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Member Since 15 Mar 2013
Member ID: 664,102
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Construct the Overlay Circuit [5/5]

10 July 2018 - 01:19 PM

Ha ha yes I'm copying Black but this time it's Zexal, so just expect a fair number of either explicitly Xyz-themed Links or character-appropriate Links.


One thing to be clear is that my design intention with these cards is to make them less entirely focused on the themes they're made for. A lot of Zexal anime themes have not aged well in the slightest, and it's going to take more than a single support card to really make them work. Nonetheless, despite their generic nature, I still want them to be faithful to the character that they are designed for, and ultimately still help that specific deck, even if maybe it's going to be more useful in a different variety of deck.


Gagaga Network Magician


Full Armored Depth Draco


Heroic Champion Durendal


Chronomaly Crystal Knight


Umbral Horror Manifest

Danger!? Memes?

05 July 2018 - 02:05 PM




Rafale, Champion Fur Hire x1

Danger! Bigfoot! x2

Grapha, Dragon Lord of Dark World x3

Danger! Nessie! x3

Danger! Chupacabra! x2

Beige, Vanguard of Dark World x1

Snoww, Unlight of Dark World x3

Danger?! Jackalope? x3

Tour Guide of the Underworld x1

Broww, Hunstman of Dark World x3


Spells and Traps

The Gates of Dark World x3

Terraforming x2

Galaxy Cyclone x1

Sky Striker Mobilize - Engage! x2

Sky Striker Mecha - Hornet Drones x3

Trade-In x2

Allure of Darkness x2

Danger! Zone x3


Extra Deck

Sky Striker Ace - Kagari x2

Apprentice Witchling x1

Folgo, Justice Fur Hire x1

Summon Sorceress x1

Arch-lord Palladion x1

Topologic Gumblar Dragon x1

Borreload Dragon x1

Number 75: Gossip Shadow of Confusion x1

Super Quantal Mech Beast Grampulse x1

Leviair the Sea Dragon x1

Number 38: Hope Harbinger Dragon Titanic Galaxy x1

Number 90: Galaxy-Eyes Photon Lord x1

Number 68: Sanaphond the Sky Prison x1

Galaxy-Eyes Full Armor Dragon x1




So, I'm currently in the stage of "Cram as many memes in as possible and see what sticks", so a looooot of this is subject to change and definitely nowhere near final. The Extra Deck in particular, as I figure out exactly what options really stick with this deck. My main complaint is that there are no tuners that this deck can take advantage of consistently, but otherwise this deck has a pretty breezy time getting just a lot of crap out in one turn.


"But Where's Dragged Down/Dealings?!"


The issue I have with those cards is how they benefit your opponent. At best you're gaining the same value as them, but I don't like Dragged Down because of how you can't guarantee what you'll discard without minusing hard, and you bet your ass your opponent is going to pick the thing that benefits you the least or just straight hurts you if they know what they're doing. And Dealings? More often than not it's going to help your opponent more than yourself; they're getting just as much, if not more advantage than you, and I can't say I like that.

Divination [16/16]

05 July 2018 - 01:47 PM

The old name I had for this theme was "-Marked". It had a semi-simple concept, and a good way to explain it ended up being "Xyz Cardians" in a way. In other words, it's a theme centered around summoning a lot of smaller "part" monsters and then summoning one key monster that assembles the "parts".


From its original iteration, the overall design hasn't been changed nearly as drastically from its original. Instead, everything's been updated and the designs refined overall to make a much more solid and concise theme. It has a strong swarming potential with builds that focuses on tackling either threats of large numbers or individual strength.


The only new additions are the Link monsters, so take a looksee and enjoy!



Main Deck Monsters


Extra Deck Monsters


Spells and Traps

[SOFU] Dinowrestlers

26 June 2018 - 11:30 PM



Dinowrestler King T Wrextle
EARTH Dinosaur Link Effect Monster
3000 ATK / Link-3 (Bottom-left, Bottom, Bottom-right)

2+ "Dinowrestler" monsters
(1) If this card battles, your opponent's Spell/Trap Cards and monster effects cannot be activated until the end of the Damage Step.
(2) Your opponent cannot target other monsters for attacks.
(3) At the start of your opponent's Battle Phase: You can target 1 monster your opponent controls in Attack Position; during this Battle Phase, your opponent must declare an attack with it, also other monsters cannot attack, or else destroy it at the end of the Battle Phase.





Dinowrestler Capaptera
Level 3 WIND Dinosaur Effect Monster
ATK 1600 / DEF 0

-You can only use this card name's (1) effect once per turn.
(1) If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; send it to the GY.
(2) If this card is sent to the GY as Link Material for the Link Summon of a "Dinowrestler" monster: You can have that monster gain 1000 ATK until the end of this turn.




Dinowrestler Capoeiraptor
Level 4 EARTH Dinosaur Effect Monster
ATK 1800 / DEF 0

-You can only use this card name's (2) effect once per turn.
(1) This card in Attack Position cannot be destroyed by battle, also if it was attacked, change it to Defense Position at the end of the Damage Step.
(2) During the Standby Phase, while this card is in Defense Position: You can Special Summon 1 "Dinowrestler Capoeiraptor" from your Deck.





Dinowrestler Sistego
Level 4 EARTH Dinosaur Effect Monster
ATK 1900 / DEF 0

-You can only use each of this card name's (1) and (2) effects once per turn.
(1) If this card is Special Summoned: You can add 1 "Dinowrestler" monster or "World Dino Wrestling" from your Deck to your hand.
(2) During the End Phase, if this card was sent to the GY and your opponent controls more monsters than you do: You can target 1 "Dinowrestler" monster in your GY, except "Dinowrestler Sistego"; Special Summon it.





World Dino Wrestling
Field Spell

-You can only use this card name's (3) effect once per turn.
(1) While you control a "Dinowrestler" monster, only 1 monster can attack during each Battle Phase.
(2) If your "Dinowrestler" monster attacks an opponent's monster, it gains 200 ATK during damage calculation only.
(3) If your opponent controls more monsters than you do: You can banish this card from your GY; Special Summon 1 "Dinowrestler" monster from your Deck.

[Written] Generic Machine Support

25 June 2018 - 01:22 AM

The pool of generic spells/traps that support machines that are, y'know, actually good are slim. Typically these themes happen to be among my favorite, so it kinda sucks to have to run a lot more monsters than one might want to at times. Following the same line of thought from when I did generic support for warriors, the intention is to come up with cards that can be very useful for a variety of decks without warranting too much banlist attention. It's a hard balance to strike, so hopefully something along that vein has been accomplished.



Booting Sequence

Normal Spell

Add 1 Machine monster from your Deck to your hand, then you can discard 1 card, otherwise the monster added to your hand must remain revealed. Monsters revealed by this card's effect cannot be Normal or Special Summoned except by this card's effect, unless you Normal or Special Summon a different monster first. You can banish this card from your GY and discard 2 cards: Special Summon 1 monster in your hand that was revealed by this card's effect.



Normal Spell

Banish 2 Machine monsters from your GY with the same name: Special Summon 1 Machine monster from your hand, Deck, or GY with the same Attribute and Level as the monsters banished. You can only activate 1 "Mechannibalized" per turn.


Ancient Factory of Miracles

Continuous Spell

When this card is activated: Place 1 Charge Counter on this card. Machine monsters you control gain 100 ATK/DEF for each Charge Counter on this card. Once per turn: You can return 1 Machine monster from your hand or field to your Deck, and if you do, place 1 Charge Counter on this card. You can target 1 Machine monster you control: Remove any number of Charge Counters from this card, and if you do, that target gains 500 ATK/DEF for each counter removed. While this card has 2 or more Charge Counters: You can send this card you control to the GY, and if you do, draw 2 cards.


Maximum Overclock

Normal Trap

Target 1 Machine monster you control: Until the End Phase, that target is unaffected by your opponent's card effects and its ATK/DEF are doubled. At the end of the turn, destroy that target, and if you do, take damage equal to its original ATK, and if that monster did not attack during that turn, draw 1 card.