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Showing content with the highest reputation since 09/20/2019 in all areas

  1. 4 points
    Can we get an Admin Report as to the current changes to YCM, updates to come, and what to expect of this site? This is the second time this site has been down this year, for longer than a week. I want to know what is to actually come of this site now and I think that is deserving for what has come of this site this year.
  2. 3 points
    glad the site is back up after being down for over a month straight. hope the cardmaker comes back up soon havent been in very long time so itd def be nice to see cards i have made in the past, and of course make more. this past week i been using the cardmaker on NeoCardmaker but it doesnt have many of the features the cardmaker here had, back when i last used it whenever that was Lulz.
  3. 3 points
    ...Well I didn't think I would miss this place, but my sentiment is here and I am back. Hello, YCM fam.
  4. 2 points
    Cards are saved, nothing will be lost.
  5. 2 points
  6. 2 points
    Currently being updated, should be up soon
  7. 2 points
    It's that time of year again, boys... and we monsters are gonna rock yo- Wait, where are all the other monsters?
  8. 1 point
    Archival Mind EARTH ✪✪✪ (Level 3) [Psychic/Effect] ATK/ 1800 DEF/ 100 You can discard this card; add 1 "Brain Research Lab" from your Deck to your hand. You can banish this card from your GY; remove any number of Psychic Counters from a card you control, and if you do, Special Summon 1 Psychic monster from your hand or Deck whose Level is equal to the number of Psychic Counters you removed. You can only use this effect of "Archival Mind" once per turn. ___________________________________________________________________________________________________________________________________________________________ Search Target: https://yugipedia.com/wiki/Brain_Research_Lab So this is a meager attempt at trying to make LP paying Psychic relevant again. The idea is give Psychic their play making Field Spell, and then try and benefit from the Psychic Counters it generates in the form of a slower, yet potentially higher-rewarding pseudo- Emergency Teleport. That is if you don't get Ash'd, of course... If that happens you are stuck with the a Field Spell with a potentially lethal amount of Counters that could kill you. Obviously, those Psychics need way more though.
  9. 1 point
    Hello, fine peoples! In my trend of continuing to make stuff for DM characters, I thought "what if Joey got one of those 2016 structure decks?" Just like with the Kaiba and Yugi ones, I decided to build off a theme that didn't focus on his ace monster. I also needed to make a field spell that fit into this new theme. So I decided to run on his gambler theme (specifically die rolls rather than coin tosses) and ended up on the following set of cards: Squire of the Dice-Blade WIND *** Warrior/Effect When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Negate the attack, then Special Summon 1 monster from your hand. 4-5: Negate the attack, then add 1 "Dice" spell/trap from your Deck to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and its original ATK/DEF is doubled. 1200/500 Tiger Soldier of the Dice-Claws EARTH **** Beast-Warrior/Effect Inflicts piercing damage. When this card battles, you can roll 1 six-sided die and apply the appropriate effect: 1: Destroy this card 2-3: Activate 1 "Graceful Dice" or 1 "Skull Dice" from your hand, Deck, or GY, then you can negate the attack. 4-5: Return 1 monster with a dice rolling effect from your GY to your hand. 6: This card gains 800 ATK. If you control a Level 7 monster, this card's Level becomes 7, and battle damage it inflicts is doubled. 1800/1000 Gardna of the Dice-Shield WIND * Warrior/Effect If a monster you control with a dice roll effect battles, during the Damage Step, you can Special Summon this card from your hand and roll 1 six-sided die; your battling monster gains 500 ATK/DEF x the die result until the End Phase. If you control a Level 7 monster, this card's Level becomes 7, it cannot be destroyed by battle, and it gains the following effect: - Once per turn: You can target 1"Dice" Spell/Trap from your GY; Set it. 800/1000 Dragon Soul of the Dice-Flames FIRE 7* Wyrm/Effect If you activate a card that has a die roll effect OR: If you activate a monster effect that requires a die roll, you can Special Summon this card from your hand. Once per turn: If you activate an effect that requires a die roll: You can reduce this card's Level by up to 6; the roll's result equals the Levels reduced. If this card is used as Xyz Material, the Xyz monster gains the following effect: - If this card is targeted by a card effect, you can detach 1 Xyz Material and roll 1 six-sided die. If the result is 1 or 6, inflict 1000 damage to your opponent. Otherwise, negate the effect and attach that card to this monster as Xyz Material. 2000/2400 Realm of Probability Field Spell When this card is activated: Roll a six-sided die and add 1 monster with a die roll effect whose Level is equal to the result from your Deck to your hand. If you cannot, take 1000 damage. All monsters you control gain 200 ATK for each "Graceful Dice" in your GY. All monsters your opponent controls lose 200 ATK for each "Skull Dice" in your GY. Face-up Spell/Trap cards you control with a die roll effect cannot be targeted by your opponent's card effects except "Realm of Probability". Dice Draw Quick-Play Spell Send 1 card with a die roll effect you control or in your hand to the GY; roll 1 six-sided die and apply the appropriate effect: 1: Until the End Phase, the effects of cards with die roll effects cannot be negated. 2: Draw 1 card. 3-5: Draw 2 cards. 6: Draw 3 cards. Red-Eyes Dice Magic Dragon DARK R7* Dragon/Xyz/Effect 2 Level 7 monsters When this card is Special Summoned: Roll 1 six-sided die then attach cards from the top of your Deck to this card equal to the result. If this card would be destroyed (by battle or card effect), you can roll 1 six-sided die. If the result is less than or equal to the number of Xyz Materials under this card, you can detach that number of Xyz Materials from this card instead of destroying this card, then you can destroy a number of cards on the field up to the number detached. If this card has no Xyz Materials: You can tribute this card; inflict 1400 damage to your opponent. 2800/2400 I think the wording might be a bit off, but for the most part, I think things are pretty self explanatory. Thanks for the look-through and, as always, CnC is much appreciated! Cheers!
  10. 1 point
    people wipe standing up?
  11. 1 point
    I'm here to break up the archetype, but I'll finish this one out, poorly or otherwise. I looked up Seker and he seems to be associated with the dead. Also a hawk, but when has being the wrong animal ever stopped Yu-Gi-Oh? Figured this archetype would want its own Fusion card anyway. Sekerabbit, the Principled Scholastimal DARK Beast Level 1 ATK 0/DEF 0 Effect: If this card is in your GY when the ATK of a Beast monster you control is changed so that it has 2000 or more ATK, Special Summon this card to your side of the field in face-up Defense Position. (Quick Effect): Once per turn and only once that turn, while this face-up card on the field has been Special Summoned by its own effect, you can Fusion Summon 1 Beast Fusion monster from your Extra Deck using this monster and other Beast monsters you control as material. ------------------------------------------------------------------------------ Next up: Wrong Move
  12. 1 point
    Ignore the side deck. It's just smoke screen shenanigans for locals. Nothing I would bring to a higher tiered event I would side something serious. This deck is fine going first or second. I personally like going second a lot because honestly that extra card can be nutty in here. Monsters: 6 2 Sky Striker Ace - Raye 2 Ignis Heat 1 Dinomight Knight 1 Spellbook Magician of Prophecy Spells: 27 3 Engage 3 Dragonic Diagram 3 True Draco Heritage 2 Disciples of the True Draco 2 Shark Cannon 2 Mystic Mine 2 Area Zero (Will be bumping to 3. Only have 2 on me at the moment) 2 Stormforth 1 Widow Anchor 1 Terraforming 1 Hercules Base (Filler for Area Zero, would play Upstart but I like the small grind it gives me with Disciples) 1 Spellbook of Knowledge 1 Spellbook of Power 1 Set Rotation 1 Multirole Traps: 7 3 There Can Be Only One 3 True Draco Apocalypse 1 True King's Return Raye: Only playing two because I don't want to be normal summoning it that often. Area Zero popping a True Draco spell is the main way Ignis: Two is fine. Anymore than 3 Dracos and the deck starts to get conflicting hands Magician of Prophecy: The best normal summon in the deck. It's fine if they Ash it, but who ashes this damn thing anyways. Stormforth: Playing two because it's actually pretty crazy in this deck. Normally would use a True Draco trap and Widow Anchor to steal a pivotal monster from our opponent and tribute it for a True Draco monster during their Main Phase, but now that Widow Anchor is hit this card takes it spot. Prefer to use this over the single Widow Anchor as well to save Widow Anchor for Borrelsword. This is maybe my favourite card in the deck. Mystic Mine: Trying to find room for a third copy but I think two for now is fine. Helps break boards going second and keeps me in the grind. This + There Can Be Only One and a Hayate a lot of the times can be a win condition vs a lot of decks. Shark Cannon: Normally I would play one and side in the second, but this card is pivotal for Borrelsword plays now. Very disruptive as well There Can Be Only One: I could play Nibiru for Salamangreats or Thunder Dragons, but TCBOO is good against all the same decks that Nibiru is good against. If I was to play hand traps Nibiru would be the only one I would play. Ash, Ogre etc don't really hit any decks hard enough to warrant taking out engine cards for them. Nibiru is a blowout verse certain decks. Will be siding. There Can Be Only One can stall if I brick or is a straight up win verse certain decks.
  13. 1 point
    Hello, fine peoples! It's story time! Ok so... I remember getting the first Kaiba structure deck for Christmas way back when. There are a lot of cards in that original deck that I still have good memories of. Pale Beast is one of the ones that stuck out to me most of all though. I'm still not sure why; maybe because it looks like more of a "monster" than most of the other cards? Or maybe... I always felt like there was some weird connection between it and BEWD. Well, I wanted to make that connection real, so... here it is. Blue-Eyes Pale Beast LIGHT **** Beast/Effect If you Summon a "Blue-Eyes" monster, you can target 1 Spell/Trap on the field; destroy it. If you control a Level 8 monster, this card's original ATK and DEF are doubled and its original Level becomes 8. 1500/1200
  14. 1 point
    TCG is gay that aside, why no upstart?
  15. 1 point
    In which apparently heroes and rivals n’ villains have their ace monsters merged together. LGB1-JP001 Chou Madou Ryukishi Dragoon of Red-Eyes (OCG: Supreme Magical Dragon Knight – Dragoon of Red-Eyes / TCG: Dragun of Red-Eyes) Level 8 DARK Spellcaster Fusion Effect Monster ATK 3000 DEF 2500 Materials: “Dark Magician” + “Red-Eyes Black Dragon” or 1 Dragon Effect Monster (1) Cannot be destroyed by card effects, also neither player can target this card with card effects. (2) During your Main Phase, up to a number of times equal to the number of Normal Monsters that used as Fusion Material for this card: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. (3) Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK. Note: Chou Madou Ryuukishi is basically the same as Dark Cavalry (chou madou kishi, “Supreme Magical Knight”) but with “dragon” And of course Dark Cavalry is based off Dark Paladin (chou madou kenshi, “Supreme Magical Swordsman”) Source: https://ygorganization.com/expanddragong/
  16. 1 point
    Not even sure if it's depression because it's not diagnosed, but yeah I'd say so. It still lingers, but I've gotten much better at managing my emotions and not letting bad thoughts take over.
  17. 1 point
    How are you doing with the depression thing? Is it better?
  18. 1 point
    Oh, that's funny! I made Psychic Counter support cards a few days before the site went down. I don't think I ever followed up on 'em though. Honestly, this card feels like it'd end up becoming an engine starter rather than being used for those ol' LP-Psychics: - Search Lab - Use Lab to NS a Psychic > place a counter - Banish this > SS Kozmo Tincan (Kozmo plays), Raremetalfoes Bismugear (Metalfoe/Pendulum/Super Poly plays), Psi-Reflector (Assault Mode plays), or Re-Cover (Combo off). Admittedly, these kinds of combos are more fragile than they used to be, but this definitely opens some interesting stuff. As for the actual LP-paying psychics... It's helpful? Looking 'em up now, it looks like most of 'em have slow OPT effects that either are meant to secure the battle phase (altering stats, manipulating attacks, etc.) or work during the battle phase (battle floaters, destruction protection, etc.). Better LP-paying Psychics are needed for this to really shine.
  19. 1 point
  20. 1 point
  21. 1 point
    Rapid Spell Canceller Level 5 | WIND | Machine/Effect 1600 ATK / 1800 DEF During either player's turn, when your opponent activates a Spell Card (Quick Effect): You can reveal this card in your hand; negate the activation, and if you do, destroy it, and if you do that, Special Summon this card in face-up Defense Position, also for the rest of the turn you cannot Special Summon monsters from the Extra Deck, except Machine-Type monsters. You can only Special Summon "Rapid Spell Canceller" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Spell Canceller" monster from your Deck to your hand, except "Rapid Spell Canceller". Shutdown Spell Canceller Level 5 | WIND | Machine/Effect 0 ATK / 2400 DEF If your opponent controls more Spell/Trap Cards than you do, you can Special Summon this card from your hand. If Special Summoned this way: You can target 1 Spell Card your opponent controls; as long as this card is face-up on the field, negate that Spell's effects. (If the target is Set, reveal it, and negate its effects if it is a Spell Card. Otherwise, return it to its original position.) You can only control 1 "Shutdown Spell Canceller". Spell Canceller Mk II Level 5 | WIND | Machine/Effect 2200 ATK / 2000 DEF Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by sending 1 face-up "Spell Canceller" monster you control to the GY. Spell Cards, and their effects on the field, cannot be activated. Negate all Spell effects on the field. You can target 1 Spell Card your opponent controls; destroy it, or, if there is a Spell Card with the same name in their GY, banish it. You can only activate this effect of "Spell Canceller Mk II" once per turn. Omni Spell Canceller Rank 5 | WIND | Machine/Xyz/Effect 2600 ATK / 1600 DEF 2 Level 5 Machine-Type Monsters If this card is Xyz Summoned: You can destroy as many Spell/Trap Cards on the field as possible. This card cannot attack the turn you activate this effect. Your opponent cannot activate Spell Cards on the field, also negate the effects of all Spell Cards they control. Once per turn: You can detach 1 Xyz Material from this card, then declare 1 type of Spell Card (Normal, Equip, Continuous, Quick-Play, Field, Ritual); look at your opponent's hand and send all Spell Cards of that type to the GY, and if you do, inflict 600 damage to your opponent for each card sent. Backup Canceller Normal Trap Card If a face-up "Spell Canceller" monster you control is destroyed: Target 1 face-up Spell Card your opponent controls; negate its effects until the End Phase of this turn. Next: Patrician of Darkness
  22. 1 point
    Crimson Senator FIRE 7* Warrior/Effect If this card is in your hand, you can reveal this card and declare a card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand then Special Summon this card. Otherwise, banish that bottom card from your Deck face-down. You can only use this effect of "Crimson Senator" once per turn. If this card is Normal or Special Summoned, you can destroy a number of cards on the field equal to the number of "Crimson Sen" monsters you control. Those destroyed cards are treated as being destroyed by battle. 2500/2000 Crimson Sentencer FIRE 6* Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then place 1 monster you control on the bottom of your Deck. Once per turn: You can declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, double this card's ATK until the End Phase. Otherwise, banish that card face-down, then halve this card's ATK until the End Phase. 2400/1000 Crimson Seneschal FIRE ***** Warrior/Effect If you control a FIRE monster, you can Special Summon this card from your hand then destroy 1 monster you control. A monster destroyed by this effect is treated as though it were destroyed by battle. If this card is destroyed by battle, you can add 1 "Crimson Sen" card from your Deck to your hand, then place this card on the bottom of your Deck. 2100/200 Crimson Sentinel FIRE *** Warrior/Effect If a monster you control was destroyed by battle this Phase (Quick Effect): You can target that monster in your GY; Special Summon this card from your hand, then place the target on the bottom of your Deck, and if you do, all monsters your opponent controls lose ATK equal to the target's ATK. 1000/2000 Crimson Sensei FIRE ** Warrior/Effect If a monster is placed on the bottom of your Deck, you can reveal it and reveal this card from your hand: Special Summon the monster on the bottom of your Deck, and if you do, place this card on the bottom of your Deck. You can only use this effect of "Crimson Sensei" once per turn. 800/1000 Crimson Senior FIRE * Warrior/Effect If this card is Normal or Special Summoned, you can excavate cards from the top of your Deck until you excavate a "Crimson Sen" card; add the excavated "Crimson Sen" card to your hand then place the remaining excavated cards on the bottom of your Deck in any order. If this card is destroyed by battle: You can place it on the bottom of your Deck; Special Summon 1 "Crimson Sen" monster from your hand. 100/1600 Crimson Sentiments Spell Declare 1 card name, then reveal the bottom card of your Deck. If the revealed card the one declared, add it to your hand. Otherwise, send it to the GY. Regardless, add 1 "Crimson Sen" monster from your Deck to your hand, then place 1 card from your hand onto the bottom of your Deck. You can only activate 1 "Crimson Sentiments" per turn. Crimson Sendals Continuous Trap "Crimson Sen" monsters cannot be destroyed, except by battle. Once per turn, if you control a "Crimson Sen" monster, you can target 1 monster you control and 1 monster your opponent controls; immediately after this effect resolves, conduct battle between those monsters, then, the controller of the monster(s) that remain on the field must place a card from their hand on the bottom of their Deck. Crimson Senescence Continuous Spell During each Standby Phase, increase the Levels of all "Crimson Sen" monsters by 1. "Crimson Sen" monsters are unaffected by the effects of monsters with a lower Level than them, or the effects of monsters without a Level. If a monster you control is destroyed, it is always treated as though it were destroyed by battle. During your End Phase, place 1 monster from your side of the field or GY onto the bottom of your Deck or destroy this card. Crimson Sensorium Field Spell While you control a "Crimson Sen" monster, face-up Spells/Traps you control cannot be destroyed. If a "Crimson Sen" monster is destroyed by battle, you can target 1 face-up card your opponent controls; negate its effects until the End Phase of the next turn. Once per turn: You can send 1 Continuous Spell/Trap or Field Spell from your hand to the GY, then declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand, otherwise, banish it face-down. Spell Canceller (Jinzo has an "archetype", why not one for its Spell-stopping counterpart?)
  23. 1 point
    Believe it or not, I see no problems with this Archetype. The restriction is basically non-existent if you play it pure, which is likely what that restriction is intended to make the player do. This is the most fun i've ever had just reading an archetype. It's fun, new, the artwork is gorgeous, and every card ties in perfectly with the theme without feeling out of place or gimmicky. Everything supports each other, as an archetype should. To be honest, I could almost call it perfect if it wasn't for the fact that I know someone else will likely find some problems with it. I can feel the pictures coming to life on every card. and it makes the experience of reading the effects that much cooler. Really good job, man!
  24. 1 point
    I agree, I honestly go further, nothing that isn't meta dominant should get hit. But Konami does product push, and people do get tired, and instead of innovating they lazily rely on the banlist
  25. 1 point
    IGAS-JP049 Gravity Controller DARK/Psychic 1000/LINK 1 BL 1 non-Link monster in the Extra Monster Zone This card cannot be used as a Link Material during the turn in which it is Link Summoned. (1) This card in the Extra Monster Zone is not destroyed by battle by monsters in the Main Monster Zones. (2) At the start of the damage step when this card battles with an opponent’s monster in the Extra Monster Zone: You can return both this card and the opponent’s monster to the owner’s Deck.
  26. 1 point
    IGAS-JP031 Tune Knight (chuun knight, “chuu” being the sound mice make) FIRE/Beast-Warrior Union/effect Level 1 500/500 (1) If this card is Special Summoned: You can treat this card as a tuner for the rest of this turn, but you can only Special Summon one more time from the Extra Deck this turn. (2) Once per turn, you can either: equip this card to a face-up monster you control OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or a card effect, you can destroy this card instead.
  27. 1 point
  28. 1 point
    "Saving cards" refers to saving them unto an online database or otherwise storing them such that one does not need to individually open each card one by one from one's own computer.
  29. 1 point
    Truthfully told, I had been a member among the YCM community for about 5 years, silently creating my own custom cards, and getting my creative juices flowing, am kinda a returning brainstormer. But recently since coming back around August and so forth, the old card maker is down, question is during the card maker maintainance, has any of my cards been retained? Thanks in advance for anyone that responds.
  30. 1 point
    I can tag in on this. Other Decks that usually focus on big numbers to halt the Strikers now run a risk of getting a Double-powered Utopia to their face, thanks to this and Roze. But yeah, R4NK plays is looking to be the premiere Sky Striker tech now that they've only got one Widow Anchor.
  31. 1 point
    New topics are spamming my email REEEEEEEEEEEEEE. Frickin email notification restart.
  32. 1 point
  33. 1 point
    @Flame Dragon Two more people @Dr. Jolly Glot the III and @BGM キャノン are both having issues. Their NCM names are Jolly Glot and BGMキャノン respectively
  34. 1 point
    Love this one! Art is cute and materials are easy to make for all options it supports. I wanna use it with Synchros. Having a Stardust with at least 3200 ATK, increasing the margin of destruction of Scarright, even just Synchro laddering combos will put this very Link near the 3000s+ statline.
  35. 1 point
    So the problem Skys have with the meta right now is they can't really out Thunder Dragon. Recently however, people have started playing 101 to eat the dragons. This make that a lot easier
  36. 1 point
    >Equip this to Muscle Medic >Have Simochi or Reficule on your field >Proceed to cackle as Muscle Medic swings over just about any monster your opponent controls and gain massive amounts of LP while your opponent takes damage, assuming your opponent does nothing to break up this combo in any way. Dunno, just sounds really meme-y. I love this card's artwork but aside from Muscle Medic or an occasional Rainbow Life, one would have to be very cautious about what they attack if they want to keep this Sword in one piece.
  37. 1 point
    IGAS-JP026 Jack A’ Booran EARTH/Zombie Level 7 1500/2200 You can only use the (1) and (2) effects of this card’s name once per turn each. (1) You can discard 1 Zombie monster: Special Summon this card from your hand. (2) During your opponent’s Main Phase (Quick Effect): You can target 1 Zombie monster in either player’s GY; Special Summon it, then banish this face-up card until the End Phase. Banish the monster Special Summoned by this effect when it leaves the field.
  38. 1 point
    That's pretty funny. All Fusion monsters basically gain the effect of the only banned Fusion monster in the OCG, huh? I mean, Norden doesn't have an OPT like this, but still. Funny.
  39. 1 point
    IGAS-JP025 Cataclysmic Cheerful Calcragra EARTH/Fairy Level 8 2600/200 You can only use the effect of this card’s name once per turn. (1) If a face-up EARTH monster you control is destroyed by battle or your opponent’s card effect: You can Special Summon this card from your hand, then you can send 1 monster from your Deck to the GY.
  40. 1 point
    So obviously the site's just got a major update, which means there's bound to be issues, which I'll address here on my end. Anyone feel free to address yours here. 1. The textbox to post status updates in the main page is not showing for me. 2. Clicking "Reply" on a status only shows the pop-up for writing a response for one second before redirecting me to my profile. I tried turning off AdBlock Plus and I still run into this issue. 3. My custom usergroup was affected by the change. It was a bold New Courier with a rainbow gradient text color. As far as I know, Tormented had to code it himself, but if it can be fixed, then I would love that. 4. According to others, there seems to be formatting issues with spoilers and horizontal lines. Those two seem to be my biggest issues so far. So @YCMaker if you're reading this, I'm sure you're doing your best to address what you can, but if anyone else is willing to share their issues, this should be a good reference for you for any individual or shared issues with this update.
  41. 1 point
    Cheat Code - Extra Life Level 1 | DARK | Cyberse/Effect 0 ATK / 0 DEF If this monster is Tributed by the effect of an "Enemy Controller" card: You can Special Summon it from the GY, but banish it when it leaves the field. You can only Special Summon "Cheat Code - Extra Life(s)" this way once per turn. Cheat Code - Control Hacker Level 1 | DARK | Cyberse/Effect 1200 ATK / 0 DEF If this card is Normal Summoned: You can add 1 "Enemy Controller" Spell Card from your Deck to your hand. You can target 1 face-up monster your opponent controls; pay LP equal to double its ATK, and if you do, until the End Phase of this turn, you can Tribute that monster as if you controlled it for the activation of an "Enemy Controller" Spell Card (even if this card leaves the field). You can only activate this effect of "Cheat Code - Control Hacker" once per Duel. Cheat Coder Rank 1 | DARK | Cyberse/Xyz/Effect 2000 ATK / 1900 DEF 2 Level 1 Cyberse monsters If this card is Xyz Summoned: You can Set 1 "Enemy Controller" Spell Card directly from your Deck. You can detach 2 Xyz Material from this card; switch control of all other monsters the field until the End Phase of this turn, but negate the effects of monsters you control. You cannot activate other monsters' effects the turn you activate this effect. Enemy Controller Two Player Quick-Play Spell Tribute 2 monsters you control, then target 1 face-up monster your opponent controls; apply the appropriate effect, based on whether the target's ATK is higher or lower than the combined total ATK of the Tributed monsters. * Higher: Take control of that target. until the End Phase of this turn. * Lower or equal: Take control of that target. Enemy Controller Next Gen Quick-Play Spell Pay half your LP, then target 1 face-up monster your opponent controls in a Main Monster Zone; take control of it until the End Phase of this turn, but it cannot attack. If you control a "Cheat Code" monster, cards and effects cannot be activated in response to this effect's activation. You can only activate one "Enemy Controller Next Gen" per turn. Next: Five Brothers Explosion
  42. 1 point
  43. 1 point
    It's good to be back in a familiar setting. Now, about this trade war...
  44. 1 point
    Interesting new UI
  45. 1 point
  46. 1 point
    The Magical Hat Trap Target 1 face-up monster you control; Set that target. Once, if that target would be destroyed this turn (by battle or card effect), you can destroy 1 Normal Spell or Normal Trap from your Deck instead. During the Battle Phase, if this card is in the GY: You can target 1 face-up monster you control; Set that target, and if you do, Special Summon this card from your GY as a Normal monster (ATK 0/DEF 0) in face-down defense position, then shuffle your Set monsters on the field. Banish this card Special Summoned by this effect at the end of the Battle Phase. You can only use this effect of "The Magical Hat" once per turn. Been sitting on this card for a bit because I couldn't really figure out what I wanted for its main effect. The GY effect was what I'd pretty much known from the start. Thought it might be a good card to start with on the new YCM.
  47. 1 point
    ...Well, at least we can finally change avatars again.
  48. 0 points
    hey can i be a mod
  49. 0 points
    We lost the YCM Classic theme. I'm leaving until we get it back.
  50. 0 points
    @Ryusei the Morning Star im back!
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