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Messages - senpaizuri

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1
Spiritual Mistress Miha:

(Source Image)

Effect Text:
When a card or effect is activated that targets exactly 1 card in the GY (Quick Effect): You can discard this card, then target another card in the GY that would be an appropriate target for that card/effect; that card/effect now targets the new target.


Pros:
  • Deals with a variety of different effects and makes them more managable, including (but not limited to):
    • Called by the Grave
    • Monster Reborn
    • Salamangreat Falco
  • The effect can target itself, which allows it to fully dodge Called by the Grave instead of another card.
  • The effect is not hard once per turn, so you can change multiple targets in a turn.
  • The effect can affect a few different kinds of effects that Ghost Belle cannot, such as:
    • Traptrix Dionaea
    • Supreme King Dragon Starving Venom (if it gets unbanned)
    • Tragoedia's GY target effect to modify its level
    • Itself
  • The effect is really only hard countered by generic effect negation, itself, and Fairy Tail - Snow like dodges. (I know Snow is banned.)
Cons:
  • The effect can only activate in response to an effect that only targets 1 card, so it cannot be used against Cross Sheep, Avarice, Altergeist Marionetter, etc.
    • Due to this, Ghost Belle is better in most situations.
  • Speaking of Ghost Belle being better, this effect does not negate anything, so there are times where you wouldn't want to activate this effect because a change in target doesn't affect the final result much.
    • For example, your opponent activates Monster Reborn targeting their Uni-Zombie. Changing the target to your Kuriboh won't do much because Reborn was just intended to extend their plays anyway. It's just a step down from going for Omega or smth, since they can just use it for a Link Summon with their other monsters.
(lmk on Discord if/when this is accepted so I can change the cdb.)

2
Archives / Generic: Counter Stance
« on: July 31, 2018, 03:51:51 am »
The card has been added to the Moon server already, so initial scripting is not an issue.
Spoiler: Effect Text • show
Activate only as Chain Link 4 or higher and in response to an opponent's card or effect. Pay 3000 LP; Negate the activation and effects of all of your opponent's cards and effects in the same Chain also destroy them. If you have 6000 or more LP, you can activate this card from your hand by paying LP until you have 1000 instead.


Pros:
Player-side negation (against the opponent)
Can be activated from hand
The activation of the cards does not need to be negated for the card to be destroyed (for the case of Constellar Belt-like cards)
Counters chain-based decks like Chain Burn or Paleozoic

Cons:
Expensive to use even if Set
Condition to use from hand is less likely to happen over the course of the duel, making turns 1-4 the most likely times to use from hand
Chain Links of 4 are hard to come by, if you don't make most of it yourself (which de-values its use), if your opponent goes through SEGOC, or if your opponent is playing chain-based decks. (All of which are not common to see.)
Unless your deck gains LP consistently, you can only use 1 from your hand in any given (non-tag) duel.

3
Archives / Archetype Submission: Zero HERO
« on: March 25, 2018, 01:39:41 am »
The gimmick for this archetype is simple. They can't do anything on their own, but they gain power with synergy. All of the monsters have 0 ATK/DEF (of course, if that stat applies) but they use their effects or rely on other monsters (like Watchman or Justice) to give them power. The archetype is fully scripted and is on the Moon server. Also, I did not add Hard OPTs because I didn't see the need to when I was play testing them.

Spoiler: Monsters (6) • show
Spoiler: Zero HERO Decoy Man • show
EARTH|Warrior|LV4|0|0
If this card is Summoned in face-up Defense Position: Change it to face-up Attack Position. If changed to Attack Position this way, this card's battle position cannot be changed while it is face-up on the field, except by another card's effect. If this is the only "Zero HERO" monster you control, your opponent cannot target other monsters you control with effects or for attacks.


Spoiler: Zero HERO Infernal Lady • show
FIRE|Warrior|LV4|0|0
Once per turn: Inflict damage to your opponent equal to the number of "HERO" monsters on the field x 500, and if you do, this card gains ATK and DEF equal to the damage inflicted. If this card is in your GY: You can banish 1 other "Zero HERO" monster in your GY; Special Summon this card from the GY. You can only activate this effect of "Zero HERO Infernal Lady" once per turn.


Spoiler: Zero HERO Necro Man • show
DARK|Warrior|LV4|0|0
When this card is Summoned: You can target 1 "Zero HERO" monster in your GY; Special Summon it. This card gains 500 ATK and DEF for every "HERO" monster in the GY.


Spoiler: Zero HERO Shining Man • show
LIGHT|Warrior|LV4|0|0
When this card is Summoned: You can Special Summon 1 "Zero HERO" monster from your hand. This card gains 500 ATK and DEF for each card your opponent controls.


Spoiler: Zero HERO Snow Man • show
WATER|Warrior|LV4|0|0
When this card is Summoned: You can add 1 "Zero HERO" monster from your GY to your hand. If this card is sent from the field to the GY: You can add 1 "Zero HERO" monster from your Deck to your hand.


Spoiler: Zero HERO Watch Man • show
WIND|Warrior|LV4|0|0
If this card is added from your Deck to your hand by a card effect: You can Special Summon it. While this card is in face-up Attack Position, "Zero HERO" monsters gain 1000 ATK and DEF. While this card is in face-up Defense Position, other "Zero HERO" monsters you control cannot be destroyed by battle or card effects.


Spoiler: Extra Deck (6) • show
Spoiler: Fusion Monsters (2) • show
Spoiler: Zero HERO Devil Lord • show
DARK|Warrior|LV8|0|0
1 "HERO" monster + 1 "Zero HERO" monster
Must first be Fusion Summoned. During the Main Phase (Quick Effect): You can banish 1 "Zero HERO" monster in your GY, and if you do, for the rest of this turn, the ATK and DEF of all face-up monsters your opponent currently controls become 0 also they cannot activate their effects. You can only use this effect of "Zero HERO Devil Lord" once per turn. If this card's ATK is different than its original ATK OR if this card's DEF is different than its original DEF (Quick Effect): You can banish this card until the End Phase, then target 1 face-up card your opponent controls; destroy that target.


Spoiler: Zero HERO Diviner • show
LIGHT|Warrior|LV8|0|0
2 "Zero HERO" monsters
Must first be Fusion Summoned. You can target 1 other "Zero HERO" monster you control; the original ATK and DEF of all face-up monsters you currently control, except that target, become equal to that target's ATK and DEF until the End Phase. You can only activate this effect of "Zero HERO Diviner" once per turn. Other "Zero HERO" monsters you control cannot be destroyed by battle or card effects.


Spoiler: Link Monsters (4) • show
Spoiler: Zero HERO Cyclone Man • show
WIND|Warrior|LK2|0| ← ↑
2 "HERO" Monsters
Monsters cannot decalre an attack, except "Zero HERO" monsters, or to attack a face-up "Zero HERO" monster. If this Link Summoned card is sent to the GY: You can target 1 other "HERO" monster in your GY; Special Summon that target.


Spoiler: Zero HERO Golem Man • show
EARTH|Warrior|LK2|0| → ↓
2 "HERO" Monsters
Once per turn: You can target 1 face-up monster this card points to; This card gains ATK equal to that target's ATK. When this card destroys an opponent's monster by battle: Add 1 "Zero" card from your Deck to your hand.

Note: "Zero" cards only include the cards in this set because of how I made the OCG name (「(ゼロ)」).


Spoiler: Zero HERO Ice Guy • show
WATER|Warrior|LK3|0| ↑ ↗ ↙
2+ "HERO" Monsters
An opponent's monster this card points to loses 500 ATK and DEF for each of your banished "HERO" monsters. When this card leaves the field: You can Special Summon 1 "Zero HERO" monster from your Deck, but it cannot activate its effect(s) on the field this turn.


Spoiler: Zero HERO Magma Man • show
FIRE|Warrior|LK3|0| ↓ ↖ ↘
2+ "HERO" Monsters
Gains ATK equal to the combined ATK of all face-up monsters this card points to, except "Zero HERO Magma Mans". Once per turn, if you control no other monsters (Quick Effect): You can target 1 "HERO" monster in your GY; Special Summon it in face-up Defense Position to a zone this card points to.


Spoiler: Spell Cards (3) • show
Spoiler: Zero Fusion • show
Normal
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If Summoning a "HERO" Fusion Monster this way, you can also banish monsters from your GY as Fusion Materials, but its original ATK and DEF become 0.


Spoiler: Zero Justice • show
Continuous
Face-up "HERO" monsters you control gain ATK and DEF for the number of "Zero HERO" monsters with different names you control or in your GY x 100. While you control a face-up "Zero HERO" monster, this card cannot be targeted or destroyed by card effects.


Spoiler: Zero Rescue • show
Normal
Target 1 "HERO" monster with 0 ATK and/or 0 DEF in your GY Special Summon it. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 "Zero HERO" monster in your GY; add this card from your GY to your hand.


Spoiler: Trap Cards (3) • show
Spoiler: Zero Revenge • show
Continuous
Once per turn, if a "HERO" monster(s) in your possession is destroyed: You can Special Summon 1 "Zero HERO" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Zero HERO" card you control or that is banished and 1 other card on the field; shuffle those targets into the Deck. You cannot activate these effects in the same Chain.


Spoiler: Zero Signal • show
Normal
When a face-up "HERO" monster you control leaves the field: Special Summon 1 "HERO" monster with 0 ATK and/or DEF from your hand or Deck.


Spoiler: Zero Tactics • show
Normal
During damage calculation, if a "Zero HERO" monster you control is battling an opponent's monster: change the original ATK of your monster with the opponent's battling monster. If you control a "Zero HERO" monster: You can banish this card from the Graveyard; the ATK and DEF of all monsters your opponent currently controls become 0, also if a "Zero HERO" monster you control battles an opponent's monster this turn, your opponent cannot activate cards or effects until the end of the Damage Step.


4
Archives / Archetype Submission: Mantra
« on: March 21, 2018, 03:06:55 am »
This is the first archetype I have ever formally created, and I have been constructing it for several years (but more "off" time than "on" time). The concept of the archetype is simple. DARK monsters send cards to the Graveyard while EARTH monsters benefit from being in the Graveyard. If I were to compare them to an existing TCG/OCG archetype, it would be like Fabled, but only because of cards pitching and cards benefit from being pitched.

About the theme of the archetype itself, Mantra is defined in Wikipedia as:
Quote
A "mantra" (/ˈmæntrə, ˈmɑːn-, ˈmʌn-/ (Sanskrit: मन्त्र); ) is a sacred utterance, a numinous sound, a syllable, word or phonemes, or group of words in Sanskrit believed by practitioners to have psychological and spiritual powers. Mantra meditation helps to induce an altered state of consciousness. A mantra may or may not have a syntactic structure or literal meaning.
Thanks One Piece for teaching me something. The archetype has control elements (see: Mantra Mantis and Mantra's Power) based around the ideology. The monsters, in lore, adapt to their surroundings due to survival of the fittest, and the ones you see here are the ones that survived. In reality, I just scrapped some ideas for the archetype over time.

Due to this archetype being my first, I started scripting this archetype when I started to learn scripting, and most of the cards you see here are already scripted for testing (but I have very few card pics so no pics are in this post).

Spoiler: Main Deck Monsters • show

Spoiler: Mantra Alligator • show
   DARK|Reptile|LV4|1300|1900
If this card is Normal or Flip Summoned: You can change it to Defense Position. You can discard 2 cards; Look at all cards in your opponent's hand and all Set cards they control. You can only activate this effect of "Mantra Alligator" once per two of your turns.


Spoiler: Mantra Archer • show
   EARTH|Warrior|LV4|1800|1600
If this card is sent to the Graveyard to activate the effect of a "Mantra" card OR if this card is sent to the Graveyard by the effect of a "Mantra" card: You can target 1 card your opponent controls; destroy it. You can only activate the effect of "Mantra Archer" once per turn.


Spoiler: Mantra Cat • show
   EARTH|Beast|LV4|1300|1200
You can banish this card from the Graveyard; Add 1 "Mantra" card from your Deck to your hand. You can only use the effect of "Mantra Cat" once per turn.


Spoiler: Mantra Dog • show
   EARTH|Beast|LV4|1200|1300
You can banish this card from the Graveyard, then target 1 "Mantra" card in your Graveyard; Add it to your hand. You can only use the effect of "Mantra Dog" once per turn.


Spoiler: Mantra Dolphin • show
   EARTH|Aqua|LV2|500|1400
If this card is sent to the Graveyard to activate or resolve the effect of an Effect Monster's effect, except from the Deck, OR if this card is destroyed by battle or card effect: You can add 1 "Mantra" card from your Deck to your hand, except "Mantra Dolphin". You can only use the effect of "Mantra Dolphin" once per turn.


Spoiler: Mantra Dragon • show
   EARTH|Dragon|LV4|2000|400
Cannot be used as a Synchro Material Monster for a Synchro Summon. Cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a "Mantra" monster. If this card is sent to the Graveyard by a card effect: You can Special Summon it. You can only use this effect of "Mantra Dragon" once per turn.


Spoiler: Mantra God - Eneru • show
   EARTH|Thunder|LV9|2800|1700
You can Special Summon this card (from your hand or Graveyard) by Tributing 1 "Mantra" monster you control. During your opponent's Standby Phase: You can declare 1 card name and, if you do, cards with that name cannot be used until the end of your next turn. You can only activate this effect of "Mantra God - Eneru" twice per turn. This card can attack all Special Summoned monsters your opponent controls, once each. At the start of the Damage Step, if this card battles a Special Summoned monster: You can destroy that monster. You can only control 1 "Mantra God - Eneru".


Spoiler: Mantra Kid • show
   EARTH|Warrior|LV2|1000|800
You can increase the level of this card by 2. You can only use this effect once while this card is face-up on the field. You can only use one of the following effects of "Mantra Kid" per turn and only once that turn.
● If this card is sent to the Graveyard to activate the effect of a "Mantra" card, OR if this card is sent to the Graveyard by the effect of a "Mantra" card: You can Special Summon it.
● You can Special Summon this card (from your hand) by sending 1 "Mantra" monster from your hand to the Graveyard.


Spoiler: Mantra Kitsune • show
   EARTH|Beast|LV4|1800|1600
If this card is sent to the Graveyard to activate the effect of a "Mantra" card, OR if this card is sent to the Graveyard by the effect of a "Mantra" card: You can target 1 card your opponent controls; return it to the hand. You can only activate the effect of "Mantra Kitsune" once per turn.


Spoiler: Mantra Leech • show
   EARTH|Insect|LV1|200|300
If this card is sent to the Graveyard to activate the effect of a "Mantra" card, OR if this card is sent to the Graveyard by the effect of a "Mantra" card: You can target 1 monster your opponent controls; Equip this card from the Graveyard to that monster. During your Main Phase, if this card is equipped to a monster: You can discard 1 "Mantra" monster; send the equipped monster to the Graveyard, then draw 1 card.


Spoiler: Mantra Mantis • show
   DARK|Insect|LV4|1700|1000
When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): You can send 1 "Mantra" monster from your hand to the Graveyard; negate the Summon or activation, and if you do, destroy that card. You can only activate the effect of "Mantra Mantis" once per turn.


Spoiler: Mantra Rhino • show
   DARK|Beast|LV4|1900|1200
Once per turn, during your Battle Phase: You can discard any number of "Mantra" monsters from your hand to the Graveyard and, if you do, this card gains 400 ATK for each card sent this way, until the end of the turn. If this card attacks a Defense Position monster, inflict piercing damage to your opponent.


Spoiler: Mantra Seed • show
   EARTH|Plant|LV11|?|?
Cannot be Summoned/Set. If this card is sent to the Graveyard to activate the effect of or by the effect of a "Mantra" card: You can Special Summon 1 level 4 or lower "Mantra" monster from your hand, Deck, or Graveyard. During either player's turn, if this card is in the Graveyard but was not sent there this turn: You can banish this card from your Graveyard; this turn, "Mantra" monsters you currently control cannot be targeted or destroyed. You can only use each effect of "Mantra Seed” once per turn.


Spoiler: Mantra Spider • show
   DARK|Insect|LV4|1800|1700
During either player's Damage Step, if a "Mantra" monster you control is battling an opponent's monster: You can send 1 "Mantra" monster from your hand to the Graveyard and, if you do, destroy the opponent's monster. You can only use the effect of "Mantra Spider" once per turn.


Spoiler: Mantra Tiger • show
   DARK|Beast|LV4|1700|1600
Once per turn, during your Main Phase 1, if your opponent controls a monster: You can send 1 "Mantra" monster from your hand to the Graveyard, and if you do, this card can attack your opponent directly during each Battle Phase this turn. If this card attacks, it is changed to Defense Position at the end of the Damage Step.


Spoiler: Mantra Wiseman • show
   DARK|Spellcaster|LV4|1600|1600
Once per turn: You can discard 1 card, then target 1 "Mantra" card in your Graveyard; Add that target to your hand, then if it is a level 4 or lower Effect Monster other than "Mantra Wiseman", you can Special Summon it.


Spoiler: Spell Cards • show

Spoiler: Mantra Awakening • show
   Normal
Discard 1 "Mantra" monster; draw 2 cards. You can only activate 1 "Mantra Awakening" per turn.


Spoiler: Mantra For One • show
   Continuous
Immediately after a card or effect resolves in which you sent a "Mantra" monster(s) from your hand to the Graveyard to activate or resolve that effect, draw 1 card for each card sent. You can only control 1 "Mantra for One".


Spoiler: Mantra to One • show
   Continuous
If you send a "Mantra" monster(s) from your hand to the Graveyard to activate the effect of, or by the effect of, a "Mantra" monster, your opponent must send cards from their hand to the Graveyard for each "Mantra" monster you sent, immediately after the effect resolves. If your opponent must discard a number of cards when they have no cards in their hand, you draw that number of cards instead. You can only control 1 "Mantra to One".


Spoiler: Mantras Power • show
   Continuous
Your opponent cannot activate cards or effects if a "Mantra" monster you control declares an attack. "Mantra" monsters you control are unaffected by other card effects, except by the effects of "Mantra" cards. "Mantra" monsters cannot be tributed for the Special Summon of a monster, except a "Mantra" monster. You can only control 1 "Mantra's Power".


Spoiler: Mantras Soul • show
   Continuous
If a DARK "Mantra" monster(s) is sent from your hand to the Graveyard to activate the effect of, or by the effect of, a "Mantra" card: You can target one of them; add it to your hand. You can only use this effect of "Mantra's Soul" once per turn. You can only control 1 "Mantra's Soul".


Spoiler: Trap Cards • show

Spoiler: Mantra Counterforce • show
   Counter
When a monster effect is activated: Send 1 "Mantra" monster from your hand or your side of the field to the Graveyard; negate the activation, and if you do, destroy that monster.


Spoiler: Mantras Hidden Ability • show
   Normal
After this card resolves, each time you Special Summon a "Mantra" monster to your side of the field this turn, destroy 1 card on the field. You can only activate 1 "Mantra's Hidden Ability" per turn.


Spoiler: Mantras Sacred Tree • show
   Continuous
Other "Mantra" Spell or Trap Cards cannot be targeted or destroyed by card effects. You can only control 1 "Mantra's Sacred Tree".


Spoiler: Extra Deck Monsters • show

Spoiler: Xyz Monsters • show

Spoiler: Mantra Baboon • show
   DARK|Beast|RK4|2600|2000
2 Level 4 "Mantra" monsters
You can detach 1 Xyz Material from this card: Activate one of the following effects.
● Send 1 "Mantra" card from your Deck to the Graveyard and, if you do, you can make an opponent's monster lose 1000 ATK and DEF.
● Target 1 non-Xyz "Mantra" monster in your Graveyard or that is banished; Add that target to your hand and, if it is a DARK monster, you can Special Summon it.
You can only use this effect of "Mantra Baboon" once per turn.


Spoiler: Mantra Chimera • show
DARK|Winged Beast|RK6|2700|2200
3 Level 6 Winged Beast-type monsters
You can also Xyz Summon this card by using any number of Rank 4 "Mantra" Xyz monsters you control as Xyz Material. (Xyz Materials attached to those monsters also become Xyz Materials on this card.) If this card has a "Mantra" Xyz Monster(s) as Xyz Material, this card gains their effects while they are attached to this card. If you would detach an Xyz Material from a "Mantra" Xyz Monster you control, you can send 1 "Mantra" monster from your hand to the Graveyard instead.


Spoiler: Mantra Lion • show
   DARK|Beast|RK4|2200|2000
2 Level 4 DARK monsters
During either player's turn, if this card has a "Mantra" monster as Xyz Material, you can activate this effect: Banish all "Mantra" cards in your Graveyard and, if you do, this card gains 300 ATK for each monster banished this way. You can only use this effect once while this card is face-up on the field. If this card is sent from the field to the Graveyard: You can shuffle all banished cards into their owners' respective Decks. You can only use this effect of "Mantra Lion" once per duel.


Spoiler: Synchro Monster • show

Spoiler: Mantra Hawk • show
   DARK|Winged Beast|LV6|?|?
1 tuner + 1 or more non-tuner "Mantra" monsters
If this card is Synchro Summoned: You can send up to 3 "Mantra" monsters from your hand, Deck, or your side of the field to the Graveyard with different names, except "Mantra Hawk". You can only use this effect of "Mantra Hawk" once per Duel. This card's original ATK and DEF become equal to the number of cards sent with this card's effect x 600.

5
Card Rulings & Bugs / Guidelines for bug reports
« on: October 10, 2017, 05:50:34 am »
Reporting a bug on someone's cards are fine, and encouraged to make sure cards work as intended. When reporting, however, guidelines need to be set and criteria must be known in posts to assure the maker knows what you're talking about.

Before you make a bug report, make sure you check to make sure it has not already been reported by another user(s).

For starters, I'll talk about the title/subject. It would be nice (although not required) to have the archetype's name in the title/subject in brackets (preferrably in the front). Also, do not be vague about the bug, even in the title. (The harder it is to know what the bug is, the harder it is to fix if necessary.)

Examples: [G-Vine] Cannot Fusion Summon Sopherena, [Blue Striker] Field Spell cannot be activated

Some questions to consider answering when making your bug report are:
What YGOPro Simulator and version am I using? (This is more or less required; different sims have different cores, even if slightly. An archetype made in KoshiPro might not work on Percy and vice versa.)
Do I have a replay?/Can I get a replay?
Is the bug consistent in certain scenarios? (A "bug" consistent vs AI but not a player is not really a bug.)
What are all of the cards or other variables (LP, Deck Size, etc) I think are relevant to the bug?

Because the custom cards follow OCG rulings (if a precedent is available; otherwise it's the card maker's choice on the rule), you can report that and send an official OCG source stating how the scenario should be.

Example: I make a card "Lumina the not-Lightsworn" and its effect is: "Once per turn: You can discard 1 card, then target 1 Level 4 or lower "not-Lightsworn" monster in your GY; Special Summon that target." but I script it so that I can use the effect without a proper target so long as I discard a card during the cost to be able to target. Since this contradicts the ruling for Lumina, Lightsworn Summoner, you can respond like this:

Quote
The effect of Lumina the not-Lightsworn contradicts the current OCG ruling for Lumina, Lightsworn Summoner, which states that you cannot activate Lumina, Lightsworn Summoner if you have no targets.
Quote
自分の墓地にレベル4以下の「ライトロード」と名のついたモンスターが存在しない場合には、『そのモンスターを特殊召喚する』モンスター効果を発動する事自体ができません。
Source: https://www.db.yugioh-card.com/yugiohdb/faq_search.action?ope=4&cid=7594&request_locale=ja
The effect should be changed to match OCG's ruling.

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