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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Viewing Community Index
Offline Last Active 26 minutes ago
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#7117915 Spartan Serpent

Posted by Zaziuma on 09 September 2018 - 04:11 AM

WATER based Decks are normally not known for using Flip monsters, so I figured I would give them a strong Flip monster that is also pretty easy to Summon for them. You can use this in other Decks as well, and it has a quite powerful effect to boot, along with good stats, and is able to re-set itself as well. You get to return 2 of your opponent's cards should they decide to attack this, or if you force them to with other effects.
 

spartan_serpent_by_zaziuma-dcmejyj.png

FLIP: You can target 1 face-up card your opponent controls; return that target to the hand.
You can discard 1 WATER monster OR 2 monsters with different names; Special Summon this card from your hand in face-down Defense Position. If this card is flipped face-up by your opponent's attack, return the attacking monster to the hand at the end of the Damage Step. During the End Phase: You can discard 1 monster; change this card to face-down Defense Position, then if you discarded a WATER monster, draw1 card. You can only use each effect of "Spartan Serpent" once per turn.



#7117700 Ziege Archetype (12/12)

Posted by Zaziuma on 07 September 2018 - 07:04 AM

Ziege is an Archetype consisting of mainly Trap monsters that become Level 7 Machines with various Attributes and each with 2000 ATK and DEF, but has 2 Main Deck monsters and 1 Xyz Monster as well. Each of these Trap monsters have an on Summon effect that is quite a powerful offensive strike against your opponent, destroying, negating or making their monsters lose their ATK and DEF.
 
Along with that, they support each other if adjacent to each other, allowing you to additionally destroy a card whenever an on Summon effect is activated. To reduce this powerful effect combination, they must be Special Summoned in Defense Position, if you use their effect, you are locked down to only Special Summoning Ziege monsters, and unless you control their Field Spell, Ziege Castle, you can't change their battle positions.
 
Don't worry though, their Xyz Monster allows them to attack while in Defense Position, as well as itself, though it also has that clause, due to its powerful effect, though it can only be used while in Attack Position.
 
They also have two Main Deck monsters, which are Warriors, and they allow for some searching, recycling and making Xyz Monsters much faster, and their other support cards, Ammunition, Assault and Counterfire also add speed, more tactical plays and counter attacks.
 
Their name is a corruption of Siege, as that word exists already in YGO, and they are based on various siege weapons. My starting off point was to make something based around catapults only, but I figured it would be more interesting to have them be various kinds of weapons, allowing me to use FIRE for Cannon and Mortar since they are firepower, EARTH for Battering Ram since that's powered by man, and WIND for the Ballista, Catapult and Trebuchet, as they don't use firepower, but rather the pull-back and gravity instead, which I figured made more sense here.
 
Main Deck Monsters:
 
Ziege Soldier
Warrior/EARTH
Level 4
When this card is Normal or Special Summoned: You can add 1 "Ziege" card from your Deck to your hand, except "Ziege Soldier". If this card is sent to the GY: You can discard 1 card; Special Summon this card from your GY in Defense Position, and if you do, its Level becomes 7. During the turn you activate either of this card's effect, you cannot Special Summon monsters, except "Ziege" monsters. You can only use 1 "Ziege Soldier" effect per turn, and only once that turn.
1300/1800
 
Ziege King
Warrior/LIGHT
Level 7
If you control a "Ziege" monster in your Main Monster Zone that was Special Summoned by its own effect: You can Special Summon this card from your hand in Defense Position. You can discard this card, then target 1 "Ziege" card in your GY, except "Ziege King"; add it to your hand. You can only use each effect of "Ziege King" once per turn.
1000/2300
 
Extra Deck Monsters:
 
Ziege Trebuchet
Machine/WIND/Xyz
Rank 7
2+ Level 7 monsters
If this card is Xyz Summoned using a Trap that is a monster as material: You can look at your opponent's hand, then discard any non-Traps from their hand. (Quick Effect): You can detach 1 material from this card; destroy as many cards your opponent control as possible, up to the number of "Ziege" cards in your GY with different names, then change this card to Defense Position. All "Ziege" monsters you control can attack while in Defense Position. If they do, apply their DEF during damage calculation. Unless you control "Ziege Castle", this card cannot change its battle position.
2800/2800
 
Spells/Traps:
 
Ziege Castle
Field Spell
All "Ziege" monsters you control gain 200 ATK and DEF for each "Ziege" monster you and in your GY with different names. Both players can activate 1 Trap Card from their hand during their Main Phase. If a "Ziege" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage instead for each of those monsters. Once per turn, during your End Phase, if you control no "Ziege" monsters, take 2000 damage or destroy this card.
 
Ziege Ammunition
Quick-Play Spell
Discard 1 card; Set 1 "Ziege" Continuous Trap directly from your Deck. If you control no monsters in your Main Monster Zone, it can be activated this turn. During your Draw Phase, before you draw: You can banish this card from your GY; give up your normal draw this turn, and if you do, add 1 "Ziege Castle" from your Deck to your hand. You can only activate 1 "Ziege Ammunition" per turn.
 
Ziege Assault
Normal Trap
Target 2 or more "Ziege" monsters you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters as material, then you can destroy any monsters in your opponent's Extra Monster Zone(s). If you would take damage by the effect of "Ziege Castle", you can banish this card from your GY instead.
 
Ziege Catapult
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Cannon
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way: You can target up to 2 Set Spells/Traps your opponent controls; destroy them, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Mortar
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target up to 2 face-up cards your opponent controls; negate their effects, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Battering Ram
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/EARTH/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 Set card your your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Ballista
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Counterfire
Counter Trap

When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.




#7116187 Algorhythm Archetype (14/14)

Posted by Zaziuma on 24 August 2018 - 01:11 PM

Algorhythm is an Archetype of Cyberse monsters with various Attributes and Levels. They focus on Rhythm Counters, which allow them to be treated as multiple monsters for a Link Summon, meaning that you can use a single monster for a LINK-2 monster should it have 1 Rhythm Counter on them, or a LINK-4 should it have 3 Rhythm Counters on it.
 
Each monster are quite different from each other, though each have a clause allowing them to be used as stated above, though not all can gain Rhythm Counters on their own, and their support cards Upbeat and Playlist help making many Rhythm Counters. They don't have a lot of ATK and DEF, though Flowchart can help with that, and with their boss monster Null Failure, they can easily take care of the most powerful monsters.
 
Their name is a portmanteau of Algorithm and Rhythm, and they are based on various concepts regarding to computing and algorithms, as well as concepts relating to rhythm and music.
 
Main Deck Monsters:
 
Algorhythm Beat Starter
Cyberse/LIGHT
Level 1
If you control no monsters: You can Special Summon this card from your hand and place 1 Rhythm Counter on this card. If this card is sent from your field to the GY: You can add 1 "Algorhythm" card from your Deck to your hand, except "Algorhythm Beat Starter". For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Beat Starter" once per turn.
300/0
 
Algorhythm Pulse Module
Cyberse/WATER/Union
Level 2
You can Special Summoned this card (from your hand) by sending 1 "Algorhythm" card from your hand to the GY. Once per turn, you can either: Target 1 "Algorhythm" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can send this equipped card to the GY; place 2 Rhythm Counters on the monster this card was equipped to. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster.
200/2000
 
Algorhythm Album Searcher
Cyberse/EARTH
Level 3
You can remove 1 Rhythm Counter from anywhere on your field; excavate the top 3 cards of your Deck, add 1 excavated "Algorhythm" card to your hand, also banish the remaining cards. If this card is banished: You can target 1 "Algorhythm" card you control; place 3 Rhythm Counters on that target. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Album Searcher" once per turn.
1200/1000
 
Algorhythm Tempo Finder
Cyberse/WIND
Level 4
You can Tribute this card; Special Summon 1 "Algorhythm" monster from your Deck in Defense Position, except "Algorhythm Tempo Finder", and if you do, place 1 Rhythm Counter on that monster, but banish it when it leaves the field. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can banish this card from your GY, then target 2 "Algorhythm" cards you control with Rhythm Counters on them; remove all Rhythm Counters from the first target, and if you do, place the same number of Rhythm Counters on the second target. You can only use each effect of "Algorhythm Tempo Finder" once per turn.
1800/900
 
Algorhythm Pattern Looper
Cyberse/EARTH
Level 4
You can remove 1 Rhythm Counter from anywhere on your field; Special Summon this card from your hand. You can remove 2 Rhythm Counters from anywhere on your field; Special Summon this card from your GY. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Pattern Looper" once per turn.
1500/1500
 
Algorhythm Fading State
Cyberse/DARK
Level 6
You can discard this card, then target 1 "Algorhythm" monster in your GY, except "Algorhythm Fading State"; Special Summon it in Defense Position, but it is banished when it leaves the field. If this card is Normal or Special Summoned: Place 1 Rhythm Counter on this card, or if this card was Tribute Summoned, place 2 Rhythm Counters on it instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Fading State" once per turn.
2000/1100
 
Extra Deck Monsters:
 
Algorhythm Verse Reverser
Cyberse/WIND/Link
Link Arrows: Top Right, Right
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish 1 card on each field and/or each GY. Once per turn, if this card is co-linked: You can place Rhythm Counters on this card equal to the Link Rating of that co-linked monster(s). At the end of the Battle Phase: You can place 1 Algorhythm Counter on each "Algorhythm" monster you control that battle this turn. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Verse Reverser".
1300/LINK-2
 
Algorhythm Node Noter
Cyberse/LIGHT/Link
Link Arrows: Bottom Left, Bottom
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish cards from the top of both players' Decks equal to the Level/Link Rating of the monster used to Link Summon this card. Once per turn: You can remove any number of Rhythm Counters from anywhere on your field, then target the same number of "Algorhythm" cards in your GY and/or among your banished cards; place them on top of your Deck in any order. Unless this card is co-linked, it loses 1000 ATK. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Node Noter".
1700/LINK-2

Algorhythm Metric Sorter
Cyberse/EARTH/Link
Link Arrows: Top, Bottom Left, Left
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can draw 2 cards, then banish 1 card from your hand. At the start of your Battle Phase, if this card is linked: You can halve this card's ATK, and if you do, all your linked monsters can attack directly, but any battle damage they inflict is halved. These effects last until the end of the Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Rhythm Counters on this card. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Metric Sorter".
2200/LINK-3
 
Algorhythm Null Failure
Cyberse/FIRE/Link
Link Arrows: Bottom Left, Bottom Right, Left, Right
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can target 1 of your banished cards; add it to your hand. Once per turn, if this card battles an opponent's monster, during damage calculation You can make that monster's ATK and DEF 0. When a card or effect that target a linked monster(s) is activated (Quick Effect): You can remove 2 Rhythm Counters from anywhere on your field; negate the activation, and if you do, return that card to the hand. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Null Failure".
2300/LINK-4
 
Spells/Traps:
 
Algorhythm Upbeat
Quick-Play Spell
Target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target, or if that target has no Rhythm Counters on it, place 2 instead. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target. You can only use each effect of "Algorhythm Upbeat" once per turn.
 
Algorhythm Downbeat
Normal Spell
Target 1 "Algorhythm" monster in your GY and 1 "Algorhythm" monster you control with a Rhythm Counter on it; Special Summon the first target, and if you do, remove all Rhythm Counters on the second target. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" card in your GY; add it to your hand. You can only use each effect of "Algorhythm Downbeat" once per turn.
 
Algorhythm Flowchart
Field Spell
All "Algorhythm" monsters you control gain 300 ATK and DEF for each Rhythm Counter on them. Once per turn: You can remove 2 Rhythm Counters from anywhere on your field; draw 1 card. Once per turn, during the End Phase: Place 1 Rhythm Counter on each "Algorhythm" monster you control. If this card would be destroyed, you can remove 1 Rhythm Counter from anywhere on your field instead.
 
Algorhythm Playlist
Continuous Trap

When this card is activated: Place 5 Rhythm Counters on this card. Once per turn: You can target 1 "Algorhythm" monster you control; remove 1 Rhythm Counter from this card, then place 1 Rhythm Counter on that target. During your Draw Phase, before you draw, if there is a Rhythm Counter on this card: You can give up your normal draw this turn, and if you do, excavate cards from the top of your Deck equal to the number of Rhythm Counter on this card, you can add 1 "Algorhythm" card to your hand, also send the remaining cards to the GY.




#7115721 Blue-Eyes Whitestorm Dragon

Posted by Zaziuma on 21 August 2018 - 01:24 PM

Which cardmaker did you use? I don't see an option for Links in the old one, and the new one squishes the text too much when a card has a long effect like that.

Magic Set Editor and I used this template:

 

https://www.devianta...ition-671826063




#7114963 Darkshade Witch

Posted by Zaziuma on 16 August 2018 - 03:59 AM

A Normal Pendulum Monster that allows you to negate the effects of your monsters in return for a Spell Counter, and along with that, you can remove 2 Spell Counters to Special Summon it and make it a Tuner. This works well with Spell Counter Pendulum Decks, but can work in non-Pendulums as well.
 

 darkshade_witch_by_zaziuma-dckaf78.png

Pendulum Effect:

Once per turn: You can target 1 face-up Effect Monster you control; negate that target's effects, then place 1 Spell Counter on this card. Once per turn: You can remove 2 Spell Counters from anywhere on the field; Special Summon this card from your Pendulum Zone, and if you do, it becomes a Tuner.

 

Lore:

A witch of strange magic, she is able to erase the memory of people and interject new memories.




#7114594 Xtra HERO Glidergirl

Posted by Zaziuma on 13 August 2018 - 10:34 AM

Wanted to make an Xtra HERO when I say this card, a card that allows you to get some draws as well as being able to search. I used the new wording that Garbage Collector has, making it clearer if you can target specific monsters. It's also suppose to be somewhat generic for other Fusion based Decks, so Link Summoning up into this card works well, since you can place it in your Main Monster Zone and gain access to quite a few Link Arrows that way, and it has 2500 which is respectable for being a generic requirement, besides Attribute.

 

xtra_hero_glidergirl_by_zaziuma-dck15ji.

2+ monsters with different Attributes
When this card is Link Summoned using a Link Monster as material: You can move it to your Main Monster Zone Zone it points to. Once per turn: You can target 1 monster in your GY that began the Duel in the Main Deck; shuffle it into your Deck, then you can add 1 "HERO" monster from your Deck to your hand with a different Attribute from that target. Each time you Fusion Summon to your zone(s) this card points to, immediately draw 1 card.



#7114308 Ridealong Companion

Posted by Zaziuma on 11 August 2018 - 05:38 AM

Here's a high Level Union monster that allows you to equip it from your hand to an Extra Deck monster, and has an interesting effect that makes it so your opponent cannot target it with effects, unless they also target this card, which is intentional, since removing the equipped monster from the field allows you to target another monster.
 

ridealong_companion_by_zaziuma-dcjtzov.p

If you Special Summon exactly 1 monster from your Extra Deck: You can equip this card from your hand to that monster, but you cannot Special Summon this equipped card this turn. Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Your opponent cannot target the equipped monster with card effects, unless it also targets this card, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this equipped card is sent the GY because the  equipped monster leaves the field: You can target 1 other monster you control; equip this card to that target.



#7113635 Voodooze Archetype (14/14)

Posted by Zaziuma on 08 August 2018 - 09:14 AM

Voodooze is an Archetype of Fiend/DARK monsters with various Levels. They focus on Ritual Summoning, banishing from the field and making monsters into Continuous Spells.Their playstyle revolves around Ritual Summoning to banish them from the field, which triggers their effects that turn them into Continuous Spells, which you can then use for various purposes, either to boost your monsters in various ways, or to use the Ritual Monsters' effect that allows you to take control of an opponent's monster in a Ritual Monster's column by sending a Continuous Spell to the GY.
 
Additionally, if sent from the Spell & Trap Zone to the GY, they trigger another effect, most of which place cards on top of the Deck, which is used for the excavation effect of the Ritual Spells, which are able to get you any Spell, Trap or monster which can be quite powerful, though you need to banish a Ritual or Synchro Monster from your field or GY to do so.
 
Yes I said Synchro Monster before, which is because Dollmaker is a Ritual Tuner monster, and allows you to make Gasgod, their Level 12 Synchro Monster, which is able to take control of a lot of your opponent's monsters should you use a Ritual Monster for its Synchro Summon, as well as being able to banish cards from your opponent's hand when they add cards from their Deck to their hand.
 
The idea of having them trigger when banished from the field came from me wanting to use The Puppet Magic of Dark Ruler for something, and this was the result, notice that the Ritual Monsters' on Summon effects are not only on Ritual Summon, but any kind of Special Summon. Their name is a portmanteau of voodoo and ooze, and the cards are related to voodoo of course, and gas, smoke etc. which relates back to them not fully disappearing if they are banished, and the voodoo relates to them stealing your opponent's monsters.
 
Main Deck Monsters:
 
Voodooze Chantling
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, all monsters you control cannot be destroyed by battle, also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 of your banished "Voodooze" cards; place it on top of your Deck. You can only use each effect of "Voodooze Chantling" once per turn.
1000/2000
 
Voodooze Gasling
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, your opponent cannot target face-up monsters you control with card effects also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" card in your GY; place it on top of your Deck. You can only use each effect of "Voodooze Gasling" once per turn.
1500/1500
 
Voodooze Dolldancer
Fiend/DARK
Level 4
If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, face-up monsters you control cannot be destroyed by your opponent's card effects, also they gain 300 ATK and DEF. If this card is sent from your Spell & Trap Zone to the GY: You can place it on top of your Deck. You can only use each effect of "Voodooze Dolldancer" once per turn.
1800/800
 
Voodooze Dollmaker
Fiend/DARK/Ritual/Tuner
Level 4
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can place 1 "Voodooze" monster from your Deck in your Spell & Trap Zone as a Continuous Spell. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" monster among your banished monsters or in your GY; place it in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Voodooze Dollmaker" once per turn.
1500/2000
 
Voodooze Gaseater
Fiend/DARK/Ritual
Level 4
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 "Voodooze" card in your GY or among your banished cards, except "Voodooze Gaseater"; add it to your hand. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Gaseater". You can only use each effect of "Voodooze Gaseater" once per turn.
2000/1500
 
Voodooze Smokelord
Fiend/DARK/Ritual
Level 8
You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 other card on the field; place it on top of the Deck. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Voodooze Smokelord" once per turn.
2500/2500
 
Extra Deck Monsters:
 
Voodooze Gaslord
Fiend/DARK/Synchro
Level 8
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Ritual Monster as material: You can target 1 monster in your opponent's GY or among their banished monsters; Special Summon it to your field. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. (Quick Effect): You can banish 1 other monster you control; banish 1 card your opponent controls. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 Ritual Monster and 1 Ritual Spell from your Deck, GY and/or among your banished cards to your hand. You can only use each effect of "Voodooze Gaslord" once per turn.
2500/2500
 
Voodooze Gasgod
Fiend/DARK/Synchro
Level 12
1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned using a Ritual Monster as material: You can take control of monsters your opponent control up to the number of Continuous Spells with different names you control. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase: You can send 1 Continuous Spell you control to the GY; banish random cards from your opponent's hand up to the number of cards they added to their hand. If this card is sent from your Spell & Trap Zone to the GY: You can Special Summon 1 Ritual Monster from your hand, Deck or GY, ignoring its Summoning conditions. You can only use each effect of "Voodooze Gasgod" once per turn.
3000/3000
 
Spells/Traps:
 
Voodooze Chant Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated monster to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Chant Ritual" once per turn.
 
Voodooze Smoke Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your GY or among your banished monsters. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Spell to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Smoke Ritual" once per turn.
 
Voodooze Doll Ritual
Ritual Spell
This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you banish a monster that is owned by your opponent, you can Ritual Summon it from your Deck instead. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Trap to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Doll Ritual" once per turn.
 
Voodooze Dance
Normal Spell
If you control no "Voodooze" cards in your Monster Zones: Add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Dance", also until the end of the next turn, you cannot Special Summon monsters from your hand, except Ritual Monsters. You can only activate 1 "Voodooze Dance" once per turn.
 
Voodooze Smokescreen
Continuous Spell

If your opponent Summons a monster(s): You can target 1 "Voodooze" monster you control; place it in your Spell & Trap Zone as a Continuous Spell. Once per turn, if you control a Ritual Monster: You can Special Summon 1 "Voodooze" Monster Card from your Spell & Trap Zone. Other "Voodooze" Continuous Spells you control cannot be targeted or destroyed by your opponent's card effects.

 

Voodooze Smoke Signal
Normal Trap

Special Summon 1 "Voodooze" monster from your hand, Deck or GY, but it has its effects negated, also it is banished during the End Phase. During either player's turn, except the turn this card was sent to the GY: You can send 1 "Voodooze" Continuous Spell you control to the GY; Set this card from your GY. You can only use 1 effect of "Voodooze Smoke Signal" per turn, and only once that turn.




#7112083 Thunder Generator

Posted by Zaziuma on 29 July 2018 - 06:34 AM

A little something I made for Thunder Dragons, since that's the hot new thing, it's an Xyz Monster that is easily Summonable, should you have a Thunder monster, but works for non-Thunders as well if you want to farm out Tokens, though be careful that you can use them right away, since you can't use non-Thunder monster effects while you control one of them. It doesn't have a lot of ATK, it's designed to not be able to tackle the Tokens it Summons right way, but have a high DEF instead, though you probably are going to swap this out for something else.
 

thunder_generator_by_zaziuma-dciliwb.png

2+ Level 6 monsters
Once per turn, if you control only 1 monster, you can also Xyz Summon "Thunder Generator" by using 1 Level 5 or higher Thunder monster you control as material. You can detach 1 material from this card; Special Summon 1 "Thunder Token" (Thunder/LIGHT/Level 5/ATK 1000/DEF 2000) in Defense Position on both fields. While a player controls a "Thunder Token", they cannot activate monster effects, except the effects of Thunder monsters.



#7111350 Not What They Seem

Posted by Zaziuma on 24 July 2018 - 02:32 PM

A card for Flip monster that tricks your opponent into attacking a Flip monster and trigger its effect, also it protects it from battle, so it works great for monsters that normally would be destroyed by battle. Usable in pretty much any Flip monster Deck, my thoughts were going to Krawler and Subterror. I just kind of wanted to name a card this when I found this image, so yeah, that's what you get.
 

not_what_they_seem_by_zaziuma-dci5pqb.pn

When your opponent targets a monster you control for an attack: Return the attack target to the hand, and if you do, Special Summon 1 Flip monster from your hand or GY in face-down Defense Position, then change the attack target to that monster and proceed to damage calculation, also that monster cannot be destroyed by battle this turn. If the only monsters you control are in face-down Defense Position, you can activate this card from your hand.



#7110689 Nocterminal Archetype (15/15)

Posted by Zaziuma on 18 July 2018 - 01:09 PM

Nocterminal is an Archetype of Cyberse/DARK Flip monsters with various Levels. They focus on flipping themselves face-up during your opponent's turn, counters and Synchro Summoning. Each monster has a Flip Effect, which has an additional effect if it was flipped face-up during your opponent's turn, and another effect that removes Nocturnal Counters for an effect, more on that later. Along with that, they have some Flip Tuners as well, and Synchro Summon powerful monsters with them.
 
The main playstyle revolves around using a combination of Nocterminal Station, Bootup and Shutdown. Station is their Field Spell, and allows for all your Traps to be activated from your hand, as well as producing Nocturnal Counters, which are used for the monster effects, as well as having its own little effect as well. To do this, Bootup and Shutdown change face-downs to face-up and face-up to face-down, respectively, and should you change 3 this way, you get to replace Bootup with Shutdown and vice-versa. Station gains counters each time your monsters are flipped face-up during your opponent's turn, and while you can use them in your turn due to the Traps conditions, it's best to do so in the opponent's turn due to the counters only being put on Station there.
 
The name is a portmanteau of nocturnal, which are animals that are awake during the night, and terminal, which refers to a type of computer. The monsters are each named after computing and internet terms combined with these animals.
 
Main Deck Monsters:
 
Nocterminal Formatting Firefly
Cyberse/DARK/Flip/Tuner
Level 1
FLIP: You can target 1 "Nocterminal" monster in your GY, except "Formatting Firefly"; Special Summon it in face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, you can Special Summon 1 "Nocturnal Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0).
You can remove 2 Nocturnal Counters from anywhere on the field; Special Summon 1 "Nocterminal" monster from your Deck, except "Formatting Firefly". You can only use each effect of "Nocterminal Formatting Firefly" once per turn.
200/200
 
Nocterminal Booting Bat
Cyberse/DARK/Flip/Tuner
Level 2
FLIP: You can Special Summon 1 "Nocterminal" monster from your hand in either face-up or face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, immediately after this effect resolves, you can Synchro Summon using this card you control.
You can remove 2 Nocturnal Counters from anywhere on your field, then target 1 "Nocterminal" card in your GY, except "Nocterminal Booting Bat"; add it to your hand. You can only use each effect of "Nocterminal Booting Bat once per turn.
500/1000
 
Nocterminal Programming Possum
Cyberse/DARK/Flip
Level 3
FLIP: You can target 1 "Nocterminal" card in your GY, except "Programming Possum"; place it on top of your Deck, also, after that, if this card is flipped face-up during your opponent's turn, you can add 1 "Nocterminal" card from your GY to your hand.
You can remove 2 Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position. You can only use each effect of "Nocterminal Programming Possum" once per turn.
800/1400
 
Nocterminal RAM Raccoon
Cyberse/DARK/Flip
Level 4
FLIP: You can change the battle position of 1 face-down Defense Position monster you control, also after that, if this card was flipped face-up during your opponent's turn, you can change the battle position of 1 monster on the field.
You can remove any number of Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster you control; increase that target's Level by the number removed. You can only use each effect of "Nocterminal RAM Raccoon" once per turn.
1000/2000
 
Nocterminal Online Owl
Cyberse/DARK/Flip
Level 4
FLIP: You can add 1 "Nocterminal" card from your Deck to your hand, except "Nocterminal Online Owl", also after that, if this card is flipped face-up during your opponent's turn, you can draw 1 card.
You can remove 2 Nocturnal Counters from anywhere on the field; draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Nocterminal Online Owl" once per turn.
1500/1200
 
Nocterminal Hardware Hyena
Cyberse/DARK/Flip
Level 6
FLIP: You can Special Summon 1 "Nocterminal" monster from your Deck in face-up Defense Position, except "Nocterminal Hardware Hyena", also after that, if this card was flipped face-up during your opponent's turn, immediately after this effect resolves, you can Normal Summon 1 "Nocterminal" monster.
You can remove any number of Nocturnal Counters from anywhere on the field, then target the same number of face-up monsters on the field; change them to face-down Defense Position. You can only use each effect of "Nocterminal Hardware Hyena" once per turn.
2000/1900
 
Extra Deck Monsters:
 
Nocterminal Offline Ocelot
Cyberse/DARK/Synchro
Level 5
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
When this card is Synchro Summoned: You can destroy all as many other monsters on the field as possible, equal to the number of face-down Defense Position monsters on the field. Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. Once per turn, if you activate a Normal Trap Card: You can Special Summon 1 "Nocterminal" monster from your Deck in either face-up or face-down Defense Position
2100/2100
 
Nocterminal Gateway Greywolf
Cyberse/DARK/Synchro
Level 6
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
When this card is Synchro Summoned: You can place 2 Nocturnal Counters on "Nocterminal Station". Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. (Quick Effect): You can discard 1 card, then activate 1 of these effects;
* Change the battle position of all face-up monsters on the field to face-down Defense Position.
* Change the battle position of all face-down Defense Position monsters you control.
2200/2200
 
Nocterminal Loading Leopard
Cyberse/DARK/Synchro
Level 8
1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. While you control "Nocterminal Station", all other Spell effects on the field are negated. Once per turn, when your opponent activates a monster effect on the field (Quick Effect): You can negate that effect, and if you do, change that monster to face-down Defense Position, if able.
2500/2500
 
Spells/Traps:
 
Nocterminal Station
Field Spell
If you Normal Summon a "Nocterminal" monster: You can change it to face-down Defense Position, then draw 1 card. Each time a "Nocterminal" monster is flipped face-up during your opponent's turn, place 1 Nocturnal Counter on this card for each of those monsters. While there are 3 or more Nocturnal Counters on this card, your opponent cannot target "Nocterminal" monsters and face-down Defense Position monsters for effects, also they cannot be destroyed by card effects. If this card would be destroyed, you can remove 2 Nocturnal Counters from this card instead.
 
Nocterminal Connection
Normal Trap
If the only monsters you control are in face-down Defense Position (min. 1): Special Summon 1 "Nocturnal" monster from your hand or Deck in face-down Defense Position. If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocturnal Connection" per turn.
 
Nocterminal Bootup
Normal Trap
Target 1 face-down Defense Position monster you control; change it to face-up Defense Position, then you can change any number of face-down Defense Position monsters adjacent to it to face-up Defense Position, then if you changed 3 "Nocterminal" monsters this way, you can Set 1 "Nocterminal Shutdown" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.
 
Nocterminal Shutdown
Normal Trap

Change all face-up "Nocterminal" monsters you control to face-down Defense Position, then if you changed 3 or more monsters this way, you can Set 1 "Nocterminal Bootup" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.

 

Nocterminal Moderator

Normal Trap

Until the end of this turn, your opponent must attack, if able, all "Nocterminal" monsters you will control cannot be destroyed by battle, also double their DEF. If this card is in your GY: You can return 1 face-down Defense Position monster you control to the hand; Special Summon this card from your GY (Cyberse/DARK/Level 4/ATK 0/DEF 2100), then you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only use each effect of "Nocterminal Moderator" once per turn.

 

Nocterminal Reconnect
Normal Trap

Target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position, then if you Special Summoned it in face-down Defense Position, you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocterminal Reconnect" per turn.




#7110523 Amazoness Hellbringer

Posted by Zaziuma on 17 July 2018 - 03:04 PM

I just saw this image and felt that it felt like an Amazoness monster, so here's a Fusion Monster for them. You got two ways of getting it out, using a normal Fusion Summon with any Warrior or Beast, or Tributing 2 Amazoness monsters with different Levels. It becomes FIRE on the field, just for fun and flavor. Then it has an effect that targets a face-up card your opponent controls and destroys it, as well as bringing back an Amazoness card in your GY that's the same type of card as that target, though this card can't attack for the rest of the turn should you do so. Next, it has an effect similar to Ritual Beast that allows you to return it to the Extra Deck and put two Amazoness from your GY back on your field, though only in the opponent's Battle Phase. It's a card meant for flexibility until you get exactly what you want out there, an easy way to get a Fusion Monster on the board, and a card that allows for destruction and recovery as well.

 

amazoness_hellbringer_by_zaziuma-dchi88s

2+ Warrior and/or Beast monsters
Must be either Fusion Summoned, or Special Summoned Tributing 2 "Amazoness" monsters with different Levels (in which case you do not use "Polymerization"), While this card is face-up on the field, it is also FIRE-Attribute. You can target 1 face-up card your opponent controls and 1 "Amazoness" card in your GY of the same type of card (Monster, Spell or Trap); destroy that target, and if you do, add the second target to your hand, also this card cannot attack for the rest of this turn. During your opponent's Battle Phase (Quick Effect): You can return this card to your Extra Deck, then target 2 "Amazoness" monsters in your GY with different Levels; Special Summon them. You can only use each effect of "Amazoness Hellbringer" once per turn.



#7110274 Crossdimensional Sword

Posted by Zaziuma on 16 July 2018 - 06:08 AM

Been a while since I made an Equip Spell, so here's one! So, this card is a support card for Extra Deck monsters and depending on the zone, different amounts of ATK. The idea of this card is to use it on your monsters in the Main Monster Zone, which boosts it up the most, by 1000 ATK, and if your opponent Special Summons a monster to their Extra Monster Zone, you get to switch this card to a monster in your Extra Monster Zone, which prevents your opponent's monster from activating their effects or targeting that monster for an attack.
 

crossdimensional_sword_by_zaziuma-dchde2

Equip only to a monster Special Summoned from the Extra Deck. Apply the appropriate effect depending on the equipped monster's zone.
● Extra Monster Zone: It gains 500 ATK. Monsters in your opponent's Extra Monster Zone cannot activate their effects, also they cannot target the equipped monster for an attack.
● Main Monster Zone: It gains 1000 ATK. If your opponent Special Summons a monster to the Extra Monster Zone: You can target 1 face-up monster in your Extra Monster Zone; equip this card to that target.



#7109859 Fire King Avatar Behemoth

Posted by Zaziuma on 13 July 2018 - 03:01 PM

I had an idea for a Link Monster that would interact with monsters without Levels or with Levels, since they don't have them, I figured I would make a card for something that would benefit from a "negative" effect should they have Levels. So, this is a Fire King monster, though it's generic to FIRE, so feel free to do whatever you want, when you Link Summon it, you get to add a Fire King card from your Deck to your hand, then you destroy a card in your hand. If you're a Fire King player, that makes sense to you, if not, don't worry, it's not important, since the main effect destroys all monsters on the field if a monster with a Level is Special Summoned, except itself and monsters it points to and gains 100 ATK for each of those monsters destroyed, so you can keep your own, except the ones you actually want destroyed, so that helps in other FIRE Decks that maybe don't always want their stuff destroyed.
 
fire_king_avatar_behemoth_by_zaziuma-dch
 
2+ FIRE Effect Monsters
When this card is Link Summoned: You can add 1 "Fire King" card from your Deck to your hand, then destroy 1 card in your hand. If a monster(s) with a Level is Special Summoned: Destroy all monsters on the field, except this card and monsters this card points to, then this card gains 100 ATK for each monster destroyed this way. You can only use each effect of "Fire King Avatar Behemoth".

 




#7109020 Darkstar Summonbeast

Posted by Zaziuma on 08 July 2018 - 11:18 AM

My 300th card in my RAND series, while I have made many more, that's still quite an accomplishment, so it makes sense to make something a bit special, and here it is: A Rank 4 Xyz Pendulum Monster that is able to bring out other Xyz Pendulum Monsters. The way it does it is a bit strange, but as it can be a powerful effect, I figured I would try to make hard, but also possible to trigger should you put in the right cards to make it easier to work with.
 
So, it targets a Set card your opponent controls and reveals it and excavates the top card of your Deck, however you do not detach to do this, rather you can choose to do so, and if you do, it means your opponent can't activate cards or effects in response to this, so the card targeted can't be activated, or if a monster can't be change by other card effects, and of course most importantly, it means that it can't be negated.
 
So, should the Set card be the same type of card as the card you excavated, this card puts itself in your Pendulum Zone, making space if it's in the Extra Monster Zone, as well as making use of its Pendulum Effect as well, and then it Special Summons an Xyz Pendulum Monster from your Extra Deck and attaches the excavated card to that monster. The Pendulum Effect boosts the ATK and DEF of Xyz Pendulum Monsters, as well as giving them targeting protection, also you can Tribute any monster in your Extra Monster Zone to Special Summon this card, and keep in mind that you can still use the effect that reveals even without a material attached to it, so that can be quite useful.

 

darkstar_summonbeast_by_zaziuma-dcgmhii.

Pendulum Effect:

All Xyz Pendulum Monsters you control gain 500 ATK and DEF, also they cannot be targeted by your opponent's card effects. Once per turn: You can Tribute 1 face-up monster in your Extra Monster Zone; Special Summon this card from your Pendulum Zone.

 

Monster Effect:

2+ Level 4 monsters
If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. You can target 1 Set card your opponent, then you can detach 1 material from this card; reveal that target and excavate the top card of your Deck, if Set card is the same type of card as the excavated card (Monster, Spell or Trap), place this card in your Pendulum Zone and Special Summon 1 Xyz Pendulum Monster from your Extra Deck, except "Darkstar Summonbeast" and attach the excavated card to it as a material, otherwise send it to the GY. If you detached a material to activate this effect, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Darkstar Summonbeast" once per turn.