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Messages - Jake

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1
Submit Cards / CODE Wave 3
« on: March 18, 2025, 09:53:39 pm »
Rounding out the CODE archetype, we have wave 3. This only includes a short few number of cards, although it does come with some alternate arts as well.

https://www.duelingbook.com/deck?id=8709426

The primary purpose of this wave is largely to round out the themes of CODEMAN, that being multiversal. There are two new CODEMAN: Zero main-Deck Pendulum Monsters, a Ritual Zero, as well as a ZARC version of CODEMAN: Zero. Alius Zero acts as a good starter for the Deck, while Panther and Lion aim to support.

2
Archives / Dawn Blader - Wave 1 & 2
« on: September 03, 2023, 11:50:46 am »
Re-posting this older submission in bulk (wave 1 and 2) via the Balance Team's request.

Here is the DB link.
https://www.duelingbook.com/deck?id=5702098

3
Submit Cards / Custom Mechanic Generic YGOCC Submission #1
« on: February 18, 2022, 08:03:42 pm »
As we all know, I heavily enjoy taking new ideas and incorporating them into older mechanics. However, in doing so, I have noticed that we as a community tend to ignore the fact a lot of our approved Custom Mechanics go without the generic support they are in dire need of. As such, I've taken it upon myself to remedy that issue by making several dozens of support cards for these Mechanics.

Here is a select 10 of them

https://imgur.com/a/ds9BAyw

4
Under Probation + Scripted Archetypes / 10 Single/Generic Cards!
« on: September 20, 2021, 10:04:20 am »
Resubmission of a previous post with only 10 singles instead of 15, due to submission rules.

https://www.duelingbook.com/deck?id=7422534

5
Archives / [Unscripted] Dawn Blader Wave 2
« on: August 09, 2021, 12:37:09 pm »
With Dawn Blader's Wave 1 being BT'd, figured I'd throw Wave 2 out here.

https://www.duelingbook.com/deck?id=6523267

13 cards in this wave as opposed to my normal 15

6
Approved + Scripted Archetypes / [Scripted] CODE Wave 2
« on: July 29, 2021, 06:46:10 am »
Going ahead to post this as CODE Wave 1 was finished with balance changes and scripting is nearing completion

https://www.duelingbook.com/deck?id=6202863

These are scripted to their current DuelingBook versions as of 8/8/21 thanks to Zuri

7
Archives / 15 Single Generics!
« on: February 24, 2021, 03:35:31 am »
Just some single generics I made a while back that I think would be fun to see in CC's database.

https://www.duelingbook.com/deck?id=7422534
Includes:
6 Main Deck Monsters
1 Spell
1 Trap
1 Fusion
3 Synchros
1 Xyz
1 Link
1 BigBang

8
So, here we are again. This time with Steinitz support.

I've got two new cards to show off, a few erratas, and a name change. Source; https://www.duelingbook.com/deck?id=7201356

I'll start with the erratas.
Steinitz's Tactics
Continuous Spell (CURRENT)
During either player's Main Phase, you can activate 1 of the following effects.
- Target 1 "Steinitz" monster you control; equip 1 "Steinitz" monster from your hand or GY to that target.
- Target 1 "Steinitz" card equipped to a monster on the field; Special Summon that target.
During either player's Battle Phase: You can target 1 "Steinitz" monster you control; move that target to an unoccupied Monster Zone. You can only use each effect of "Steinitz's Tactics" once per turn.

Steinitz's Tactics
Continuous Spell (NEW)
Once per turn, you can activate 1 of the following effects.
● Target 1 "Steinitz" monster you control; equip 1 "Steinitz" monster from your hand or GY to that target.
● Target 1 "Steinitz" card equipped to a monster on the field; Special Summon that target.
When a "Steinitz" monster you control is targeted for an attack: You can target 1 "Steinitz" monster you control; move that target to an unoccupied Monster Zone. You can only use each effect of "Steinitz's Tactics" once per turn. If a "Steinitz" monster(s) you control would activate its' effects during the End Phase: You can shuffle this card from the GY into the Deck instead.

Steinitz's Check Call
Quick-Play Spell (CURRENT)
Target 1 face-up "Steinitz" monster you control and pay 1000 LP: Destroy all monsters your opponent controls in the same column as the target.

Steinitz's Check Call
Quick-Play Spell (NEW)
Target 1 face-up “Steinitz” monster you control whose effect(s) includes preventing monsters your opponent controls from attacking: Your opponent can perform any of the following actions depending on the number of columns with monsters affected by the target, otherwise destroy all monsters affected by the target.
● 1: Your opponent chooses 1 of the affected monsters they have; while it is face-up on the field, it cannot attack and has its’ effects negated (if any), then negate this card’s effect.
● 2: Destroy 1 of the affected monsters they have and the target, then negate this card’s effect.
● 3: Move 1 monster they control to another of their Main Monster Zones. 
If a "Steinitz" monster(s) you control would activate its' effects during the End Phase: You can shuffle this card from the GY into the Deck instead.

Steinitz's Castling
Quick-Play Spell (CURRENT)
Target 2 "Steinitz" monsters in your Main Monster Zone that do not have opponent's monsters in their columns; switch their locations, and if you do, they're unaffected by your opponent's card effects until the end of this turn. You can only activate 1 "Steinitz's Castling" per turn.

Steinitz's Castling
Quick-Play Spell (NEW)
Target 2 "Steinitz" monsters in your Main Monster Zone, including at least 1 that does not have opponent's monsters in its columns; switch their locations, and if you do, they are unaffected by your opponents card effects and cannot be destroyed by battle until the end of this turn. You can only activate 1 "Steinitz's Castling" per turn. If a "Steinitz" monster(s) you control would activate its' effects during the End Phase: You can shuffle this card from the GY into the Deck instead.

Two New Cards:

Steinitz's Promotion
Quick-Play Spell
Banish 1 "Steinitz" monster you control or in your GY; apply either (or both consecutively) corresponding effects.
● Special Summon 1 "Steinitz" monster from your hand or Deck with a different name than the banished monster, and if you do, that monster does not have to activate its' effects during the End Phase.
● If your opponent controls 2+ Special Summoned monsters, you can equip 1 "Steinitz" monster from your Deck or GY to a monster you control.
You can only activate 1 "Steinitz's Promotion" per turn.

Steinitz's En Passant (*Finalized Card Art TBD)
Normal Trap
When your opponent Summons a monster in the same column as a “Steinitz” monster(s) you control that has not battled this turn: Destroy that opponent’s monster, and if you do, you can move 1 “Steinitz” monster you control to another of your Main Monster Zones. If you control a “Steinitz” monster that is not equipped to a card, you can activate this card from your hand. If this card is in your GY, except the turn it was sent there: You can banish this card from your GY, then target 1 “Steinitz” monster you control; equip 1 Level 4 or lower “Steinitz” monster from your Deck to it. You can only activate this effect of “Steinitz’s En Passant” once per turn.

Name Change
Steinitz's King to Steinitz's King Wilhelm

*Small Notes:
I have been tinkering with Steinitz on and off for sometime, as it is one of my most unique and favorite archetypes. There are two "changes" that have been to the cards on DuelingBook that have yet to be reflected on KoishiPro through this post. The primary reason being the nature of these changes (Wilhelm's slight effect and stat changes, nerf to Comeback). Ultimately, I am fine with the way they are on KPro as much as on DuelingBook. I leave these particular things in the hands of BT.

EDIT 09/02/2023:
As of September 2nd, 2023, these are the most recent PSCT and balance changes to the above cards.

Steinitz's Tactics
Cont. Spell
If a "Steinitz" monster(s) you control would be returned to the hand by a "Steinitz" monster’s effect, you can shuffle this card from your GY into the Deck instead.You can only use each of the following effects of "Steinitz's Tactics" once per turn. You can activate 1 of these effects.
● Target 1 "Steinitz" monster you control; equip it with 1 "Steinitz" monster from your hand or GY.
● Target 1 "Steinitz" Monster Card equipped to a monster on the field; Special Summon that target.
When a "Steinitz" monster you control is targeted for an attack: You can target 1 "Steinitz" monster you control; move that target to an unoccupied Monster Zone.

Steinitz's Check Call
QP Spell
Target 1 face-up “Steinitz” monster you control that has an effect(s) that includes preventing monsters from attacking; your opponent chooses 1 of the following effects for you to apply, depending on the number of monsters affected by that target.
● 1+: Choose 1 of them, and if you do, while that monster is face-up on the field, it cannot attack, also its effects are negated (if any).
● 2+: Destroy 1 of the affected monsters and that target.
● 3: Your opponent moves 1 monster they control to another of their Main Monster Zones, then destroy all monsters currently affected by that target.
If a "Steinitz" monster(s) you control would be returned to the hand by a "Steinitz" monster’s effect, you can shuffle this card from your GY into the Deck instead.

Steinitz's Castling
QP Spell
Target 2 "Steinitz" monsters in your Main Monster Zones, including at least 1 that does not have an opponent's monster in its column; switch their locations, and if you do, until the end of this turn, they are unaffected by your opponent's card effects, also they cannot be destroyed by battle. You can only activate 1 "Steinitz's Castling" per turn. If a "Steinitz" monster(s) you control would be returned to the hand by a "Steinitz" monster’s effect, you can shuffle this card from your GY into the Deck instead.

Steinitz's Promotion
QP Spell
Banish 1 "Steinitz" monster from your field or GY; apply 1 or both of these effects (in sequence).
● Special Summon 1 "Steinitz" monster from your hand or Deck with a different name than the banished monster, and if you do, while that monster in face-up on the field, it does not have to activate its effect during the End Phase that returns it to the hand.
● If your opponent controls 2 or more Special Summoned monsters: Equip 1 "Steinitz" monster from your Deck or GY to a monster you control.
You can only activate 1 "Steinitz's Promotion" per turn.

Steinitz's En Passant
Normal Trap
When your opponent Summons a monster(s) to a zone(s) in a column(s) adjacent to a column a "Steinitz" monster you control is in: You can destroy that monster(s), and if you do, Special Summon 1 "Steinitz's Pawn" from your hand or Deck in the same column 1 of destroyed monsters was in. If you control a “Steinitz” monster that is not equipped with an Equip card, you can activate this card from your hand. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 “Steinitz” monster you control; equip 1 Level 4 or lower “Steinitz” monster from your Deck to it. You can only use this effect of “Steinitz’s En Passant” once per turn.

All further, general PSCT fixes that were not made regarding the original cards of this post may be found here: https://www.duelingbook.com/deck?id=5702111

9
Update:


https://drive.google.com/file/d/1QGGxhSE4c-BYsKCTqQkLJz3C1YcRrYya/view?usp=sharing

Google Drive URL above leads to .zip that contains all updated art for the cards in the submission post, suitable for KPro

10
Archives / "Dawn Blader" Wave 1
« on: December 22, 2020, 03:02:12 pm »
Dawn Blader Revisions

Sauce: https://www.duelingbook.com/deck?id=6523244
Just some old Dawn Blader cards getting reworked with a couple new ones here too for BT

DB is a Warrior/Dragon archetype that focuses on gaining advantage through hand disadvantage! Imagine Odd-Eyes, but Dark Worlds.

That's all I have for this post. See you in a month :p

11
Archives / "CODE" Archetype Rework Wave 2 - September 2020
« on: September 16, 2020, 09:35:04 pm »
Previously, "CODE" was an archetype purely inspired by D/D/D. The goal was to combo-Summon monsters of each different Extra Deck mechanic. While that was achieved in MR3 rather easily, I have had issues figuring out what I've wanted CODE to be since then.

Over the summer, I was able to find what I feel like is a good design for the archetype and I'm rather proud of it. As much of these cards are completely different than their current KPro versions, I am having to split them into different submissions. This will be Wave 2; https://www.duelingbook.com/deck?id=6202863

Wave 1 was submitted in August of 2020.

Because of the way CODE is made and how I want to design them, future Waves/support will be made in regards to having 1-2 new cards for each YGOCC Custom Mechanics. Meaning, CODE will get 2 BigBangs, 1 Pandemonium, etc. Those will probably come in single submissions, but I could mass-submit them. Haven't decided yet.

12
Previously, "CODE" was an archetype purely inspired by D/D/D. The goal was to combo-Summon monsters of each different Extra Deck mechanic. While that was achieved in MR3 rather easily, I have had issues figuring out what I've wanted CODE to be since then.

Over the summer, I was able to find what I feel like is a good design for the archetype and I'm rather proud of it. As much of these cards are completely different than their current KPro versions, I am having to split them into different submissions. This will be Wave 1; https://www.duelingbook.com/deck?id=6202850

Wave 2 is already planned will come in September.

Because of the way CODE is made and how I want to design them, future Waves/support will be made in regards to having 1-2 new cards for each YGOCC Custom Mechanics. Meaning, CODE will get 2 BigBangs, 1 Pandemonium, etc. Those will probably come in single submissions, but I could mass-submit them. Haven't decided yet.

13
Due to BT's popular demand, I am now re-submitting "Signer" with the following changes:

Name Change
"Signer Dragon"
- Due to BT's rule that forbids users of making archetypes consist of singular real-life words, the archetype has been named "Signer Dragon" rather than "Signer".

New Cards
Signer Dragon's Guidance
Signer Dragon's Duality

- Neither of these cards are integral to this submission. I mostly made them for the purpose of playtesting since I had the art. Between the two, however, I would prefer Guidance to actually be taken seriously. Duality can be scrapped entirely, but I'd like to keep Guidance.

Card Art Changes
Rush Template
- The cards are now featured in the Rush Template. Note these are NOT Rush Cards; I merely just prefer the template. If you are still confused, just look at the card text. They are NOT in the Rush Card format.
Foot of the Signer Dragon - Black Rose
Hand of the Signer Dragon - Ancient Fairy
Heart of the Signer Dragon - Power Tool
Tail of the Signer Dragon - Black Winged
- These four cards now have new card art that is different than what is currently present on KoishiPro.

Effect/PSCT Changes
*Everything
- Main Deck monster PSCT fixes
- Main Deck monster effects changed/fine-tuned from what is on KPro to be scripter-friendly (includes buffs/nerfs)
- Extra Deck monster PSCT fixes
- Extra Deck monster effects changed/fine-tuned from what is on KPro to be scripter-friendly (includes buffs/nerfs)
- Call of the Signer Dragon, Monument of the Signer Dragon, and Signer Dragon's Road have PSCT fixes + effect changes.
- The Crimson Dragon has PSCT fixes + effect changes

The Cards Themselves
Source: https://www.duelingbook.com/deck?id=5702113

Please note that ALL of these cards, except Guidance and Duality, are already on KPro with their own IDs, CDB entries, scripts and more. Playtesting with these cards have also been done via DuelingBook. I can provide replays and such to see how the cards perform, if needed.

14
Approved + Scripted Archetypes / New "Bushido" Cards/Revisions
« on: June 03, 2020, 04:29:28 am »
"Bushido" is a Beast, Beast-Warrior and Winged Beast archetype that focuses on Normal Summons and banish-GY effects engine through your monsters. The entire archetype is anti-opponent Special Summoning, being immune to Special Summoned monsters effects.

Strengths: The archetype isn’t demanding in Special Summons. Provided with the right Normal Summoning-engine, a Bushido Deck can be just as dangerous as a mass-Special Summoning Deck. The archetype also doesn’t have a problem with grabbing its resources to prepare for big combos later on, thanks to cards like Bushido Lion or Hunt.

Weaknesses: Due to the reliance on Normal Summon and possibility of a bad hand, you won’t make able to make as good as a stance on the first few turns of the Duel. The Deck has solid comeback potential, just not as good starting plays.

https://www.duelingbook.com/deck?id=5718227
* cards in Main and Extra Deck are cards I am more comfortable with when it comes to balance.
* cards in Side Deck are cards I am less comfortable with when it comes to balance.

New Cards
- Bushido God Lux Dragon
- Bushido God Terra Dragon
- Bushido God Ignis Dragon
- A Bushido Beasts' Recruitment
- Bushido God Hopeful Evolved Phoenix

Revised Cards
- Bushido Dog
- Bushido Eagle
- Bushido Rat
- Bushido Lizard
- Bushido Legend Chupacabra
- Bushido God Landed Dragon
- Bushido God Burning Phoenix
- Bushido God Leviathan
- Bushido God Midnight Werewolf
- Bushido God Ogre
- Bushido God Behemoth
- Bushido God Griffin
- Bushido God Cerberus
- Bushido God Minotaur
- A Bushido Beasts' War

Removed Cards
- Bushido God Freezing Beast
- Bushido God Thunderbird
- Bushido Snake

15
Archives / Archetype Submission - Watchtower
« on: December 15, 2018, 02:12:29 am »

https://m.imgur.com/a/hvdke

An archetype based on the song "All Along the Watchtower"

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