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Member Since 22 May 2015
Member ID: 799,178
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[Written] Emblem Monsters

26 March 2019 - 08:04 PM

Emblem Monsters are Extra Deck monsters that have a clean red card (with no black or browning marks on the card). They have Power Rating alongside Levels like regular monsters. A Power Rating can range anywhere from 50 to any number that can be counted in increments of 50. (Ex: 1200 Power Rating, 5550 Power Rating) The Power Rating is located to the left of the ATK stat.

To Emblem Summon these Emblem Monsters, you must have the necessary monsters on the field whose total ATK or DEF are equal to or higher than the Power Rating of the monster. Emblem Monsters can also be used as Emblem Material, but instead it would count their current Power Rating. When using non-Emblem Monsters for Emblem Material, it counts the stat of the current battle position of the monster being used, i.e. Defense Position monsters use DEF to add to the total while Attack Position monsters use their ATK. (Ex: Using a Defense Position "Elemental HERO Neos" and an Attack Position "Blue-Eyes White Dragon" as Emblem Material. 2000 + 3000 = an Emblem Monster that has up to 5000 Power Rating.) Like Link Monsters, the materials needed must also meet the requirements of the materials. (Ex: 2+ LIGHT monsters) On a side note, 0 ATK/DEF monsters cannot be used as Emblem Material. (Ex: Thousand-Eyes Idol, Zombie Master in Defense Position)

Unlike Link Monsters and Xyz Monsters, if an Emblem Monster is placed into the Spell/Trap Zone by some way (either by their own effect or through another effect), their Power Rating can still be used to activate their effects (or use other monster's effects). However, Emblem Monsters placed in Spell/Trap Zones cannot attack nor be targeted for attacks or for card effects that specifically targets monsters. If an Emblem Monster's Power Rating reaches 0 or less, that monster is immediately destroyed by game mechanics, not by an effect. Therefore, this cannot trigger cards like "Supply Squad".

Here is a written example of an Emblem Monster.

Example of Emblem Monster

2nd Example

Please, if there is anything to clarify, notify me. This is my first official custom card type.

[Written] Keyblade Supports #3 (Old Archetype I have)

29 January 2019 - 02:37 PM

This is some support for my very first archetype. Third wave!



[Written] Carvanant Archetype, Rock Geminis

22 January 2019 - 12:37 AM

Carvanants are an EARTH Rock archetype focused solely on Normal Summons and Normal Monsters. While they have Synchros, the Deck is more akin to Superheavy Samurais, excluding that they have Spell/Traps to support them. As these are Geminis, they tend to have a slower start depending on the hand. With Rock Bombardment and other EARTH supports, they can mill their monsters and revive with ease and since the monsters tend to have low ATK, Giant Rat is a formidable choice, but the monsters don't tend to switch to Defense Position by themselves. They have burn and protection tactics to stall and whittle the LP of the opponent. Lastly, each of the Main Deck Carvanant monsters, saved for their Main Deck boss monster, have an effect that allows for further Normal Summons or switching off effects (only 1 has so far).




Extra Deck


It's been a while since I last posted cards.

[Written] Pyromania Exon

15 November 2018 - 07:29 PM

FIRE Pyro Link-2

Link Markers: Bottom-Left, Bottom-Right

ATK: 1650

Effect: 2 FIRE monsters

If this card is Link Summoned: You can send up to 2 monsters from your Extra Deck to the GY; look at your opponent's Extra Deck, and send that many cards from their Extra Deck to the GY. Once per turn: You can target 1 monster you control or in your hands; destroy it, and if you do, Special Summon 1 "Pyromania" monster from your Deck with ATK equal to or less than the destroyed monster, then if the destroyed card was a FIRE monster, you can inflict damage to your opponent equal to half the Special Summoned monster's ATK.


2 effects which somewhat help the main Pyromania playstyle, that being sending cards from the ED to the GY and swarming the field while dealing burn damage (like any FIRE archetype might do).




That above is the link to the base archetype.

[Written] Fright O'Scare Haunting House

31 October 2018 - 03:09 AM

Field Spell Card
Effect: If a Set card on the field is targeted by a card effect: You can force that Set card's activation, or if it is a monster, flip it face-up. If the activation timing is incorrect, negate the effect of the card effect targeting the card and return it to its original position. Once per turn: You can target 1 other face-up card on the field; Set it.

Basically, it's almost like a protection for Set cards on the field and can sometimes benefit by forcing the activation timings of any Set cards on the field. It also has a reusability effect for Continuous Spells/Traps and monsters, mainly Flip Monsters. I'm not entirely sure if it is broken, but in all, it just grants some mediocre protection to any Set cards and is not OPT or HOPT.