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Submit Custom Mechanics / Custom Mechanic - Rhythm Monsters
« Last post by Moses C. on April 17, 2025, 09:27:03 am »

Rhythm Monsters

Rhythm Monster (ρ(リズム)モンスター, Rizumu Monsutā) is a custom Summoning Mechanic, created by Moses C.
A Rhythm Monster looks like this:

https://lhkpedia.miraheze.org/wiki/File:Rhythm_Monster_Base_Template.png

(For those who can’t open the link, the frame’s colour is sapphire blue with neon lights that represent a staff, 1 each on the upper side and the lower side. The upper staff has the sine wave, while the lower staff has crotchets.)

They start the Duel in the Extra Deck. Like Extra Deck monsters, they cannot be Special Summoned if they weren’t properly Summoned prior. If they would be shuffled into the Deck or bounced into the hand, they go back into the Extra Deck instead.

A Combo is a consecutive number of times a player has successfully played a card, for example, activating a Spell/Trap, Summoning a monster, successfully resolving a card effect and successfully attacking with a monster.

When it comes to Chain Links, if there is any 1 of your card effects in the chain that fails to resolve, such as being negated or it misses its activation timing; your Combo increases by 1 for each of those effects that succeeded resolving.

If all of your effects in the Chain Link have failed resolving, you must either return to Combo 0 and start over from scratch, or if possible, Rhythm Summon using your current Combo.

For example, Summoning a monster and activating its effect if Summoned 2 times each gives you a 4 Combo, then Special Summoning a monster from your hand with an inherent Summoning condition increases that Combo by 1, bringing it to 5 Combo.

When your Combo becomes equal to or greater than the Rhythm Rating of 1 of your available Rhythm Monsters in your Extra Deck, you can use that combo to Rhythm Summon.

In order to Rhythm Summon, you use any number of cards in your hand/field with the total number of original effects that equal or exceed the Rhythm Rating of the required monster as materials, stacking them under the Rhythm monster as “Notes”. The Combo and the total number of effects of the materials have to satisfy the conditions, such as “2+ Combo + 1+ cards with a total of 2+ effects” requiring a Combo of 2 or higher as well as the card(s) having a total number of effects that is at least 2 to be able to Rhythm Summon.

You may also use a Rhythm Monster among them, if so instead of the number of effects it has, its Rhythm Rating can be used, and by doing so the minimum Combo required can be decreased by that same amount.


For example, upon achieving a 4 Combo, a RHYTHM-4 can be Rhythm Summoned by using cards that have a total of 4 or more effects on them, such as 2 cards with 2 effects each, or a card with 3 effects and another card with only 1 effect.

If they control a RHYTHM-2, they can also use it, and by doing so they only need to expend 2 Combos and use cards from their hand/field with a total of 2 or more effects to Rhythm Summon it, using either only 1 card with at least 2 effects or 2 cards with only 1 effect each.

A card that is stacked underneath a Rhythm Monster becomes a “Note”. A card becoming stacked under a Rhythm Monster is referred to as a term “turn into a Note”.

You can manually (once per turn) or use a card effect to “play a Note”, by taking a card that was turned into a Note of a Rhythm Monster.

If it’s a monster, it is Special Summoned if under the right conditions. If it’s a Spell/Trap, it is activated if under the right conditions.

Any Note that is played has their effects reset, enabled to be used an additional time. It’s called a “Note Reset”, and can only be used once per turn on each card name. I.E. A copy of “X” that has turned into a Note and if a copy of “X” had already been played as a Note once per turn, another copy of “X” cannot be “Note Reset” 2 or more times, unless an active card effect says otherwise.

If a player earns a combo that reaches the Rhythm Rating of a Rhythm Monster they control, they achieve their Rhythm Monster’s “Full Combo”, and unlocks varieties of their bonus effects.

Design Notes: Rhythm Monsters, as well as their other mechanics are created through the inspiration of rhythm games, especially as they reward precision and maximised effort, which is the main aim of their creation.

Due to the potential abuse of RHYTHM-1s deriving from the rapid increase rate of Combos, Rhythm Monsters that are RHYTHM-1 have limitations.


Examples

Octave Tempo Rhythm Dragon
LV8/WATER/Dragon/Rhythm/Tuner/Effect
RHYTHM-6/2500 ATK/2500 DEF
2+ Combo + 1+ cards with a total of 2+ effects
If this card was Rhythm Summoned or has Notes, it becomes unaffected by your opponent’s monster effects, except Rhythm monsters, also Rhythm monsters you control gains 800 ATK/DEF for each Note on the field. Each time a Rhythm monster is Special Summoned: You can turn the top card of your Deck into a Note. If you achieve this card’s Full Combo: You can play its Notes up to the number of Level 5 or higher monsters on the field +1. You can only use this effect of this card’s name once per turn.

In order to be Rhythm Summoned, Octave requires using at least 2 Combo and any number of cards whose number of total effects are 2 or more, it can be a combination of using 6 Combo and 2 cards with 3 effects each, or using 2 Combo and a RHYTHM-4 as well as a card with at least 2 effects.
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Submit Custom Mechanics / Rhythm Monsters! 🎵
« Last post by Moses C. on April 09, 2025, 10:40:48 pm »

Rhythm Monster (ρ(リズム)モンスター, Rizumu Monsutā) is a custom Summoning Mechanic, created by Moses C.
A Rhythm Monster looks like this:

https://lhkpedia.miraheze.org/wiki/File:Rhythm_Monster_Base_Template.png

(For those who can’t open the link, the frame’s colour is sapphire blue with neon lights that represent the 5 lines of music notation, 1 each on the upper side and the lower side. The upper one has the sine wave, while the lower one has crotchets.)

1. What are the characteristics of Rhythm Monsters?

They start the Duel in the Extra Deck. Like Extra Deck monsters, they cannot be Special Summoned if they weren’t properly Summoned prior. If they would be shuffled into the Deck or bounced into the hand, they go back into the Extra Deck instead.

2. They bring Combos to the game. What are they?

A Combo is a consecutive number of times a player has successfully played a card, for example, activating a Spell/Trap, Summoning a monster, calling a Relic, successfully resolving a card effect and successfully attacking with a monster.

When it comes to Chain Links, if there is any 1 of your card effects in the chain that fails to resolve, such as being negated or it misses its activation timing; your Combo increases by 1 for each of those effects that succeeded resolving.

If all of your effects in the Chain Link have failed resolving, you must either return to Combo 0 and start over from scratch, or if possible, Rhythm Summon using your current Combo.

For example, Summoning a monster and activating its effect if Summoned 2 times each gives you a 4 Combo, then Special Summoning a monster from your hand with an inherent Summoning condition increases that Combo by 1, bringing it to 5 Combo.

3. How do I Rhythm Summon?

When your Combo becomes equal to or greater than the Rhythm Rating of 1 of your available Rhythm Monsters in your Extra Deck, you can use that combo to Rhythm Summon.

In order to Rhythm Summon, you use any number of cards in your hand/field with the total number of original effects that equal or exceed the Rhythm Rating of the required monster as materials, stacking them under the Rhythm monster as “Notes”. The Combo and the total number of effects of the materials have to satisfy the conditions, such as “2+ Combo + 1+ cards with a total of 2+ effects” requiring a Combo of 2 or higher as well as the card(s) having a total number of effects that is at least 2 to be able to Rhythm Summon.

You may also use a Rhythm Monster among them, if so instead of the number of effects it has, its Rhythm Rating can be used, and by doing so the minimum Combo required can be decreased by that same amount.

For example, upon achieving a 4 Combo, a RHYTHM-4 can be Rhythm Summoned by using cards that have a total of 4 or more effects on them, such as 2 cards with 2 effects each, or a card with 3 effects and another card with only 1 effect.

If they control a RHYTHM-2, they can also use it, and by doing so they only need to expend 2 Combos and use cards from their hand/field with a total of 2 or more effects to Rhythm Summon it, using either only 1 card with at least 2 effects or 2 cards with only 1 effect each.

4. Notes and Full Combo!

A card that is stacked underneath a Rhythm Monster becomes a “Note”. A card becoming stacked under a Rhythm Monster is referred to as a term “turn into a Note”.

You can manually (once per turn) or use a card effect to “play a Note”, by taking a card that was turned into a Note of a Rhythm Monster.

If it’s a monster, it is Special Summoned if under the right conditions. If it’s a Spell/Trap, it is activated if under the right conditions.

Any Note that is played has their effects reset, enabled to be used an additional time. It’s called a “Note Reset”, and can only be used once per turn on each card name. I.E. A copy of “X” that has turned into a Note and if a copy of “X” had already been played as a Note once per turn, another copy of “X” cannot be “Note Reset” 2 or more times, unless an active card effect says otherwise.

If a player earns a combo that reaches the Rhythm Rating of a Rhythm Monster they control, that Rhythm Monster gains a “Full Combo”, and unlocks varieties of bonus effects.

Example of a Rhythm Monster

Octave Tempo Rhythm Dragon
LV8/WATER/Dragon/Rhythm/Tuner/Effect
RHYTHM-6/2500 ATK/2500 DEF
2+ Combo + 1+ cards with a total of 2+ effects
If this card was Rhythm Summoned or has Notes, it becomes unaffected by your opponent’s monster effects, except Rhythm monsters, also Rhythm monsters you control gains 800 ATK/DEF for each Note on the field. Each time a Rhythm monster is Special Summoned: You can turn the top card of your Deck into a Note. If you achieve this card’s Full Combo: You can play Notes up to the number of Level 5 or higher monsters on the field +1. You can only use this effect of this card’s name once per turn.


5. Design Notes

Rhythm Monsters, as well as their other mechanics are created through the inspiration of rhythm games, especially as they reward precision and maximised effort, which is the main aim of their creation.

Due to the potential abuse of RHYTHM-1s deriving from the rapid increase rate of Combos, Rhythm Monsters that are RHYTHM-1 have limitations.
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Submit Cards / CODE Wave 3
« Last post by Jake 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.
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Submit Custom Mechanics / Custom Mechanic - Relay Ability
« Last post by Lyris on March 12, 2025, 10:50:13 pm »

Relay Ability

Relay (Japanese: リレー Riree, displayed as Re(リレー) on Japanese cards) is a new monster card ability for the Yu-Gi-Oh! Duel Monsters card game created by Lyris. If a Relay monster(s) is used as a material, including Tributes for a Tribute Summon, the Summoned monster gains any lingering effects applied to that Relay monster(s). If a Relay monster is Summoned using a material(s), it gains any lingering effects applied to its material(s).

Rulings

  • Lingering effects include restrictions, stat changes, battle changes like having 2 or no attacks, drawbacks like "Return it to the hand during the End Phase", effect negations, and more.
  • Continuous Effects-- such as quantity changes which exclusively affect the activating monster, as well as effects given by Field Spells like Sorcerous Spell Wall, most Equip cards, and most Continuous cards-- are not counted as lingering effects by Relay monsters.

Examples

Spoiler: Monster Cards • show


Speed Stripe Relay Dragon
Level 7 FIRE Dragon/Relay/Effect Monster
Once per turn, during the Damage Step, when this card is battling (Quick Effect): You can target 1 "Speed Stripe Relay Dragon" you control; it gains ATK equal to the Level/Rank/Future of the monster it is battling x 100 until the end of the next turn. When your opponent Special Summons a Level 5 or higher monster, you can (Quick Effect): Immediately after this effect resolves, Tribute Summon this card by Tributing 1 FIRE or Relay monster, OR Normal Summon this card without Tributing, in which case it loses 600 ATK.
ATK 2500/DEF 2000
Spoiler: Extra Deck Monster Cards • show

Art from Cardfight!! Vanguard's "Blue Storm Dragon, Maelstrom"

Armarine Dragon of the Storm
Level 12 WATER Dragon/Synchro/Relay/Effect Monster
1 Tuner + 1+ non-Tuner WATER monsters
For this card's Synchro Summon, you can treat 1 "Armarine" monster as a Tuner. Your opponent cannot target this card with card effects. During the Main or Battle Phase (Quick Effect): You can draw 1 card, then if 4 or more attacks were declared this turn or the previous turn, you can banish 1 other card on the field. You can only use each effect of "Armarine Dragon of the Storm" once per turn.
ATK 3200/DEF 2500

Inheriting Effects via the Relay ability

  • If a monster is affected by "Blustering Winds", and then is Tributed for "Speed Stripe Relay Dragon", "Speed Stripe" gains 1000 ATK as per the effect of "Blustering Winds". If a Relay monster is affected by "Blustering Winds", and then is used as a Link Material for LANphorhynchus, the latter gains 1000 ATK as per the effect of "Blustering Winds".
  • If a monster is affected by "Forbidden Chalice", and then is Tributed and/or used as material for a Relay monster, that Relay monster gains 400 ATK per the effect of "Forbidden Chalice", but its effects are negated. If a LIGHT, DARK, and/or Tuner Relay monster is affected by "Forbidden Chalice", and is then used as Synchro Material for Chaos Angel, then per the effect of "Forbidden Chalice", the latter gains 400 ATK, but its effects are negated.
  • If a monster equipped with "Gravity Blaster" becomes affected by the latter's effect and gains 400 ATK, and is then Tributed and/or used as material for a Relay monster, then that Relay monster gains 400 ATK while it's on the field per the effect of "Gravity Blaster". If a Relay monster(s) equipped with "Gravity Blaster" receives the latter's effect, and is then sent to the GY for a player's "Chimeratech Fortress Dragon", then per the effect of "Gravity Blaster" in addition its own effect, that monster gains 400 ATK + the base 1000 ATK it gets per Fusion Material.
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Submit Cards / Archetype Submission - Paintress (Partially scriped)
« Last post by Chadook on January 01, 2025, 09:11:59 pm »

Paintress (Partially scriped)

Description:
This is a decade old archetype i designed revolving around Normal Monsters, and Evolutes, which counterplays Effect Monsters. Their unique gimmick is Level 8 and turning monsters into Continuous Spells mimicking Portraits.


Cards

Spoiler: Monster Cards • show











Spoiler: Extra Deck Monster Cards • show









Spoiler: Spell Cards • show




Spoiler: Trap Cards • show




Additional Remarks

Advantages:

Being Pendulums, they can do lot for the majority of their monsters being Normal Monsters. Counterplaying Effect Monsters is one of their strengths.
With the Link Monsters functioning as extenders, they can make much more things for extra layer of protection.


Disadvantages:

Being Pendulums also Spells, they're subjected to complete Spell lockdowns and negates.
Counterplaying Effect Monsters leaves them vunlerable to Spells/Traps.
Since their boss monsters require destroying cards you control, a destruction proof  can easily make them fizzle.
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Submit Cards / [Scripted] YGOCCC8 Swaggy Customs
« Last post by SwagatariMemes on December 02, 2024, 11:03:21 am »
When the uh

Justice is Upright or smth

Monsters
Spoiler: show


Quote
If this card is Normal or Special Summoned: You can add 1 "Harvest Angel of Doom" or 1 Fairy monster with "Counter Trap" in its text from your Deck to your hand.  If this card is sent to the GY or banished to activate a Counter Trap: You can Special Summon this card. During the Main or Battle Phase, if you negated the activation of a card or effect this turn (Quick Effect): You can, immediately after this effect resolves, Time Leap Summon 1 Fairy Time Leap Monster using this card you control as material. You can only use each effect of "Anastasia, Empress of the Scales" once per turn.


Extra Deck
Spoiler: show


Quote
You activated "The Invocation of Arcana" this turn, or the activation or effect of a card was negated this turn - "The Invocation of" monster or LIGHT Fairy monster
"Arcarum" and "The Invocation of" monsters used to Time Leap Summon this card are sent to the GY instead of being banished. If this Time Leap Summoned card you control is sent to the GY: You can target 1 card your opponent controls; send it to the GY. If this card is Time Leap Summoned: You can activate this effect; apply 1 of the following effects during your next Draw Phase, before your normal draw. If your opponent controls more cards than you, instead apply 1 of the following effects when this effect resolves. ●Add 1 Level 4 Fairy monster, 1 "Arcarum" monster, 1 "The Invocation of Justice", or 1 card that mentions "The Sanctuary in the Sky" from your Deck to your hand. ●Set 1 Counter Trap from your hand or GY. It can be activated this turn. ●Send 1 card your opponent controls to the GY.
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Submit Cards / [Scripted] Generic Bigbang goodies #3
« Last post by Xarc on October 29, 2024, 03:50:34 am »
Other Bigbang stuff I've been designing over time, I guess it's time to release everything. This time there's also some focus on Main Deck monsters that are designed to make the Bigbang mechanic more accessible, especially in regards to Bigbang Monsters with high stats and that require neutral materials.


Notes:
*Arts were AI generated and edited by me.
*All cards are already scripted by me and are available on the server.


Monsters:



Bigbang Solar Phoenix
[Level 6/LIGHT/Winged Beast/ATK 2000/DEF 2000]
If this card is in your hand: You can target 1 card you control; destroy both this card and that card, and if you do, Special Summon 1 "Bigbang" monster from your Deck or GY in Defense Position, except "Bigbang Solar Phoenix", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Bigbang Monsters. If 2 or more monsters with different Vibes are destroyed at the same time while this card is in your GY: You can either add this card to your hand or Special Summon it. You can only use each effect of "Bigbang Solar Phoenix" once per turn.




Bigbang Moon Dragon
[Level 6/DARK/Wyrm/ATK 2000/DEF 2000]
If this card is Normal or Special Summoned: You can destroy 1 Bigbang Monster from your Extra Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Bigbang Monsters, then you can make this card gain 500 ATK or DEF (your choice) until the end of this turn. If 2 or more monsters with different Vibes are destroyed at the same time while this card is in your GY: You can target 1 Bigbang Monster in your GY; shuffle both this card and that card into the Deck, then draw 1 card. You can only use each effect of "Bigbang Moon Dragon" once per turn.




Bigbang Blazing Invader
[Level 7/FIRE/Machine/ATK 2500/DEF 2000]
Cannot be used as material for the Special Summon of a monster from the Extra Deck, except for a Bigbang Monster. If you control a Neutral monster: You can Special Summon this card from your hand. If this card is destroyed: You can target 1 card on the field; destroy it. You can only use each effect of "Bigbang Blazing Invader" once per turn.




Bigbang Meteor Golem
[Level 7/EARTH/Rock/ATK 2000/DEF 2500]
Cannot be used as material for the Special Summon of a monster from the Extra Deck, except for a Bigbang Monster. If you control a Neutral monster: You can Special Summon this card from your hand. If this card is destroyed: You can add 1 non-Negative "Bigbang" monster from your Deck or GY to your hand. You can only use each effect of "Bigbang Meteor Golem" once per turn.




Bigbang Colossal Champion
[Level 7/DARK/Thunder/ATK 2800/DEF 1000]
Cannot be used as material for the Special Summon of a monster from the Extra Deck, except for a Bigbang Monster. If a card(s) on the field is destroyed: You can Special Summon this card from your hand. If this card is destroyed: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Bigbang Colossal Champion" once per turn.




Bigbang Armored Karp
[Level 7/WATER/Fish/ATK 1600/DEF 2400]
Cannot be used as material for the Special Summon of a monster from the Extra Deck, except for a Bigbang Monster. If a card(s) on the field is destroyed: You can Special Summon this card from your hand. If this card is destroyed: You can send 1 "Bigbang" card from your Deck to the GY. You can only use each effect of "Bigbang Armored Karp" once per turn.




The Undying Bigbang Lord
[Level 8/DARK/Zombie/ATK 2500/DEF 2500]
You can discard this card; add 1 "Bigbang" monster from your Deck to your hand, except "The Undying Bigbang Lord". If this card is in your GY: You can target 1 card you control; destroy it, and if you do, Special Summon this card, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Bigbang Monsters. You can target 1 face-up monster you control; it gains 1000 ATK or DEF (your choice) until the end of this turn. You can only use each effect of "The Undying Bigbang Lord" once per turn.




Bigbang Galactic Serpent
[Level 3/LIGHT/Wyrm/Bigbang/ATK 1700/DEF 1700]
2+ monsters with different Vibes
Gains 300 ATK/DEF for each monster with different Vibes on the field, except "Bigbang Galactic Serpent". If this card is Bigbang Summoned: You can excavate cards from the top of your Deck equal to the number of Bigbang Materials used for this card's Bigbang Summon, and if you do, you can destroy 1 excavated card, also shuffle the rest back into your Deck. You can only use this effect of "Bigbang Galactic Serpent" once per turn.




Bigbang Cube
[Level 4/LIGHT/Machine/Bigbang/ATK 2000/DEF 2000]
2+ non-Neutral monsters
If this card is Bigbang Summoned: You can target 1 "Bigbang" Spell/Trap in your GY; Set it. You can target 1 Bigbang Monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 400 ATK/DEF. If this card is destroyed: Inflict 400 damage to your opponent. You can only use each effect of "Bigbang Cube" once per turn.




Nightmare Neutralizer
[Level 5/LIGHT/Illusion/Bigbang/ATK 0/DEF 0]
2 Neutral monsters
If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Nightmare Neutralizer" once per turn. During your opponent's Main Phase 1 or Battle Phase (Quick Effect): You can target 1 Positive or Negative monster your opponent controls; change it to Attack Position if it is in face-up Defense Position, also it must attack this card this turn, if able. At the end of the Damage Step, if this card battled an opponent's monster: Change that opponent's monster's ATK/DEF to 0, also negate its effects, then you can Special Summon 1 "Nightmare Token" (Illusion/DARK/Level 1/ATK ?/DEF ?) its ATK/ DEF are equal to that opponent's monster's original ATK/DEF.




Bigbang Turbo Juggernaut
[Level 7/EARTH/Machine/Bigbang/ATK 1800/DEF 2400]
1 Neutral monster + 1+ Negative monsters
If this card was Bigbang Summoned using "Bigbang Turbo", it cannot be targeted or destroyed by your opponent's card effects. During your opponent's Main Phase (Quick Effect): You can target 1 Positive Monster your opponent controls; immediately after this effect resolves, Bigbang Summon 1 Bigbang Monster, by using only that opponent's monster and this card you control as material. You can only use this effect of "Bigbang Turbo Juggernaut" once per turn.




Magician of New Creation
[Level 7/DARK/Spellcaster/Bigbang/ATK 2500/DEF 2100]
1 Neutral Spellcaster monster + 1+ non-Neutral monsters
Unaffected by your opponent's Spell effects. You can only use each of the following effects of "Magician of New Creation" once per turn. If this card is Bigbang Summoned: You can target 1 Spell in your GY; add it to your hand. If this card is destroyed by battle or card effect: You can add 1 DARK Spellcaster monster from your Deck to your hand.




Extraterrestrial Battleship Missouri
[Level 8/LIGHT/Machine/Bigbang/ATK 1700/DEF 2800]
1+ Positive monsters + 1+ Negative monsters
This Defense Position card cannot be destroyed by battle or card effects. You can only use each of the following effects of "Extraterrestrial Battleship Missouri" once per turn. If you take damage by an opponent's card while you control this Defense Position monster: You can change this card to Attack Position, also it gains ATK equal to the damage you took, then destroy all face-up monsters your opponent controls whose DEF is lower than this card's current ATK. If this Bigbang Summoned card in its owner's control leaves the field by an opponent's card: You can add 1 Negative monster from your GY to your hand.




Radiant Vibe Hero of the Cosmos
[Level 8/LIGHT/Warrior/Bigbang/ATK 2500/DEF 2000]
1 Neutral monster + 1+ non-Neutral monsters
When your opponent activates a monster effect (Quick Effect): You can banish 1 monster from your GY with the same Vibe; negate the activation, and if you do, destroy that monster. If this card destroys an opponent's monster by battle and sends it to the GY: You can send 1 monster from your Deck to the GY with the same vibe as that opponent's monster in the GY, and if you do this card gains 500 ATK/DEF. You can only use each effect of "Radiant Vibe Hero of the Cosmos" once per turn.




Aqualon the Abyssal Knight
[Level 8/WATER/Fish/Bigbang/ATK 2900/DEF 2900]
1 Neutral monster + 1+ non-Neutral monsters
If this card would be destroyed by battle or card effect, you can banish 1 WATER monster from your GY instead. You can only use each of the following effects of "Aqualon the Abyssal Knight" once per turn. If this card is Bigbang Summoned: You can send 1 Level 4 or lower WATER monster from your Deck to the GY;  this card gains ATK/DEF equal to half the original ATK/DEF of the sent monster. If this card destroys an opponent's monster by battle, after damage calculation: you can banish that opponent's monster, then you can banish 1 random card from your opponent's hand.




Supernova Destroyer
[Level 9/DARK/Machine/Bigbang/ATK 3200/DEF 2300]
1 Neutral Bigbang Monster + 1+ non-Neutral monsters
If this card is Bigbang Summoned: You can target 1 non-Neutral monster in your GY that was destroyed this turn; add it to your hand. (Quick Effect): You can destroy 1 card from your hand or field and 1 card your opponent controls. During the End Phase, if this card is in your GY because it was destroyed by battle or card effect and sent there this turn: Destroy 1 card from your hand or field, and if you do, Special Summon this card. You can only use each effect of "Supernova Destroyer" once per turn.




Turboburst Dragon
[Level 10/LIGHT/Dragon/Synchro/ATK 3000/DEF 2500]
1 Tuner Bigbang Monster + 1+ non-Tuners
If this card is Synchro Summoned using "Bigbang Turbo": You can draw 1 card. When your opponent activates the effect of a monster with the same Vibe as a monster you control (Quick Effect): You can negate the activation, and if you do, destroy that monster. If a monster(s) is Special Summoned to your opponent's field: You can target 2 Bigbang Monsters in your GY whose total Levels exactly equals 10; Destroy this Synchro Summoned card, and if you do, Special Summon them. You can only use each effect of "Turboburst Dragon" once per turn.




Cosmicturbo Dragon
[Level 10/LIGHT/Dragon/Bigbang/ATK 2500/DEF 2000]
1 Neutral Bigbang Monster + 1+ non-Neutral monsters
If this card is Bigbang Summoned: You can target monsters on the field and/or GYs, up to the number of Bigbang Monsters used as Bigbang Material for this card; equip them to this card. You can only use this effect of "Cosmicturbo Dragon" once per turn. Gains 500 ATK/DEF for each Equip Card you control. While this card is equipped with "Cosmicburst Dragon" it is unaffected by your opponen's activated effects. if a card(s) you control leaves the field by an opponent's card while you control this monster: You can destroy 1 card on the field.




Dark Matter Hippogriff
[Level 10/DARK/Winged Beast/Bigbang/ATK 2900/DEF 3300]
1 Neutral monster + 1+ non-Neutral monsters
Once per turn, if a card(s) you control is destroyed by an opponent's card effect while you control this monster: You can banish 1 random card from your opponent's hand. If this card is Special Summoned, or if another monster(s) is Special Summoned: You can apply 1 of these effects (but you cannot apply that same effect of "Dark Matter Hippogriff" again this turn).
● Banish 1 card from your opponent's GY.
● Banish 1 card your opponent controls.
● Inflict 1000 damage to your opponent.




The Eternal Bigbang Lord
[Level 11/DARK/Zombie/Bigbang/ATK 4000/DEF 4000]
"The Undying Bigbang Lord" + 1+ non-Neutral monsters
You can only control 1 "The Eternal Bigbang Lord". If this card is Special Summoned: You can destroy 1 card on the field. If a card(s) on the field is destroyed while this card is in your GY: You can Special Summon this card, but its original ATK/DEF become halved, then you can make 1 monster on the field lose 1000 ATK or DEF (your choice). You can only use each effect of "The Eternal Bigbang Lord" once per turn.



Spells/Traps:



Bigbang Metamorphosis
[Normal Spell]
Target 1 face-up monster you control; Destroy it, and if you do, Special Summon from your Deck 1 monster with the same original Type and Attribute that destroyed monster had on the field, but with a different original Vibe, also you cannot Special Summon monsters from the Extra Deck, except Bigbang Monsters, while you control that face-up monster. You can only activate 1 "Bigbang Metamorphosis" per turn.




Bigbang Neutron Factory
[Continuous Spell]
Your opponent cannot target Level 4 or lower Neutral monsters for attacks. During your Main Phase: You can pay 500 LP; Special Summon 1 "Neutron Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0), also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Bigbang Monsters. If this card is destroyed by a card effect and sent to the GY: You can place this card face-up in your Spell & Trap Zone. You can only use each effect of "Bigbang Neutron Factory" once per turn.




Bigbang Raise
[Equip Spell]
The equipped monster gains 1500 ATK/DEF, also it cannot attack. If this card is destroyed: You can target 1 Bigbang Monster on the field; it gains 1000 ATK/DEF until the end of the next turn. If this card is in your GY: You can banish 3 monsters with different vibes from your GY; equip this card to 1 appropriate monster on the field. You can only use this effect of "Bigbang Raise" once per turn.




Bigbang Calamity
[Normal Trap]
Target cards on the field, up to the number of Bigbang Monsters you control; destroy them. If this card is destroyed by a card effect and sent to the GY: You can Set this card. You can only use each effect of "Bigbang Calamity" once per turn.
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Under Probation + Scripted Archetypes / Re: [Scripted] Swaggy's 2024 Birthday Slot Cards
« Last post by Zerry on October 24, 2024, 08:52:32 pm »
Please include card pictures.
9
i forgot to do this up until now


Monsters

Spoiler: show



Quote
If you control a Level/Future 5 or higher "Scarlet Red" monster: You can discard 1 other card; Special Summon this card from your hand or GY, but place it on top of your Deck during the End Phase. If this card is Special Summoned: You can add 1 "Scarlet Red" card from your GY to your hand, then you can place 1 of your Zombie monsters that is banished or in the GY on top of your Deck. During the Main Phase: You can target up to 3 Level 6 or lower "Scarlet Red" monsters with different names in your GY; place them on the bottom of the Deck in any order, and if you do, you can negate the effects of 1 face-up card your opponent controls until the End Phase. You can only use each effect of "Flood of Sorrow, Scarlet Red Silence" once per turn.



Extra Deck

Spoiler: show


Quote
You have 8+ face-down banished cards  - "Ængelic" monster
You cannot Special Summon monsters, except "Ængelic" monsters, during the turn you Time Leap Summoned this card. Monsters used to Time Leap Summon this card are banished face-down instead of face-up. If a card(s) is banished face-down, except by the effect of "Schemhamparae "Shahar", Ængelic Dawn": You can target 1 card on the field; banish it face-down. If this card is Time Leap Summoned: You can add 1 of your face-down banished cards to your hand. If your opponent Special Summons a monster(s) from the Extra Deck: You can banish 1 card from your hand or GY, face-down; Special Summon 1 Level 9 or lower "Ængelic" monster from your Deck. You can only use this effect of "Schemhamparae "Shahar", Ængelic Dawn" once per turn.


Quote
2+ Level 8 Rock monsters
If this card is Xyz Summoned: You can send 1 Rock monster from your Deck to your GY. (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it, and if you do, inflict 1000 damage to your opponent. If this Xyz Summoned card you control is sent to the GY: You can target 1 "Dread Bastille" Xyz Monster you control; attach this card to it, then, you can attach a number of "Dread Bastille" monsters from your GY to it, up to the number of materials this card had before being sent to the GY. You can only use each effect of "Dread Bastille - Arpeggio" once per turn.


Quote
3 Level 4 "Godspark" monsters with different names
While face-up on the field, this card is also DARK-Attribute. If you control a "Godspark" Link Monster, you can also Xyz Summon this card by discarding 1 "Godspark" Spell/Trap, then using 1 "Godspark" Xyz Monster you control as the material. (Transfer its materials.) You can only use each of the following effects of "Azura, Godspark of the Dark Waters" once per turn. If this card is Xyz Summoned: You can target 1 "Godspark" card you control; for as long as you control this face-up card, it cannot be targeted or destroyed by your opponent's card effects. When your opponent activates a card or effect, if "Gorgeous Gift of Heaven - The Godspark" is in your GY (Quick Effect): You can detach 1 material from this card, then target 1 face-up card your opponent controls;  negate it's effects until the end of this turn. You can only Special Summon "Azura, Godspark of the Dark Waters" once per turn.


Quote
1 Tuner + 1+ "Godspark" non-Tuner monsters
While face-up on the field, this card is also LIGHT-Attribute. For this card's Synchro Summon, you can treat 1 "Godspark" Synchro Monster you control as a Tuner. You can only use each of the following effects of "Azura, Godspark of the Bright Tide" once per turn. If this card is Synchro Summoned: You can target 1 Level 5 "Godspark" Synchro Monster in your GY; Special Summon it at the start of the next turn. If  "Gorgeous Gift of Heaven - The Godspark" is in your GY (Quick Effect): You can banish 1 "Godspark" monster from your GY, then target 1 "Godspark" monster in your GY, with a different type and attribute from the banished monster; Special Summon it, but you cannot activate this effect during the next turn. You can only Special Summon "Azura, Godspark of the Bright Tide" once per turn.
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Submit Cards / [Scripted] Draconic Spirit of the Tenyi
« Last post by Lyris on October 18, 2024, 10:46:10 pm »
Spoiler: Extra Deck • show

Art by 塵埃路こまき of Pixiv

Draconic Spirit of the Tenyi
Points ↙, ↘, ←, →, ↖, and ↗ WIND Wyrm/Link/Effect Monster
1+ monsters
You can also use both your opponent's monsters and the same number of non-Effect monsters on the field as material to Link Summon this card. If this card would leave the field, return it to the Extra Deck instead. You can only Link Summon "Draconic Spirit of the Tenyi(s)" once per turn, also it cannot be used as Link Material that turn.
ATK 3000/LINK-6
Spoiler: Spell Cards • show

Art found by jspenc29 of DuelingBook

Supreme Polymerization from Underground
Normal Spell
When you activate this card, you can also banish 1 card from your hand; Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from either GY. Unless you also banished a card at activation, you must banish at least 1 Fusion Material from each GY. You can only activate 1 "Supreme Polymerization from Underground" per turn.
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