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 - Ace

Pages: [1]
1
Approved + Scripted Archetypes / The Sacred Beasts Alternate Artworks
« on: July 20, 2020, 11:53:30 am »
I was told that i can post these even if a moth hasnt passed since the previous post because they are alternate arts and dont follow the same ruling as regular submissions


Here are they:









all in a zip is below

2

Slifer's Drake
LV 4|LIGHT|ATK/1500|DEF/1000
Effect: This card can be treated as 3 Tributes for the Tribute Summon of a "Slifer the Sky Dragon". You can only use each of the following effects of "Slifer's Drake" once per turn.
● When this card is Normal Summoned: You can add 1 "Slifer the Sky Dragon", OR 1 card that specifically lists the card "Slifer the Sky Dragon" in its text, from your Deck to your hand, except "Slifer's Drake".
● If this card is in your GY and you control "Slifer the Sky Dragon": You can target 1 monster your opponent controls whose current ATK is different from its original ATK; add this card to your hand, and if you do, return that monster to the hand. Then, if this effect did not return 2 cards to the hand, you can draw 1 card.



The Wicked Avatar - Awakening Darkness
LV 10|DARK|ATK/4000|DEF/4000
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use each of the following effects of "The Wicked Avatar - Awakening Darkness" once per turn.
● You can discard this card; add 1 "The Wicked Avatar" from your Deck or GY, and if you do, you can Tribute Summon it with 1 less Tribute than required this turn.
● If a face-up "The Wicked Avatar" you control leaves the field because of an opponent's card , while this card is in your GY: You can activate this effect; Special Summon this card, and if you do, your opponent cannot activate monster effects for the rest of this turn.


3
Despair from the Dark gave all of us nightmares since childhood, but it sadly never got support!

So i decided to turn it into an archetype, and I did all the artworks by my self!

THE ENTIRE ARCHETYPE HAS ALREADY A PREMADE CDB WITH IMAGES AND BLANK SCRIPTS WHICH ALL HAVE THE CARD NAMES OF THE CARDS THEY'RE SUPPOSED TO HOLD THE SCRIPTS OF, ALL NEATLY PUT TOGETHER IN A .ZIP
Download (for scripters):


NEW! The story and lore of the archetype
Spoiler: show
These creatures from the dark have came into being from all the negative emotions and regrets of the dead. All of these things have accumulated over hundereds of years and came into a form of Despair from the Dark. Despair from the Dark has battled Red-Eyes Zombie Necro Dragon and Doomking Balerdroch for dominion, but he was forced to fall back multiple times. He lost the battle multiple times, and he was getting desperate as he was getting weakened more and more. He went into sorrow afterwards and became Sorrow of the Dark. After a long period, he decided to fight the 2 Nemesisess he had for the final time, even if that meant death. He lost the battle and the essence of his being has dispersed into 3 different beings, that were all part of him before: Anguish from the Dark, Dismay from the Dark and Fear from the Dark. The 3 found each other and decided to form an alliance where they created their own domain "Graveyard from the Dark". Upon meeting, they felt like they belong as one. They terrorized the weak spirits that wondered into the graveyard for decades until it finally happened. Red-eyes necro zombie dragon decided to attack their domain. But they were prepared. Fear from the dark figured that the 3 can combine again and form a grand being they used to be, so they decided to execute the strategy when the time comes. Fear from the Dark Allured Red eyes to wonder into the battlefield in Allured by the Dark, and once he entered their domain, it was all over for him. The 3 combined again and formed Despair form the Dark, and in this battle despair from the Dark won. Despair from the Dark now holds his own domain with newly unlocked powers and he continues to feed on everyone who walks into his domain (Intent from the Dark). The End.

There are 7 cards in total:
Erratad cards:
1. Sorrow from the Dark
2. Allured by the Dark



Dismay from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Dismay from the Dark" once per turn this way. You can only use each of the following effects of "Dismay from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If a "From the Dark" monster is Special Summoned while this card is already face-up: Give control of this card to the player who Summoned that monster.



Anguish from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Anguish from the Dark" once per turn this way. You can only use each of the following effects of "Anguish from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If this card is sent to the GY: Add 1 "From the Dark" card from your Deck to your hand, then discard 1 card.




Sorrow from the Dark
This card name is becomes "Despair from the Dark" while its on the field. If "Despair from the Dark" is Summoned while this card is in your hand or GY: You can Special Summon it. When this card is Special Summoned: You can Special Summon 1 "From the Dark" monster from your Deck to your opponent's side of the field. If this card is sent to the GY: You can add 1 "Despair from the Dark" from your Deck or GY to your hand. You can only use each effect of "Sorrow from the Dark" once per turn. <- Old effect
ERRATA:
This card name is becomes "Despair from the Dark" while its on the field. If "Despair from the Dark" is Summoned while this card is in your hand or GY: You can Special Summon it. When this card is Special Summoned: You can Special Summon 1 "From the Dark" monster from your Deck to your opponent's side of the field. If this card is sent to the GY: You can add 1 "Despair from the Dark" from your Deck or GY to your hand. You cannot Special Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except Zombie monsters. You can only use each effect of "Sorrow from the Dark" once per turn.



Allured by the Dark
Add 1 "From the Dark" card from your Deck to your hand, then, if your opponent has more total cards in their hand and field than you do, while you control "Despair from the Dark": You can draw 1 card. You can only use 1 "Allured by the Dark" per turn. <- old effect
ERRATA:
Add 1 "From the Dark" card from your Deck to your hand, then, if your opponent has more total cards in their hand and field than you do, while you control "Despair from the Dark": You can draw 1 card. You cannot Special Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except Zombie monsters. You can only use 1 "Allured by the Dark" per turn.



Intent from the Dark
Target 1 monster your opponent controls: It gains the following effect:
● Once, while this card is face-up on the field, if a card is sent from your opponent's field to the GY: Your opponent discards 1 Zombie monster from their hand.
During the End Phase of the turn this effect was activated and resolved: You can draw 1 card. You can banish this card from your GY to target 1 "from the Dark" monster your opponent controls; take control of it. You can only use 1 "Intent from the Dark" per turn.




Graveyard from the Dark
When this card is activated: You can add 1 "From the Dark" monster from your Deck to your hand. If "Despair from the Dark" is Summoned while this card is face-up on the field: You can target 1 card your opponent controls; return it to the hand. If a "From the Dark" monster you control destroys an opponent's monster by battle: You can target 1 "from the Dark" monster in your GY; Special Summon it to your opponent's side of the field. You can only use each effect of "Graveyard from the Dark" once per turn.



Memories from the Dark
Special Summon 1 "Despair from the Dark" from your GY. Once, while this card is face-up on the field, if your opponent activates a card effect while you control "Despair from the Dark": You can return "Despair from the Dark" you control to the hand, and if you do, the effect of that card becomes "Your opponent discards 1 card from their hand."


HD Gallery:

https://imgur.com/a/dcm2WAT

4
Archives / Archetype Submission - Despair from the Dark
« on: February 05, 2020, 10:01:05 am »
Despair from the Dark gave all of us nightmares since childhood, but it sadly never got support!

So i decided to turn it into an archetype, and I did all the artworks by my self!

There are 7 cards in total:


Dismay from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Dismay from the Dark" once per turn this way. You can only use each of the following effects of "Dismay from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If a "From the Dark" monster is Special Summoned while this card is already face-up: Give control of this card to the player who Summoned that monster.



Anguish from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Anguish from the Dark" once per turn this way. You can only use each of the following effects of "Anguish from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If this card is sent to the GY: Add 1 "From the Dark" card from your Deck to your hand, then discard 1 card.




Sorrow from the Dark
This card name is becomes "Despair from the Dark" while its on the field. If "Despair from the Dark" is Summoned while this card is in your hand or GY: You can Special Summon it. When this card is Special Summoned: You can Special Summon 1 "From the Dark" monster from your Deck to your opponent's side of the field. If this card is sent to the GY: You can add 1 "Despair from the Dark" from your Deck or GY to your hand. You can only use each effect of "Sorrow from the Dark" once per turn. <- Old effect
ERRATA:
This card name is becomes "Despair from the Dark" while its on the field. If "Despair from the Dark" is Summoned while this card is in your hand or GY: You can Special Summon it. When this card is Special Summoned: You can Special Summon 1 "From the Dark" monster from your Deck to your opponent's side of the field. If this card is sent to the GY: You can add 1 "Despair from the Dark" from your Deck or GY to your hand. You cannot Special Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except Zombie monsters. You can only use each effect of "Sorrow from the Dark" once per turn.



Allured by the Dark
Add 1 "From the Dark" card from your Deck to your hand, then, if your opponent has more total cards in their hand and field than you do, while you control "Despair from the Dark": You can draw 1 card. You can only use 1 "Allured by the Dark" per turn. <- old effect
ERRATA:
Add 1 "From the Dark" card from your Deck to your hand, then, if your opponent has more total cards in their hand and field than you do, while you control "Despair from the Dark": You can draw 1 card. You cannot Special Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except Zombie monsters. You can only use 1 "Allured by the Dark" per turn.



https://i.imgur.com/ctrXekb.jpg

Intent from the Dark
Target 1 monster your opponent controls: It gains the following effect:
● Once, while this card is face-up on the field, if a card is sent from your opponent's field to the GY: Your opponent discards 1 Zombie monster from their hand.
During the End Phase of the turn this effect was activated and resolved: You can draw 1 card. You can banish this card from your GY to target 1 "from the Dark" monster your opponent controls; take control of it. You can only use 1 "Intent from the Dark" per turn.




Graveyard from the Dark
When this card is activated: You can add 1 "From the Dark" monster from your Deck to your hand. If "Despair from the Dark" is Summoned while this card is face-up on the field: You can target 1 card your opponent controls; return it to the hand. If a "From the Dark" monster you control destroys an opponent's monster by battle: You can target 1 "from the Dark" monster in your GY; Special Summon it to your opponent's side of the field. You can only use each effect of "Graveyard from the Dark" once per turn.



Memories from the Dark
Special Summon 1 "Despair from the Dark" from your GY. Once, while this card is face-up on the field, if your opponent activates a card effect while you control "Despair from the Dark": You can return "Despair from the Dark" you control to the hand, and if you do, the effect of that card becomes "Your opponent discards 1 card from their hand."


HD Gallery:

https://imgur.com/a/dcm2WAT

5
Approved + Scripted Archetypes / Archetype Submission - Bomber
« on: January 05, 2020, 07:10:30 pm »
A very very fun archetype based on an idea of throwing grenades on your opponents field to blow up stuff and interrupt their plays!

Here's the archetype:

Bomber Goblin Stream | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can Special Summon 1 "Bomber Goblin" monster from your hand or GY. (Quick Effect): You can target 1 "Grenade Type" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Shadow" once per turn.
ATK/ 1400 DEF/ 0



Bomber Goblin Shadow | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can target 1 "Grenade Type" monster in your GY; equip it to this card. (Quick Effect): You can target 1 "Grenade Type" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Stream" once per turn.
ATK/ 1200 DEF/ 0



Bomber Goblin Sparkle | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can add 1 "Bomber Goblin" card from your Deck to your hand. You cannot Special Summon monsters the turn you activate and resolve this effect, except for "Bomber Goblin" or "Grenade Type" monsters. (Quick Effect): You can target 1 "Grenade Type" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Sparkle" once per turn.
ATK/ 1000 DEF/ 0



Explosion Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, all monsters in this card's adjacent columns lose 2000 ATK. Destroy all monsters whose ATK changes to 0 by this card's effect, then inflict 500 Damage to your opponent for each. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Flash Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, negate effects of all monsters in this card's adjacent columns until the end of the current Phase. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Decoy Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, all monsters in this card's adjacent columns cannot attack this turn. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Field Spell
If a "Grenade Type" monster is destroyed by its own effect: Inflict 800 damage to your opponent. You can discard 1 "Grenade Type" monster form your hand; draw 1 card. You can only use each effect of "Bomber Goblin's Throwing Grounds" once per turn.



Normal Spell
Add 1 "Bomber Goblin" card from your Deck to your hand, and if you do, place 1 "Grenade Type" monster directly from your Deck face-up on your Spell/Trap Zone. You cannot Summon monsters the turn you activate and resolve this effect, except for "Bomber Goblin" or "Grenade Type" monsters. You can only use 1 "Bomber Goblin's Perfect Throw" per turn.



Continues Trap Card
If a "Grenade Type" monster is destroyed by its own effect: You can draw 1 card. You can banish 2 "Grenade Type" cards from your GY to target 1 card your opponent controls; return it to the hand. You can only use each effect of "Bomber Goblin's Barracks" once per turn.


The artworks took a while to make, but i hope you guys like them!

Pros:
- Interruptions
- Really fun

Cons:
- Slow
- You get locked into only the archetype with perfect throw and sparkle

HD Gallery:

https://imgur.com/a/0MrVlq9

6
Archives / Archetype Submission - Black Rover
« on: November 23, 2019, 01:12:32 pm »
oooooof that took a lot of work but its done!

Do you curse the chair when you hit your foot by accident and cry on the floor like a little B|+C[-]?
Do you curse that sunday driver R3+ard when he passes you on red light?
Well now you can curse them all to hell and despair and sorrow with all new Black Clover inspired: Black Rover!

Devils exist in their own world and they never interfere with our world, unless humans cause them to appear by summoning them!!!! and now you can do it too, and have fun destroying your opponents!

Here are the cards (9 in total);

Magicula, Cursed Emperor of Black Rover
You can Ritual Summon this card with any "Forbidden Magic Art" Ritual Spell. You can only control 1 "Magicula, Cursed Emperor of Black Rover". Unaffected by monster effects. You can only use each of these effects of "Magicula, Cursed Emperor of Black Rover" once per turn.
● (Quick Effect): You can target 1 monster your opponent controls: Place 1 Curse Counter on it.While this card is face-up on the field, monsters with Curse Counters cannot activate their effects.
● During the End Phase of the turn this card was Ritual Summoned: You can target 1 "Black Rover" or "Forbidden Magic Art" card that is banished or in your GY; add it to your hand.

(anyone who speaks about magicula gets cursed immidiately)


Astaroth, Cursed Prince of Black Rover
You can Ritual Summon this card with any "Forbidden Magic Art" Ritual Spell. You can only control 1 "Astaroth, Cursed Prince of Black Rover". Unaffected by Spell effects. You can only use each of these effects of "Astaroth, Cursed Prince of Black Rover" once per turn.
● If this card is Ritual Summoned: You can send 1 Spell/Trap card your opponent controls to the GY.
●  During the End Phase of the turn this card was Ritual Summoned: You can add 1 "Black Rover" or "Forbidden Magic Art" card from your Deck to your hand.

(All magic is meaningless before him, an Anti-Magic devil)


Belial, Destruction of Black Rover
You can Ritual Summon this card with any "Forbidden Magic Art" Ritual Spell. You can only use each of these effects of "Belial, Destruction of the Black Rover" once per turn.
● You can discard this card from your hand: Add 1 "Black Rover" monster from your Deck to your hand.
● If this card is Ritual Summoned: You can target 1 monster your opponent controls; Place 1 Curse Counter on it. Monsters with Curse Counters lose 400 ATK for each Curse Counter on them.




Amon, Flames of Black Rover
You can Ritual Summon this card with any "Forbidden Magic Art" Ritual Spell. You can only use each of these effects of "Amon, Flames of the Black Rover" once per turn.
● (Quick Effect): You can discard this card: Target 1 card your opponent controls; place 1 Curse Counter on it.
● When a card or effect is activated that targets a "Black Rover" cards (s) you control (Quick Effect): You can discard this card; negate the activation.




Jubeel, Riser of Black Rover
You can Ritual Summon this card with any "Forbidden Magic Art" Ritual Spell. You can only use each of these effects of "Jubeel, Riser of the Black Rover" once per turn.
● You can discard this card from your hand: Add 1 "Forbidden Magic Art" Ritual Spell Card from your Deck to your hand.
● When a card or effect is activated that would destroy a "Black Rover" card (s) you control (Quick Effect): You can discard this card; negate the activation.




Forbidden Magic Art - The Black Mass
This card can be used to Ritual Summon any "Black Rover" Ritual Monster. Tribute monsters from your hand or field, and/or banish "Black Rover" monsters from your GY, then Ritual Summon 1 "Black Rover" Ritual Monster from your hand whose Levels exactly equal the total Levels of those monsters. You can also Tribute 1 monster your opponent controls that has a Curse Counter on it for the Ritual Summon of that Ritual Monster (it's Level is treated equal to the amount of Curse Counters on it). If you control no monsters: You can banish this card from your GY; add 1 "Magicula, Curse of the Black Rover" from your Deck to your hand. You can only use 1 "Forbidden Magic Art - The Black Mass" per turn.



Forbidden Magic Art - The Dark Emergence
This card can be used to Ritual Summon any "Black Rover" Ritual Monster. Tribute monsters from your hand or field, and/or banish "Black Rover" monsters from your GY, then Ritual Summon 1 "Black Rover" Ritual Monster from your GY whose Levels exactly equal the total Levels of those monsters. You can also Tribute 1 monster your opponent controls that has a Curse Counter on it for the Ritual Summon of that Ritual Monster (it's Level is treated equal to the amount of Curse Counters on it). If you control no monsters: You can banish this card from your GY; add 1 "Astaroth, Prince of Black Rover" from your Deck to your hand. You can only use 1 "Forbidden Magic Art - The Dark Emergence" per turn.



Forbidden Magic Art - Seal of Astaroth
Target 1 face-up card your opponent controls; send 1 "Black Rover" Ritual Monster from your Deck to the GY, and if you do, place Curse Counters on that monster equal to the Level of the sent monster. If there was a monster with a Curse Counter already on the field when this card was activated: Draw 1 card. You can only use 1 "Forbidden Magic Art - Seal of Astaroth" per turn.



Forbidden Magic Art - Creation of the Curse
"Black Rover" monsters you control gain 100 ATK, and monsters your opponent controls lose 100 ATK for each Curse Counter on the field. When a Curse Counter is placed on a card: You can target that card; destroy it at the End Phase. During your Main Phase: You can activate this effect; during the End Phase of this turn, add 1 "Black Rover" Ritual Monster or 1 "Forbidden Magic Art" Ritual Spell Card from your Deck to your hand. You can only use each effect of "Forbidden Magic Art - Creation of the Curse" once per turn.

Effect justifications:
- You may recall some effects to resemble some other cards that already exist, like neroz of brionac, nekroz of clausolas, "a" cell recombonation device, and etc.
Reasoning for this is simple: I wanted to make scripting as easy as possible, but at the same time, have them be unique in their own way.

Pros:
- Being a ritual archetype its well supported
- Powerful
- Scary
- Consistent
- Has in-build handtraps
Cons:
- Well most of the search effects are during end phase
- At its core, its slowish and brickish, but with all the ritual support its much more consistent
- You can only control 1 of each of the boss monsters
- Kaiju equals instant death

HD Gallery:

https://imgur.com/a/tN9T1H7

CDB Will come soon.

7
Archives / Archetype Submission - Despair from the Dark
« on: October 30, 2019, 05:21:55 pm »
Despair from the Dark gave all of us nightmares since childhood, but it sadly never got support!

So i decided to turn it into an archetype, and I did all the artworks by my self!
I hope it gets scripted, so everyone can enjoy it!

There are 7 cards in total:


Dismay from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Dismay from the Dark" once per turn this way. You can only use each of the following effects of "Dismay from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If a "From the Dark" monster is Special Summoned while this card is already face-up: Give control of this card to the player who Summoned that monster.



Anguish from the Dark
You can Special Summon this card to your opponent field (from your hand). You can only Special Summon 1 "Anguish from the Dark" once per turn this way. You can only use each of the following effects of "Anguish from the Dark" once per turn.
● If this card is Special Summoned: Your opponent discards 1 Zombie monster from their hand.
● If this card is sent to the GY: Add 1 "From the Dark" card from your Deck to your hand, then discard 1 card.




Sorrow from the Dark
This card name is becomes "Despair from the Dark" while its on the field. If "Despair from the Dark" is Summoned while this card is in your hand or GY: You can Special Summon it. When this card is Special Summoned: You can Special Summon 1 "From the Dark" monster from your Deck to your opponent's side of the field. If this card is sent to the GY: You can add 1 "Despair from the Dark" from your Deck or GY to your hand. You can only use each effect of "Sorrow from the Dark" once per turn.



Allured by the Dark
Add 1 "From the Dark" card from your Deck to your hand, then, if your opponent has more total cards in their hand and field than you do, while you control "Despair from the Dark": You can draw 1 card. You can only use 1 "Allured by the Dark" per turn.


https://i.imgur.com/ctrXekb.jpg
Intent from the Dark
Target 1 monster your opponent controls: It gains the following effect:
● Once, while this card is face-up on the field, if a card is sent from your opponent's field to the GY: Your opponent discards 1 Zombie monster from their hand.
During the End Phase of the turn this effect was activated and resolved: You can draw 1 card. You can banish this card from your GY to target 1 "from the Dark" monster your opponent controls; take control of it. You can only use 1 "Intent from the Dark" per turn.




Graveyard from the Dark
When this card is activated: You can add 1 "From the Dark" monster from your Deck to your hand. If "Despair from the Dark" is Summoned while this card is face-up on the field: You can target 1 card your opponent controls; return it to the hand. If a "From the Dark" monster you control destroys an opponent's monster by battle: You can target 1 "from the Dark" monster in your GY; Special Summon it to your opponent's side of the field. You can only use each effect of "Graveyard from the Dark" once per turn.



Memories from the Dark
Special Summon 1 "Despair from the Dark" from your GY. Once, while this card is face-up on the field, if your opponent activates a card effect while you control "Despair from the Dark": You can return "Despair from the Dark" you control to the hand, and if you do, the effect of that card becomes "Your opponent discards 1 card from their hand."


HD Gallery:
https://imgur.com/a/dcm2WAT

Please help me out!

8
Archives / Archetype Submission - The Haunted
« on: October 23, 2019, 08:16:58 pm »
BOO did i scare you? GOOD!

Say hello to... THE HAUNTED! A theme based on ghosts who haunt an abandoned house with a nearby graveyard (yes call of the haunted is part of this archetype, yes im insane, but thats my style! taking old cards and turning them into archetypes with unique mechanics and play style)

My idea was to make cards interact in such a way with oponent, like ghosts act, they want to scare you! so when your opponent tries to make a move, you bet there is a ghost waiting to scare him! how long can your opponents monsters last before they die from fear? lets find out!

(note: i removed nirvana because its being scripted by a friend of mine)

Here are the cards! (CDB is coming soon):

The Haunted Guardian
You can Ritual Summon this card with "Call Upon the Haunted". If this card is Special Summoned: You can target 1 card your opponent controls; destroy it. If your opponent activates a card or effect: You can discard 1 card; Special Summon this card from your GY. When this card attacks a monster: It gains 150 ATK for every Level/Rank that monster has until the End Phase. You can only use each effect of "The Haunted Guardian" once per turn.
ATK/2150 DEF/1150



The Haunted Lantern
You can Ritual Summon this card with "Call Upon the Haunted". If this card is Special Summoned, and your opponent has more total cards in their hand and field than you do: Draw 2 cards. While this card is face-up on the field: You cannot Summon monsters, except for "The Haunted" monsters. (Quick Effect): If your opponent declares a direct attack: You can discard 1 card; Special Summon this card from your GY. You can only use each effect of "The Haunted Lantern" once per turn.
ATK/1400 DEF/1000



The Haunted Chains
You can Ritual Summon this card with "Call Upon the Haunted". If this card is Special Summoned: You can target 1 card your opponent controls; return it to the hand. (Quick Effect): If your opponent activates a card or effect: You can discard 1 card; Special Summon this card from your GY. When this card attacks a monster: It gains 200 ATK for every Level/Rank that monster has until the End Phase. You can only use each effect of "The Haunted Chains" once per turn.
ATK/800 DEF/200



The Haunted Axe
You can Ritual Summon this card with "Call Upon the Haunted". If this card is Special Summoned: You can target 1 face-up card your opponent controls; negate its effect until the End Phase. (Quick Effect): If your opponent activates a card or effect: You can discard 1 card; Special Summon this card from your GY. When this card attacks a monster: It gains 200 ATK for every Level/Rank that monster has until the End Phase. You can only use each effect of "The Haunted Axe" once per turn.
ATK/1100 DEF/400



Maiden of the Haunted
(Quick Effect): If your opponent Summons a monster: You can discard 1 card; Special Summon this card from your GY. If this card is Special Summoned: Special Summon 1 "The Haunted" monster from your GY, but banish this card when it leaves the field. You cannot Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except for "The Haunted" monsters. You can only use this effect of "Maiden of the Haunted" once per turn.
ATK/200 DEF/1800



Cellar of the Haunted
(Quick Effect): If your opponent activates a monster effect: You can discard 1 card; Special Summon this card from your GY. If this card is Special Summoned: Add 1 "The Haunted" Ritual Monster from your Deck to your hand. You can only use this effect of "Cellar of the Haunted" once per turn.
ATK/400 DEF/1600



Scout of the Haunted
If this card is in your hand: You can discard it to reveal any number of "The Haunted" cards in your hand; shuffle them into the Deck, then draw cards equal to the amount of cards you revealed +1. (Quick Effect): If your opponent activates a Spell Card: You can discard 1 card; Special Summon this card from your GY. If this card is Special Summoned: Add 1 "The Haunted" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Scout of the Haunted" once per turn.
ATK/350 DEF/250



The Haunted Mansion
You cannot Summon monsters, except for "The Haunted" monsters. Once per turn: You can Special Summon 1 "The Haunted" monster from your hand. While this card is face-up on the field: You can activate "The Haunted" Trap Cards from your hand. If a "The Haunted" Trap card is activated while this card is face-up on the field, you can target 1 "The Haunted" Trap card in your GY with a different name; add it to your hand. You can only use this effect of "The Haunted Mansion" once per turn.


Library of the Haunted
Add 1 "The Haunted" Spell/Trap Card from your Deck to your hand (except for "Library of the Haunted"), and if you do, send 1 "The Haunted" monster from your Deck to the GY. If this card is in your GY (except the turn it was sent there): You can banish this card to target 1 "The Haunted" monster in your GY; add it to your hand. You can only use each effect of "Library of the Haunted" once per turn.



Hallway of the Haunted
You can Tribute 1 "The Haunted" Ritual Monster you control to target up to 2 "The Haunted" monsters in your GY whose Level exactly equal to the Level of the Tributed monster: Add them to your hand. You can send this card to the GY: Ritual Summon 1 "The Haunted" Ritual Monster from your hand or GY by tributing monsters from your hand or field whose Levels equal to or exceed the Level of that monster. You can only use each effect of "Hallway of the Haunted" once per turn.



Call Upon the Haunted
This card can be used to Ritual Summon any "The Haunted" Ritual Monster. You must also Tribute monsters from your hand or field, and/or banish "The Haunted" monsters from your GY, then Ritual Summon 1 "The Haunted" Ritual Monster from your hand or GY whose Level exactly equals the total Levels of those monsters. During your opponent's next Standby Phase, if this card is in your GY: You can add it to your hand. You can only use this effect of "Call Upon the Haunted" twice per Duel.



Fear of the Haunted
Special Summon 1 "The Haunted" monster from your Deck. You cannot Summon monsters from your hand, Deck or GY the turn you activate and resolve this effect, except for "The Haunted" monsters. You can only activate 1 "Fear of the Haunted" per turn.


Pros:
- Beautiful, fun and interactive
- Interruptive
- Can be strong if played right, you just have to manage your resources well and interrupt the right cards.

Cons:
- Literally the entire ritual support is unusable because you are locked into archetype exclusive. And you cant even use Preparations of rites because there are no ritual spells, instead you got traps. (this is purposely done for balancing purposes)
- It can be slow and weak, but it can be really strong as well, it depends on many factors, the deck build, the way you play it, etc.
- You have to build this deck well, otherwise you will brick, but in my book this is a pro, not a con.

HD Gallery:
https://imgur.com/a/iwJ2EQh

9
Archives / Archetype Submission - Bomber
« on: September 26, 2019, 01:42:06 am »
A very very fun archetype based on an idea of throwing grenades on your opponents field to blow up stuff and interrupt their plays!

Here's the archetype:

Bomber Goblin Stream | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can target 1 "Grenade" monster in your GY; equip it to this card. (Quick Effect): You can target 1 "Grenade" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Stream" once per turn.
ATK/ 1400 DEF/ 0



Bomber Goblin Shadow | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can Special Summon 1 "Bomber" monster from your hand or GY. (Quick Effect): You can target 1 "Grenade" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Shadow" once per turn.
ATK/ 1200 DEF/ 0



Bomber Goblin Sparkle | FIRE | Fiend/Effect | Level 3
If this card is Summoned: You can add 1 "Bomber" card from your Deck to your hand. You cannot Special Summon monsters the turn you activate and resolve this effect, except for "Bomber" or "Grenade" monsters. (Quick Effect): You can target 1 "Grenade" monster in your Spell/Trap Card Zone and Special Summon it to your opponent's side of the field in Defense Position. You can only activate each effect of "Bomber Goblin Sparkle" once per turn.
ATK/ 1000 DEF/ 0



Explosion Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, all monsters in this card's adjacent columns lose 2000 ATK. Destroy all monsters whose ATK changes to 0 by this card's effect, then inflict 500 Damage to your opponent for each. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Flash Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, negate effects of all monsters in this card's adjacent columns until the end of the current Phase. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Decoy Grenade | FIRE | Machine/Effect | Level 1
If this card is Special Summoned: Destroy this card, and if you do, all monsters in this card's adjacent columns cannot attack this turn. If this card is destroyed by your opponent's card or effect while it was in your Main Monster Zone: You can place it face-up in your Spell/Trap Card Zone, instead of sending it to the GY.
ATK/ 0 DEF/ 0



Field Spell
If a "Grenade" monster is destroyed by its own effect: Inflict 800 damage to your opponent. You can discard 1 "Grenade" monster form your hand; draw 1 card. You can only use each effect of "Bomber's Throwing Grounds" once per turn.



Normal Spell
Add 1 "Bomber" card from your Deck to your hand, and if you do, place 1 "Grenade" monster directly from your Deck face-up on your Spell/Trap Zone. You cannot Summon monsters the turn you activate and resolve this effect, except for "Bomber" or "Grenade" monsters. You can only use 1 "Perfect Throw" per turn.



Continues Trap Card
If a "Grenade" monster is destroyed by its own effect: You can draw 1 card. You can banish 2 "Grenade" cards from your GY to target 1 card your opponent controls; return it to the hand. You can only use each effect of "Bomber's Barracks" once per turn.


The artworks took a while to make, but i hope you guys like them!

Pros:
- Interruptions
- Really fun

Cons:
- Slow
- You get locked into only the archetype with perfect throw and sparkle

HD Gallery:
https://imgur.com/a/yqIAF90

10
Archives / Archtype Submission - Shadow Dweller
« on: August 13, 2019, 06:24:35 pm »
Ladies and gents, say hello to Shadow Dweller!


The story of the archetype goes as follows:
Spoiler: show
- Long ago, before this universe was created, a powerful spirit whose name was Jonas Colt defeated the great evil which has almost succeeded in consuming the world. After that was a long period of peace, the evil was not destroyed. It was being reincarnated slowly. Just in case, Jonas formed an alliance with the Genies which lived parallel to the human world and he called this organization "Shadow Dwellers". They searched for any sign of the arising evil so that they can stop it before it gets out of hand. This evil force is a mystery that no one knew about.

Genies were evil demonic shadow beings for the most part, but there were noble ones among them. Genies had the power to transform into anything and they had extreme strength, speed and ability.

Jonas fell in love with a female genie and they got married, that was the first cross with human and genie world, which resulted in a cross breed human genie baby. The baby grew fast and it was able to transform into any form. Years passed again, and the great evil was getting stronger and stronger, it was very close to being reincarnated. The baby grew to be 4 years old and that's when it suddenly showed a vision to everyone, it showed a vision of this evil and the coming doom. The baby received a name "Vision" because of this feat. They immediately started preparing, training to get stronger. 3 years later, it started.

The world was enveloped in darkness. This great evil monstrosity, of an unknown origin, and a complete mystery arisen and started consuming all matter. Everything it reaches is transported into the spirit world, and what remains is an afterimage in a hollow, shadow form of it self. The great beast consumed all humans and genies including jonas, his wife and his alliance. Vision seen this happen before his eyes, and being 7 at the time, with a human heart, this was a great shock, and an even greater trauma to live with. But being a cross breed of the 2 great creations, he was much older in spirit, 7 years for a genie is like 33 human, but genies lived for hundreds of thousands of years.

In his great despair he unleashed all his power, which no one ever know he had and became a great fiend of revenge. His primal genie instincts awoken and with intense fury and anger he attacked the evil beast which threatened the universe. No genie or human individually or combined stood a chance against the mysterious force, but Vision was able to. And its all thanks to "Chaos Energy". His heart is from humans and genies, light and darkness combined into form of chaos. The fight lasted for thousands of years and they were both evenly matched, but one day, something changed in vision. Vision decided that its not right to fight for revenge, making him no better than the beast. His human instincts finally awoken. He remembered his family and his father, shed tears and went to the remains of the world.

He found his father's, Jonas's Armor, which was the dark blue metal with golden edges armor he always wore. Vision put the armor onto him self and entered it, possessing it like a spirit, flowing through it like fire.

He went to fight the beast again and with the power of light and darkness (genie and human heart) he finally destroyed this beast, which he found to be a dragon afterwards. This dragon's name was Chaos Emperor Dragon. And after his reincarnation, his name was Chaos Emperor Dragon - Envoy of the End.

Vision came to be known as the The Black Luster Soldier, the soldier of legends, and after the victory he lost a lot of power, so he devolved into Envoy of Chaos. Envoy of Chaos used his power to create a new universe.

In a great explosion, with the power of chaos he created it, but after that he disappeared. He became Legendary Black Luster Soldier - Super Soldier. with his own army of chaos monsters. He has gone through multiple transformations throughout this period of time. His army refers to him as the Supreme King.

In this universe, an earth came to be, and humans existed with genies, which have came to be known as duel monsters spirits. When humans discovered them, they made the shadow games, and that's how the game of duel monsters came to be. Atem was born into the world resembling the appearance of Vision's human form, the same goes for yugi. It's as though he was reincarnated in Atem, and later in yugi, Seeking to end connection with genies and humans, so that they live separately, and prevent evil from arising again.

Genies from the original universe were colossal in size compared to the duel monster spirits in the new universe.

Chaos Emperor dragon was reincarnated again in the new universe as "Chaos Emperor Dragon - The Dragon of Armageddon" after a strange incident on earth that caused a dimensional split of the single dimension. But he wasn't a threat as he used to be. Vision, in his ultimate form: Black Luster Soldier - Super Soldier found him immediately and brought the dragon to his end. But just before he finished him off something strange happened, the dimensions were combined again into 1 creating a rift and bringing an even greater force of destruction to the universe: Dystophia, the Dispondent. Vision and his entire army weren't able to do anything against the might of dystophia, so Vision did the unthinkable, he fused his being with that of chaos emperor dragon - the dragon of Armageddon and he became: Chaos End Ruler - Ruler of the Beginning and the End. Chaos End Ruler defeated dystophia in 1 blow, and for the rest of eternity, vision and emperor dragon stayed fused together. They are neither of the 2, they are a new being. Just before the fusion happened, Vision split the universe in 12 dimensions and split his darkness into 12 parts, sending 1 part to each dimension, hoping that his light would balance chaos emperor dragon's darkness. Being parts of his soul, they long searched for him so that they can be 1 again, but they were never able to find him. So far, Chaos End Ruler has been a neutral force, and the only thing he was doing was balancing light and darkness in the universe without directly getting involved.

After his battle with dystophia, the balance between light and darkness was destroyed. They started to leak out more one over the other. The Light was starting to overpower darkness bit by bit, so Chaos End Ruler changed Jaden Yuki's Destiny so that he would become a part spirit part human like vision used to be so that he may live for thousands of hundreds of years to fight of light and darkness to keep them in check. One part of Vision's evil soul inhabited Jaden, and came to be known as the Supreme King, and Chaos End Ruler is responsible for guiding the Supreme King part to Jaden. Just 1 single piece of the Supreme King (The vision's Dark Side) was so powerful, it made Jaden Unbeatable. Chaos End Ruler doesn't get involved directly, but indirectly through Jaden Yuki. Yubel attempted to fuse the 12 dimensions into 1 to bring out 1 ultimate "God" of all dimensions, which was Visions dark side: The Supreme King, vision's dark side's complete form.



After a long while, Jaden fought a powerful foe and their fight caused the dimensions to combine into 1 and all parts of the Supreme King's soul became 1 with jaden, took over his mind and body but yubel sacrificed her self to prevent jaden's death, and jaden became a baby. But he looked nothing like jaden. His hair was spiky, white. The Supreme king absorbed Yubel's soul and they became 1. Jaden was now known as zarc in this dimension. Zarc eventually grew up and you know the story, he slowly gotten more brutal as the supreme king influenced his soul more and more, and eventually he summoned the Supreme King Dragon Z-ARC. The Supreme King was never a dragon, you can see him in his original form on the card images below, but due to yubel, he became a dragon. And story goes on from here, there is no need to retell it.



Here are the cards:

Shadow Dweller Aftervengeance
You can Ritual Summon this card with "Shadow Dweller Despair". If this card is Ritual Summoned during your opponent's turn: Negate effects of all other cards in this column, then destroy them. Your opponent cannot activate cards or effects in response the activation of this effect. If this card attacks an opponent's monster: This card gains ATK equal to the difference between that monster's ATK and DEF, also your opponent cannot activate cards or effects until the end of the Damage Step. If this card that was destroyed by battle or by an opponent's card effect is in your GY (except the turn it was sent there), you can banish it: Draw 1 card. You can only control 1 "Shadow Dweller Aftervengeance".
^^ - The Supreme King's Original Form - Supreme King origin, This became one with yubel and became the dragon zarc.



Shadow Dweller Aftershot
You can Ritual Summon this card with "Shadow Dweller Despair". This card gains 150 ATK for every "Shadow Dweller" card in your GY. When this card destroys a monster by battle: Inflict damage to your opponent equal to the half of the original ATK of the destroyed monster. If this card is destroyed by battle or by an opponent's card effect: You can Ritual Summon 1 "Shadow Dweller" monster from your hand by shuffling into the Deck, your banished "Shadow Dweller" monster(s), whose whose total Levels exactly equal that monster's Level. You can only use this effect of "Shadow Dweller Aftershot" once per turn.
^^ - Vision with his father's Jonas's armor.


Shadow Dweller Afterimage
You can banish this card from your GY, then target 1 face-up Effect Monster your opponent controls; that target has its effects negated until the end of this turn. You must have 1 or more other "Shadow Dweller" card(s) in your GY to activate and resolve this effect. You can only use each effect of "Shadow Dweller Afterimage" once per turn.
^^ - This was one of the genies who was in Shadow Dweller alliance. Also his soul was reincarnated in the new universe, and he is now known as "Evolzar Dolkka", which appeares on Breakthrough Skill, which has similar effect to this card.


Shadow Dweller Afteremerger
You can discard this card and 1 other "Shadow Dweller" card from your hand: Add 1 "Shadow Dweller" Ritual Monster and 1 "Shadow Dweller" Ritual Spell card from your Deck to your hand. You can only use this effect of "Shadow Dweller Afteremerger" twice per turn. (Quick Effect): You can banish this card from your GY, then target 1 card on the field; this turn, when any card effect resolves that targeted that card at activation, negate that effect and destroy that card. You must have 1 or more other "Shadow Dweller" card(s) in your GY to activate and resolve this effect.
^^ - Just like the above, this was also one of the genies who was in Shadow Dweller alliance. He was reincarnated as well as "Dark King of the Abyss" who is depicted battling with the spirits in Skill Prisoner trap card, which has similar effect as this card!


Shadow Dweller Aftervision
When this card is Summoned: Add 1 "Shadow Dweller" card from your Deck to your hand, then you can send 1 "Shadow Dweller" card from your Deck to your GY, except for "Shadow Dweller Aftervision". If you take damage by battle or by an opponent's card effect while this card is in the GY: You can banish this card from your GY, gain LP equal to the half of the damage you took, then you can target 1 card on the field; destroy it. You must have 1 or more other "Shadow Dweller" card(s) in your GY to activate and resolve this effect. You can only use each effect of "Shadow Dweller Aftervision" once per turn.
^^ - Baby Vision, but it appeares that part of his soul reincarnated as "Pero Pero Cerberus" in the new universe.


Shadow Dweller Despair
This card can be used to Ritual Summon "Shadow Dweller Aftershot" or "Shadow Dweller Aftervengeance". You must also send monsters from your hand, field and/or send "Shadow Dweller" monsters from your Deck to the GY, whose total Levels exactly equal to the monster you're trying to Ritual Summon. If your opponent controls a monster that was Special Summoned from the Extra Deck: You can also use monsters from your Deck for the Ritual Summon. You can only acivate 1 "Shadow Dweller Despair" per turn.
^^ - Depiction of Vision when he went berserk in anger after the death of everyone. A miniscule part of his anger was reincarnated as "Necro Gardna".


Shadow Dweller Concurrence
If you control a "Shadow Dweller" Ritual Monster: You can target 1 card your opponent controls; destroy it, and if you do, draw 1 card. You can only use this effect of "Shadow Dweller Concurrence" once per turn.
^^ - Depiction of the battle between vision and the great beast.


Shadow Dweller Vehemence
If a "Shadow Dweller" Ritual Monster you control leaves the field by battle or by an opponent's card effect: Destroy all cards in this, and the adjacent columns, and if you do, inflict 500 damage to your opponent for each card that was destroyed. (Quick Effect): If your opponent declares a direct attack, you can banish this card from your GY: Excavate the top card of your Deck; if its a "Shadow Dweller" monster Special Summon it ignoring its Summoning conditions, otherwise add the card to your hand. You must have 1 or more other "Shadow Dweller" card(s) in your GY to activate and resolve this effect. You can only acivate 1 "Shadow Dweller Vehemence" per turn.
^^ - Depiction of the first attack vision unleashed in vengeance against the great beast. This attack was so powerful that it left rifts in the dimension, sending a spirit known as "Wretched Ghost of the Attic" to be sent into the future and transport it to the new universe. From this the entire kuriboh family was born. The final evolution of the kuriboh: Clear Kuriboh appeares to have inharited these abilities.

Strengths:
 - The play style of this archetype is unique and the interactions of the card in your graveyard make it insanely fun to play. You feel like you are in anime when Yusei battled against the 3 unicorn guys, and was always hanging by a
       thread with the monsters from his graveyard saving him.
 - Lots of interaction, can save your self many times, and there are unique ways you can use the monsters grave effects to stop certain cards.
 - Being a ritual archetype its well supported.
Weaknesses:
 - Not consistent enough (which is exactly what i wanted)
 - Lacks ways to out problems
 - You cant mix it with other archetypes to make hybrids because the monsters wouldn't work well because you need to have other Shadow Dwellers in gy to use them.

All in all, well balanced, tested on DB archetype, cool and fun.
All images of cards in HD:
https://imgur.com/a/6Q3Nhwt



11
New Archetype of mine (from creator of Army, Abysslym, Black Lotus, Berserker Mode god cards and few others)

The Origin Dragon!
The Archetype is based on the first dragons to exist in the fire mountains, from whom all other dragons came!

Play style: This theme is all about dragon tokens. Monsters and spells summon the dragon egg tokens, and you use the tokens to activate other effects of the origin dragons and origin dragon spells. Origin dragons burn opponents monsters to ash with "origin dragon face off", azrael who has a powerfull effect that when he attacks, the monster gets so terrified it doesnt even know if it should attack or run away, and azrael feeds with that fear and gains ATK from it! with Azrael, there is also Hallus, who is a long distance attacker and very precise! he can pinpoint any target and launch a dragon egg at it and leave it in ruins!
Also, opponent (if you use origin dragon pathway) is forced to walk on the pathway of the origin dragon fire mountains, and he has to be careful otherwise they will get burned.


There are 9 cards + a token card

Monsters:


Azrael, The Origin Dragon (Azrael is the Ace monster of the Deck)
LV 6 FIRE DRAGON
If this card declares an attack on a monster: Switch that monster's ATK with its DEF, and if you do, this card gains ATK equal to the difference between that monster's ATK and DEF until the end of the next turn. If this card is destroyed by battle or by a card effect: Special Summon 2 "Dragon Egg Tokens" (Dragon/FIRE/Level 1/ATK 300/DEF 300). These tokens cannot be used as materials for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. If this card is in your GY, you can tribute 2 "Dragon Egg Tokens" you control; Special Summon this card. You can only use this effect of "Azrael, The Origin Dragon" once per turn.


Saruves, The Origin Dragon (Sauraves is the caller of the origin dragons)
LV 4 FIRE DRAGON
If this card is Summoned: You can discard 1 "Origin Dragon" card or 1 "The Origin of Dragons"; draw 2 cards, and if you do, immidiately after this effect resolves: You can Normal Summon 1 "Origin Dragon" from your hand (if any) in addition to your Normal Summon /Set. If this card is sent to the GY: Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. You can only use 1 effect of "Saruves, The Origin Dragon" per turn.


Ildris, The Origin Dragon (Ildris is the "soldier" of the Origin dragons)
LV 3 FIRE DRAGON
If this card is Summoned: You can send 1 "Origin Dragon" monster from your Deck to your GY. If this card is sent to the GY: Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. You can only use 1 effect of "Ildris, The Origin Dragon" per turn.


Hatchling, The Origin Dragon (Hatchling is the baby of Azrael, which hatch from the dragon eggs)
LV 2 FIRE DRAGON
If this card is Summoned: You can add 1 "Origin Dragon" card or 1 "The Origin of Dragons" from your Deck to your hand, and if you do, skip your next Draw Phase. If this card is sent to the GY: Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. You can only use 1 effect of "Hatchling, The Origin Dragon" per turn.


Hallus, The Origin Dragon (Long distance attacker)
Link 2 FIRE DRAGON
2 FIRE Dragon Monsters
While this card is face-up on the field, you cannot Summon monsters, except for FIRE Dragon Monsters. When this card is Link Summoned: You can Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. (Quick Effect): You can tribute 1 "Dragon Egg Token" you control; target 1 card on the field and Destroy it. If this card is destroyed by battle or by a card effect: You can target 1 "Origin Dragon" monster in your GY, except "Hallus, The Origin Dragon", and Special Summon it. You can only use each effect of "Hallus, The Origin Dragon" once per turn.



Dragon Egg Token (this egg is so heavy, if you would to put it on a building, it would crash it to bits, and it would have no scratch on it)
LV 1 FIRE DRAGON
Cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters.


The Origin of Dragons (The Fire mountains, the home of origin dragons)
Field Spell
All non-token Fire Dragon Monsters you control gain ATK equal to the total ATK of all "Dragon Egg Tokens" you control. Once per turn: You can Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. You can tribute any number of "Dragon Egg Tokens" you control; Special Summon 1 "Origin Dragon" monster from your Deck whose Level is equal to the number of tokens tributed, and if you do, skip your next Draw Phase. You can only use this effect of "The Origin of Dragons" once per turn.


Origin Dragon Face Off (The encounter with with Origin dragons will transform you into ash)
Quick Play Spell
Reduce ATK of all monsters on your opponent's side of the field equal to the total ATK of all FIRE Dragon monsters you control, then, if a monster(s) ATK becomes 0 due to this effect: Banish it(them) face-down. If this card is in your GY: You can tribute 3 "Dragon Egg Tokens" you control; add this card to your hand. You can only activate 1 "Origin Dragon Face Off" per turn.


Origin Dragon Flame Falls (Origin Dragons Attack the enemy from the heavens)
Spell Card
Activate 1 of these effects:
● Special Summon 1 "Origin Dragon" monster from your hand or GY.
● Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters.
● Excavate cards from the top of your Deck up to the number of "Dragon Egg Tokens" you control: Add, to your hand, all excavated "Origin Dragon" cards, then shuffle the rest into the Deck.
You can only activate 1 "Origin Dragon Flame Falls" per turn.



Origin Dragon Pathway (a dangerous pathway towards the Fire mountains)
Continues Trap Card
Each time your opponent Summons a monster from the Extra Deck: inflict damage to your opponent equal to the total ATK of all "Dragon Egg Tokens" you control. Once per turn: You can Special Summon 1 "Dragon Egg Token" (Dragon/FIRE/Level 1/ATK 300/DEF 300). This token cannot be used as material for the Summon of Fusion, Synchro or Link Monsters, except for "Origin Dragon" Monsters. There can only be 1 face-up "Origin Dragon Pathway" on your side of the field.


Effects have been changed on 5/7/2019, the correct effects are the effects that were written below the cards, not the effects on the image.

Strenghts:
- Can deal a lotta dameg
- Can interrupt opponents plays
- unbelievably fun to play

Weaknesses:
- weak to kaijus, raigeki, anything that gets rid of monsters and tokens
- you lose your draw phase a lot of times
- can be glass cannon

All images of all cards: https://imgur.com/a/jIUprVU

Discord name: Darkness Metal [Ace] (can be easily found under the "Affiliates" section on the CC server)

12
Approved + Scripted Archetypes / Black Lotus
« on: November 28, 2018, 07:59:06 am »

Black Lotus is an archetype based on a forgotten legend of the Black Lotus. This archetype uses a forgotten mechanic that only metal zoa, red-eyes black metal dragon and dark sage use, its the summon-from-deck-when-conditions-are-met mechanic.

This deck is a Boss monster based deck, its strategy is to summon "Dark Luster Soldier of the Black Lotus" which can be summoned from the deck when conditions are met.

Now for the monsters:

Dark Luster Soldier of the Black Lotus
LV 8 DARK FIEND
2800 ATK / 2000 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned (from your Deck) by Tributing 1 "Black Lotus" monster equipped with "Legendary Sword of the Black Lotus". You can only control 1 "Dark Luster Soldier of the Black Lotus" on the field. If this card is Special Summoned: Banish 1 monster your opponent controls with the highest ATK face-down (your choice, if tied); gain 1000 LP. If this card is sent from field to the GY: You can draw 1 card. You can only use each effect of "Dark Luster Soldier of the Black Lotus" once per turn.

Crocell, Angel of the Black Lotus
LV 4 DARK FIEND
1800 ATK / 1200 DEF
You can send 2 "Black Lotus" cards from your Deck to the GY: Special Summon this card (from your hand). If this card is Summoned: You can Special Summon 1 LV 3 or lower "Black Lotus" monster from your Deck in DEF position; shuffle 1 card from your hand into the Deck. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. You can only use each effect of "Crocell, Angel of the Black Lotus" once per turn.

Labolas, Lesser Fiend of the Black Lotus
LV 3 DARK FIEND
1200 ATK / 1000 DEF
If this card is Summoned: You can add 1 "Black Lotus" Spell/Trap card from your Deck to your hand; shuffle 1 card from your hand into the Deck.  You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Labolas, Lesser Fiend of the Black Lotus" once per turn.

Abaddon, Spiritualist of the Black Lotus
LV 1 DARK FIEND
400 ATK / 100 DEF
If this card is Summoned: You can target 3 "Black Lotus" cards in your GY and shuffle them into the Deck; draw 1 card. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. If this card is sent from the field to the GY: You can add 1 "Legendary Sword of the Black Lotus" from your Deck to your hand; banish this card. You can only use each effect of "Abaddon, Spiritualist of the Black Lotus" once per turn.

Hurakan, Guardian of the Black Lotus
LINK 2 DARK FIEND
400 ATK Arrows: BL, BR
2 "Black Lotus" monsters
If this card is Link Summoned: You can target 1 "Black Lotus" monster in your GY and add it to your hand. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Hurakan, Guardian of the Black Lotus" once per turn.


Spells:
Black Lotus
Field Spell
When this card is activated: Add 1 LV 4 or lower "Black Lotus" monster from your Deck to your hand; shuffle 2 cards from your hand into the Deck, then draw 1 card. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. Once per turn, if you control 3 or more "Black Lotus" monsters: You can target 1 Spell/Trap card on the field and banish it face-down. You can only activate 1 "Black Lotus" per turn.

Legendary Sword of the Black Lotus
Equip Spell
Equip only to a "Black Lotus" monster. The equipped monster gains 500 ATK and DEF and it cannot be targeted by your opponent's card effects. If this card is in your GY: You can banish 1 "Black Lotus" from your GY; add this card to your hand. You can only use this effect of "Legendary Sword of the Black Lotus" once per turn.

Invasion of the Black Lotus
Normal Spell
Target 1 LV 4 or lower "Black Lotus" monster in your GY and add it to your hand; shuffle your Deck, then draw 1 card. You cannot Summon monsters the turn you activate and resolve this card, except for "Black Lotus" monsters.


Trap:
Awakening of the Black Lotus
Normal Trap
Tribute 1 monster you control: Special Summon 1 LV 4 or lower "Black Lotus" monster from your Deck in DEF position. If you have "Black Lotus" face-up on your side of the field, while this card is in the GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.

Pros:
Can maintain its strategy, and summon the boss monster easily, it can recover resources, good grind game. Its fun to play and play against since you can play around the effects.

Cons: It doesnt have any locks, or interruptions within the archetype, You can only have 1 Dark Luster Soldier of the Black Lotus on the field, any deck can have a great match up with it, its solid but its rouge at best, i didnt intend to make this a "tier 1" archetype and i was carefull as i was making it to make shure. Another con is that you can only play Black lotus monsters since both spells and monsters restrict you from using anything else.

Thanks in advance for scripting!

13
Approved + Scripted Archetypes / Archetype Submission: Black Lotus
« on: August 03, 2018, 12:23:16 am »
Black Lotus

Black Lotus is an archetype based on a forgotten legend of the Black Lotus. This archetype uses a forgotten mechanic that only metal zoa, red-eyes black metal dragon and dark sage use, its the summon-from-deck-when-conditions-are-met mechanic.

This deck is a Boss monster based deck, its strategy is to summon "Dark Luster Soldier of the Black Lotus" which can be summoned from the deck when conditions are met.

Now for the monsters:

Dark Luster Soldier of the Black Lotus
LV 8 DARK FIEND
2800 ATK / 2000 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned (from your Deck) by Tributing 1 "Black Lotus" monster equipped with "Legendary Sword of the Black Lotus". You can only control 1 "Dark Luster Soldier of the Black Lotus" on the field. If this card is Special Summoned: Banish 1 monster your opponent controls with the highest ATK face-down (your choice, if tied); gain 1000 LP. If this card is sent from field to the GY: You can draw 1 card. You can only use each effect of "Dark Luster Soldier of the Black Lotus" once per turn.

Crocell, Angel of the Black Lotus
LV 4 DARK FIEND
1800 ATK / 1200 DEF
You can send 2 "Black Lotus" cards from your Deck to the GY: Special Summon this card (from your hand). If this card is Summoned: You can Special Summon 1 LV 3 or lower "Black Lotus" monster from your Deck in DEF position; shuffle 1 card from your hand into the Deck. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. You can only use each effect of "Crocell, Angel of the Black Lotus" once per turn.

Labolas, Lesser Fiend of the Black Lotus
LV 3 DARK FIEND
1200 ATK / 1000 DEF
If this card is Summoned: You can add 1 "Black Lotus" Spell/Trap card from your Deck to your hand; shuffle 1 card from your hand into the Deck.  You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Labolas, Lesser Fiend of the Black Lotus" once per turn.

Abaddon, Spiritualist of the Black Lotus
LV 1 DARK FIEND
400 ATK / 100 DEF
If this card is Summoned: You can target 3 "Black Lotus" cards in your GY and shuffle them into the Deck; draw 1 card. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. If this card is sent from the field to the GY: You can add 1 "Legendary Sword of the Black Lotus" from your Deck to your hand; banish this card. You can only use each effect of "Abaddon, Spiritualist of the Black Lotus" once per turn.

Hurakan, Guardian of the Black Lotus
LINK 2 DARK FIEND
400 ATK Arrows: BL, BR
2 "Black Lotus" monsters
If this card is Link Summoned: You can target 1 "Black Lotus" monster in your GY and add it to your hand. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Hurakan, Guardian of the Black Lotus" once per turn.


Spells:
Black Lotus
Field Spell
When this card is activated: Add 1 LV 4 or lower "Black Lotus" monster from your Deck to your hand; shuffle 2 cards from your hand into the Deck, then draw 1 card. You cannot Summon monsters the turn you activate and resolve this effect, except for "Black Lotus" monsters. Once per turn, if you control 3 or more "Black Lotus" monsters: You can target 1 Spell/Trap card on the field and banish it face-down. You can only activate 1 "Black Lotus" per turn.

Legendary Sword of the Black Lotus

Equip Spell
Equip only to a "Black Lotus" monster. The equipped monster gains 500 ATK and DEF and it cannot be targeted by your opponent's card effects. If this card is in your GY: You can banish 1 "Black Lotus" from your GY; add this card to your hand. You can only use this effect of "Legendary Sword of the Black Lotus" once per turn.

Invasion of the Black Lotus
Normal Spell
Target 1 LV 4 or lower "Black Lotus" monster in your GY and add it to your hand; shuffle your Deck, then draw 1 card. You cannot Summon monsters the turn you activate and resolve this card, except for "Black Lotus" monsters.


Trap:
Awakening of the Black Lotus
Normal Trap
Tribute 1 monster you control: Special Summon 1 LV 4 or lower "Black Lotus" monster from your Deck in DEF position. If you have "Black Lotus" face-up on your side of the field, while this card is in the GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.

Pros:
Can maintain its strategy, and summon the boss monster easily, it can recover resources, good grind game. Its fun to play and play against since you can play around the effects.

Cons: It doesnt have any locks, or interruptions within the archetype, You can only have 1 Dark Luster Soldier of the Black Lotus on the field, any deck can have a great match up with it, its solid but its rouge at best, i didnt intend to make this a "tier 1" archetype and i was carefull as i was making it to make shure. Another con is that you can only play Black lotus monsters since both spells and monsters restrict you from using anything else.

Thanks in advance for scripting!

14
Approved + Scripted Archetypes / Archetype Submission - Abysslym
« on: June 04, 2018, 09:36:12 pm »

Abysslym

Description:
Abysslym is based on BlazBlue. Abysslym's Strategy is to get Abysslym cards into the GY so you can banish them to use your Abysslym cards, effects and summon monsters. Think of it like currency, and banishing them is like paying with that currency in order to get something.
All card images are in this image: https://cdn.discordapp.com/attachments/338292981872197633/453162116032102401/Abysslym_complete.png


Cards

Spoiler: Monster Cards • show

Abysslym Magna
[Warrior/Effect] (LV 1)
If this card is Summoned: You can banish 1 "Abysslym" monster from your GY; Add 1 "Abysslym" monster from your Deck to your hand. If this card is banished to activate "Abysslym" monster's effect: Send 1 "Abysslym" monster from your Deck to GY.
ATK/ 800| DEF/ 200

Abysslym Malice
[Psychic/Effect] (LV 2)
If this card is in your GY while you control an "Abysslym" monster: You can Special Summon this card in DEF position. If this card is banished to activate "Abysslym" monster's effect: Add this card to your hand. You can only resolve each effect of "Abysslym Malice" once per duel.
ATK/ 1600| DEF/ 200

Abysslym Masterline
[Psychic/Effect] (LV 3)
If this card is Summoned: Send up to 3 "Abysslym" monsters from your Deck to your GY. You can only use this effect of "Abysslym Masterline" once per turn. Once per turn, you can banish 1 "Abysslym" monster from your GY: Add 1 "Abysslym" Spell Card from your Deck to your hand.
ATK/ 1400| DEF/ 700

Abysslym Ragna
[Warrior/Effect] (LV 4)
You can banish 2 "Abysslym" cards from your GY: Special Summon this card from your hand. Once per turn, you can banish 1 "Abysslym" monster from your GY: Special Summon 1 "Abysslym" monster from your Deck in DEF position. You can only this effect of "Abysslym Ragna" once per turn.
ATK/ 1800| DEF/ 1000




Spoiler: Extra Deck Monster Cards • show

Abysslym - Ragnaline Susano'o
[Warrior/Link/Effect] (LINK 2) <|BL/BR|>
2 "Abysslym" Monsters (except "Abysslym - Ragnaline Susano'") If this card is Link Summoned: Send up to 2 "Abysslym" monstes from your Deck to GY: Draw 1 card. Once, while this card is on the field: You can banish up to 3 "Abysslym" monsters from your GY; Destroy cards on your opponent's field equal to the number of monstes you banished by this card's effect.
ATK/ 2100

Abysslym - Masterline Susano'o
[Fiend/Link/Effect] (LINK 3) <|BL/B/BR|>
2+ "Abysslym" Monsters (except "Abysslym - Masterline Susano'o") If this card is Link Summoned: Return up to 3 banished "Abysslym" monsters to your GY: Draw 1 card. Once, during either player's turn while this card is on the field, when a card or effect is activated: You can banish 1 "Abysslym" monster from your GY; negate the activation, and if you do, destroy it.
ATK/ 2800



Spoiler: Spell Cards • show

Abysslym Toning
You can banish 1 "Abysslym" monster from your GY: Add 1 "Abysslym" monster from your Deck to your hand. You can only activate 1 "Abysslym Toning" per turn.

Abysslym Swift
Send 2 "Abysslym" monsters from your Deck to GY; target 1 monster your opponent controls and change it to face-down DEF position. During your Battle Phase, if an "Abysslym" monster you control destroys a monster by battle: You can target 1 card on the field and destroy it. During the End Phase of the turn this card was activated: Send 1 "Abysslym" monster from your Deck to GY.

Abysslym Overdrive
If you have 3 or more banished "Abysslym" monsters, you can return 3 of them to GY to target 1 "Abysslym" Link Monster you control: It gains 1500 ATK until the end of this turn. During the End Phase of the turn this card was activated: Draw cards equal to the number of "Abysslym" monsters you Link Summoned this turn. You can only activate 1 "Abysslym Overdrive" per turn.



Spoiler: Trap Cards • show




Additional Remarks

Advantages:

You can get a decent board turn 1 and you can recycle banished cards to reuse them to activate effects. Its consistent, and can get rid of problem cards, it can get over big monsters.


Disadvantages:

Once you use masterline susanoo's negation effect then ur in a bind because you cant use it again unless you summon him again which will require lots of resources and can be easily stopped. If you run out of abysslym monsters in your gy, then ur in a bind aswell because you wont be able to do anything.

Pages: [1]