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#781
Draconus297

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Ritual of the Djinn
Normal Spell
When this card is activated, select and activate 1 of the following effects:
●Add 1 DARK Level 3 "Djinn" monster from your Deck to your hand.
●Reveal 1 DARK Level 3 "Djinn" monster in your hand; add 1 Ritual monster from your Deck or Graveyard to your hand.
You can banish this card from your Graveyard: Special Summon 2 of your banished DARK Level 3 "Djinn" monsters with different names in Defense Position, but the Summoned monsters cannot be used as Material for a Summon. You can only activate each effect of "Ritual of the Djinn" once per turn.

Okay, so it's a searcher for these things, because they're awfully inconsistent on their own. However, you also have the option to reveal one in your hand to grab a Ritual of choice, in case you've emptied out your targets. But the real meat comes from the fact that it can be banished to bring back 2 banished Djinns with different names, but specifically blocks their use as ED monster fodder without killing their utility as Ritual Tribute.

Steelswarm specifically; no cheating this with Evilswarm support
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#782
AstralStarZero

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Djinn Purifier of Rituals

Level 3 DARK Fiend/Effect

When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. If the monster Ritual Summoned using this card battles an opponent's monster that opponent's monster has its effects negated, also its ATK/DEF becomes its original ATK/DEF during Damage Calculation only.

ATK/800 DEF/2300

 

Edit:

Infestation Rejuvenation

Continuous Spell Card

Once per turn, you can: immediately after this effect resolves, Normal Summon 1 "Steelswarm" monster from your hand and gain LP equal to that monster's current ATK. If this card is sent to the GY, target 1 "Steelswarm" monster or "Infestation" card in your GY; add it to your hand, and if you do, Special Summon 2 "Steelswarm Tokens" (DARK/Fiend/Level 1/ATK 0/DEF 0), but they cannot be used as Material for the Special Summon of an Extra Deck monster this turn. You can only use this effect of "Infestation Rejuvenation" once per turn. 

 

Next:

F.A. (Formula Athletes)



#783
BatMed

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F.A. Eclipse Dragster

LIGHT | Machine / Effect

Level 7 | ATK 0 / DEF 2000 

You can Special Summon this card (from your hand) by sending 1 Machine monster from your hand or field to the GY or by banishing 2 monsters from your GY. Gains ATK equal to its Level x 300. Each time a “F.A.” Spell/Trap Card or effect is activated: You can increase this card’s Level by 1. Once per turn (Quick Effect): You can destroy 1 "F.A." card you control, except "F.A. Eclipse Dragster", and if you do, activate 1 of these effects;

● Activate 1 "F.A." Spell/Trap from your hand.

● Special Summon 1 "F.A." monster from your hand.

 

Next: /Assault Mode



#784
Black D'Sceptyr

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Assault_Advance.png

 

Assault Advance

Equip Spell Card

 

Lore: Activate this card by targeting 1 monster that specifically lists the card "Assault Mode Activate" in your GY; Special Summon it and equip it with this card. It gains 1 Level if it is a Tuner, also the first time it and/or this equipped card would be destroyed during the turn this card was activated, they are not destroyed. You can reveal 1 "Assault Mode/" monster in your hand and shuffle it into the Deck; add this card from your GY to your hand. You can only activate 1 "Assault Advance" per turn. This card's name becomes "Assault Mode Activate" while in the GY.

 

 

NEXT UP: 

 

Evil Eye


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

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And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#785
Arcadia warlic

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ClEc1sl.jpg

 

Next: Archfiend (non-red)



#786
Black D'Sceptyr

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dcveko7-01550dbf-9e48-48c2-9e4e-cccf7cb4

 

Archfiend Corporeal

DARK/Fiend-Type Fusion Effect Monster/Level 5/2000 ATK/700 DEF
 
Lore: 2 "Archfiend" monsters with different Levels
Once per turn: You can destroy 1 Fiend monster in your hand, and if you do, your opponent must send the monster in their hand or field with the highest ATK to the GY. (If it is a tie, they get to choose.) If this card is sent to the GY; You can pay 500 LP and destroy 1 card you control; take 1 "Archfiend" monster from your Deck with a different Level than the monsters sent to your GY this turn, and Special Summon it if it is a Level 6 monster, ignoring its Summoning conditions. Otherwise, add it to your hand.
 
 
NEXT UP:
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#787
Draconus297

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Wattmesh
Continuous Spell
The first time each "Watt" card you control would be destroyed by your opponent in a turn, that card(s) is not destroyed. Once per turn, if a "Watt" monster you control inflicts battle damage to your opponent: You can draw 1 card, and if the drawn card is a "Watt" card; you can reveal the drawn card, and if you do, your opponent cannot activate the effects of Special Summoned monsters until your next Standby Phase.

Laval
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#788
Arcadia warlic

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c94UYGd.jpg

 

Laval Lava Zone

Field Spell Card

 

Lore:

 

During your Draw Phase, if you draw a "Laval" monster(s): You can reveal any number of them; send them to the GY, then you can add 1 "Laval" monster from your deck to your hand. You can banish 1 "Laval" monster from your GY. When a "Laval" monster is banished from your GY, you can special summon 1 "Laval" monster from your hand or GY. You can only activate each effect of "Laval Lava Zone" once per turn.

 

Penguin



#789
Black D'Sceptyr

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BEHOLD. NIGHTMARE PENGUIN'S COOLER BROTHER.

 

WITH NIGHTMARE'S ORIGINAL ATTRIBUTE AND REVERSED STATS.

 

PRAISE BE TO THE PENGUINS.

 

dcxbq3r-e28124bc-4941-43a6-a0d5-09d4e234

 

Dreamland Penguin

WIND/Aqua-Type Xyz Effect Monster/Rank 2/1800 ATK/900 DEF

 

Lore: 2 Level 2 Aqua monsters

If a Fish, Sea Serpent, and/or Aqua monster(s) is sent to the GY; You can return 1 card on the field to the hand, then this card gains 200 ATK. Once per turn, if a Fish, Sea Serpent, and/or Aqua monster(s) in your possession would be destroyed by battle or leave the field because of an opponent's card effect, you can detach 1 material from this card, instead. If this card on the field is sent to the GY during the same turn this effect was used: You can change as many monsters your opponent controls to face-down Defense Position as possible, then draw 1 card.
 
 
Not as good as Toadally, but what is? And it does remove more stuff more often. And net you a draw.
 
NEXT UP:
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#790
AstralStarZero

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Mermail Abyssiren
Rank 4 WATER Sea Serpent Xyz/Effect
2 Level 4 WATER monsters
At the end of the Battle Phase, if a “Mermail” Monster destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 7 or lower WATER Xyz Monster (except "Mermail Abyssiren") by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Mermail Abyssiren" once per turn. You can detach 1 material from this card and send 1 monster from your hand to the GY, then target 1 card your opponent controls; banish it. You can only use this effect of "Mermail Abyssiren" once per turn.
ATK/2200 DEF/1400

Next:
Trickstar

#791
Draconus297

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Trickstar Honeysuckle
LIGHT - Level 3 - Fairy/Effect - 800/2000
If you Normal or Special Summon a "Trickstar" monster, except "Trickstar Honeysuckle": You can Special Summon this card from your hand. If your opponent Special Summons exactly 1 monster from their Graveyard or Extra Deck: Inflict 200 damage to your opponent. If this card is used as Material for the Summon of a "Trickstar" monster: You can Special Summon 1 "Trickstar" monster from your Graveyard with less ATK than the Summoned monster, except "Trickstar Honeysuckle".

Twilightsworn
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Burn damage OR single-card support!
PM me for more details on AGM Deck Challenges, for your chance at 1000 Points!

SKDRKF CNMLKQNKQ:
PADE XACQZIMTS!

#792
Black D'Sceptyr

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Maybe now people may use Lightsworn-exclusive Spells/Traps beside Solar Recharge and Charge of the Light Brigade. Maybe.

 

dcxe5av-65236cd3-2f98-41bc-9fa8-0101e537

 

Advent of Twilight

Continuous Trap

 

Lore: If a "Lightsworn" monster(s) is Special Summoned from your Extra Deck: You can banish 1 "Lightsworn" monster from your Deck; place 1 Shine Counter on this card, then you can Set 1 Spell/Trap directly from your Deck that specifically lists "Lightsworn" in its text, except a Continuous Spell/Trap. If the effect of a monster your opponent controls is activated: You can remove 1 Shine Counter from this card; negate the activation. If this card is sent from the Deck to the GY: You can Set this card, but banish it when it leaves the field. You can only use each effect of "Advent of Twilight" once per turn.

 

 

NEXT UP: 

 

Star Seraphs


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#793
AstralStarZero

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Star Seraph Saber
Level 4 LIGHT Fairy/Effect
If this card is Normal or Special Summoned: You can target 1 Level 4 "Star Seraph" monster in your GY; Special Summon it, and if you do, you can Special Summon 1 "Star Seraph" monster from your hand. If this card is in your GY and an Xyz Monster you control destroys an opponent's monster by battle: You can attach this card to it as an Xyz Material. You can only use each of the preceding effects of "Star Seraph Saber" once per turn. An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect.
● If this card battles, your opponent's cards and effects cannot be activated, until the end of the Damage Step.
ATK/1600 DEF/1500

Next:
Vampire

#794
Black D'Sceptyr

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dbyimiv-296f779b-f255-4b18-b7c3-6dbcb9bf

 

Vampires Welcome

Normal Spell Card
 
Lore: Destroy 1 "Vampire Kingdom" or 1 "Vampire" monster you control; draw 2 cards, also this turn, you can Normal Summon up to 3 "Vampire" monsters with different Levels. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters. You can only activate 1 "Vampire's Feast" per turn.
     
 
NEXT UP:
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#795
BatMed

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Infinite Ignition Kaiser
EARTH | Machine / Link / Effect
LINK - 1 | Bottom-Right | ATK 1000
1 "Infinite Ignition" non-Link Monster
If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to it as material. You can only use this effect of "Infinite Ignition Kaiser" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
● Cannot be targeted by card effects.
 
yes, that's a cheap design I know ...
 
Next: Level 4 "Toon" monster that can Special Summon itself.


#796
Fruiota_Hiroshi

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Toon Mystical Elf
Level 4
LIGHT Spellcaster / Toon / Effect
800 / 2000
If you control fewer monsters than your opponent and there is a “Toon” Spell/Trap Card on your side of the field: You can Special Summon this card from your hand. If this card is attacked: You gain LP equal to the number of “Toon” cards on the field x 300.

Warrior

#797
Draconus297

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Steam Warrior
WATER - Level 4 - Warrior/Synchro/Effect - 2000/1900
"Steam Synchron" + 1 non-Tuner monster
If this card is Special Summoned: Synchro monsters you control cannot be destroyed by battle or card effects until your next End Phase. At the start of the Damage Step, if this card battles your opponent's monster that is not Level 4: Reduce the ATK and DEF of the opposing monster by the difference in Levels x100, then increase this card's ATK by the same amount. If this card destroys your opponent's monster by battle: You can Special Summon up to 2 "Synchron" Tuner monsters from your hand, Deck, and/or Graveyard (only one per location). While this card is in your Graveyard, if you Special Summon a Warrior-Type "Warrior" Synchro monster: You can Special Summon this card from your Graveyard (you can only activate this effect of "Steam Warrior" once per turn).

Jurrac
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PM me for more details on AGM Deck Challenges, for your chance at 1000 Points!

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#798
BatMed

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Jurrac Primordial Land

① "Jurrac" Synchro monsters you control gain 500 ATK, also your opponent cannot target them with card effects.

② Once per turn, during the Battle Phase (Quick Effect): You can Special Summon 1 "Jurrac" monster from your hand or GY.

③ If a "Jurrac" monster you control, except a Synchro monster, battles an opponent's monster with a higher ATK: You can activate this effect; that monster you control gains ATK equal to the difference +100.

④ Neither player can activate monsters' effects, except during the Battle Phase. If you have a monster in your field or GY that is not a Dinosaur monster, this effect is negated.

  • ①: Give their synchros some good stats and protection.
  • ②: Field presence.
  • ③: Since most of their effects depend on them destroying monsters, I decided to make it easier for them to do so. Also, it is optional because some "Jurracs" has to be destroyed to activate their effects
  • ④: Same reasoning above, since most of their effects are battle-reliant, they are slow, so why not share that with your opponent too.

Next: Laval



#799
Arcadia warlic

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3MmAh50.jpg

 

Laval Shifter

FIRE/Pyro Tuner Monster/Level 4/1900 ATK/200 Def

 

Lore: Once per turn: Send 1 "Laval" monster that has a level from your hand, deck, or Extra Deck to the GY or banish 1 "Laval" monster that has a level from your hand, deck, Extra Deck, or GY; until the End Phase, this card's level becomes that monster's, and replace this effect with that monster's original effects. You must control this face-up card to activate and to resolve this effect.

 

Benefits Graveyard/Banishing set-up, summoning of the Synchro/XYZ monsters, potential GaGaGa Cowboy-like game ending (via Laval Judgement Lord), and allows for slightly better swarming. Also has the 200 DEF for outside support. Combos well with the Field Spell as well (see above).

 

Next: Ice Barrier



#800
Black D'Sceptyr

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Seditious_Spirit_of_the_Ice_Barrier.png

 

Seditious Spirit of the Ice Barrier

WATER/Zombie-Type Spirit Effect Monster/Level 5/1600 ATK/800 DEF

 

Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 1 "Ice Barrier" Spell/Trap from your GY into the Deck. Each turn, 1 Level 5 or higher "Ice Barrier" monster you Normal Summon can be Summoned without Tributing. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, then if you control another WATER monster, your opponent can only activate 1 Normal Spell/Trap Card during their next turn.

 

 

Another Zombie counterpart, this time with the same distance (downward) in Level, ATK and DEF from its form previous in "Medium of the Ice Barrier" as the Sacred Spirit of the Ice Barrier had (above) from the Level, ATK, and DEF of its previous form, Prior. 

 

Self Summons, but expedites another Summon, like Prior. Has an alternate effect that triggers if it's returned to the hand and you've got another familiar on the field, like Sacred Spirit. And best of all, Level 5 Zombie shenanigans are easier to make again!

 

NEXT UP: 

 

ZW (Zexal Weapons)


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.





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