveal 1 Dinosaur Ritual Monster in your hand; this card's Level becomes the same as that monster's Level until the end of this turn. During your opponent's turn (Quick Effect): You can discard 1 Ritual Spell; apply that card's effect that Ritual Summons a monster(s).
ATK 1300 / DEF 1900
does this break anything (don't worry, i will make more dino rituals)
Honestly no this doesn’t break anything atm
i'm not sure if the continuous effect would allow you to activate ritual spells during their turn
you'd have to say "as if they were quick-play spells" or something
afaik all the examples in the game for that effect are either quick plays or traps
Yep
Magical muskets have normal traps, continuous traps, and quick plays
Runicks specify quick plays
ok fixed it
Amber-Pteradorned
6* / WIND
Dinosaur / Ritual / Effect
You can Ritual Summon this card with "Advanced Restoration". This card can attack directly, but if it does so using this effect, the battle damage your opponent takes is halved. When this card is targeted for an attack or by an opponent's card effect: You can banish this card until your next Standby Phase.
ATK 2000 / DEF 1500
this is being designed for "what if speed duel had new cards and also tried to fill niches that had never been filled before. like dino rituals"
D.D. Dragon Champion
7* / LIGHT
Dragon / Fusion / Effect
"Different Dimension Dragon" + 1 Warrior monster
Must be either Fusion Summoned, or Special Summoned from your Extra Deck by shuffling the above banished cards you own into the Deck. This card that was Special Summoned by either method is unaffected by your opponent's card effects, unless they target this card. At the start of the Damage Step, if this attacking card battles a monster: Banish that monster face-down.
ATK 2400 / DEF 2500
dd warrior riding dd dragon. wouldn't that be cool?
Artsy Bug - Ant-Shaves
⭐1 / EARTH
{Insect/Effect} 1600 ATK / 0 DEF
"You can Special Summon this card from your Deck when a "Artsy Bug - Pencilpede" is sent to the Graveyard, and if you do: Special Summon 1 "Artsy Bug - Ant Shaves" from your hand. When this card declares an attack it gains 800 ATK until the End Phase."
Artsy Bug - Pencilpede
⭐1 / EARTH
{Insect/Effect} 0 ATK / 1600 DEF
"When this card is destroyed by battle while you control an Xyz monster: Attach 1 monster from your Deck as an Overlay Unit."
Artsy Bug - Paper Papillion
⭐1 / WIND
{Insect/Effect} 500 ATK / 700 DEF
"You can Special Summon this card from your Deck while you control an "Artsy Bug - Crumbled Cocoon" in the Graveyard. Once per turn: Tribute this card and discard 1 card: Add 1 "Artsy Bug" from your Graveyard to your hand, except "Artsy Bug - Paper Papillion". When this card is sent to the Graveyard: Special Summon 1 "Artsy Bug - Sketched Larvae" from your Deck."
Cybernetic Dinosaur
Level 7 LIGHT Dinosaur Effect
2500 ATK / 1900 DEF
This card is also treated as a Machine while in your hand, face-up on the field, or GY. If your opponent controls no Attack Position monsters, you can tribute 1 monster; this card can attack directly during each Battle Phase this turn. If this card inflicts Battle Damage to your opponent, until the end of the next turn your opponent cannot activate Spell cards or effects.
Pot of sieve
If you control 3 or more other cards, draw 2 cards, then for the rest of the turn, you cannot draw cards from "pot" card effects
Chrome Sorcerer
5* / LIGHT
Spellcaster / Effect
If only your opponent controls a monster, you can Special Summon this card (from your hand). If Special Summoned this way: Banish up to 2 Normal Spell Cards with different names from your Deck face-up, and if you do, at the end of your opponent's turn, add those banished cards to your hand. You can only use this effect of "Chrome Sorcerer" once per turn.
ATK 1800 / DEF 1300
spicy but in a lower-power way
somehow barely less formidable than time magic hammer 👀
(but crazier if one keeps walkin into it)
Technically you can equip it to an opponent's monster. And since you control it, you get to use the effect if you attack into that monster.
brilliante
Exodia Servant - Loyal Cerberus
LIGHT | ⭐3
{ Beast | Effect } / [ATK 900 / DEF 2000]
"When this card is Normal or Special Summoned while you control no Spell/Trap cards and your opponent controls monsters: (Quick Effect) Add 1 "of the Forbidden One" card from your deck to your hand. This card can attack a number of times equal to the amount of "Forbidden One" cards in your Graveyard during each Battle Phase."
Exodia Servant - Fallen Angel
WIND | ⭐5
{Winged-Beast | Effect} / [ATK 1000 / DEF 1000]
"If you have a "Forbidden One" card in your hand, you can lower this card's level by 1. Once per turn: Banish this card from your Graveyard until the End Phase: All "Forbidden One" monsters you control can't be destroyed by battle or card effects."
Exodia Servant - Deserted Whale
WATER | ⭐10
{Beast | Effect} / [ATK 3100 / DEF 2500]
"You can lower this card's level by 2 for each "Exodia Servant" and "Forbidden One" card you control while in the hand. When this card is targetted for an attack while in Face-Down Defence position: Shuffle 1 "Heart of the Forbidden One" from your Graveyard into your deck."
Could not resolve English data for searches: atk 900 / def 2000, atk 1000 / def 1000, atk 3100 / def 2500
Artsy Bug - Erase-Mite
EARTH | ⭐1
{Insect/Effect} / (ATK 800 / DEF 800)
"You can Special Summon this card from your Deck when a "Artsy Bug - Pencilpede" is sent to the Graveyard, and if you do: Special Summon 1 "Artsy Bug - Erase-Mite" from your hand. When a Plant-type monster is sent to the Graveyard you can equip it to his card: This card gains 1000 ATK."
Artsy Bug - Tape-Shelly
EARTH | ⭐1
{Insect/Effect} / (ATK 0 / DEF 1000)
"If you control another "Artsy Bug" while this monster is destroyed by battle: You take no battle damage. When you Special Summon 1 Level 1 monster while this card is in your Graveyard: Fusion Summon 1 Insect-type Fusion monster from Extra Deck by banishing Fusion material in your Graveyard."
Artsy Bug - Crumbled Cocoon
EARTH | ⭐1
{Insect/Effect} / (ATK 100 / DEF 900)
"This card cannot be destroyed by battle. Once per turn: Tribute this card and add 1 "Artsy Bug" monster from your deck to your hand."
"Traptrix" Support
https://www.duelingbook.com/deck?id=17827220
4 cards | 2 monsters, 2 Traps
This garden's got a lot more nasty surprises up its sleeve, with 2 pairs of new cards to not only bolster its consistency and ability to play through disruption, but also to disrupt back, as well!
The Illusory Dandy
7* / DARK
Spellcaster / Fusion / Effect
1 Spellcaster Normal Monster + 1 Spellcaster monster
Once per turn, during the Standby Phase: Toss a coin and apply this effect.
• Heads: The turn player chooses 1 other monster you control, and makes it gain 1000 ATK.
• Tails: The turn player chooses 1 monster your opponent controls, and destroys it.
ATK 2500 / DEF 2600
he is fickle, after all. he sometimes saves people (on your side), and sometimes commits crimes (on your opponent's side). this is just me experimenting with effects at a sorta-speed duel power level, as always
D.D. Bug
1* / LIGHT
Insect / Flip / Effect
FLIP: Target 1 monster your opponent controls; banish that target, also banish this card.
If this face-down card leaves the field by a monster effect on the field, and is now in the GY or banished: Banish the monster whose effect caused this card to leave the field.
ATK 150 / DEF 300
banish.dek has a man eater bug because it might have needed it in the past
and the nobleman said begone
Snake Arts - Venom Strike
Quickplay Spell
Apply 1 of these effects: ●
You cannot control monsters for the rest of this Duel, except 1 "Master Kyonshee", also Special Summon 1 "Master Kyonshee" from your hand, Deck, GY or banishment. ● For the rest of the Duel, monsters named "Master Kyonshee" you control gain 250 ATK/DEF, then you can destroy up to 1 monster with less ATK than a "Master Kyonshee" you control.
Ox Arts - Stubborn Defense
Continuous Spell
You can't Special Summon monsters, except "Master Kyonshee". Choose Monster, Spell or Trap. "Master Kyonshee" you control gains 250 ATK, also it is unaffected by the effects of cards tour opponent controls of the chosen type.
Rooster Arts - Dawn Declaration
Normal Spell
You cannot control monsters for the rest of this Duel, except 1 "Master Kyonshee", also add 1 "Master Kyonshee" and/or 1 card that mentions it from your Deck to your hand, except "Rooster Arts - Dawn Declaration, and if you do, for the rest of this Duel, monsters named "Master Kyonshee" you control gain 250 ATK/DEF. You can only activate 1 "Rooster Arts - Dawn Declaration" per turn.
Rat Arts - Shadow Ambush
Normal Trap
Apply 1 of these effects: ● You cannot control monsters for the rest of this Duel, except 1 "Master Kyonshee", also Special Summon 1 "Master Kyonshee" from your hand, Deck, GY or banishment. ● For the rest of this Duel, monsters named "Master Kyonshee" you control gain 250 ATK/DEF, also if you control "Master Kyonshee", return 1 card on the field to the hand.
Dragon Arts - Hoard Wisdom
Normal Trap
For the rest of this Duel, you cannot control monstsrs, except 1 "Master Kyonshee", also monsters you control named "Master Kyonshee" gain 250 ATK/DEF. Then, you can choose 1 "Master Kyonshee" you control, and if you do, draw 1 card for every 1000 ATK it has. You can only activate 1 "Dragon Arts - Hoard Wisdom" per turn.
Starry Knight Procession
Quick-Play Spell
Special Summon 1 “Starry Knight” monster, or 1 Level 7 LIGHT dragon monster from your hand, it cannot be destroyed by battle this turn. If a LIGHT monster you control is returned from the field to your hand while this card is in your GY: You can add this card from your GY to your hand.
sorry to butt in, do you guys prefer the yugioh cardmaker? What do you think of the ygopro card maker?
Expanding Slime
1* / LIGHT
Aqua / Flip / Effect
If this card was flipped, its Level/ATK/DEF become 10/1500/3000. If this card inflicts battle damage to your opponent: Destroy this card, and if you do, all face-down monsters your opponent currently controls cannot be Flip Summoned, also all face-down Spells/Traps your opponent currently controls cannot be activated.
ATK 150 / DEF 300
it expands. it's slimy. what more do you want.
Cutlass Mantis
5* / EARTH
Insect / Effect
You can Special Summon this card (from your hand) by sending to the GY 1 Equip Card on either field that is equipped to an Insect monster. You can only Special Summon "Cutlass Mantis" once per turn this way. At the start of the Damage Step, if this card attacks a Defense Position monster: You can destroy that monster.
ATK 2150 / DEF 850
i just think it would be cool tbh if you could make a sword transform into an insect
Digit Destroyer
4* / DARK
Cyberse / Effect
If this card is Summoned: Declare a number that is a multiple of 50 (including 0). While this card is face-up on the field, monsters whose original ATK and/or DEF is the declared number cannot be Special Summoned or activate their effects. You can only control 1 "Digit Destroyer".
ATK 1230 / DEF 1230
what decks does this kill
duel links computer arbitrarily declaring 2000 (and it works!)
Qmira, the Extradimensional Vampire
6* / LIGHT
Psychic / Effect
You can Special Summon this card (from your hand) by revealing 1 other Psychic monster in your hand and paying 2000 LP. You can only Special Summon "Qmira, the Extradimensional Vampire" once per turn this way. This card Summoned this way can attack directly. If this card inflicts battle damage to your opponent: Gain LP equal to the damage inflicted.
ATK 2000 / DEF 2000
because my delirious late-night mind said "psychic vampire"
Bystial World
Field Spell Card
Activate this card by declaring either LIGHT or DARK attribute. Your opponent's monsters in the GY become the declared attribute. You cannot Special Summon monsters from the Extra Deck during the turn you activated this card or this card's effects, except LIGHT or DARK Synchro Monsters. You can activate 1 of these effects once per turn, depending on the declared attribute:
- LIGHT: Special Summon 1 LIGHT Spellcaster Tuner monster from your Deck, then, if you control a "Bystial" monster, immediately afterwards, Synchro Summon 1 monster from your Extra Deck by using cards you control.
- DARK: Special Summon 1 DARK Dragon monster from your GY, then, if you control a LIGHT Spellcaster Tuner monster, you can banish 1 monster from your opponent's GY.
You can only activate 1 "Bystial World" per turn.
Missed opportunity to call it “A Bystial World”
Umbral Horror Stone Solider
Level 4 DARK Fiend Effect Monster
0 ATK/DEF
If this card is Normal Summoned OR Special Summoned by "Umbral Horror" monster effect:
You can Normal Summon 1 "Umbral Horror" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.). You can target up to 2 "Umbral Horror" monsters you control and declare level 2 or 5: Those targeted monster levels become that level. You can only use each effect of "Umbral Horror Stone Solider" once per turn.
Twilight Ray Flow
Rank 4 Light Spellcaster Xyz
ATK 2300/DEF 1500
(This card is always treated as an “Umbral Horror” card.)
2 level 4 Fiend monsters
You can detach 1 Xyz Material from this card; your opponent reveals a card in their hand and places it on top of their deck, then apply the following effect depending on the card revealed:
-Monster: Special Summon an “Umbral Horror” monster from your Deck, then your opponent draws a card.
-Spell/Trap: Your opponent shuffles their deck.
(Quick Effect): You can send a Spell card from your hand or field to the GY; Special Summon a “Number 104: Masquerade” using this card you control as material. (This is treated as an Xyz Summon. Transfer all Xyz Material.)
You can only use each effect of “Twilight Ray Flow” once per turn.
Umbral Horror Deceiver
Level 4 LIGHT Fiend Effect Monster
0 ATK
0 DEF
A "Number" Xyz Monster that has this card as material gains this effect.
● If this card is Xyz Summoned, you can: Add 1 "Barian's" Spell/Trap card from Deck to your hand.
You can only use each of the following effects of "Umbral Horror Deceiver" once per turn. If this card is added to your hand, expect by drawing it: You can Special Summon this card and 1 "Umbral Horror" monster from your hand or GY, expect "Umbral Horror Deceiver". If this card is Normal or Special Summoned: You can add 1 "Don Thousand" or "Umbral Horror" card from Deck to your hand, except "Umbral Horror Deceiver".
Sargasso the Barian’s Battlefield
Field Spell
When either player Special Summons a monster from the Extra Deck, you may apply the following effects in sequence:
-If the Summoned monster was not an Xyz Monster; the player who summoned it takes 500 damage and banishes the top 4 cards of their deck face down.
-Add an “Umbral Horror” monster from your deck or GY to your hand. This effect can only be applied once per turn.
Your opponent cannot activate cards or effects in response to the activation of your cards and effects that target an Xyz Monster you control.
Umbral Horror Shade
Level 2 DARK Fiend effect monster
0 ATK/DEF
If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 4 or 5 monster. You can send 1 Level 2 Fiend monster from your Deck to the GY, except “Umbral Horror Shade”; Special Summon this card from your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Number" and DARK XYZ monster. You can only use this effect of "Umbral Horror Shade" once per turn. This card can be treated as 2 materials for the Xyz Summon of a Fiend Xyz Monster that requires 3 or more materials.
DNA Surgeion
Level 4 EARTH Fiend Effect Monster
1500 ATK/500 DEF
You can discard this card from your hand: Ser 1 "DNA" Trap from deck to your GY. You can only use this effect of "DNA Surgeion" once per turn.
Though on the card I made?
D.D. Sentinel
5* / LIGHT
Warrior / Effect
You can Special Summon this card (from your hand) by banishing 1 Level 4 or lower monster you control. Your opponent cannot activate cards or effects in response to your activated effects that include banishing a card(s), or that activate by banishing a card(s).
ATK 1300 / DEF 2300
does this break anything
Fusion/Level 8/DARK/Warrior/Effect
ATK/3000 DEF//200
2 “Ninja” monsters
Control of this card cannot switch.
If your opponent activates a effect or card that targets a card(s) you control: You can target card(s) you control that would be an appropriate target, that card(s) become the new target for that effect/card.
Once per turn(Quick Effect): You can flip 1 face-down monster you control face-up Defense Position, and if you did, Special Summon 1 “Ninja” from your hand or Deck ignoring its Summoning conditions, with a different Type from the monster you flipped face-up. ```
``` Noble Ninja Daimon
Level 4/Pendulum/DARK/Fiend/Effect
⬅️9️⃣➡️
ATK/600 DEF/1800
Monster Effect
If a card is flipped face-up, you can Special Summon this card (from your hand).
If this card is Special or Flip Summoned: You can add 1 “Ninja” monster from your Deck to your hand.
If a “Ninja” monster is Special Summoned while this card is while this card is in the Extra Deck: You can place this card in one of your Pendulum Zones.
You can only use each effect of “Noble Ninja Daimon” once per turn.
Pendulum Effect
(This card is treated as a “Ninjitsu Art” card while on the Pendulum Zone)
During your Main Phase: You can pay 1000 LP, add 1 “Ninjitsu Art” card from your Deck to your hand.
You can only use this effect of “Noble Ninja Daimon” once per turn. ```
Level 4/Pendulum/DARK/Beast-Warrior/Effect
⬅️0️⃣➡️
ATK/1600 DEF/1200
Monster Effect
If this card is Normal, Special or Flip Summoned: You can target 1 “Ninja” monster in your GY except “Lunar Ninja Tsukihara”; Special Summon it, but negate its effects.
During the Main Phase (Quick Effect): You can Fusion Summon using “Ninja” monsters from your hand or field, if you would Fusion Summon a “Ninja” monster, you can also use 1 monster in your Deck as Fusion Material.
If a “Ninja” monster or “Ninjitsu Art” Spell/Trap leaves the field while this card is in the Extra Deck: You can place this card in one of your Pendulum Zones.
You can only each effect of “Lunar Ninja Tsukihara” once per turn.
Pendulum Effect
(This card is treated as a “Ninjitsu Art” card while on the Pendulum Zone)
If your opponent activates a card or effect in response to a “Ninja” monster effect (Quick Effect): You can negate the activation, then change 1 “Ninja” monster you control into face-down Defense Position.
You can only use this effect of “Lunar Ninja Tsukihara” once per turn. ```
Spaceman of Light
4* / LIGHT
Beast / Effect
If you control no other cards: You can Tribute this card; add 1 Level 9 or higher LIGHT Beast monster from your Deck to your hand, then draw 2 cards, also until the end of your opponent's turn after this effect resolves, you can only Special Summon once, and you cannot activate card effects, except Level 9 or higher LIGHT Beast monsters'. You can only use this effect of "Spaceman of Light" once per turn.
ATK 0 / DEF 1950
gx reference
Candelato, the Beast of Light
12* / LIGHT
Beast / Effect
You can Special Summon this card (from your hand) by discarding 2 cards with different names. Gains 1000 ATK/DEF for each card in your hand. If Special Summoned by its own procedure, this card gains the following effects.
• Skip your Draw Phase.
• You cannot add cards from your Deck to your hand, except by drawing.
• When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card; negate the activation, and if you do, banish it.
ATK 0 / DEF 0
beefed up the card that the above was designed for.
Keeper of the Jewels
2* / LIGHT / Scale 8/8
Psychic / Pendulum / Effect
(No Pendulum Effect)
(Monster Effect) When a card or effect is activated that would destroy a Pendulum Monster Card(s) on the field (Quick Effect): You can Tribute this card from your hand or field; negate the activation, and if you do, place it on the bottom of the Deck.
ATK 500 / DEF 1500
it's pendulum support but it's also pendulum hate because of all those "do thing, then destroy this card" effects.
Metaversal Jar
N/A / EARTH / SE, SW
Cyberse / Link / Effect
2 Level 4 or lower monsters
Cannot attack. Gains 1500 ATK for each face-down Defense Position monster it points to. Your opponent cannot target face-down Defense Position monsters you control for attacks or with card effects. Once per turn, when your opponent activates a card or effect, you can (Quick Effect): Immediately after this effect resolves, Flip Summon 1 monster.
ATK 0 / LINK-2
Pegasus Aura
Spell Card
Target 1 "Number 44: Sky Pegasus" you control; equip that target to 1 other Xyz Monster you control as an Equip Card with these effects.
• The equipped monster can make a second attack during each Battle Phase.
• The equipped monster cannot be destroyed by battle, except with an Xyz Monster.
• If your opponent pays LP to activate a card or effect, immediately after that effect resolves while you control the equipped monster, inflict damage to your opponent equal to the LP paid.
sky pegasus had an equip effect that never got used. i tried to make it work, adding the extra effects that the anime version had
Dark Kaiser Sea Horse
4* / DARK
Sea Serpent / Effect
You can Tribute this card; Special Summon 1 Level 7 or higher non-LIGHT Normal Monster from your hand or Deck. You can banish this card from your GY; Special Summon 1 Level 7 or higher non-LIGHT Normal Monster from your GY or banishment. You can only use 1 "Dark Kaiser Sea Horse" effect per turn, and only once that turn.
ATK 1650 / DEF 1700
Doppelganger Meeting
Spell Card (Quick-Play)
During the Main Phase, if there are 2 monsters with the same original Level/Rank and Type on the field (1 DARK and 1 non-DARK): Destroy as many cards on the field as possible, and if you do, banish them, also both players lose 1000 LP. You cannot conduct your Battle Phase the turn you activate this card.
Chaos Elf
8* / DARK
Spellcaster / Fusion / Effect
"Mystical Elf" + "Dark Elf"
While this card is on the field, it is also LIGHT. At the start of the Battle Phase (Quick Effect): You can banish this card (until the End Phase), then target 1 Normal Monster you control; until the end of this turn, that target gains 2800 ATK/DEF, also other monsters you control cannot attack. If this card on the field is destroyed and sent to the GY: You can pay 1000 LP; Special Summon this card.
ATK 2800 / DEF 2800
had to really stretch to do something about paying lp to fit with dark elf.
Lightray Vorse Raider
4* / LIGHT
Beast-Warrior / Effect
At the start of the Battle Phase (Quick Effect): You can discard this card; this turn, if your LIGHT monster battles an opponent's monster, at the end of the Damage Step, destroy that opponent's monster. You can banish this card from your GY; add from your Deck or banishment to your hand, 1 Level 6 or higher LIGHT monster that cannot be Normal Summoned/Set. You can only use this effect of "Lightray Vorse Raider" once per turn.
ATK 1900 / DEF 1200
tried to play into the other lightray effects about manipulating light monsters in gy/banish
Fantasma Risonante
[Link 1⬇️/Earth/Illusion/Effect]
1 Level 4 monster
You can only Special Summon "Fantasma Risonante(s)" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Vaalmonica" monsters. You can Tribute this card; place Resonance Counters on 1 card in your Pendulum Zone that you can place a Resonance Counter on, so it has 3 Resonance Counters. A "Vaalmonica" monster that was Link Summoned using this card on the field as material gains this effect.
● Your opponent cannot activate cards or effects in response to this card's effect activations.
ATK 0
Even with these restrictions, I know this card could still be potentially busted. I want to put the idea out there anyway, though.
Overlay Network Collision Field
Normal Spell
If you have not Special Summoned from the Extra Deck this turn: You can reveal any number of Field Spells with different names from your Deck, and if you do, Special Summon 1 Xyz monster from your Extra Deck with a Rank equal to the number of Field Spells revealed, then attach all of those Field Spells to the Summoned monster as material. A monster summoned with this effect cannot be used as Xyz material, also any Xyz material attached to it that would be sent to the GY is banished instead.
Jam-Signal Enhancer
Trap Card
Activate 1 or both of the following effects, and resolve in sequence. This card's activation and effect cannot be negated.
• Special Summon 1 "Spell Canceller" from your hand or Deck, but while it is on the field, you cannot Special Summon monsters.
• Equip this card to 1 "Spell Canceller" you control.
The equipped monster's effect, "Spell Cards, and their effects on the field, cannot be activated. Negate all Spell effects on the field", becomes "Your opponent cannot activate Spell Cards or their effects on the field. Negate all Spell effects your opponent controls."
inspired by /r/ygo saying there should be an amplifier for spell canceller, also made it a summon.
Var Angello, Vaalmonica Chaos
[Level 8/Dark/Fairy/Synchro/Effect]
1 Tuner + 1 non-Tuner Fairy monster
For this card's Synchro Summon, you can treat 1 "Vaalmonica" monster you control as a Tuner. Gains 500 ATK for each
Resonance Counter on your field. You can only use each of the Following effects of "Var Angello, Vaalmonica Chaos" once per turn. Once while face-up on the field (Quick Effect): You can send 1 "Vaalmonica" Normal Spell/Trap from your Deck to the GY; apply whichever effect on that card includes gaining LP. If this card is sent to the GY: You can add 1 Fiend "Vaalmonica" monster from your Deck or face-up Extra Deck to your hand.
ATK 1500 / DEF 2500
Var Dimonno, Vaalmonica Cosmos
[Rank 4/Light/Fiend/Xyz/Effect]
2 Level 4 monsters, including a Fiend monster
You can detach 1 material from this card; this card gains 500 DEF for each Resonance Counter on your field. You can only use each of the Following effects of "Var Dimonno, Vaalmonica Cosmos" once per turn. Once while face-up on the field (Quick Effect): You can send 1 "Vaalmonica" Normal Spell/Trap from your Deck to the GY; apply whichever effect on that card includes taking damage. If this card is sent to the GY: You can add 1 Fairy "Vaalmonica" monster from your Deck or face-up Extra Deck to your hand.
ATK 2500 / DEF 1500
Synchron High Road
Field Spell Card
Your opponent cannot activate cards or effects in response to the effects of Synchro monsters that use "Synchron" cards as Synchro materials. When this card is activated: Add either 1 "Junk" monster or 1 "Synchron" monster from your Deck or GY to your hand, then you can send 1 Level 2 or lower Warrior or Machine monster from your hand or Deck to your GY. You cannot Special Summon monsters from the Extra Deck during the turn you activated this card's effect, except Synchro monsters. You can only use this effect of "Synchron High Road" once per turn.
Curse of the Dark Elf
Trap Card
During your opponent's turn: Your opponent gains 300 LP for each monster on the field, and if they do, for the rest of this turn, your opponent takes all damage you would take from attacks or from their card effects, also any effect that would make them gain LP inflicts the same damage to them instead.
Do you think something like this break cards that banish face-down as a cost like Desires?
If it could be searched then would it be any better?
I know it's still gimmicky, I'm just trying to play with a mechanic that doesn't exist for the fun of it
Even if you could run 6 or 9 of this, you still have to draw desires
Unless there's a deck that would specifically want this, it's kinda useless
Your only single payoff in the game is desires
And Eater of Millions I guess
ngl looking at graydle power level this could allow popping itself
I just don't want to self trigger
The idea is to search big slime + whatever
Then pop UFO + the card you searched
Don't mean to sound rude, but is this AI generated?
Yes, altho it i had to do some editing
Anyway it's meant to be this thing
And it got it close enough
Here's the background if you care
Warwolf of the Ruined Valley
4* / EARTH
Beast-Warrior / Fusion / Effect
1 Level 4 or lower Beast-Warrior monster + 1 Zombie monster
At the start of the Damage Step, if this card battles a monster: You can destroy that monster, and if you do, banish it. If this Fusion Summoned card would be destroyed, you can banish 1 monster from your GY instead.
ATK 2100 / DEF 1750
once more i go to the well of "type combos i never see". this time: a wolfman with skull weapons and armour
Good Zombie Housekeeping
Trap Card
Draw 1 card for every 3 of your banished Traps (max. 2 cards drawn). You can banish this card from your GY; Set 1 "Good Zombie Housekeeping" from your Deck.
Goblin Judgement
Trap Card (Counter)
When exactly 1 monster would be Summoned: Change Attack Position monsters you control whose total Levels equal or exceed the Summoned monster's original Level to face-up Defense Position, and if you do, negate the Summon, and if you do that, destroy it.
Can I get an opinion/direction?
im trying to do a Greek/olympus based archetype but im having troubles. Any ideas or “what not to dos”?
maybe try to not make it too generic unless its on purpose?
there is no wrong way to do a archetype tbh
just make sure the cards work in harmony
Steam Caterpillar
2* / EARTH
Machine / Flip / Effect
FLIP: Your opponent places cards from their GY on the bottom of their Deck in any order until they have 5 or fewer cards in their GY. Your opponent cannot activate effects in the GY in response to this effect's activation.
If this face-down Defense Position card is destroyed: Special Summon 1 Level 4 or lower Machine or Insect Flip monster from your Deck in face-down Defense Position.
ATK 600 / DEF 750
mechanical reverse needle worm??
Approaching Soulsnatcher
3* / DARK
Illusion / Effect
If this card is discarded to the GY to activate a Spell Card or effect: Target 1 face-down Defense Position monster your opponent controls; banish it, and if you do, if you discarded at least 1 card other than this card, draw 1 card. If this card battles a monster, neither monster can be destroyed by that battle.
ATK 1400 / DEF 100
if we're supporting random cards, (mst archetype) let's support one of the most useless cards in history, darkness approaches
Neo Change
Spell Card (Quick-Play)
Target 1 "HERO" monster you control; send it to the GY, also after that, if it left the field by this effect, Special Summon 1 "HERO" monster that mentions both "Metamorphosis" and that target's name from your hand or Deck, ignoring its Summoning conditions.
an excuse to print neo bubbleman again
The Blight of Vines
5* / DARK
Plant / Fusion / Effect
1 Plant monster + 1 Zombie monster
Once per turn: You can target 1 monster on the field; destroy it. If another monster(s) on the field is destroyed: Each player Special Summons 1 "Vine-Blighted Token" (Plant/DARK/Level 1/ATK 0/DEF 0) to their field for each of their monsters that was destroyed. These Tokens do not prevent their controller's opponent from attacking directly. While there is a Plant Token(s) on the field, this card gains 1000 ATK for each, also your opponent cannot target it with card effects.
ATK 1000 / DEF 1000
never-seen type combos continue
Jewelled Effigy
4* / LIGHT
Rock / Effect
If this card is Normal or Special Summoned: You can banish 1 Level 4 or lower monster from your Deck, face-up; this card becomes that monster's Attribute, it can be treated as 2 Tributes for the Tribute Summon of a Normal Monster of that Attribute, also this turn you can Tribute Summon 1 monster in addition to your Normal Summon/Set. For the rest of this turn, you cannot activate effects of monsters with the same name as that banished monster. You can only use this effect of "Jewelled Effigy" once per turn.
ATK 300 / DEF 1900
Mind-Absorbing Jar
Trap Card
When your opponent's monster activates its effect by discarding itself from the hand: Target that monster in the GY; Special Summon this card as an Effect Monster (Rock/DARK/Level 2/ATK 0/DEF 1500) (this card is NOT treated as a Trap), and if you do, equip that target to it. Negate the effects of monsters with the same name as a monster equipped to this card. During your End Phase: You can add all cards equipped to this card to your hand, and if you do, destroy this card.
handtrap hate that's useless due to it being a trap anyway, but maybe in a better, slower time, this could have resolved
the continuous trap; temple of the kings!
...gets negated.
Neo-Mefist, the Cthonian Chieftain
7* / DARK
Fiend / Effect
You can Special Summon this card (from your hand) by Tributing 1 Level 5 DARK Fiend monster. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card inflicts battle damage to your opponent: Make your opponent discard 1 random card. Once per turn: You can destroy as many cards in the Field Zone as possible, and if you do, inflict 1000 damage to your opponent, and if you do that, this card gains ATK equal to the damage dealt.
ATK 2200 / DEF 2300
parshath can have fun, why not his demonic enemy
There's a Skull Servant on your lawn, there's a Skull Servant on your lawn
There's a Skull Servant on your lawn, we don't want Skull Servants on your lawn
I know you're tall, dark and dead, you wanna bite all the beanpods off of my head, then eat the Life Points of the one who Summoned me here (NOOOOOO!)
Fun fact, I was inspired after seeing Lonefire Blossom and Copy Plant and thinking "hey, these are literally just Sunflower and Imitater"
Attrition
Continuous Spell Card
Once per turn, if a monster on the field is not destroyed by battle: That monster loses ATK equal to the monster's ATK that attacked it. You can send this card to the GY: Add 1 "Hinotama" or "Meteor of Destruction" from your Deck or GY to your hand. You can only use this effect of "Attrition" once per turn.
i should continue my plantinator archtype
i like this card
the gimmick of plantinators is that the link monsters are tuners
and their link scale is their tuner level
NEW CARD
Normal Spell Card
Target 1 Sea Serpent, Beast or Dinosaur in the field, banish it, then apply a effect corresponding to the banished monster Type:
•If the banished monster was a Sea Serpent: Special Summon 1 Fish monster from your Deck or Extra Deck with a level lower than the banished monster, also its ATK becomes 0 until the end of this turn.
•If the banished monster was a Beast: Special Summon 1 Beast-Warrior monster from your Deck or Extra Deck with a level lower than the banished monster, it cannot activate its effects until the end of this turn.
•If the banished monster was a Dinosaur: Special Summon 1 Reptile monster from your Deck or Extra Deck with a level lower than the banished monster, your opponent draws 1 card
You can only activate 1 “The Next of our Kin” once per turn. ```
what was I drunk on when making these years ago...
"Nekroz" Support
https://www.duelingbook.com/deck?id=18006897
4 cards | 1 monster, 1 Ritual Monster, 1 Spell, 1 Trap
I heard that there's a fun little archetype that just needs a little more push in terms of ceiling and consistency to match other decks in the game right now...
Defense Paralysis
Continuous Trap Card
Change all monsters your opponent controls on the field to Attack Position.
How would I describe an effect of "Opponent sends half the cards they control to the GY" Rounded up?
1 card = 1 send, 2 cards = 1 send, 3 card = 2 send, 4 send 2, 5 send 3....
Alba Zoa has this similar thing, But its always rounded down
●For every 2 cards in your Extra Deck, send 1 card from your hand or Extra Deck to the GY.
Green Flame Champion
4* / FIRE
Pyro / Effect
If this card is Normal Summoned: Change it to Defense Position. This Defense Position card cannot be destroyed by battle. Once per turn, when an opponent's monster declares an attack against another monster you control: You can negate that attack.
ATK 1900 / DEF 1300
now the shield really does block any attack. also, green because blue was used already
Toon Bickuribox
7* / DARK
Fiend / Effect
If you control "Toon World", you can Special Summon this card (from your hand) by Tributing 1 "Toon" monster you control. You can only Summon "Toon Bickuribox" once per turn this way. When this card is Normal or Special Summoned: You can add 1 Spell/Trap that mentions "Toon World" on its text from your Deck or GY to your hand. You can only use this effect of "Toon Bickuribox" once per turn. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly. Once per turn, if you control "Toon World": You can destroy 1 Defense Position monster your opponent controls.
ATK 2300 / DEF 2000
Toon Dark Rabbit
4* / DARK
Beast / Effect
If you control "Toon World", you can Special Summon this card (from your hand). You can only Summon "Toon Dark Rabbit" once per turn this way. Once per turn: You can discard 1 card; its original ATK and DEF becomes doubled until the end of your opponent's turn. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly.
ATK 1100 / DEF 1500
Puffin Soldier
1* / WATER
Winged Beast / Flip / Effect
FLIP: Target 1 monster on the field and 1 monster with the same original Attribute in the GY; shuffle those targets into the Deck.
ATK 450 / DEF 200
my speciality is "existing cards but weirder"
[power wall]
Seal Seal
3* / WATER
Beast / Effect
If this card is Summoned: Choose 1 of your opponent's Main Monster Zones; while this card is on the field, negate the effects of any monster in that Zone.
ATK 900 / DEF 1500
i've never seen this kind of effect done
Wildlife Protection Decree
Spell Card (Continuous)
Activate by choosing 2 out of Beast, Winged Beast, Insect, Fish, or Reptile. Your opponent cannot target monsters of the declared Type(s) with card effects or for attacks. If this card leaves the field by your opponent's card effect, and is now in your GY or banishment: Inflict 500 damage to your opponent, plus 500 for each monster they control.
Does it matter if Trap Monsters are Continuous or Normal traps? I know Continuous are both Trap & Monster, while Normal are only Monsters. Does it really matter which one I chose?
As long as you’re consistent it doesn’t really matter outside of a few interactions with stuff like Draco, eldlich, and imperial custom
Now I just need to chose for flavour I guess
Their effects are all similar:
Target a card in a specific place (or Look at & Target), Change its own name to that target, then apply bonus effect
Composer is HAND, Shuffles target into the deck then opponent draws 1.
Eater is FIELD and negates its effects
Desires is EXTRADECK, and lets you search an archetype monster with lower ATK.
Whispers is GY and summons it to your field.
Is "Look at & Shuffle 1 card in your opponents hand, Then they draw 1" too strong of an effect?
Cyber Seagull Scavenger
3* / WATER
Winged Beast / Effect
If this card is Normal Summoned: Your opponent places 5 Spells/Traps in their GY (or all, if less than 5) on top of their Deck in any order.
ATK 1100 / DEF 350
there was going to be a higher level monster with an effect that popped off from this but i couldn't make it work
Invasion: Vengeance
Spell Card (Continuous)
(This card is always treated as a "Predap" and "Starving Venom" card.)
If this card is activated: Add 1 "Predaplant" monster from your Deck to your hand. Your opponent cannot activate monster effects in response to this effect's activation. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK monsters (Plant or Dragon). The effects of your "Predaplant" monsters and "Polymerization" and "Fusion" Spells cannot be negated. Once per turn, during the End Phase: Gain 500 LP for each card on the field with a counter. You can only activate 1 "Invasion: Vengeance" per turn.
because i think cards whose names are set names are cool
Magical Reclaimer
4* / LIGHT
Spellcaster / Effect
You can reveal 1 Spell/Trap in your hand; set 1 "Spell Reclamation" or "Trap Reclamation" from your Deck. It can be activated this turn. You can only use this effect of "Magical Reclaimer" once per turn. You do not discard cards to activate "Spell Reclamation" or "Trap Reclamation". If this card is destroyed by battle and sent to the GY: Add it to your hand.
ATK 1000 / DEF 1000
Orichalcos Deuteros
Field Spell Card
Activate this card by sending a "The Seal of Orichalcos" you control. This card's name becomes "The Seal of Orichalcos" while it's on the field, and it gains the effects of "The Seal of Orichalcos" that was sent to the GY after this card was activated. You cannot Special Summon monsters from the Extra Deck. You can only use each effect of "Orichalcos Deuteros" once per turn. During your Main Phase: You can gain 500 LP for each monster you control. If your opponent declares an attack: You can Tribute 1 monster you control; negate the attack. You can only activate "Orichalcos Deuteros" once per duel.
Master Duel Lore: The key to solving this mystery may be a truth that emerges from beyond the "Megalith" themselves.
The Beyond To Hen
[Level 8/Wind/Fairy/Synchro/Effect]
1 Tuner + 1+ non-Tuner monsters
(This card is always treated as an "Megalith" card.)
For this card's Synchro Summon, you can treat 1 Ritual Monster you control as a Tuner. TBD
The Beyond Psyche
[Level 8/Fire/Zombie/Fusion/Effect]
1 Ritual Monster + 1 Effect Monster
(This card is always treated as an "Megalith" card.)
Must first be Special Summoned (from your Extra Deck) by Tributing the above cards you control. TBD
The Beyond Nous
[Rank 8/Water/Psychic/Xyz/Effect]
2 Level 8 monsters
(This card is always treated as an "Megalith" card.)
For this card's Xyz Summon, you can treat Ritual Monsters you control as Level 8 monsters for material. TBD.
The Beyond Physis
[Link 2↙️↘️/Earth/Plant/Effect]
2 monsters, including a Ritual Monster
(This card is always treated as an "Megalith" card.)
Zephyric Magician
7* / WIND
Spellcaster / Normal
The paragon of the elusive Grandstorm Mage Clan, her skills with wind manipulation magic are beyond compare. She has been forced to venture beyond her homeland as threats to the clan come from far and wide.
ATK 2400 / DEF 2000
Familiar of the Grandstorm Clan
1* / WIND
Winged Beast / Effect
(Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 "Zephyric Magician" or 1 "Grandstorm Clan" monster, except "Familiar of the Grandstorm Clan", from your Deck. You can only use this effect of "Familiar of the Grandstorm Clan" once per turn.
ATK 500 / DEF 0
yet another archetype idea that'll be mildly speed duel and is another excuse to create high level wind normals
Domain of the Dragons
Continous Spell Card
Activate this card while you control a "Five-Headed Dragon" that was Fusion Summoned. Non-Dragon monsters on the field cannot attack or activate their effects.
Storm Magic Attack
Spell Card
If you control "Zephyric Magician": Shuffle 1 monster and 1 Spell/Trap your opponent controls into the Deck, also after that, if the number of monsters and number of Spells/Traps your opponent controls are not the same, shuffle either monsters or Spells/Traps into the Deck so your opponent controls as many monsters as they do Spells/Traps.
Cone Coney
2* / EARTH / Scale 9/9
Beast / Pendulum / Normal
(Pendulum Effect) If your opponent Special Summons a monster(s) with 2000 or more ATK: You can shuffle that monster(s) with 2000 or more ATK into the Deck, then destroy this card.
(Normal text) This safety-conscious bunny always warns its friends of danger with the traffic cone it wears on its head.
ATK 150 / DEF 1150
but what's the 🔷
Cards of the Unchanging
Spell Card
Banish from your hand 2 Normal Monsters with different Types, Attributes, and Levels, then draw 3 cards. You can only activate 1 "Cards of the Unchanging" per turn.
Sea-Beast of a Forgotten Age
7* / WATER
Sea Serpent / Fusion / Effect
1 WATER Sea Serpent monster + 1 WATER monster
If this Fusion Summoned card attacks a Defense Position monster, inflict double piercing battle damage. Once per turn, during the Battle Phase (Quick Effect): You can Tribute 1 other WATER monster from your hand or field; destroy up to 2 Spells/Traps your opponent controls.
ATK 2900 / DEF 500
the intended materials are lost blue breaker and piercing moray. both are water monsters released in generation force, both have tribute based effects, and both were added very early in duel links.
Molten Rocket
6* / FIRE
Pyro / Effect
During your opponent's Main Phase, if this card is in your hand or field (Quick Effect): You can target 1 monster your opponent controls; banish both that target and this card. During your End Phase: Return both that opponent's monster and this card to the GY, and if you do, destroy all monsters your opponent controls.
ATK 2400 / DEF 400
rocket crash but with lava
Hello
I made a viable Gate Guardian (pretend it's like 2002 and the modern support doesn't exist), let me know if it makes any sense 🙂
Gate Guardian
DARKNESS
Level 11
[Warrior/Effect]
3750/3400
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Sanga of the Thunder", "Kazejin", and "Suijin". This card is additionally treated as a LIGHT, WIND and WATER monster, aswell as a Spellcaster-, Aqua-, and Thunder-type monster. Up to three times per turn during either player's turn, if an opponent's card or effect is activated (Quick effect): Banish 1 of the materials used for the Tribute Summon of this card from your GY; negate the activation, then destroy that card. If this card would be destroyed by card effect, you can add 1 "Sanga of the Thunder", "Kazejin", or "Suijin" from your banishment to your GY instead, then you gain 300 LP. If you gained 3000 LP through this effect, you win the Duel.
Maybe a tad too op idk
Definitely too op for 2002, forget about pretending it's 2002 xd
there are some effects that do practically nothing like the attribute and type changes and the win the duel condition
and the card is already impractically long
if you struck those effects you would be able to fit some better effects on the card
Fair point, thanks!
I copied the attribute change from the anime, but yea it seems very impractical irl
Negate Negate Negate
Counter-Trap
If the activation of a card or effect that negates the activation of a card or effect is negated: You can negate the effect that negates an activation, and is the highest in the chain, then you can draw 3 cards.
Troll card
I got it from slackermagician
That person is crazy
Tribe-Burning Virus
4* / WATER
Pyro / Effect
You can Tribute this card and discard 1 card; destroy as many monsters on the field as possible that share a Type with another monster on the field, and if you do, inflict 500 damage to each player for each of their monsters destroyed. You can only use this effect of "Tribe-Burning Virus" once per turn.
ATK 1500 / DEF 1000
the token cannot gain an effect, it'd be better if you applied an effect on it
Which is a better name for my Dessert Dino boss monsters?
(Its a contact fusion)
Trufflesaurus Rex (sounds better to say)
Triflesaurus Rex (more fitting, since it is just a fusion of other desserts)
Tokens can't gain effects?
Don't the asmodeus tokens have effects?
View this Q&A entry on db.ygoresources.com, translated straight from KONAMI's database!
If "Asmo Token" and "Deus Token" are Summoned by Darklord Asmodeus' effect, and Skill Drain is activated afterwards, can the "Asmo Token" be destroyed by card effects, and can the "Deus Token" be destroyed by battle?
Tokens are treated as Normal Monsters, and have no effects.
Therefore, even if Skill Drain begins applying after the Tokens are Special Summoned, the "Asmo Token" still cannot be destroyed by card effects, and the "Deus Token" still cannot be destroyed by battle. (Note that these tokens are indestructible due to Darklord Asmodeus' effect.)
I had this idea for a new card but I don’t think I’m thinking correctly, so to speak
I need to look more into it before being solid on the idea
Battlin’ Boxer Deity Dempshy
5*/ FIRE
WARRIOR/XYZ/EFFECT
3 level 5 “Battlin’ Boxer” monsters
You can also Xyz “Battlin’ Boxer Deity Dempshy” by discarding one “rank-up-magic” spell card and using “Battlin’ Boxer King Dempshy” you control as Xyz material (Xyz material attached to that monster also become Xyz material on this card.) This card is unaffected by the effects of other cards. You can detach one material from this card and declare one type of card: for the rest of this turn, all “battlin’ boxer” monsters you control are unaffected by that type of card. Once per turn, If this card has “Battlin’ Boxer King Dempshy” as a material, you can discard that material and summon as many “Battlin’ Boxer” monsters from your graveyard as possible, except “Battlin’ Boxer King Dempshy” or “Battlin’ Boxer Deity Demphsy”
ATK 2700 / DEF 2000
Damnn interesting
i'm not sure a random soul charge and a weak towers is what the deck needs
they need actual disruptions that are worth running
the counter traps are barely worth
i could see them just pivoting to resilient bodies with counter traps being the disruptions, but you need better traps and more ways to search them
I see the deck as going and countering and pushing through negates but yeah, every deck would benefit from some reliable aqctive disruption. This was a card idea i randomly had this morning while iw as working
I did have an idea for a counter trap that would be a rank up counter card where if your Xyz card is targeted by an opponents card or would be effected by an opponents card, you can negate that effect and then rank up the targeted card/one Xyz on your field
Dark Core Caster
3* / DARK
Spellcaster / Effect
If this card is Normal or Special Summoned: Add 1 "Dark Core" from your Deck to your hand, then you can return 1 card you control to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with that returned card's name.
ATK 1400 / DEF 0
i picked a generic from a pre-gx set to support
That is not a disruption
Seven Swords Synchron
3* / EARTH
Machine / Tuner / Effect
If this card is sent to the GY as Synchro Material: Target the monster Synchro Summoned using this card as material; equip this card to it as an Equip Card that gives it 700 ATK/DEF. While this card is equipped by its own effect to a Synchro Monster with "Warrior" in its original name, you can activate that monster's effects as Quick Effects.
ATK 700 / DEF 700
i planned to make this a negate that destroyed itself but seven swords warrior's third effect can miss timing sadly. there's limited use for this, therefore, aside from in response to attack declaration
Level 4, DARK, Fairy, Effect
1800 ATK / 1800 DEF
This card's name becomes "Medius the Pure" while in your Deck, field, GY, or banishment. If this card is Normal or Special Summoned: You can add to your hand, or send to your GY, 1 "Theorealize" card from your Deck. If this card is sent to the GY: You can send from your Deck to the GY, or return from your banishment to the GY, 1 monster whose original name is "Medius the Pure". You can only use each effect of "Medius the Realized" once per turn.```
Thats crazy
Decisive Power of Absolute Destiny
Normal Trap Card
Declare 1 Monster Card name; your opponent looks at their Deck, reveals 1 of the declared monsters if there is any, the opponent Special Summons the declared monster in Attack Position, ignoring its Summoning conditions. If you control "Arcana Force 0 - The Fool", you can give control of that card instead, and if you do, that card gains the next effect:
- When you Summon an "Arcana Force" monster, or activate the effect of a Spell / Trap that involves a coin toss, your opponent chooses which effect to apply without tossing a coin.
You can only activate "Decisive Power of Absolute Destiny" once per turn.
High Risk HERO – Dead Mans Hand
A Dreadscythe-style boss monster
DARK / Level 8 / Warrior / ATK 2500 / DEF 2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) if the combined total Levels of all “HERO” monsters in both players’ Graveyards is 12 or higher.
This card gains 500 ATK for each “HERO” monster in either player’s Graveyard.
When this card is Special Summoned: You can add 1 “Dead Man’s Dice” from your Deck to your hand, and if you do, immediately equip it to “High Risk HERO – Dead Man’s Hand” you control.
If this card is destroyed by battle or card effect: You can toss a coin, and if the result is Tails, Special Summon 1 “High Risk HERO – Dead Man’s Hand” from your Graveyard, ignoring its Summoning conditions.
Help?
Neo Hero Kid
2* / EARTH
Warrior / Effect
You can shuffle this card from your hand or field into the Deck; add 2 cards from your Deck to your hand, that are "Metamorphosis", or mention it ("HERO" cards and/or "Change" Quick-Play Spells). You can only use this effect of "Neo Hero Kid" once per turn.
ATK 300 / DEF 600
one day i will make the other neo heroes lol
Bro just made Mitsurigi support and pretended we wouldn't notice
Elemental HERO Clay Guardian
4* / EARTH
Warrior / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 1 "Elemental HERO Clayman" and 1 "Metamorphosis" from your hand and/or field to the GY. This card's name becomes "Elemental HERO Clayman" while on the field. If this card is Special Summoned: Inflict 200 damage to your opponent for each card they control.
ATK 0 / DEF 2800
ok there you go here's the other canonical neo hero
"Morganite" Support
3 cards + 1 generic | 3 Spells, 1 Fusion Monster
https://www.duelingbook.com/deck?id=18140530
Unleash the true power of these strange crystals, further enhancing your capabilities and making you more...obnoxious.
Psychic Elf
4* / LIGHT
Psychic / Flip / Effect
When an opponent's card or effect targets this face-down card (and no other cards) and would destroy it (Quick Effect): You can change this card to face-up Defense Position, and if you do, negate the activation. If this card was flipped face-up, your opponent cannot target it with card effects or for attacks unless they pay 800 LP. You can only control 1 "Psychic Elf".
ATK 800 / DEF 2000
i think flip monsters that don't have on-flip effects is a great design space and it's often surprising how early in the game that was introduced
Not sure if it's early, but the earliest one is from 2010s, no? If you even count Worm Linx, since it got mistranslated to have FLIP: in the text here. If not that, it becomes Aroma Jar in Arc V era.
Grrrrrrr aroma jar
jigen bakudan
spear cretin
both written as "FLIP:" but their effects do not apply on-flip, they apply after they are flipped
Jigen Bakudan
2* / FIRE
Pyro / Flip / Effect
During your Standby Phase, if this card was flipped face-up: Tribute this card; destroy all monsters you control, and if you do, inflict damage to your opponent equal to half the destroyed monsters' total ATK.
ATK 200 / DEF 1000
Spear Cretin
2* / DARK
Fiend / Flip / Effect
If this flipped card is sent to the GY: Each player targets 1 monster in their own GY; each player Special Summons the target from their GY in Attack Position or face-down Defense Position.
ATK 500 / DEF 500
Oh true, forgot about Spear cretin.
Pandemonium Arrythmia (RUSH DUEL)
Level 7 / FIRE / Illusion / Effect
You can normal summon this card without tributing if you have 3000 or less LP.
CONTINUOUS EFFECT:
This card's attacks pierce.
2500 ATK / 2000 DEF
i had a dream in which they revealed yugioh nines and this was the protag boss monster
i don't know why it was named after heart disease
its art was like a weird snake creature with arms and three heads. the middle head didn't have a face and the other two had human faces
also the card frame was in landscape orientation for some reason
three heads
MAXIMUM ARCHETYPE LETS GOOOOOOOOO
Yknow, not that far off with yudias' galactica cards being named after forgetfulness
Red Nova Resonator
Level 1, FIRE, Fairy, Tuner, Effect, 0/0
If this card is Normal or Special Summoned: You can increase this card's Level by up to 2. You can only use the following effects of "Red Nova Resonator" once per turn, also you cannot Special Summon monsters from the Extra Deck during the turn they're activated, except DARK Dragon Synchro Monsters. You can reveal this card in your hand; Special Summon 1 Level 4 DARK Fiend monster with an ATK between 1600 and 1800 from your Deck. If "Red Nova Dragon" is Synchro Summoned to your field, while this card is in your GY: You can banish this card and 1 "Red Dragon Archfiend" from your GY; Set 1 "Red Reign" from your Deck.
How much ATK and Defence can a Trap Monster have?
It seems no trap monsters have above 2100 ATK
3k
Continuous Trap
Target 1 monster your opponent controls: Special summon this card as a Normal monster (Fiend/DARK/Level 5/ATK 1000/DEF 1000). (This card is also still a Trap.) This cards name becomes the targeted monsters name, Also, Negate the targeted monsters effects. You can only activate "Shroudspoken: Eater of Worlds" once per turn.```
Current idea for first card in full
Would adding a GY effect be overkill on it?
(Its gonna be part of an archetype)
Level 3/Earth/beast
800/2000
If this card you control is used as Synchro Material for a "Aesir" monster, you can treat it as a level 4. You can only use each of the following effects of "Sleipnir the Ascendant Aesir's Beasts of the Nordic Alfar" once per turn.
● If this card is Normal or Special Summoned: you can send 1 "Nordic" monster from your Hand or Deck to the GY, except "Sleipnir the Ascendant Beasts of the Nordic Alfar"; add 1 "Nordic" monster from your Deck to your Hand.
● If you control a "Aesir" or "Nordic" monster: you can Special Summon this card from your GY, but banish it when it leaves the field.
-----------------------------
Heimdall, Watchman of the Aesir
Level 7/water/warrior/synchro
1 "Nordic" Tuner + 1+ non-Tuner monsters
1500 atk/3000 def
If this card is used for a Synchro Summon of a "Aesir" monster, this is treated a as 2 monsters. You can only use each of the following effects of "Heimdall, Watchman of the Aesir" once per turn.
● If this card is Special Summoned: you can target 1 card on the field; destroy it, and if you destroyed a card you controlled, you can Special Summon 1 "Nordic" monster from your Hand, GY, or Banishment.
● When your opponents activates a card or effect that would destroy or banish a card you control, while you control a "Aesir" or "Nordic" card: You can either return this card to Extra Deck or Special Summon this card from your GY or Banishment, and if you do, Your opponent's activated effect becomes "Until the end phase, all your opponent's "Aesir" or "Nordic" monsters cannot be destroy or banished by your card effects.". You can only use each effects of
-----------------------------```
Link 2/fairy/light
2 monsters, including 1 "Aesir" or "Nordic" monster.
Down left arrow and down right arrow
2300
Monsters this card points to cannot be targeted with card effects, and if this card points to a "Aesir" monster, this card cannot be targeted for attacks. If this card is in your GY: You can Shuffle 3 "Aesir" and/or "Nordic" cards from your Banishment into your Deck, and if you do, return this card to the Extra Deck, then you can Special Summon 1 "Frigg, Mother of the Aesir and the Nordic" from your Extra Deck. You can only use this effect of "Frigg, Mother of the Aesir and the Nordic" once per turn. "Aesir" Monsters this card points to gain the following effect.
● Once per turn, (Quick Effect): You can banish 1 "Aesir" or "Nordic" from your Hand or Field (until the End Phase), then target 1 card your opponent controls; destroy it, then if you banished a "Aesir" monster to activate this effect, you can banish 1 card on the field or in your Hand.```
Can I ask on what do you yall think, I would like feedback on balance and stuff
is Frigg supposed to be "banish 1 card on the field or in YOUR hand? (for its bonus condition for banishing an Aesir)
Sleipnir is nice, Heimdall is nice, Frigg seems a lil bit of a Winmore but a fun one
Yes
Got it just checking since I dont know Nordics at all lol
[Alviss of the Nordic Alfar]
DARK •
Level: 4
[ Spellcaster / Effect ]
ATK 1500 / DEF 1000
If only this card is banished by the effect of a "Nordic" Link Monster: You can send to the GY, 1 "Nordic" monster you control and 2 "Nordic" monsters from your Deck, whose total Levels equal 10, then Special Summon 1 "Aesir" monster from your Extra Deck. If an "Aesir" monster(s) in your possession is sent to your GY by your opponent's card: You can banish this card from your GY; Special Summon 1 "Aesir" monster from your Extra Deck, with a different name from the cards in your GY. You can only use this effect of "Alviss of the Nordic Alfar" once per Duel.
Ah checks out
The only reason why it has that, is to trigger this. Fun fact, it used to not banish from hand as the additional effect but alviss does not trigger on cost
The line here is to banish alviss from hand and summon Heimdall in the opponents turn to pop 1 and have another pop and banish if Heimdall is in the Frigg zone
And also alviss is not once per turn, so you can do it again
So this just turns into poor man's detonator with the strongest kill next turn
Is there PSCT to describe the following?
Send cards from the opponetns deck to the GY, But those cards cannot activate effects in the GY.
Need it for one of my customs.
Look at top 5 of opponents deck, Copy one of their names & mill the rest, But without their GY effects
Excavate the top 5 cards of your opponent's Deck (all, if less than 5), then choose one, and this card's name becomes the chosen card's name. Place the chosen card on top of the Deck, also send the rest to the GY. For the rest of this turn, neither player can activate the effects in the GY of cards with any of the sent cards' original names.
Discipline Fairy
4* / LIGHT
Fairy / Flip / Effect
FLIP: Gain 1000 LP.
When your opponent activates a card or effect that targets a face-down card(s) you control (Quick Effect): You can discard this card; negate the activation, and if you do, send it to the GY. During the End Phase, if this effect was activated this turn: Special Summon this card from your GY in face-down Defense Position.
ATK 500 / DEF 1800
why did i give flips a handtrap? why did i base it off of hysteric fairy? who knows
Perfect, thanks!
Meteor Rose Dragon
[Level 12/Fire/Dragon/Synchro/Effect]
1 Synchro Tuner + 1+ non-Tuner Synchro monsters
If this card is Synchro Summoned during your turn: You can activate this effect; until the end of this turn, negate any monster effects your opponent activates. Once per turn, at the start of the Damage Step, if this card attacks: You can banish all other cards on the field, also this card can make a second attack in a row. If this card leaves the field: You can target 1 of your Level 7 or lower "Rose" Synchro Monsters or Plant Synchro Monsters that is banished or in your GY; Special Summon it.
ATK 3400 / DEF 2800
Witch of the Blazing Rose
[Level 3/Fire/Plant/Synchro/Tuner/Effect]
1 Tuner + 1 non-Tuner monsters
If this card is Synchro Summoned: You can target 1 "Rose Dragon" monster in your GY; Special Summon it, but negate its effects, also destroy it during the End Phase. You can only use this effect of "Witch of the Blazing Rose" once per turn. Once per turn (Quick Effect): You can target 1 monster you control; increase or reduce its Level by 1 or 2, then, immediately after this effect resolves, Synchro Summon using this card you control.
ATK 1200 / DEF 900
Anyone interested in making dominus custom cards, considering the new support? 
OG Labyrinth remakes
Labyrinth tank might be a bit busted. The entire thing is extremely busted if one would choose to play with the modern support integrated into the deck. Which I personally am not a fan of
Are these made in the context of the dm era power level?
Because in the current format these are honestly pretty weak
Yes i love playing with old cards. I remade these to be pretty strong in older formats
I am not that deep in what modern cards are supposed to be able to do. I would guess that all these cards wouldn't hold up against modern decks because they have basically zero protection and flooding possibilities?
Evenly Mulched
Trap Card
At the end of the Battle Phase, if your Plant monster(s) was destroyed during this Battle Phase: Make your opponent send cards they control to the GY up to the number of your Plant monsters destroyed during this Battle Phase. If you control no monsters, and at the start of this Battle Phase you controlled 2 or more Plant monsters and no other monsters, you can activate this card from your hand. You can only activate "Evenly Mulched" once per turn.
inspired by a twitter thing
Spell/equip
You can reveal this card and you can reveal 1 other "Doom-Z" card in your hand; take 1000 damage, then, add 1 "Doom-Z" card from Deck to your Hand, and if you reveal 1 other "Doom-Z" card to activate this effect, you can destroy 1 face-up card on the field or in your Hand. You can only use this effect of "Doom-Z Victory "D.O.O.M.V.O.N"" once per turn. A "Doom-Z" monster equipped with this card, or a WIND Machine Xyz Monster that has it as material, gains these effects.
● Your opponent cannot banish this card with card effects.
● Once per turn (Quick Effect): You can target cards on both sides of the field, up to the number of equipped card on this card; destroy them, then if you destroyed a "Doom-Z" card(s), you can add 1 of those destroyed "Doom-Z" cards from your GY or Banishment.```
Sven
EARTH
2*
[Warrior/Effect]
150/300
Place 1 card from your hand at the bottom of your deck, in order to look at the bottom card of your deck.
Noooo not sven
sooo look at that same card? 👀
also procs cold focus!
Rate the card.
Everyone talking about errataing Halq to be less generic, when we could just make a new crystron centric crystron link.
This one I desided for the mat to be a lil harder, in it requiring a mon+an extra deck type mon.
but its summoning condition is slightly easier if a crystron is used.
allowing for it to be, a crystron syncro on field, and any mon in hand.
or an extra deck on field, and crystron in hand.
as for what it does when it comes on field, summons a crystron from deck, then locks into machine. So you have to play crystrons if you playing this.
as for the on ops turn effect, I wanted bro to be a combination of citree, rion, and quan. Hence the name QuanCitRion. Also it having 1500 atk, since each of the 3 have 500 on both sides.
limited it a bit more in that instead of any non tuner, its just up to 1 crystron monster from each of the locations.
Rapid Horseman – Thundering Gallop
Attribute: EARTH
Level: 8
Type: Beast-Warrior / Fusion / Effect
ATK/DEF: 2800 / 2200
Materials: “Battle Ox” + “Mystic Horseman”
Must first be Fusion Summoned, or Special Summoned by tributing a Level 6 or higher Beast-Warrior Fusion monster you control.
(1) If this card is Special Summoned: You can destroy 1 Spell/Trap your opponent controls, and if you do, add 1 “Polymerization” from your Deck or GY to your hand.
(2) Once per turn, at the start of the Damage Step, if this card battles a face-up Beast-Warrior, Warrior, or Rock monster: Destroy that monster.
(3) If this Fusion Summoned card leaves the field because of your opponent’s card: Return it to the Extra Deck, then Special Summon 2 EARTH Normal Monsters from your hand, Deck, or GY.
Snake Shedding Counter
Trap Card (Counter)
Activate 1 of the following effects.
• When your opponent activates a card or effect targeting your Reptile monster(s) on the field: Special Summon 1 "Shed Skin Token" (Reptile/EARTH/Level 1/ATK 0/DEF 0) in Defense Position, and if you do, negate the activation, and if you do that, destroy it.
• When an opponent's monster targets your Reptile monster for an attack: Special Summon 1 "Shed Skin Token" in Defense Position, and if you do, change the attack target to it and perform damage calculation.
Precisely
Still better than the effect of "shuffle your deck" that this brain monster had lmao
● Wicked Thorn: (Quick Effect): You can Tribute 1 Plant monster on either field; inflict damage to your opponent equal to that monster's DEF, then if you Tributed a monster you control, you can Special Summon up to 2 monsters that mention "Black Rose Dragon" from your Deck, but they cannot activate their effects. HOPT
● Mimic Plant: You can target 1 face-up "Black Rose Dragon" or Plant monster on the field; Special Summon this card from your hand, then you can make this card's Level becomes equal to that monster's Level, and if it does, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. HOPT.
● Black Verger: You can discard this card; immediately after this effect resolves, Normal Summon 1 Plant Tuner. If "Black Rose Dragon" or a Plant Tuner is Summoned to your field while this card is in the GY: You can Special Summon this card. HOPT
● Gloom Bud: If you control "Black Rose Dragon" or a monster that mentions its: You can send 1 Plant monster from your Deck to the GY; Special Summon this card from your GY. Hopt.
Chaos Garvas
6* / LIGHT
Beast / Effect
If you Tribute Summon this card, the Tribute must be LIGHT or DARK. This card gains effects based on the original Type of the monster(s) Tributed for its Tribute Summon.
• LIGHT: Unaffected by your opponent's Spell effects.
• DARK: Unaffected by your opponent's Trap effects.
ATK 2700 / DEF 1000
but yeah i think it's really fun to work with the design tools used by ygo nowadays but at a lower level. it's why they should make, say, new cards that could have fit in edison, or in goat, or in other old formats. feels like something magic would do.
Sunlight the Fairy Unicorn
[Level 4/Light/Beast/Effect]
While you control a face-up Spell, this card gains 700 ATK/DEF. You can only use each if the following effect of "Sunlight the Fairy Unicorn" once per turn. This card is Normal or Special Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated card that mentions "Ancient Fairy Dragon" to your hand, also shuffle the rest into your Deck. If this card is in your GY: You can target 1 face-up LIGHT monster you control; equip this card to that target as an Equip Spell that gives that card 700 ATK/DEF, but place it at the top of your Deck when it leaves the field.
ATK 1800 / DEF 1000
Wave Normalizer
Spell Card (Continuous)
When this card resolves, also once per turn during your Standby Phase: You can Special Summon 1 Normal Monster from your Deck in Defense Position, but if you do, you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Synchro Monsters. If you would use a non-Token Normal Monster as Synchro Material for the Summon of a Synchro Monster with the same Type as it, you can treat that Normal Monster as a Tuner or a non-Tuner. You can only control 1 "Wave Normalizer".
did i over-nerf this
Level 5/Machine/EARTH/Effect
(Quick Effect) If you control no monsters, or if you control an “Adventure Token”: you can Special Summon this card from your hand. If your opponent activates a card or effect, and you control an “Adventure Token”, you can shuffle this card into the Deck; Special Summon 1 monster that mentions “Adventure Token” from your Deck, GY, or banishment, also until the end of the next turn after this effect resolves, you cannot activate monster effects on the field, except those of Special Summoned monsters. You can only use each effect of “Summoner Machine” once per turn.
ATK: 2000
DEF: 2400```
How strong of an effect would something like this be
Once per turn, You can target 1 card in the opponents Field, GY or Banishment; Add 1 card from your deck to your hand with the same name
So mostly searching Staples, But only ones your opponent has used, Or if you managed to mill them
hopt
It will be HOPT
probably a side deck card going second
but idt it's that strong, no
what if opponent gas two ash blossom and got to use that second one on this trap card
We has this but just for grave in that maid card as a quick play even.
[made to order maid]
It's gonna be one of 2 effects on a Fieldspell I'm working on
How would I word an effect which buffs the ATK of all Trap Monsters you control
Anti-Siege Squadron
4* / EARTH
Warrior / Effect
If this card is Summoned: Set 1 "Castle Walls" from your Deck (and it can be activated this turn), then you can change this card to Defense Position. Your monsters whose DEF is higher than their original DEF cannot be destroyed by battle or monster effects.
ATK 1000 / DEF 2000
why am i supporting random cards that suck? because i can
Have it boost continuous traps in the monster zone
Problem is theres also Normal Trap trapmonsters. So just all Continuous & Normal traps in the Monster zone
(Though all my archetype ones will be Continuous so that would work too
Arch-Skelengel
6* / LIGHT
Fairy / Flip / Effect
FLIP: Draw 1 card, or if it is your opponent's turn, draw 3 cards instead.
If this card is the only card in your hand, you can Normal Set it without Tributing.
ATK 1800 / DEF 800
None of The normal trap monsters are considered traps in the monster zone
Feel like the alt summon should require a vampire as well. Feels like it's a easy toss in, if you have the ED space just in case you ever TTT and steal and or things like Mind con-likes and convert that to a permabody that quick pops without targetting. There's prob other things that steal or summon from their gy and also that new deck that is based around that as well.
I think that might be fine tho?
Maybe occupies the same space as doomed dragon, sounds kinda cool
Doomed Dragon requires 2 backrow mons and only removes one mon on summon, while this is any mon you steal or summon from their hand or grave and a quick pop. There's also the possibility of summoning multiples, tho both effs being HOPT means that's not that big a problem, equivalent to linking off 2 stolen mons which is possible already.
You are missing the fact that it only revives if you have illusion gate in grave. Illusion gate is a once per duel. Meaning, if you play it at 3, 2 will just become bricks.
If you don't play any, it's basically just a worse DPE. More or less.
Not to mention that it's kinda limited to make going first.
I don't really care for the revive imo.
Well the revive is what makes it good. Otherwise it's literally just a quick monster pop and you maybe can make in some situation.
Like going first, to summon it with the alt condition, you would need to revive a hand trap, use the effect of the zombie vampire... or play hecatoncheire
Going second, it's much easier but at that point you absolutely deserve it anyway.
Not to mention that you have to pay half your lp for just a monster pop. Sure lp does not matter, but it still puts you to 2k after only 2 uses, that's low enough for you to get otk-ed
Cursed Twin Dolls
Continuous Spell Card
When this card this activated: Your opponent flips a coin, and depending on the result, the corresponding effect applies for the opponent, while the other effect applies for your field:
- Heads: You gain 200 LP each time that a card is send to the GY.
- Tails: Banish every card in your GY. Any card sent to your GY is banished instead. Each time a card is banished, this card gains 1 "Black Box" counter.
You can only control 1 "Cursed Twin Dolls" on the field.
Counterbalance
Continous Spell Card
Activate this card while you control "Cursed Twin Dolls". During your opponent's End Phase: Send a number of cards from the top of your oppoenent's Deck to the GY equal to the number of "Black Box" counters on the field.
You can only control 1 "Counterbalance" on the field.
Did you mean counters, not tokens?
Okay I gotta ask; where did you get that image? It's like Camula but monster form.
Made by ai. And some photoshop to fix the weird parts
I tried to make 2 support cards for the Spirit of the Pharaoh cards. Not sure if I really succeeded, especially in regards to phrasing.
Used the Pyramid of Light screenshots for the images.
It Belongs in a Museum!
Continuous Spell Card
You can only control 1 "It Belongs in a Museum!". This card's name becomes "The First Sarcophagus". While this card remains face-up on the field, if your opponent declares an attack with a non-Zombie Level 4 or lower monster: Target the attacking monster. After damage calculation, the targeted monster cannot attack until your opponent's next End Phase. You can activate "The First Sarcophagus", "The Second Sarcophagus", or "The Third Sarcophagus" during the same turn. Once per turn, you can activate one of the following effects:
- Once per turn, you can add 1 "The First Sarcophagus", "The Second Sarcophagus", or "The Third Sarcophagus" from your Deck to your Hand.
- You can destroy this card: Add 1 "Tomb of the Three Sarcophagi" from your Deck to your Hand.
Tomb of the Three Sarcophagi
Continuous Spell Card
You can only control 1 "Tomb of the Three Sarcophagi". This card's name becomes "The First Sarcophagus". While this card remains face-up on the field, when your opponent declares an attack, all Level 3 or lower Zombie monsters gains 300 ATK/DEF x the difference in Levels. You can activate 1 "The Second Sarcophagus", or "The Third Sarcophagus" during the same turn as when you activated "The First Sarcophagus". Once per turn, you can activate one of the following effects:
- You can add 1 "The First Sarcophagus", "The Second Sarcophagus", or "The Third Sarcophagus" from your Deck to your Hand.
- If "Spirit of the Pharaoh" is destroyed by battle or card effect; You can banish 1 "The First Sarcophagus", "The Second Sarcophagus", or "The Third Sarcophagus" from your GY: Special Summon 1 "Spirit of the Pharaoh" in face-up Attack Position.
Yeah. Whoops.
@gray elk How does it look?
They look like bad filler commons from a main set
I wasn't intending to make them good. I was trying to make the cards coherent with current YGO mechanics.
The psct looks fine to me, if you're asking that
Thank you.
Once per turn, target 1 face-up "insert x here" or "insert y here" monster. If the targeted monster battles with your opponent's monster: after damage calculation, apply the appropriate effect:
- If both monsters are still on the field: Both monsters lose ATK/DEF equal to half the original ATK or DEF of the targeted monster (whichever is higher, your choice if tied). Both monsters cannot attack on their following turn.
- When a monster is destroyed by battle: the controller of the attacking monster can target up to 2 monsters in the destroyed monster's adjacent (horizontal) Monster Zones. The targeted monster(s) loses ATK/DEF equal to their Level x50 until the end of the Battle Phase.
Does this sound right to you guys?
EDIT: there's another card that prevents destruction by battle. not showing it here.
Cont/spell
When this card is activated: You can add 1 "Mist Valley" card, except "Offerings of Mist Valley", from your Deck or GY to your Hand. Once per turn: You can return 1 "Mist Valley" card you control, and if you do, immediately after this effect resolves, Normal Summon 1 Thunder or Winged Beast from your Hand without tribute. During your turn, If this card is added to your Hand from your Field: You can place this card to your Spell/Trap zone from your Hand, and if you do, you can only place "Offerings of Mist Valley" using this effect twice this turn. You can activate 1 "Offerings of Mist Valley" per turn.
---
Mist Valley O'man Watcher
level 4/wind/winged beast
1900/1500
If this card you control is used as Synchro Material for a "Mist valley" monster, you can treat it as a Tuner. You can only use each of the following effects of "Mist Valley O'man Watcher" once per turn.
● If this card is Normal or Special Summoned: You can add 1 "Mist Valley" monster, except "Mist Valley O'man Watcher", or "Mist Condor" from your Deck to your Hand.
● If this card is added to your Hand by card effect, even during the damage step: You can Special Summon this monster from your Hand, then this card gains 500 ATK.
---
Mist Valley Thunder Roc
level 3/wind/thunder/tuner
600/1100
If this card you control is used as Synchro Material for a "Mist valley" monster, you can treat it as a non-Tuner.
You can only use each of the following effects of "Mist Valley Thunder Roc" once per turn.
● During your Main Phase: You can target 1 WIND monster you control; return it to your Hand, and if you do, Special Summon this card from your Hand or GY.
● If this card is added to your Hand by card effect, even during the damage step: You can Special Summon this monster from your Hand, then you can destroy 1 card on the Field.```
Level 7/Synchro/winged beast/wind
1 Tuner + 1+ WIND non-Tuner monster
2000/2400
"Mist Valley" cards you control cannot be targeted by your opponents card effects. You can only use each of the following effects of "Mist Valley Priestess" once per turn.
● If this card is Synchro Summoned: You can Set or Place 1 "Mist Valley" Spell/Trap from your Deck to your Field.
● (Quick Effect): You can target 2 card on the field, including a card you control; return them to the Hand.
---
Mist Valley Thunder Apex Dragoon
Level 10/Synchro/thunder/wind
1 Tuner + 1+ "Mist Valley" non-Tuner monster
3100/2900
For this card's Synchro Summon, you can treat 1 WIND monster you control as level 3. "Mist Valley" monster you control cannot be destroyed or banished by your opponents card effects. Each time a card is returned to your Hand/Extra Deck, this card gains 500 ATK. Once while face-up on the field (Quick Effect): You can return 1 card you control to your Hand/Extra Deck, then Special Summon 1 level 9 or lower "Mist Valley" monster from your Hand, Deck, Extra Deck or GY.```
my take on mist valley support
Any thoughts?
results for the last custom card contest never came?
Spyral Mission - Training
Continuous Spell
Destroy this card during your 3rd End Phase after activation. Level 4 or lower "Spyral" monsters you control cannot be destroyed by card effects. You can banish this card from your GY: Shuffle 1 each of your Banished "Spyral Super Agent"(s) and "Spyral" cards into your deck.

Continuous Spell
All monsters in your opponent's GY are also treated as LIGHT and DARK monsters. You can activate the effects of "Bystial" monsters as Quick Effects. You cannot Special Summon monsters, except Dragon monsters. During the Main Phase: You can add 1 "Bystial" monster from your Deck, GY, or banishment to your hand. You can only control 1 "Branded by the Abyss."```
Ally of Justice All-Seeing
6* / DARK
Machine / Effect
(Quick Effect): You can discard this card; until the end of your opponent's turn, any monster they Special Summon will become LIGHT. If this card is in your GY, you control no monsters, and an "Ally of Justice" monster(s) you control was just destroyed by an opponent's card: You can Special Summon this card, and if you do, it cannot be destroyed by battle or card effects. You can only use each effect of "Ally of Justice All-Seeing" once per turn.
ATK 100 / DEF 2900
Ally of Justice Counter-Invader
1* / DARK
Machine / Tuner / Effect
If your opponent Special Summons a monster(s) from their Extra Deck while you control no monsters (Quick Effect): You can activate this effect; you cannot Summon monsters until the end of your turn, except DARK Machine monsters, also Special Summon this card from your hand, and if you do, destroy that monster(s), and if you do that, if any destroyed monster was LIGHT on the field, Special Summon 1 Level 4 or lower "Ally of Justice" monster from your Deck, except "Ally of Justice Counter-Invader". You can only use this effect of "Ally of Justice Counter-Invader" once per turn.
ATK 750 / DEF 350
what if we gave the worst ever archetype some 2025 ass interaction
Trap of Antiquated Doom
Counter Trap
When an effect is activated that would inflict damage to your LP: Negate the activation, and if you do, your opponent chooses whether to destroy all cards in their Main Monster Zones, or all cards in their Spell and Trap zones, then you destroy your cards of the same type. Any cards that would go to the GY of the player that activated the card that would inflict damage would be banished instead.
(...i don't know how to write {triggering card})
Ally of Justice Instant Response
4* / DARK
Machine / Effect
During your turn, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 "Ally of Justice" monster using this card and other non-LIGHT monsters you control as material. If your opponent has a LIGHT monster on their field or in their GY, you can also activate this effect during your opponent's turn. You can only use this effect of "Ally of Justice Instant Response" once per turn. A Synchro Monster Synchro Summoned using this card as material can make a second attack during each Battle Phase.
ATK 1900 / DEF 0
and so it continues
Ally of Justice Ratatosc
5* / DARK
Machine / Synchro / Effect
1 DARK Machine Tuner + 1+ non-Tuner Machine monsters
Once per turn, if you control this Synchro Summoned card: You can target 1 monster on the field or in the GY; negate its effects. If your opponent has a LIGHT monster on their field or in their GY, this is a Quick Effect, and your opponent cannot activate cards or effects in response to its activation.
ATK 1200 / DEF 2200
Time/Split
[Counter Trap]
When your opponent activates a Spell/Trap Card: Negate the activation, and if you do, destroy that card, then your opponent can add 1 Spell/Trap with the same name from their Deck to their hand. You can banish this card from your GY; target 2 Spells/Traps with the same name on the field/GY; banish them. You can only activate 1 "Time/Split" per turn.
Gum-Up Guppy
5* / WATER
Fish / Effect
When your opponent activates a card or effect that includes Special Summoning a monster(s) from the Main Deck or Extra Deck (Quick Effect): You can pay 1500 LP; Special Summon this card (from your hand), and if you do, negate the activation. If Summoned this way: Choose 1 of your opponent's Main Monster Zones, and that zone cannot be used while this card is on the field.
ATK 1500 / DEF 1500
random handtrap. randtrap.
Father of the Frostwinds
8* / WIND / Scale 9/9
Illusion / Pendulum / Normal
(Pendulum Effect) If this card in the Pendulum Zone is destroyed: Until the end of your opponent's turn, neither player can activate or Set Spells/Traps from their hand.
(Normal text) The figure of an old man, ancient and radiating power, is often seen by travellers trapped in biting icy winds. One can only wonder the devastation that his cold waves caused to men and beasts of old.
ATK 2600 / DEF 2000
he did the cold waves! it was him!
Blue-Eyes Black Dragon
8* / DARK
Dragon / Effect
This card's name is both treated as "Blue-Eyes White Dragon" and "Red-Eyes Black Dragon" while its on the field and/or in the GY. If this card is Normal / Special Summoned: You can add 1 "Blue-Eyes" or "Red-Eyes" monster from your Deck or GY to your hand, then immediately afterwards, you can Tribute this card; Special Summon 1 "Blue-Eyes" or "Red-Eyes" monster from your hand or GY. If this card is in your GY and you control 1 LIGHT or DARK Dragon monster that was Summoned from the Extra Deck: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use one effect of "Blue-Eues Black Dragon" per turn, and only once per turn, also you cannot Special Summon monsters from your Extra Deck, except LIGHT or DARK Dragon monsters, during the turn you activated either of this card's effects.
ATK 2700 / DEF 2250
could use critique on the balance of this card
not useful
but is it balanced?
it's probably too weak
besides the destruction replacement having bad psct, the card is incredibly meh
there isn't really a reason you'd summon it
how about now?
it's still not right
it has to be
"Once per turn, if this card would be destroyed by battle or card effect, you can discard 1 card instead."
ty
also even if you had this card gain 8k atk at the start of the battle phase and attack every monster it still wouldn't have enough utility to make it worth playing over other synchros
i dont really care if they're useful or not, im writing them for fanfiction and just need the PSCT to be right and to not be completely useless
oh well you don't need to worry about balance very much
you just need them to fulfill the role you need in the story
in fact if they're too powerful it might cause problems down the line
yeah thats what im worried about
Full card text:
6 monsters with different types, levels, and attributes (note: meant to be summoned by its effect, not materials)
When your opponent summons a non-link monster from the extra deck, (quick effect) you can banish the materials listed on that monster from your opponent's extra deck, as well as 2 "Bizzaro Dragon of the Future Realm" from your extra deck; special summon this monster from the extra deck, and if you do, banish 5 cards from the top of your opponent's deck face down for each card banished from your opponent's extra deck this way. While this card is on the field, add "1 effect monster" to the materials of each link monster your opponent summons.
that doesnt really make sense because how many mats a link monster requires isn't really determined by their material line, but by their rating
i mean does it actively BREAK anything?
like does it cause any ruling confusions anywhere?
i know it bends the mold a bit but i can't really think of any ruling nightmares this causes
it just makes link climbing harder
Either completely useless or gamebreaking against half of the format based on how you interpret the conjunction "as well as"
Which afaik no card uses in this context
There's also some other instances of vague wording on the card as well as the intent about it
Since very few cards have named extra deck monsters as material
So it either doesnt work in most circumstances or it rips out most if not all of your opponent's extra deck if they do a synchro summon because it rips every single non tuner monster, for example
Neither outcome is really well designed imo
And if you go into a middle term and say like, only stuff between quotation marks count, which is probably not the case considering how the card reads
You end up invalidating most fusion decks since the most common material is "1 monster from the archetype" for them
also you don't have any idea how ridiculous an extra deck handtrap is
Not to mention the other things like its summon not starting a chain
that concept just should not be done
well of course it starts a chain
it has a colon and semicolon
it's an activated effect in the extra deck :/
Basically costless aside from needing 3 ed slots
Oh wait i did miss the semi colon mb
(but yea then as you pointed out its activating from face down ed which is private information)
And if you somehow resolve all of that, the result is just, you potentially completely stop decks like yummy from functioning, because??
jesus man at least decide if it's broken or useless
i don't have a problem if you think the design sucks but it can't be both
they literally told you the wording was bad so they couldn't figure out how it worked
alright you know what this was a genuine oversight
i'll give you that
The problem is that how good it is relies on how it actually works since the wording has no precedent
but synchro materials need to equal the exact level of the summoned monster
so it's limited in that regard
you didn't word it in the way synchro materials are used
Yea
you worded it in the way fusion materials are used
Nothing here implies the materials you rip need to be actually legal mats
opponent's monster requires 2 level 8 monsters, you banish two level 8 monsters from their extra deck
yes it does, "banisht the materials listed on the opponent's monster from the extra deck"
it's a wording issue. you used the wording of a fusion summon spell
That does actually imply i get to rip every single shaddoll and light monster from the extra if the summon a construct
no it doesn't. you only get to banish ONE shadoll monster and ONE light monster. shadoll construct doesn't say "1+ light monsters"
and even then shadolls use a diversity of attributes so the targets are somewhat limited.
i just feel like X+ material monsters are at least somewhat rare, outside of synchros which require their levels to be exactly equal to the summoned monster
Which as it stands the card doesnt care about that
i guess yeah
Since that is baked into the synchro mechanic itself and not the material text
the card isn't referencing the levels at all
would "appropriate materials" instead of "listed materials" fix that?
Keep in mind this does not have precedent so what "appropriate materials" actually mean is whatever you say it means
Would work but its not exactly pretty
alright
i mean at least i considered link monsters
and an all-link counter to the card
"appropriate materials" isnt wording that's used
well neither is selective banishment of your opponents extra deck. it's a new mechanic.
In practice decks like sky striker can never use typhon ever again
Which is just, a weird thing you would want to design for but i'm not exactly an authority on that
also yugioh cards occassionaly have unique wording if they work in a particularly weird way
possibly something like "You can look at your opponent's Extra Deck, and banish the materials that would be used to Fusion, Synchro, or Xyz Summon that monster."
ok see now this is actually constructive. thank you.
generally the different summon types are listed out, they dont just lump extra deck summons together
it was all constructive bro
actually i just realized they'd need to actually play a tuner in their extra deck for this to work. tuners in the extra deck are really rare.
Btw, Special Summon, Deck, Extra Deck, Level, Attribute, and Link are always capitalized
well even then there aren't that many tuner synchros
Yummy came out in the newest set
there are tons now
Crystron and white forest also rely on those
Its still "rip out 3" in practice
We banned diablosis for that and that one wasnt even t0
Or generic
well anyway a handtrap that conditionally rips the extra deck is fine
but not from the extra deck
and it also being a floodgate isnt fine
rip out three IF theres even a combo that would let you AND your target selection would be limited to just those exact combinations
It also randomly punishes people whose decks cant afford to banish 10+ from the top
Yknow, basically everyone now that pot of desires fell out of favor
Which will basically always be in your favor just because of how synchro decks are built in practice
Like this basically doesnt let you run important bricks as 1ofs anymore
and because of how the card works it can realistically only be done once per duel because you'd need to return the 2 banished AND the one on the field to the extra deck to do it again
Which if you ever played smth like hero you know forcing situations like increase are pretty bad for the game
If it gives you so much free tempo you dont need to do it more than once
the mill is silly
hero fusions often include different attributes and specific named monsters. we're running into selection limits again.
what are you on about
Not what i was talking about
no one is playing thunder giant
ok fine the mill is probably overkill
I was talking about how forcing ppl to run bricks as two ofs suck
Increase is probably the most common example
[wake up your]
LIGHT •
Level: 10
[ Warrior / Fusion / Effect ]
ATK 2500 / DEF 2100
1 "Elemental HERO" Fusion Monster + 1+ Warrior monsters
Must be Fusion Summoned. Gains 300 ATK for each material used for its Summon. This card can make a number of attacks on monsters each Battle Phase, up to the number of Fusion Monsters used as material for its Summon. After damage calculation, if this card battled a monster: Destroy that monster, and if you do, inflict damage to your opponent equal to its original ATK. If this Fusion Summoned card is destroyed: Special Summon 1 Warrior monster from your hand or Deck.
Yea uhhhhh
nice
This does rip out 14
delete the entire deck and extra deck, the opponent loses
it is specifically designed to make the game less focused on generic materials and dependence on singular boss monsters
alright fine. i got bold with a new mechanic and didn't completely think it through
how would that help exactly
generic fusions aren't exactly ruining the game
and i dont think it interacts with singular vs multiple boss monsters at all
ok what if i helped fix a good chunk of these problems
new effect
no main deck mill
and it banishes a number random cards from their extra deck equal to the number of materials used
is that a better design?
unfun stuff
you can design whatever you want, it's just my opinion
but i dislike this design space
you mean wacky new mechanics or what?
extra deck rips
if you take it out of the extra deck yes
so just a main deck handtrap?
yeah
plus if i kept needing to play 3 copies that adds a garnet deck building cost
since if you had 2 at once it'd be useless
for just a random extra deck rip it may not be necessary
since you're going -1 and your opponent is taking a nebulous hit which might not actually be significant
i honestly really like the idea of banishing selcted appropriate materials but i can't find a way around the multi-material thing
"up to x"
it's up to you
what about the limit is the amount of materials used
since most multi materials get stronger with each material used
i feel like that just disproportionately punishes rogue decks
how so?
how many meta decks are going to fuse their entire graveyard into a fusion, or something like that?
dude i'm just gonna cut it clean, i haven't actually PLAYED the game in a long time because i got slightly sick of the power creep, and i've never actually been all that competitive
i have no idea what deck you're talking about
anyways here's the new version of the card
thanks for the help, it feels A LOT more clean now
i'm not talking about a specific deck
anyway this shouldnt banish as cost
costs cant be interacted with
Pretty cool
Alliance of Justice
Trap Card (Continuous)
During the Main Phase: You can add to your hand, or Special Summon, 1 "Ally of Justice" monster from your Deck. You can only use this effect of "Alliance of Justice" once per turn. Non-LIGHT monsters are unaffected by the effects of LIGHT monsters. If this card is sent from the field to the GY: Destroy all monsters on the field.
true light, if it were for the worst archetype ever
Ally Apparatus
Spell Card (Continuous)
If this card on the field is destroyed: Target 1 "Ally of Justice" monster in your GY; place it in your Spell & Trap Zone as a Continuous Spell, and if you do, its name becomes this card's original name, also replace its effects with the effects below. Apply the following effects.
• All monsters in your opponent's GY and face-up banishment become LIGHT.
• Your Synchro Summons and the effects of Synchro Monsters Summoned to your field cannot be negated.
Ally Armament
Spell Card
Target 1 LIGHT monster in your opponent's GY; banish it, then draw 2 cards. You can banish this card from your GY; place 1 "Ally Apparatus" or "Alliance of Justice" face-up in your Spell & Trap Zone. You can only use 1 "Ally Armament" effect per turn, and only once that turn.
Level 5/FIRE/Dinosaur/Synchro/Tuner/Effect
1 Dinosaur Tuner + 1+ non Tuners
You can only use each effect of this cards name once per turn. If this card is Synchro Summoned: you can target 1 Dinosaur monster in your GY: Special Summon 1 FIRE Dinosaur monster from your Deck, with the same level but a different name than the targeted monster, also for the rest of this turn you cannot activate the effects of Special Summoned monsters, except Dinosaur monsters. You can banish any number of Dinosaur monsters from the GY; increase or decrease this cards level by the number of monsters banished.
ATK: 2000
DEF: 2600```
Level 8/Dragon/Fusion/Effect
1 “Dracotail” monster + 1 monster in the hand
Your opponent cannot target “Dracotail” monsters you control with card effects, also the first time they would be destroyed by card effect each turn, they are not destroyed. You can only use each of the following effects of this card’s name once per turn. If this card is Special Summoned, or if your opponent activates a card or effect in response to the activation of your “Dracotail” card or effect, you can target 1 card on the field: negate its effects. If 2 or more monsters are sent to the GY at the same time, while this card is in your GY: you can Special Summon this card, but banish it when it leaves the field.```
kek
level 1/wind/machine
500/500
If this card is Normal or Special Summoned: you can add 1 "R.B." card from your Deck to your Hand, except "R.B. The Brute Glues". When your opponent Card or effect is activated in the Hand or GY and this card is linked to an "R.B." Link Monster (Quick Effect): You can pay 500 LP; destroy this card, and if you do, negate that effect, and if you do that, destroy that card. If this card is in the GY: You can banish this card in your GY; shuffle 3 "R.B." cards from your GY or Banishment into your Deck, except "R.B. The Brute Glues". You can only use each effect of "R.B. The Brute Glues" once per turn.
---
R.B. The Brute Frame Blew
cont/spell
If your opponent summon(s) a monster, while you control a "R.B." Link Monster: You can pay 500 LP; destroy 1 of those monsters.
If a face-up "R.B." monster(s) you control leaves the field by card effect (except during the Damage Step): You can target 1 "R.B." monster in your GY: either Add it to your Hand or Special Summon it to a Link zone a monster points to. If this card is in your GY: You can destroy 1 card from your Hand or face-up Field, and if you do, set this card to your field. You can only use each effect of "R.B. The Brute Frame Blew" once per turn.
---
R.B. The Brute Pursues
quick play
Target 1 face-up card your opponent controls; destroy 1 "R.B." monster from your hand or face-up field, and if you do, destroy it, then for the rest of the turn, your opponent cannot activate effects with the same name as the destroyed card. If you control a "R.B." Link Monster, while this card is in the GY: you can set this card from your GY, but banish it when it leaves the field. You can only use each effect of "R.B. The Brute Pursues" once per turn.```
BEHOLD! The most bizarrely niche card! not entirely sure if I got the PSCT down.
The Adequacy of the Normal
Continuous Spell Card
Activate one of the following effects based on the Level of a Normal monster in your hand:
- Level 3 Normal monsters with less than or equal to 1300 ATK/DEF: gains 500 ATK/DEF during battle only.
- Level 4 Normal monsters with less than or equal to 1500 ATK/DEF: gains 300 ATK/DEF permanently.
- Level 5 Normal monsters with less than or equal to 1900 original ATK/DEF can be Normal Summoned without Tribute.
- Level 6 Normal monsters with less than or equal to 2200 ATK/DEF can be Special Summoned by discarding 1 Normal monster from your hand. You can only use this effect once per turn.
- Level 7 Normal monsters with less than or equal to 2500 ATK/DEF: This turn, reduce the Level of 1 Level 7 Normal monster in your hand.
Dreadful Dirk of Deviousness
Trap Card
Target 1 monster you control; equip this card to that target. If the equipped monster battles an opponent's monster, the ATK of both monsters becomes the original ATK of the monster they are battling, during damage calculation only. If the equipped monster would be destroyed, destroy this card instead. During your opponent's Main Phase or Battle Phase, except the turn this card was sent to the GY: You can banish this card from your GY; equip 1 Equip Spell Card directly from your Deck to an appropriate target monster you control.
Killer Tune Track (Level 3/DARK/Spellcaster/Tuner/ATK 1400/DEF 0)
If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Killer Tune Track" once per turn. During your opponent’s Battle Phase (Quick Effect): You can Special Summon this card from your hand, then immediately after this effect resolves, you can Synchro Summon 1 Tuner. If this card is sent to the GY as Synchro Material: You can send 1 Tuner from your Deck to the GY.
(NOTE: Theorising on the missing Killer Tune card.)
Crystron Citrionix
WATER | Level 6 | [ Machine / Synchro / Effect ] | ATK 500 | DEF 2300
1 Tuner + 1+ WATER monsters
If this card is Synchro Summoned, you can: Reduce its Level by up to 3. Once while face-up, you can (Quick Effect): Shuffle cards your opponent controls into the Deck, up to the number of materials used for the Synchro Summon of this card. If this Synchro Summoned card is destroyed by battle or card effect, you can: Special Summon 1 Synchro Monster from your GY or banishment, except "Crystron Citrionix". You can only use each effect of "Crystron Citrionix" once per turn.
@tranquil mango 🔪
level 1/earth/machine/tuner
0/2000
if you control no monsters, or all face-up monsters you control are tuner monsters: You can Special Summon this card from your Hand. If this card is Normal or Special Summoned: You can add 1 "Killer Tune" Spell/Trap from your Deck or GY to your Hand. If this card is sent to the GY as Synchro Material: You can target 1 card your opponent controls; negate it, until the end of the turn. . you can only use each effect of "Killer Tune Platinum" once per turn.
---
Killer Tune Promo
level 3/dark/synchro/thunder/tuner
"Killer Tune Clip" + 1+ tuner
2400/1000
If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. For a Synchro Summon, you can substitute this card for any 1 "Killer Tune" Tuner. You can only use the following effect of "Killer Tune Promo" once per turn.
● During the Main Phase (Quick Effect): You can take 1 tuner monster or "Killer Tune card" in your GY, and either it to your Hand or Special Summon it your field.```
the smell of cope is in the air
also i think platium might be the missing card, as in a card that adds s/t for the deck
Solid, idk enough about crystron to know if this is good, but up to 3 levels of reduction seems pretty strong for a synchro spam archetype
Whats the expected amount of shuffles this gets on average?
I could actually see this being a tcg exclusive card. Well done.
2
The joke in the name would get 3 (Level 2 Citree, Level 3 Rion, Level 1 Rosenix Token)
But you're never doing that because that's bad and people hardly want to play the old Tuners anymore
This solely exists to push Rion over Citree because his quick-synchro effect is significantly better than hers
But Rion doesn't have the Levels to make Dragster so people just play Citree instead
I didnt even see the name joke lol
Good card, i approv
Any particular reason for specifying only opponents cards to shuffle?
every synch does it
[crystron ametrix] [crystron quariongandrax] [crystron phoenix]
WATER •
Level: 5
[ Machine / Synchro / Effect ]
ATK 2500 / DEF 1500
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can change all face-up Special Summoned monsters your opponent controls to Defense Position. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.
WATER •
Level: 9
[ Machine / Synchro / Effect ]
ATK 3000 / DEF 3000
2+ Tuners + 1 non-Tuner monster
If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their GY, up to the number of materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.
WATER •
Level: 5
[ Machine / Synchro / Effect ]
ATK 2500 / DEF 1500
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can change all face-up Special Summoned monsters your opponent controls to Defense Position. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 "Crystron" monster in your Graveyard, except a Synchro Monster; Special Summon it.
WATER •
Level: 9
[ Machine / Synchro / Effect ]
ATK 3000 / DEF 3000
2+ Tuners + 1 non-Tuner monster
If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their GY, up to the number of materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.
WATER •
Level: 9
[ Machine / Synchro / Effect ]
ATK 2800 / DEF 2000
1 Tuner Synchro Monster + 1+ non-Tuner Synchro Monsters
If this card is Synchro Summoned: You can banish all Spells and Traps your opponent controls and in their GY. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 other monster in your GY; Special Summon it.
@wheat mica i dont think the bot is supposed to do that,,,
is this a good card? i feel like losing the best card in your hand more than justifies the effect, but now that i think about it, it just seems unfun
i mean it would give a nice boost to decks that break the mold and are less reliant on singular cards (starters, bosses, etc.)
you can just play this after you've already used everything in your hand
wait i thought that putting it on the field to activate it worked around that
is that not how that works?
i don't think so
like if you put it on the field, it activates, can't pay the cost, so it doesn't work
so what if your opponent chose what THEY discarded too
so it's hand neutral forced discarding, but in the worst way possible
would that be ok?
i don't think a generic discard spell would ever be okay tbh
you play all but one card in your hand :P
yeah see this is why i have a complicated relationship with custom yugioh cards
it's really fun but there's so many different ways to exploit any card imaginable it can be frustrating
i think this should "fix" it but i'm honestly not sure
nah
no
probably not
you're right
Reveal your hand and banish face-down 1 card in your hand of your opponent's choice.
Your opponent destroys 2 cards in their hand or deck.
found the person who errata'd crush card
imagine if crush card was so common dark magicians run mahad
[mahad]
LIGHT •
Level: 7
[ Spellcaster / Effect ]
ATK 2500 / DEF 2100
When you draw this card: You can reveal this card; Special Summon it from your hand. If this card battles a DARK monster, its ATK is doubled during the Damage Step only. If this card is destroyed by battle or card effect: You can Special Summon 1 "Dark Magician" from your hand, Deck, or GY.
when did crush card get an errata?
years
well
what did they change?
because it's unusable now
what did they change about the card?
gotta wait until the wiki loads
lately yugipedia's servers have been going through it
help your opponent win turbo
ah ok
speaking of natural conversation, i made a new custom card mere minutes after my last one
you just droll them after activation lel
i actually think this is a pretty cool idea
Begin your Quest to become the Ultimate Duelist!
The journey continues as the Yu-Gi-Oh! Trading Card Game adds a new card type alongside Monsters, Spells, and Traps, asking Duelists to complete many challenges to be rewarded with powerful effects! Like quests in your favorite RPG, Quest Cards ask players to fulfil their conditions before granting their effects.
Beginning the duel in the Main Deck, when a Quest Card is played, it does not take up a zone on the field. Instead, it remains active outside of the field until completed or otherwise removed from the board. Each player can only undertake 1 Quest at a time.
Quests have 2 main components: the Requirement and the Reward. The Requirement box lists the conditions required for a player to complete the Quest, as well as any conditions or effects that are applied while the Quest is undertaken. Once the condition in the Requirement is fulfilled, the player can choose to complete the Quest, at which point it is sent to the GY and the Reward effect(s) apply. If a Quest is negated before it is completed or if a player activates another Quest while one is active, it is sent to the GY without resolving its Reward effect.
HEROs, Assemble!
Normal Quest
RQ: Complete by Special Summoning 1 "Elemental HERO" monster, 1 "Destiny HERO" monster, 1 "Evil HERO" monster, 1 "Vision HERO" monster, and 1 "Masked HERO" monster, during a turn in which you have not Summoned monsters other than "HERO" monsters.
RW: For the rest of the Duel, if you would Summon a Warrior or Fiend monster(s), you can treat it as a "HERO" monster for that Summon.
I've been trying to workshop this idea enough to post here for awhile, and at this point I just want to get something down so I can share my thoughts.
The idea was to figure out what a new card type would look like that was significantly different enough from monsters and spell/traps to warrant getting it's own new card type. I was also at least vaguely inspired by MTG's Sagas, though I won't swear that they are mechanically all that similar.
I have thoughts for different types of Quests (such as ones that are repeatable or ones that are finished in stages), and I'm still workshopping how rulings would work around them, but I think this is enough to at least talk about the idea openly.
A Flurry of Swords and Spears
Normal Quest
RQ: You cannot inflict battle damage to your opponent, except piercing battle damage. Complete by inflicting 3000 piercing damage to your opponent.
RW: For the rest of the Duel, if your monster attacks a Defense Position monster, inflict piercing battle damage. If that monster would inflict piercing battle damage due to the effect of a card other than "A Flurry of Swords and Squadrons", it inflicts double piercing battle damage instead.
Also I'm 100% down if anyone has better ideas for the terminology surrounding any of this. It feels like there's a lot of new lingo that I would rather not introduce, and the names for things like Requirements and Rewards are not necessarily my favorite.
thanks
this is actually a really cool idea for a mechanic but i'd make a few tweaks that they just exist as their own thing outside of the main and extra deck, and you can work towards more than one at a time
Was screwing sorund with card maker and made this monstrosity
I forgot to add the once per turn effect. You can’t do any of these endlessly
Dragoness the Infused Knight
3* / WIND
Warrior / Flip / Effect
FLIP: Fusion Summon 1 Dragon or Warrior Fusion Monster from your Extra Deck, by shuffling Fusion Materials from your hand and/or GY into the Deck, and if you do, equip this card to it.
The equipped monster gains 1200 ATK, also if it would be destroyed, destroy this card instead.
ATK 1200 / DEF 900
Dark Red Apprentice
3* / DARK
Spellcaster / Effect
(Quick Effect): You can Tribute this card from your hand or field; place up to 2 Spell Counters on 1 card you control that can have a Spell Counter. If this card is in your GY: You can remove 4 Spell Counters from your field; Special Summon this card. You can only use this effect of "Dark Red Apprentice" once per turn.
ATK 700 / DEF 1200
im sure adding spell counters during opponent's turn has some uses
classic era strength custom card
[time-tearing morganite]
Normal Spell
For the rest of this Duel, apply the following effects.
●You cannot activate monster effects in the hand.
●Draw 2 cards instead of 1 for your normal draw during your Draw Phase.
●You can conduct 2 Normal Summons/Sets per turn, not just 1.
You can banish this card from your GY, then discard 1 "Time-Tearing Morganite"; your opponent cannot activate monster effects when you Normal Summon this turn.
seriously? yugioh had the idea before me?
this is such bullshit
[guarded treasure] is even older
/ ATK 1300 / DEF 1200
Normal Trap