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  1. Today
  2. So this thought kinda popped into my head yesterday. There are some very powerful type-specific support cards. I was wondering just how powerful certain types would be if they got some of those type specific cards. The following set of cards aren't unique. They're just gonna be type-swapped versions of other cards. My challenge with these is to only use 1 support card per type (i.e. I can't give multiple types a "Reinforcement of the Army"). Glow-up Egg EARTH * Dragon/Tuner/Effect If this card is sent to the GY: You can banish this card from your GY; add 1 Level 5 or higher Dragon monster from your Deck to your hand, or, if you control a Field Spell, you can Special Summon it from your Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except Dragon monsters. You can only use this effect of "Glow-up Egg" once per turn. 0/0 Rain of Carcasses Spell Discard 1 card. Take 4 Zombie monsters from your Deck and send them to the GY. Pain the Warrior of Guards DARK Links: N S Warrior/Link/Effect 2 Warrior monsters You cannot Special Summon monsters except Warrior monsters. During your Main Phase: You can Special Summon 1 Warrior monster from your Extra Deck, to an Extra Monster Zone or Main Monster Zone you can Summon to, that 2 or more Link Monsters point to. You can only use this effect of "Pain the Warrior of Guards" once per turn. You can only Special Summon "Pain the Warrior of Guards" once per turn. 1500/LINK 2 So anyways, I'm gonna post more later, but I'll leave it at this for now.
  3. Oh sweet jesus, Witch of the Black Forest can search Niberu

  4. So in Kingdom of loathing there's an area called "An Oasis" and the enemies in it are A swarm of scarab Beatles, a rolling stone, a blur, and an oasis monster... and one of the items dropped is a supernova champagne. Goddammit.

  5. Relayer DARK Cyberse/Effect Level 1 - 200/200 You can Special Summon this card by detaching 1 Xyz material from a Xyz monster on the field. You can Special Summon "Relayer" once per turn this way. Cannot be used as Link Material, except for Link-3 or higher monster. Code Dampening
  6. oomled1191

    asas

    sad
  7. Pure Vessel, we meet again, it sure has been a while, and you are as strong as ever it seems.

  8. Harbinger's Hatchet Normal Trap During your opponent's End Phase: Target 1 card your opponent controls; destroy it, and if you do, apply the following effect based on the card type of the destroyed card in the GY. * Monster: Double all battle damage inflicted to your opponent from battles involving 2 monsters during your next Battle Phase. * Spell: You draw 2 cards instead of 1 for your normal draw during your next Draw Phase. * Trap: Your opponent cannot activate Trap Cards during your next Main Phase. You can only activate 1 "Harbinger's Hatchet" per turn. Next: Relayer
  9. Desolate Realm Normal Spell card Discard 1 card. Target a Field Spell your opponent control, Banish it face-up. additionally if that Field Spell list a category, Banish all Monster(s) Your opponent control whose its names has that category face-up and then you take 300 Damage for each monster(s) banished this way Harbinger's Hatchet
  10. Mind Release Quick-play Spell Banish your entire hand, then gain 500 LP for each. ------ Desolate Realm
  11. Red-Eyes Black Dragon Archfiend lv 9 DARK Dragon/Fusion/Effect 1 DARK Dragon monster + 1 Fiend monster Must be Fusion Summoned. If this card is summoned to the Extra Monster Zone: Move this card to a Main Monster Zone. During your Main Phase: You can send 1 DARK Dragon monster from either players GY to the bottom of the Deck; destroy 1 monster on the field whose DEF is equal or less than the ATK of the monster that was sent to the deck, and if you do, inflict damage to your opponent equal to the destroyed monsters ATK. If this card leaves the field: Special Summon 1 Level 8 or lower DARK Dragon monster from your Deck or GY in Defense Position. You can only use each effect of "Red-Eyes Black Dragon Archfiend" once per turn. ATK/3200 DEF/2500
  12. Amaret looked around with his "sight" after SALI did her thing. The entire room and its occupents now had a sickly lime green aura accompanying their own. "Well, even for someone who views the world using something other than his eyes, this is an odd experience..." he thought, knowing the others would hear him. "When was this implemented, if I may ask?"
  13. I see people talking about bots but I'm not seeing seeing reports.  I even checked in the moderator cp and nothing. Are people not reporting (which I assume isn't the case) or is the report system just trash?

    1. Tinkerer

      Tinkerer

      Report system must not be working.  I've reported several.

      Would PM'ing ya be better then?  Under the title "Report" or something?

  14. Tokyo Ghoul'u baya keyif alarak çabucak okuyup bitirmiştim. T.G: Re' yi alıp almamak konusunda kararsız kaldım. Önyargılı biçimde "tutunca uzatılmış" işler gibi geldi bana, belki kuruntu yaptım bilemiyorum. Okuyan var mı bu seriyi? Tavsiye edilir mi ?
  15. Iron Chain Quartermaster EARTH *** Warrior/Tuner/Effect You can send this card from your hand to the GY; activate 1 "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY. During your End Phase, if you did not attack this turn, you can Special Summon this card from your GY, and if you do, send cards from the top of your opponent's Deck to the GY equal to the number of Continuous Spells you control. You can only Special Summon 1 "Iron Chain Quartermaster" per turn this way. 400/1600 Iron Chain Scorpion EARTH * Insect/Effect If an "Iron Chain" monster is targeted by a monster (by battle or card effect), you can send this card from your hand to the GY; negate that attack or effect, then send that monster to the GY. Your opponent can send 5 cards from the top of their Deck to the GY and pay 800 LP instead of sending that monster to the GY. If this card is destroyed by battle: You can Special Summon 1 "Iron Chain" monster from your Deck. 300/200 Iron Chain Tassel EARTH **** Machine/Effect When this card is Summoned, you can change its battle position. Once per turn: You can target 1 face-up Spell you control; Special Summon 1 "Iron Chain" monster from your Deck, and if you do, destroy the target. You cannot conduct your Battle Phase the turn you activate this effect. 500/2100 Freezing Chain Continuous Spell Your opponent cannot target "Iron Chain" monsters you control for attacks. If your opponent does not declare an attack, send cards from the top of their Deck to the GY equal to the number of monsters they control. Burning Chain Continuous Spell If an "Iron Chain" monster is destroyed by your opponent's card (by battle or card effect), inflict 500 damage to your opponent. Cards that are sent from the opponent's Deck to the GY cannot activate their effects in the GY and they cannot be targeted. Dual Bindings Spell Target any number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; activate a number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY up to the number targeted. You cannot conduct your Battle Phase during the turn you activate this effect. If an "Iron Chain" monster(s) would be destroyed, you can banish this card from your GY instead. Heavy Iron Chain Dragon EARTH 7* Dragon/Effect 1 Tuner + 1+ non-Tuner monsters When this card is Summoned: Banish 1 "Iron Chain" monster from your GY; send the top 7 cards from your opponent's Deck to the GY, and if you do, inflict 700 damage to your opponent. During the End Phase, if this card did not battle this turn, you can target cards on the field up to the number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; destroy them, and if you do, send the top card from your opponent's Deck to the GY for each card destroyed by this effect. 2700/1500 DM: Scud - Flip/Burn Fiends (he has voice lines for Abaki, Humpty Grumpty, and D-Boyz in DL) GX: Obelisk Blue Chazz - Chthonian/Infernal Incinerator Zexal: WDC Officiator Nistro - Bounzer Arc-V: Iggy - Star Warriors
  16. Super Book of Moon Quick-Play Spell Target 1 monster on the field and pay 1000 LP; flip that target into face-down defense position. That target cannot change its battle position except by a card effect. Mind Release
  17. And youre going to kick ass in it, dahling. Melee I dont have a set character. Ive been playing more original Smash lately, and I stick with Yoshi. Yoshis really good in the first, bad in the second... fairly powerful, impossible to spike, but has no third jump which fucks the poor thing up. D: edit // what, theres censors?
  18. Since I had just made this... Dark Hyacinth DARK 1* Plant/Effect If this card is banished or sent to the GY: You can Special Summon one "Dark Hyancith" from your Deck and one "Spring Token" with the same stats as this card. Both cards cannot be used as material, except for the summon of a DARK Plant-type Monster. But also At Wit's End Continuous Trap Card If a monster you control is sent to the GY, you can activate this card: Special Summon that monster, double its ATK, also its effects are negated and it cannot be tributed or used as material to Special Summon monsters from the Extra Deck. If the monster is banished instead, you can activate this card from your hand. If this card is in your GY, you can banish it to target a monster on either side of the field: Double its ATK, but its effects are negated. Next: Slightly Tilted Netdecker or Super Book of Moon
  19. Hey I do not mean this as troll but I was hoping some of the league members could join my pokemon fanfic. links below in my sig. thanks in advance
  20. Supersoaker Beast WATER Beast Level 11 ATK ?/DEF ? Effect: This card cannot be Normal Summoned (but can be Normal Set). This card can only be Special Summoned by banishing 7 WATER and/or Aqua monsters from your GY, and cannot be Special Summoned in other ways. This card's original ATK and DEF are equal to the combined original ATK and DEF of your banished WATER and Aqua monsters. When this card battles an opponent's monster, at the end of the Damage Step, return 3 of your banished WATER and/ or Aqua monsters from your banished zone to the GY. If you return fewer than 2 cards to the GY by this effect, return this card to your hand. Hopefully this isn't too strong. ------------------------------------------------------------------------------------------------ EDIT: Ninja'd. Leaving mine up though. Dark Hyacinth DARK Plant Level 2 ATK500/DEF 500 Effect: Once per turn, and only once that turn, you can banish 1 other DARK Plant monster you control. This card's ATK is increased by the original DEF of that monster until the end of your opponent's next turn. ------------------------------------------------------------------------------------------------------------------------------------ Next up: At Wit's End
  21. They'll be back when @YCMaker finishes updating the card maker
  22. I read the most up to date FAQ list , but I dont recall it stating where previously made custom cards were able to be accessed. Can we still access cards made prior to the site reboot, or are those just lost?
  23. Supersoaker Beast WATER 7* Beast/Effect You can banish 2 WATER monsters from your GY to Special Summon this card from your hand. When this card is Normal or Special Summoned: Place 2 Aqua Ammo Counters on this card. (Monsters with an Aqua Ammo Counter on them gain 500 ATK for each counter, but their effects are negated). (Quick Effect): You can move 1 Aqua Ammo Counter from this card to another monster on the field; double this card's ATK until the End Phase of the next turn. You can only use this effect of "Supersoaker Beast" once per turn. 1400/2100 Dark Hyacinth
  24. rough fix: When Your opponent's monster declares an attack: Target 1 Level 4 or lower monster in your GY; Special Summon it to your side of the field. also at the end of the battle phase, if you control the monster special summoned by this effect, Your opponent take damage equal to double of the total amount of battle damage you took this turn. its slow but it should not be something to be felt bad much given all traps in general are to slow these days. but at least its a fun design with niche but decent utility. combo it with monster that can't be destroyed like Arcana Force 0 - the Fool both to either a chance to stop opponent win and guarantee the damage at resolution
  25. And youre going to kick ass in it, dahling. Melee I dont have a set character. Ive been playing more original Smash lately, and I stick with Yoshi. Yoshis really good in the first, bad in the second... fairly powerful, impossible to spike, but has no third jump which fucks the poor thing up. D: edit // what, theres censors?
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