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Submit Cards / [Scripted] Idolescent, Embrace the Song!
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on August 27, 2022, 05:53:53 am to Zeriel Verlith
Introduction:
Well, most people on the server should already be familiar with what I'm about to submit here, but it's Idol time! This is one of my more recent creations and even though I've pushed back submitting it a lot of times, I'm very happy with how it came out.

What is Idolescent?
Idolescent is a Psychic Archetype based around a singular card Arietta, Idolescent Songstress, who is basically responsible for most of your plays. I have made the Archetype with the intention of having Extra Deck Scales and Scale Floating, and I am pretty sure I have achieved my goals handsomely. It is still a patented Zerry Combo Deck, with a few non-obvious lines and a bit of resilience to boot, albeit that is mostly from being Psychic-Type.

The Cards

Let's start with the star of the show, shall we? Arietta, Idolescent Songstress is the centerpiece of this Archetype. All following cards build upon her or result from her. She herself is a Level 3 EARTH Psychic Tuner that on Summon can place an Idolescent Scale from your face-down Extra Deck face-up in your Pendulum Zone and on being used as Synchro Material or for any kind of Fusion shenanigans can add an Idolescent Spell or Trap from your Deck to your hand. Note that the Scale Setting is not once per turn, so by summoning 2 of her, you can set up full scales!


The first of the remaining 2 Main Deck monsters are Admirer of the Idolescent Songstress, who can Special Summon himself by dropping an Idolescent card or a Psychic monster from your hand. On being Special Summoned he then searches exactly Arietta, as a loyal fan should! A very simple starter piece to get to the heart of your Deck.
While Admirer takes care of getting Arietta, Devotee of the Idolescent Songstress is responsible for getting Spells and Traps as she can use her Quick Effect to drop herself and set one of them right from the Deck. If she's on the field, she could also be used to copy a Scale's name, which can be quite interesting indeed!


I've been talking a lot about Scales, now it is time to show them. There is only two in this Archetype and they are Purewhite Idolescent Refrain and Deepblack Idolescent Refrain. They have basically opposite or completing effects. Purewhite grants effect destruction protection and gains LP during each Standby Phase in scale, while Pureblack protects from battle destruction and deals damage to your opponent on each Standby Phase. As monsters, Purewhite destroys a face-down card on Summon and floats into an Idolescent monster from your GY (to your field) and a Deepblack from your face-up ED (to your Pendulum Zone, while Deepblack destroys a face-up card on Summon and floats into a set ST and a Purewhite from your ED right to your Pendulum Zone.
The core aspect really is to cycle Purewhite and Deepblack as much as possible to keep getting that juicy advantage while also making sure you're benefiting from their protections.


Upgrading from the prior scales, we get the Contact Fusions: Purewhite Idolescent Crescendo and Deepblack Idolescent Crescendo, which both need to tribute Arietta and their smaller versions. Again, these two complete themselves, but in a different way. Big Purewhite gets to search an Idolescent monster when you gain LP, while Deepblack banishes the top 3 cards from your opponents Deck face-down when they take effect damage. At the same time, Purewhite negates monster effects and Deepblack negates Spell/Trap Effects by destroying an Idolescent Card in your Pendulum Zone. They are simple but effective boss monsters to be sure.


Most cards in this Archetype work in sets of two. Two arts for Arietta, two main followers, two Fusion Scales, two big Fusions and even the 4 cards after this work in 2s, as there's 2 more Spells and Traps to go over. However, these two kinda break from that cycle, and are also the most recent additions to the Archetype.
The Idolescent Songstress in White is the answer to "why is Arietta a Tuner", by giving Idolescent a reasonably easily accessible Synchro Monster that by itself can make sure you get to get to a Crescendo, as she Summons a Refrain from your Extra Deck by banishing an Idolescent card from your GY on Summon and counts as Arietta herself. She also floats into any face-up Idolescent Pendulum Scale on hitting the GY. Truly an Extra Deck Arietta.
On the other hand is the Field Spell, Idolescent Magnum Opus and this card is very strong indeed. Firstly it protects Idolescent monters from targeting. It also pushes Idolescent monsters and weakens opponent's monsters by 100 times the cards on the board if the matching scale is in the Pendulum Zone. But the biggest thing is to be able to Deck Summon Arietta if your board is empty. You only get this effect once per duel, but it is very strong regardless.


Before Synchro Arietta was a thing, we needed another way to summon our Refrains. That was Composing the Idolescent Melody, which is still a pretty good card with Synchro Arietta around. It is a Quick Spell that turns a Refrain in the Scales into it's Counterpart on the field, counting as a Fusion Summon. That's all it does, and also all it needs to do. It can serve as hidden disruption on the opponent's turn by just ripping out a Deepblack Refrain to pop a card.
Idolescent Encore is your token revival spell, although it also summons from hand. This is also able to resummon your Crescendos or Synchro Arietta, so it's an all-around great card. Another good thing that comes from it is it's GY effect, which has you banish it and a Psychic to draw 2. Now you might not necessarily want to do this, because there is no banish recursion in Idolescent and Encore is a valuable card, but drawing 2 cards is still strong. However, you can not do it during the turn Encore hits the GY, so you gotta do it smart.


Now we get to the traps! Idolescent Chorus is simple. It's just Zefra War, and even has a handtrap condition, which is controlling a Crescendo. Simple, but also effective. Neverending Idolescent Concert, truth be told, is the card most affected by the later additions of Synchro Arietta and especially Magnum Opus, having lost lots of it's qualities. However it is still a somewhat usable card. On activation if you have no Scale, you can set a face-down Refrain, you also get to replace a Scale with another from your ED and you get to banish it from your GY if you have an empty board to Deck Summon Arietta. Well, okay, you only get one of these effects per turn, but they're still useful for Idolescent. Pre-Magnum Opus, the last effect was actually a reason to run Foolish Burial Goods, in order to get easier Arietta access, but that is now on a Field Spell so it's kinda redundant. The rest is good, but not abnormally great. Concert is probably the one miss in this Archetype.

Adressing Psychic Worries
I know that Psychic is a very much supported Type on this server, and I have already proven that Idolescent works very well with Aeonbreakers, to keep up the Psychic formula, however, as someone who has played a lot of Psychic in the past, with and without Idolescent, I have been able to ascertain that what Idolescent Aeonbreaker does and what Cosmo'n Aeonbreaker does is neither too far apart, nor too far ahead of the rest of the game. They're strong, no doubt about it. They have devilish highrolls and their expected boards are good, but their non-ultraroll-boards are not unbreakable, the Aeonbreaker Engine is quite combatable and I feel that if there was more knowledge about how this Deck functions and if the server was a little more competitive, the Idolescent Aeonbreaker deck would probably not be Tier 1.

Afterword
There we have it, another Zerry Archetype submitted. I am also planning to put Brakadian Sky and my Drive Mechanic up soon, so do look forward for that.
2
Submit Custom Mechanics / Bigbang Summon
Agree Agree
on August 14, 2022, 04:54:17 am to meedogh
Bigbang monsters are Red Cards with a Digital Pattern, they are found in the Extra Deck. They are a new type of Extra Deck Summoning Monster. Similar to Links, Evolutes and Polarity, BigBang Monsters do not have Levels but instead have their own Star indicator, known as a Generation. There are 12 different kinds of Generations; 1st to 12th Generation With the introduction of BigBang Monsters, comes a new way to see previously existing monsters. Similarly how non-Link Monsters can be seen as equal to a LINK 1, BigBang Monsters introduces a new way to view monsters based on their ATK and DEF Value. “Positive Monsters” are Monsters that have ATK higher than their DEF. “Negative Monsters” are Monsters that have DEF higher than their ATK. “Neutral Monsters” are Monsters that have the same ATK and DEF Value.



they have Generation's instead of levels
as they are called as 1st Gen, 2nd Gen, 3rd Gen... etc.


The thing which indicates what kind a monster a monster is, is called a Vibe. A monster’s Vibe can be changed via cards that change a monster’s current ATK/DEF. For example, Rush Recklessly can make a Negative Monster become a Positive Monster. Monsters whose original ATK are changed, such as Gladiator Beast Laquari, are treated with their ATK/DEF not altered. Just like before BigBang Monsters existed, card effects, such as Slifer the Sky Dragon’s, that normally would effect Laqauri do not if that monster’s original ATK/DEF value was changed. A Monster’s Vibe, along with Positive, Negative and Neutral Monsters are indicated to be PSCT Terms. but cards like Sword & Shield would need to be re-written. Vibe, Positive, Negative and Neutral (as terms) were supposed to be nonofficial verbal terms (meaning; manga, anime and etc. may use them, like “Overlay Unit” in the Zexal Anime). To Summon a BigBang Monster, the formula is that similar to Ritual and Synchro. You use monsters whose ATK/DEF add or subtract (varies per BigBang Monster) whose ATK and DEF should be equal to or are higher than that of the BigBang Monster. Due to this, Monsters without ATK or DEF cannot be used as BigBang Material. There is also a special rule about using monsters with the same ATK/DEF Value (Neutral Monsters) for a BigBang Summon. If you use a Neutral monster for the Bigbang Summon it doesn't add nor subtract, so some monsters require it to be as a base, such as Cosmicburst Dragon.
3
Submit Cards / Unscripted Flibberty Support
Disagree Disagree
on June 22, 2022, 09:09:49 pm to LeonDuvall

https://imgur.com/a/chHRh8D

Zerry asked for this
4
Submit Cards / Archetype Submission: Magical Fairy
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on June 21, 2022, 12:49:49 pm to Bleed

https://imgur.com/a/Wmpb979

This is a first turn demo to show off how this deck works.(the card text in DB doesnt match the actual text on the cards)
https://www.duelingbook.com/replay?id=721319-40208524

This is a turn 2 otk line.(the card text in DB doesnt match the actual text on the cards)
https://www.duelingbook.com/replay?id=721319-40208081

Main deck monsters:

Magical Fairy Arida
Level 4
Earth
Fairy/Flip/Effect
ATK:1000 DEF:0
If your opponent activates a monster effect (Quick effect): You can change this card to face-up defence position; negate the effect, and if you do destroy it and 1 face-up card you control. If this card is sent to the GY this turn; at the end phase you can add one "Magical Fairy" monster from your deck or GY to your hand.

Magical Fairy Luna
Level 3
Dark
Fairy/Flip/Effect
ATK:1000 DEF:0
If your opponent special summons a monster(Quick effect): Flip this card face up, and if you do, destroy that monster and 1 face-up card you control. If this card is sent to the GY this turn: at the end phase you can add one "Magical Fairy" Spell/Trap card from your deck or GY to your hand.

Magical Fairy Leaf
Level 1
Wind
Fairy/Flip/Effect
ATK:0 DEF:1000
FLIP: You can special summon 1 Flip monster from GY in face-down defence position. You can only use each of the following effects of "Magical Fairy Leaf" once pre turn:
● If you control a face-down monster, you can special summon this card (from your hand).
● Target one face-down monster you control; change it to face-up defence position.
● If this card was flipped face-up this turn: you can target 1 other Flip monster you control; change it to face-down defence position.

Magical Fairy Pixie
Level 1
Light
Fairy/Flip/Effect
ATK:0 DEF:1000
FLIP: You can add one "Magical Fairy" spell/Trap from your deck to your hand. You can only use each of the following effects of "Magical Fairy Pixie" once pre turn:
● If you control a face-down monster, you can special summon this card (from your hand).
● Target one face-down monster you control; change it to face-up defence position.
● If this card was flipped face-up this turn: you can target 1 other Flip monster you control; change it to face-down defence position.

Magical Fairy Snowy
Level 1
Water
Fairy/Flip/Effect
ATK:0 DEF:1000
FLIP: You can add one "Magical Fairy" monster from your deck to your hand except "Magical Fairy Snowy". You can only use each of the following effects of "Magical Fairy Snow" once this turn:
● If you control a face-down monster, you can special summon this card (from your hand).
● Target one face-down monster you control; change it to face-up defence position.
● If this card was flipped face-up this turn: you can target 1 other Flip monster you control; change it to face-down defence position.

Magical Fairy Prima
Level 1
Light
Fairy/Flip/Effect
ATK:0 DEF:1000
FLIP: You can special summon 1 level 4 or lower Flip monster from your deck in face-down defence position, except "Magical Fairy Prima".  you cannot special summon monsters for the rest of this turn except "Magical Fairy" or Flip monsters.
You can only use each of the following effects of "Magical Fairy Prima" once pre  turn:
● If you control a face-down monster, you can special summon this card (from your hand).
● Target one face-down monster you control; change it to face-up defence position.
● If this card was flipped face-up this turn: you can target 1 other Flip monster you control; change it to face-down defence position.

Extra Deck Monster:

Magical Fairy Burnita
Rank 1
Fire
Fairy/Xyz/Flip/Effect
ATK:0 DEF:2000
2 Level 1 Flip monsters
FLIP: Destroy all cards your opponent controls. Once pre turn: Detach 1 material from this card; than target one face-up Flip monster you control; this effect becomes that monster's Flip effect. You can xyz summon this card in face-down defence position.

Magical Fairy Warrior
Rank 1
Wind
Fairy/Xyz/Flip/Effect
ATK:2000 DEF:0
2 Level 1 Flip monsters
FLIP: This card can attack once this turn for each Flip or face-down monster you control. Once pre turn: detach 2 materials from this card, and if you do, all your Flip monsters can attack directly this turn. You can xyz summon this card in face-down defence position

Magical Fairy Lumina
Light
Fairy/Link/Effect
ATK:1000 LINK-1
1 Flip monster.
(Quick Effect): You can target 1 face-down monster you control; change it to face-up defence position. You can only use the effect of "Magical Fairy Lumina" once pre turn.

Spells:

Magical Fairy Forest
Field Spell
When this card is activated: You can add 1 ''Magical Fairy'' monster from your deck to your hand. Your opponent cannot target face-down monsters you control with card effects.

Magical Fairy Well
Continuous Spell
Once pre turn: You can change all face-down monsters to face-up attack position. If a Flip monster is removed from the field (Quick Effect): you can destroy this card; special summon that card in face-down defence position.

Magical Fairy Vision
Quick Play Spell
Target 1 Flip monster you control; Change it to face-down defence position, and if you do, that card cannot be Targeted or destroyed by card effects for the rest of this turn.

Traps:

Magical Fairy Night
Normal Trap
Change face-up monster(s) your opponent controls to face-down defence position for each face-down monster you control. You can banish this card from your GY; Set ''Magical Fairy Night'' directly from your deck.

Magical Fairy Sky
Normal Trap
Target 1 face-down monster you control; change it to face-up defence position, and if it is a Flip monster, its Flip effect cannot be responded to with card effects. You can banish this card from your GY: Set ''Magical Fairy Sky'' directly from your deck.
5
Submit Cards / What da Ængel doin (Ængelic Support, 4 cards, Unscripted)
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on December 21, 2021, 09:36:16 am to SwagatariMemes
To shame Leon in particular


Monsters
Spoiler: show

Quote
This face-up card you control cannot be banished face-down by card effects. If you have no face-down banished cards, or all monsters you control are "Ængelic" monsters (min.1), You can Special Summon this card (from your hand). You can only Special Summon "Elohim, Ængelic Zenith" once per turn this way, also, you cannot Special Summon monsters during the turn you Special Summon this card, except "Ængelic" monsters. Once per turn: You can banish 1 "Ængelic" monster from your GY; add 1 Psychic monster with a different name from your Deck to your hand, and if you do, if you banished a Time Leap monster, you can banish 1 monster your opponent controls face-down. You can only control 1 "Elohim, Ængelic Zenith".


Extra Deck
Spoiler: show

Quote
You have more face-down banished cards than your opponent has cards in their Deck - Future 11 "Ængelic" Time Leap Monster
Must be Time Leap Summoned. Monsters used to Time Leap Summon this card are banished face-down instead of face-up. If your LP are at least 3000 lower than your opponent's, you can Time Leap Summon this card ignoring the Time Leap Limit. Unaffected by your opponent's card effects. If this card is Time Leap Summoned: You can reveal up to 1 monster in your Extra Deck, Deck and hand, then choose up to 1 monster in your GY ; this card gains the ATK, DEF and effects of those monsters, then, banish all cards from your Extra Deck, Deck, hand and GY, except the chosen monsters. You can only control 1 "Adam Kadmon, the Ængelic Paradise".


Spells
Spoiler: show

Quote
When you activate this card, you can also banish any number of cards from your GY face-down; Special Summon, from your Deck, 1 "Ængelic" monster whose Level is equal to or less than the number of your face-down banished cards. If you Time Leap Summon a Time Leap Monster while this card is in your GY: You can banish the top 3 cards of your deck face-down; add this card to your hand. You cannot Special Summon monsters during the turn you activate either of this card's effects, except "Ængelic" monsters. You can only use 1 effect of "Ængelic Commandment" per turn, and only once that turn.


Quote
While you have 3+ face-down banished cards, "Ængelic" monsters you control gain 500 ATK/DEF. When this card is activated: You can add 1 Level 5 or lower "Ængelic" monster from your Deck to your hand, then banish 1 card with the same name from your Deck face-down. Once per turn, if a card(s) is banished face-down while you control a "Ængelic" monster: You can draw 1 card. You can only activate 1 "The Ængelic Final Battlefield" per turn.
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