YGO Custom Cards
divider
We Make Our Cards Right!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dopl

Pages: [1]
1
Archives / Archetype Submission - Ancient Gear Support
« on: May 20, 2018, 05:09:43 am »

Ancient Gear Support

Description:
Ancient Gears. Pushing foreword with powerful strike after powerful strike


Cards

Spoiler: Monster Cards • show


If a Machine Monster(s) you control would be destroyed by your opponent (either by battle or card effect) (Quick Effect): You can Special Summon this card and 1 other "Ancient Gear" monster from your hand in face-up defense posistion, and if you do, negate that attack or effect. Once per turn (Quick Effect): You can target 1 monster your opponent controls; You can treat that target as a "Ancient Gear Golem" You control for the Fusion Summon of a "Ancient Gear" monster.


If this card is sent to the GY for the Fusion Summon of an "Ancient Gear" monster: You can target 1 of the other Fusion Materials used; add that target from your GY to your hand. You can banish this card from your GY: Special Summon 1 "Ancient Gear" monster from your GY, ignoring its Summoning Conditions, and if you Special Summoned a Level 5 or higher "Ancient Gear" monster, it's name becomes "Ancient Gear Golem" while it is face-up on the field. You can only activate this effect of "Ancient Gear Recoverer" once per turn.


This cards name is treated as "Ancient Gear" while it is face-up on your side of the field. If this card is Special Summoned: You can discard 1 Machine monster; Add 1 Level 3 or lower "Ancient Gear" monster from your deck to your hand, and if you do you can Special Summon 1 "Ancient Gear" monster from your hand. You can target 1 "Ancient Gear" monster in your GY; Add it to your hand. You can only use 1 effect of "Ancient Gear Pursuer" per turn, and only once that turn.


You can banish 1 Level 5 or higher "Ancient Gear" monster from your GY to Special Summon this card from your hand. If a "Ancient Gear" monster is Fusion Summoned: Draw 1 card. You can destroy 1 Spell/Trap you control to increase the ATK of all "Ancient Gear" monsters you control by 500 until the End Phase. You can only use each effect of "Ancient Gear Lich" once per turn.




Spoiler: Extra Deck Monster Cards • show


1 EARTH "Ancient Gear" monster
If this card is Link Summoned: add 1 "Ancient Gear Catapult" from your Deck to your hand, and if you you do; place this card face-up in your Spell & Trap Zone as a Continuous Spell Card. If this card is destroyed: Special Summon 1 "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" from your Hand, Deck or GY ignoring the summoning condition. You can only use each effect of "Ancient Gear Chaos Fortress" once per turn.

-effect by Xeno


Spoiler: Spell Cards • show


Activate one of the appropriate effect:  
•If you control no monsters: Pay 2000 LP; Special Summon 1 Level 4 or lower "Ancient Gear" monster from your deck.
•If you control a face-up Spell/Trap: destroy 1 other Spell/Trap you control and set 1 "Ancient Gear" Trap directly from your deck. It can be activated this turn.
•If you control "Ancient Gear Golem": Add 1 "Ancient Gear" card from your deck to your hand, except "Ancient Gear Tactics", and if you do, you can Special Summon 1 "Ancient Gear" monster from your hand or GY, ignoring summoning conditions.
You can only activate 1 "Ancient Gear Tactics" per turn.


Spoiler: Trap Cards • show




Additional Remarks

Advantages:

High Power.
Offers more consistent ways of getting "Ancient Gear Golem" onto the field
Gives the deck some defense
Offers some potential spam



Disadvantages:

Still prone to brick.
Not the Strongest OTKs
Cannot Spam Effectively


2

Gulum: Rolling Rolling Rolling Rolling Rolling

Description:
Tokens. Slow Tokens. Play some cards, go off the next turn. First ever attempt at an archetype.


Cards

Spoiler: Monster Cards • show


If this card is summoned: Target 1 "Gulum" monster you control; it gains 1000 ATK/DEF.  If this card is sent to the GY for the Link Summon of a "Gulum" monster: You can Special Summon this card from your GY, but banish it when it leaves the field.










Spoiler: Extra Deck Monster Cards • show


1 Rock monster
If this card is sent to to the GY: Destroy 1 "Monolith" card you control, then draw 1 card.


2  monsters
If this card is sent to the GY: you can activate 1 "Monolith" Spell card from your Deck. You can destroy 1  "Gulum" token you control to Special Summon this card from your GY. You can only Summon "Steel Gulum" in this way once per turn.


2+ Rock Monsters
If this card is sent to the GY: You can special summon 1 level 4 or lower Rock monster from your GY. If a "Gulum" Link Monster is Summoned: You can draw 1 card for each Rock monster that was linked to this card used.  You can only use each effect of "Orichalcum Gulum" once per turn.


2+ Rock monsters
When this card is Link Summoned: Target 1 Rock monster in your GY for every 2 "Monolith" Spells you control; Special Summon those targets. Once per turn, when your opponent activates a card effect (Quick Effect): You can make that effect become "Special Summon 1 "Iron Gulum" token  (Rock/LIGHT/Level 4/ATK 2000/ DEF 2000) to your opponents side of the field.


Spoiler: Spell Cards • show


During each of your Standby Phases, Special Summon 1 "Flame Gulum Token" to your side of the field (Rock/FIRE/Level 3/ATK 1700/DEF 300). If a "Gulum" monster is destroyed by battle, destroy the monster that battled it.


During each of your Standby Phases, Special Summon 1 "Stone Gulum Token" to your side of the field (Rock/EARTH/Level 3/ATK 1500/DEF 1500). When this card is activated: You can add 1 "Monolith" Spell/Trap or 1 "Gulum" card from your deck to your hand. You can only activate this effect of "Monolith of Dust" once per turn.


During each of your Standby Phases, Special Summon 1 "Wind Gulum Token" to your side of the field (Rock/WIND/Level 3/ATK 1000/DEF 2000). Each "Gulum" monster you control cannot be destroyed by battle or card effects once per turn.


When this card is activated: You can destroy any number of "Monolith" Continuous Spell cards you control; Special Summon the Tokens listed in those cards text. Once per turn, if a "Gulum"  or "Monolith" Card you control is destroyed or sent from the field to the GY, except by this cards effect: Draw 1 card.


Target any number of "Monolith" Spells you control, up to the number of Monsters your opponent controls; Special Summon the Tokens listed in those targets text to the same columns as those opponents monsters.


You can discard 1 card; Special Summon 1 "Gulum" Link Monster from your Extra Deck whose Link Rating is less than or equal to the number of "Monolith" Spells you control, but no higher than the number of Monsters your opponent controls +1. You can only use this effect of "Uncovered Citadel" once per turn. After the turn player summons 3 monsters in one phase: End the current Phase.




Spoiler: Trap Cards • show


Target 1 face-up Spell/Trap card on the field; destroy it, and if you do you can Summon the token listed in the text of one "Monolith" Spell card you control. You can destroy 1 "Monolith" card you control to activate this card from your hand.


Special Summon monsters in your Spell & Trap Zone as Effect monsters (Rock/DARK/Level 3/ATK 1000/DEF 1000) with the same effects they had while in the Spell & Trap Zone (The summoned cards are still spell cards). You can Destroy 2 Rock Monsters you control to activate this card from your hand.


Destroy any number of "Gulum" monsters you control; Summon an equal number of "Iron Gulum Tokens" (Machine/LIGHT/Level 4/ATK 2000/ DEF 2000). You can destroy 2 "Monolith" cards to activate this card from your hand.


If your opponent activates a Spell, Trap, or monster effect, OR, would Special Summon a monster(s): You can tribute 1 "Gulum" monster you control; Negate that activation or Summon and if you do return that card(s) to your opponents hand, then Special Summon 2 "Iron Gulum" Token (Machine/LIGHT/Level 4/ATK 2000/ DEF 2000).


Additional Remarks

Advantages:

Mass Advantage Gain.
Strong Defenses.


Disadvantages:

Slow Startup.
Weak Turn One Plays.

3

Digiquest: Making the big Cyberse monsters actually usuable

Description:
Digiquest is a Cyberse archetype dedicated to making the high level Cyberse monsters actually usable while also offering Cyberse more ways to do what they want to do (Because let's be honest they really can't)


Cards

Spoiler: Monster Cards • show


(Quick Effect): You can, immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, also, if it is a Tribute Summon, you can banish 1 Cyberse monster from the GY as Tribute. You can only activate this effect of "Digiquest Mouse School" once per turn

The first card. It establishes the goal of the archetype, offering spammability, as well as letting you easily get out higher levels with a bit of Grave set up


If you control no monsters, or all monsters you control are Cyberse monsters, you can Special Summon this card from your hand. You only summon 1 "Digiquest Datacloud" in this way per turn. Once per turn: You can destroy 1 Cyberse monster you control to Special Summon 1 Level 4 or lower Cyberse monster with less Attack than the destroyed monster from your deck to a Zone a Cyberse Link monster you control points to. You can only activate this effect of "Digiquest Datacloud" once per turn.

Offers a little bit more spamability to get anything impressive out, and also allows for tutoring, something Cyberse heavily lacks.


Once per turn: You can pay 1000 LP; add 1 Level 5 or higher Cyberse monster from your GY to your hand. If this card is sent to the GY or is banished: You can add 1 Level 5 or higher Cyberse monster from your deck to your hand. You can only activate this effect of "Digiquest Wheel Wurm" once per turn.

Some actual consistency for the theme as well, as well as giving it the ability to make some form of comeback


You can discard 1 Cyberse monster; Excavate a number of cards from the top of your deck equal to half the discarded monsters Level, rounded up, then you can Special Summon 1 Cyberse monster from among the excavated cards with a level less than the level of the discarded monster, ignoring it's summoning conditions, but treat that monster as if it were Normal Summoned, also shuffle the remaining cards into the Deck. You can only activate the effect of "Digiquest WiSlime" once per turn.

WiSlime is a strong card overall, great for both link and high level monster spam, and encouraging a hybrid of the two like Yusaka's own deck.


If this card is Normal Summoned: you can activate 1 of these effects
* Special Summon up to 2 Level 4 or lower Normal Monsters from your hand or GY
* Special Summon 1 Level 4 or lower Cyberse monster from your hand or GY.
If this card is banished: You can target 1 Level 6 or higher Cyberse monster you control; that monster gains 1000 ATK, also,  if the targeted monster is sent to the GY, add this card from your GY to your hand.

This card is meant to help incentivize using the Vanilla Cyberse Monsters like the deck wants to get high link ratings, but is still viable without them. The secondary effect makes the attack reduction of high level Cyberse not unbearable.


Cannot be destroyed by card effects. Once per turn: You can send 1 Cyberse monster from your deck to the GY and add 1 Cyberse monster from the GY to your hand with a different name.

Viralbrain is a simple card. High level to utilize the support while being able to set up both your hand and grave for future plays.


You can Special Summon this card (from your hand) by Tributing 2 Cyberse Normal monsters or 1 Level 5 or higher Cyberse monster from your hand or field . If  summoned this way: this card has its effect negated. Once per turn (Quick Effect): You can discard 1 card and target 1 card your opponent controls; Destroy that target.

Refractor is the first of the real bosses, though not much of one. It's an easy to summon beatstick with some removal tacked on.


You can Special Summon this card (from your hand or GY) by tributing  from your hand and/or field, or banishing from your GY, 2 Level 4 or lower Cyberse monsters, OR,  banishing 1 level 5 or higher Cyberse monster you control, but its ATK/DEF become halved. Cannot be destroyed by card effects. Neither player  cannot target this card with card effects.

The true boss of Digiquest. It's an easy to summon recurring 1500 ATK beatstick that isn't going to be killed by card effects. It's downside of attack loss is a downside that isn't strictly necessary, but moreso there for Framelord to fall in line with the Level 8 Cyberse, Dual Assembwurm


Spoiler: Extra Deck Monster Cards • show

CyBeRsE ArE LiNk eXcLuSiVe


Spoiler: Spell Cards • show


When this card is activated: Add 1 "Digiquest" monster from your deck to your hand. Once per turn, if a Level 5 or higher Cyberse monster would be destroyed, you can banish it instead. During your next Standby Phase after this effect is activated: Special Summon the monster(s) banished by this cards effect to your side of the field. You can only activate 1 "Digiquest Firewall Castle" per turn.

This card gives Cyberse everything it needs for the highlevels to be functional: A pool a consistently good monsters to use as fodder, and a protection effect on the painfully frail bodies of the highlevel Cyberse. With a cozy little ATK reset built in so you can make full use of their bodies.


Spoiler: Trap Cards • show

Maybe if I make a wave 2


Additional Remarks

Advantages:

Play Cyberse like the anime
Drop big Cyberse beaters that the opponent needs to remotely care about
Cool monster designs
Grind Game is SWOLE


Disadvantages:

Lack of negation
Easily disruptable
Hands brick from high level monsters
Can't dish out nearly as much as most modern decks, forcing you to play the long game and slowly grind your opponent down.


4
Archives / Archetype Submission - Noble Knights Support
« on: December 12, 2017, 07:33:15 am »

Noble Knights Support

Description:
Support for Noble Knights, an official konami archetype the creates 1-2 powerful monsters and chucks equips onto them.


Cards

Spoiler: Monster Cards • show


Merlin's Apprentice
DARK
Level 1
Spellcaster/Tuner/Effect
(This card is always treated as a "Noble Knight" card.)
If you activate the effect of "Merlin": You can Special Summon this card from your hand or GY, but shuffle it into the deck if it would leave the field. If you control an "Artorigus" or "Launsallyn" monster (Quick Effect): You can banish this card from your GY and target 1 card your opponent controls; Destroy that target. You can only use this effect of "Merlin's Apprentice" once per turn.
500/500



Noble Knight of White Laundsaullyn
LIGHT
Level 5
Warrior/Effect
During your Main Phase: You can destroy 2 "Noble Arms" Spells in your hand or on your side of the field, and if you do, Special Summon this card from your hand or GY. (Quick Effect): You can target 1 "Noble Arms" Spell you control and 1 card your opponent controls; Destroy them. You can only use each effect of "Noble Knight of White Laundsallyn" once per turn.
1900/700





Spoiler: Extra Deck Monster Cards • show


Noble Knight Mordred
LIGHT
Link 2
Down Left/Down Right
Warrior/Link/Effect
2 "Noble Knight" monsters
If this card is Link Summoned: You can target 2 "Noble Arms" Equip Spells you control or in the GY; Special Summon 1 "Noble Knight" Xyz Monster from your Extra Deck, using those targets as Xyz Material (This Special Summon is treated as an Xyz Summon).  You can Banish this card and 1 "Noble Arms" Spell in your GY; Special Summon 1 "Noble Knight" Synchro Monster from your Extra Deck or GY (This Special Summon is treated as a Synchro Summon)
1800



Holy Noble Knight Crusader, Artorigus
LIGHT
Level 5
Warrior/Synchro/Effect
1  Tuner + 1 non-Tuner "Noble Knight" monster
You can target 2 "Noble Knight" cards and/or cards with "Noble Knight" in their card text in your GY; Shuffle them into the deck, and if you do, draw 1 card. Once per turn (Quick Effect): You can target 1 "Noble Arms" Equip Spell you control; Special Summon 1 "Noble Knight" monster from your hand and if you do, destroy that target.
2200/1900


Spoiler: Spell Cards • show


Ignoble Arms - Shadowvere
Equip Spell
You can only control 1 face-up "Ignoble Arms - Shadowvere". Equip only to a Warrior monster. Once per turn: You can target 1 "Noble Knight" monster in your GY; Special Summon it as a level 5 DARK monster, but it's effects are negated. If this card is destroyed on the field and sent to the GY: You can target 1 Warrior "Noble Knight" monster you control; Equip this card to the target. You can only use this effect of "Ignoble Arms - Shadowvere" once per turn.


Spoiler: Trap Cards • show

N/A


Additional Remarks

Advantages:

Strong field presence
Versatile


Disadvantages:

Low swarming
Dies to single target removal
low number of play makers

5
Archives / Archetype Submission - Chitterite
« on: December 06, 2017, 08:23:32 am »

Chitterite

Description:
Noble Knight Ritual Insects


Cards

Spoiler: Monster Cards • show


Chitterite Soldier
EARTH
Level 2
Insect/Tuner/Effect
 During your Main phase, if you control 2 "Chittrite Soldire": You can Special Summon 1 Chitterite monster from your Deck. If this card is tributed: You can target 1 Insect monster you control; Equip this card to that target. A monster equipped with this card gains this effect; "Once per turn: You can Special Summon 1 "Chitterite Soldier" from your deck." You can only use each effect of Chitterite Soldier" once per turn.
0/0


Chitterite Armour-Breaker
EARTH
Level 3
Insect/Effect
If this card is tributed: You can target 1 Insect Monster you control; equip this card to that target. A monster equipped with this card gains this effect:"Once while this card is face-up on the field (Quick Effect): You can Target 1 card your opponent controls; Destroy that target." You can only use this effect of "Chitterite Armour-Breaker" once per turn. If this card destroys an opponent's monster by battle: You can add 1 "Chitterite" monster with a level less than or equal to that destroyed monsters level/rank/link from your deck to your hand.1700/0


Chitterite Charmer
EARTH
Level 4
Insect/Effect
You can target 1 Insect monster in your GY that can be Normal Summoned; Special Summon it. If this card is tributed: You can target 1 Insect monster you control; Equip 1 Insect monster in your hand or GY to that target. You can banish this card from your GY, except the turn it was sent there; Add 1 "Chitterite" card from your GY to your hand. You can only use each effect of "Chitterite Charmer" once per turn.
0/2000


Chitterite Airforce
EARTH
Level 5
Insect/Effect
You can Special Summon this card (from your hand) if you control 2 or more Insect monsters. You can only Summon 1 "Chitterite Airforce" per turn with this effect. If this card is summoned: You can add 1 "Chitterite" card from your deck to your hand, and if you do, tribute 1 monster in your hand with a different name from the added card. You can only use this effect once per turn.
2200/1000


Chitterite Slayer
EARTH
Level 6
Insect/Ritual/Effect
You can Ritual Summon this card with any "Chitterite" Ritual Spell Card. If this card declares an attack: Gain 200 ATK/DEF. This card can declare and additional Attack for each card equipped to it.
2200/1000


Chitterite Titan
EARTH
Level 8
Insect/Ritual/Effect
Can be ritual summoned with any "Chitterite" Ritual Spell. This card gains 500 attack for every card equipped to it. If this card leaves the field: You can target 1 Insect monster in your GY, except this card; Special Summon it. You can only use this effect once per turn.
3000/2500


Chitterite Angel
EARTH
Level 10
Insect/Ritual/Effect
You can Ritual Summon this card with any "Chitterite" Ritual Spell. This cards ATK/DEF are equal to the total ATK/DEF of all monsters equipped to it. Cannot be destroyed by card effects. If this monster is face-up on the field with no monster(s) equipped to it (Quick Effect): You can target 1 monster your opponent controls with more attack than the total attack of all monsters you control; Equip that target to this card as an equip spell. You can only activate this effect of "Chitterite Angel" per turn.
0/0


Spoiler: Extra Deck Monster Cards • show




Spoiler: Spell Cards • show


Chitterite Explosive Attack
Ritual Spell
Can be used for the Ritual Summon of any "Chitterite" Ritual Monster by tributing monsters from your hand or that your control whose total levels equal or exceed the Ritual Monsters level. then, if you ritual summon a monster using this effect, equip this card to the summoned monster instead of sending this card to the GY. A monster equipped with this card can make an additional attack during the battle phase, also, inflict damage equal to the opponent equal to the attack of a monster destroyed by battle with the equipped monster. While this card is in your GY: You can target 1 "Chitterite Slayer" in your GY; Special Summon that monster from your GY, ignoring it's summoning conditions, and if you do, equip this card to that monster, but banish this card when it leaves the field. You can only use 1 effect of "Chitterite Explosive Attack" per turn.


Chitterite Herculean Defense
Ritual Spell
Can be used for the Ritual Summon of any "Chitterite" Ritual Monster by tributing monsters from your hand or that your control whose total levels equal or exceed the Ritual Monsters level. then, if you ritual summon a monster using this effect, equip this card to the summoned monster instead of sending this card to the GY. A monster equipped with this card Cannot be destroyed by card effects. If this card is in your GY: You can tribute 1 Insect monster you control; Special Summon 1 "Chitterite Titan" from your deck in Defense Posistion, ignoring its summoning conditions, and if you do, equip this card to that monster, but banish this card when it leaves the field. You can only use 1 effect of "Chitterite Herculean Defense" per turn.


Chitterite Bombardment Plan
Ritual Spell
Can be used for the Ritual Summon of any "Chitterite" Ritual Monster by tributing monsters from your hand or that your control whose total levels equal or exceed the Ritual Monsters level. then, if you ritual summon a monster using this effect, equip this card to the summoned monster instead of sending this card to the GY. A monster equipped with this card can make an additional attack during the battle phase, also, inflict damage equal to the opponent equal to the attack of a monster destroyed by battle with the equipped monster. While this card is in your GY: You can target 1 "Chitterite Slayer" in your GY; Special Summon that monster from your GY, ignoring it's summoning conditions, and if you do, equip this card to that monster, but banish this card when it leaves the field. You can only use 1 effect of "Chitterite Explosive Attack" per turn.


Spoiler: Trap Cards • show




Additional Remarks

Advantages:

Insect deck that is good
OTK OTK OTK
Fun combos


Disadvantages:

Not only Quickplay monster, but Quickplay spell/trap removal can stop a combo.
OTK can be somewhat inconsistent (With the best versions of each otk using combinations of Ritual monsters and Ritual Spells that cannot be searched with Pre-prep.
Weaker turn 1 boards than what other otk decks are capable of (ie: Mermails)

6
This isn't a new concept. Konami does this themselves. Sylvan Charity is this for Graceful Charity for example. Counter Traps also are largely just archetypical forms of the Solemn trap line

Pages: [1]