YGO Custom Cards
divider
We Make Our Cards Right!

Recent Posts

Pages: 1 ... 5 6 [7] 8 9 10
61
Approved + Scripted Archetypes / Re: [Scripted] Generic Bigbang goodies #2
« Last post by Xarc on October 03, 2023, 12:50:19 am »
[Updated]

Chromalith, the Luminescent Shifter: materials changed to 2+ non-Positive monsters
Muskabb, Champion of Virvek: it can now equip his Equip Spell from the GY too
Kurara, Protector of the Skies: it also stops effect activations, but must be summoned with effect monsters
Eternal Blazing Torch Man: can now send any FIRE monster from Deck to GY + DEF changed to 200
Zephyrion, the Cyclone Dragon: materials changed to  2+ non-Neutrals monsters
Bigbang Defender: removed the lv5+ restricion on the materials
Ultimate Bigbang Annihilator: materials changed to  2+ non-Neutrals monsters, also added a -1 to the number of cards it banishes to balance the absence of the Neutral material
True Bigbang: changed wording from "destroy it (for no effect)" to "make your opponent destroy it"
62
Submit Cards / Archetype Submission: Trappit (SCRIPTED)
« Last post by SpiderRequiem on October 01, 2023, 08:45:31 am »
After AOrgs and Markshalls, this is (technically) only the third "original" archetype I am now uploading here for BT approval. I present to you Trappit, a brand-new Trap-centric archetype that heavily revolves around three of the oldest mechanics of this game: Normal Summoning, Flip Summoning, and Normal Setting.

Below there's a brief overview of the archetype, but all the cards are listed in this gallery:
https://imgur.com/a/0F1tiJb

Main Deck Monsters
The 6 Main Deck Monsters (DARK Beasts, 3 Level 1, and 3 Level 4) are a bunch of hardhat-wearing bnuuys which spend their time digging holes in the ground. The effects of the Level 1s and 4s are structured differently.
  • The Level 1 monsters each have a Quick Effect that can be activated from the hand (call them handtraps if you will), ranging from consistency boost to disruption, while the other effect is a Trigger Effect that activates upon any Normal or Flip Summon: the latter type of effect always adds a "Trappit" monster from a certain location (Deck, GY, or banished pile, depending on the particular effect) and allows you to perform a Normal Summon/Set after the resolution
  • The Level 4 monsters each have an Ignition Effect that allows you to perform a Normal Summon, or forces your opponent to Normal Summon a monster from their hand (even though they will also draw 1 card in that case). As you will see, Normal Summoning is a very important action for this archetype, since all the Traps can only be activated in response to the Normal (or Flip) Summon of a monster

Spells
There is only 1 Field Spell, but with very useful effects.
  • While it is active, if your opponent controls a Special Summoned monster, they will not be able to respond to your Normal Summons/Sets or Flip Summons: this grants you a wider range of action against their board, especially when going second.
  • Each time a Trap is activated, the monsters of the activator's opponent will permanently lose 500 ATK/DEF, becoming less threatening in battle scenarios
  • If a monster is Normal Summoned/Set, or Flip Summoned, to your field, a targeting disruption Trigger Effect can be activated, in order to mess up your opponent's plans

Traps
There exist 6 Traps, each with very different effects, but all united by the fact that they require a Normal Summon (or Flip Summon) in order to be activated. Additionally, even though they're Traps, they can be activated from your hand during your turn only if you control a "Trappit" card: this grants an important speed boost to the archetype, which can play actively without relying on just setting backrow and passing. Some of them also have GY effects, which can be useful in certain scenarios.
Examples of what the Trap can do are:
  • Searching other Traps or "Trappit" cards
  • Forcing a player to Normal Summon/Set, or Flip Summon
  • Granting stats boosts and protection to your monsters
  • Disrupting the opponent's plays in various ways (popping, Setting cards, forcing Tribute Summons,...)

Extra Deck Monsters
Don't let the cute looks fool you, these rabbits also have heavy machinery on their side. There are 3 DARK Machine Link Monsters that will aid you during the games. Their quirk is that they can also use your Set backrow as Link Material, which makes them easier to Summon in-archetype (even though you lose some of their advantages if you do so).

One of them is, obviously, the Link-1 that Sets the Trap from the Deck . It also has a nifty protection effect that applies while in the GY, and that allows you to save exactly 1 of your "Trappit" cards from destruction or banishment (even a Set one, so you do not lose immediately to backrow wipeout cards).

The other Links are Link-4, and constitute the real powerhouses of the archetype. Quarrycrane Train can reach high ATK values to beat over things, it searches a Beast upon its Link Summon (and opens very funni lines), and has a fantastic Quick Effect that allows you to fill your field with resources, AND conducts a Normal Summon/Set as well. Bedrock Buster is essentially one of your OTK enables, even though it has a lower ATK potential. It is, however, equipped with a strong protection effect and a targeting pop effect. Furthermore, it rewards your Trap activations by gaining ATK and additional attacks. But more importantly, its name is funny.

Conclusions
Reject Labrynth, embrace Trappit.
Or are you really gonna skip over bunnies with hats, and sheer industrial power?

As a little extra, I also attached a list of all TCG/OCG Normal Traps that activate when a monster is Normal Summoned, Flip Summoned, and/or Normal Set (if you need to check which one can interact with this archetype).[/list]
63
Submit Cards / [Scripted] Zerry's Power Generic Compendium #1
« Last post by Zerry on September 25, 2023, 08:50:47 pm »
Introduction:
In the past weeks I have created a lot of generic-ish cards that work with different mechanics of the game that would probably be to the benefit of the server. In this submission, I am going to cover 15 generic cards, of which 9 are scripted (one needing a minor update though). I will provide an Imgur Link to all the cards for one view but also descriptions in this post that hopefully clear up some of my  thought processes.

The Cards:

Starting with Magnus, Royal Swordsmaster which by funny coincidence is a "Swordsmaster" card, which does not really support that Deck. This Drive Monster gains one Energy whenever a Warrior is Special Summoned and can pay 4 on 2 different occasions: To either use a ROTA in your hand/Deck to add a Level 5 or higher Warrior from your Deck to your hand (except another copy of itself) or to get 5 Warriors back into the Deck and then recycle a banished Spell.
These effects basically make him a reverse ROTA, as he can add what ROTA cannot, by banishing the ROTA from your Deck. You can retrieve it later in the combo, but at that point you are usually too late. As a Monster Effect, he gets a Tiamaton-esque removal effect on Drive Summon and while in the GY a Machina Fortress-esque effect to get himself back in your hand. While he is on the field, however, you only get to Special Summon Warriors.
A Consistency Piece in the hand and a removal piece on the board.


Next up we take a dive into the Harmony side of things, starting with Emissary of Harmony. Ever wanted to use a Link Monster for a Bigbang Summon? Now you can! Emissary of Harmony is treated as any Vibe and if you elect to Bigbang Summon using it, you get to treat it's stats as 1500/1500! This does also not follow Neutral rulings, as you can still treat it as Positive or Negative, so you get to add the full 1500/1500 to the stats. If you do then Bigbang Summon using her effect, you also get to search 1 "Bigbang" card, which is a batch of generic Bigbang-related Support, further enhanced in this post later. I made this card to be a fun puzzle piece for Bigbang Decks, as I am in the process of expanding Bigbang in different design directions.
Emissary of Harmony's Bigbang-related stats fit nicely with her sister, Keeper of Harmony! If you used a Monster that was Special Summoned from the ED to get her on the board, you can revive a monster with a different Vibe than monsters you control. With Keeper being a Level 3 Tuner, this can open up Synchro plays, of course. The Summoned monster does not get it's effects, though, so be ready to just use it as laddering material. If you end up Synchro Summoning using Keeper, you can make a Synchro Monster fully unaffected by all card effects, which can be very strong, depending on how you use it.


The harmonics do not stop there, as we get a Fusion out of the two: Sisters of Harmony. This can be made using any Bigbang and Link. If you Special Summon (not necessarily Fusion Summon) this card, you can return the individual sisters from GY or banished to your ED to pop up to 3 monsters, and if you Synchro Summon using this Level 5 Tuner, you get to Summon one of the sisters from your ED. It is a decent card if you get it out with Quick Fusion Effects while you have the sisters in the GY.


Next up I have my Time Leap related cards. They are not related to each other, but they interact with the same mechanic, so to shorten the post, I'll cover them together.
Ancient Seer of Temporal Visions is a Level 6 Synchro Tuner that gets you a Time Leap Monster from your ED on your field, provided you have a banished monster that is a Level lower than the Future you want to Summon, but it does get banished face-down during the End Phase. If the Seer leaves the field, you get to shuffle 1 of your face-down banished cards into your Deck. A funny monster to support Time Leap.
The next one is an actual Time Leap! Cerulean Sea Siren is a going second piece that is essentially a Book of Eclipse that made love to Dark Ruler No More. You can only Summon Siren while you have less total cards on hand and field than your opponent, by using a Normal Summoned Level 4 or lower monster as material and then this card has to follow Master Rule 4. Once you do Time Leap Summon it, you get to Book the entire board (including Siren) and if your opponent still has 4 more cards on board than you do, their monsters do not get to react. And to top that all off, all monsters that were dragged down by the Siren cannot get back up until the end of the next turn. Siren is a very strong piece to punish hard combo that fully focusses their interaction on monsters for the cost of the Extra Monster Zone and a Normal Summon.


Continuing the tradition of posting unrelated cards together, here's a Link and an Xyz. The latter should already be known from the recent Custom Card Contest.
Gemini Fairy is a Link 1 that uses a Gemini Monster to be Summoned and then targets any Gemini in the Grave, gets another Gemini from the Deck to the field and that one is then treated as an Effect Monster. A simple but hopefully decent support piece for Gemini as a mechanic.
On the other hand Argyndr from the Molten Core is more of a stun card. As a generic Rank 9 that can use any number of materials, it's job is shutting down Extra Deck Mechanics. Specifically those that match its' materials. If the opponent Summons from the Extra Deck, you get to detach 2, look at their ED, steal one of their ED monsters to attach it to Argryndr and then have the activation lock active for that card's mechanic, too. No OPTs, but that's accounted for by the material usage. This is basically a worse VFD, if you will.


Remember the original Space Valkyr? She was not done yet! There is yet more Space to protect.
And Space Valkyr - Astral Savior is up for the task. Sitting on a whopping 5200 original ATK, this is quite the beefer and takes at least one Positive monster and then any number of non-Neutral monsters as Material. On the field, it's ATK becomes 3300, which is of course a downgrade from it's base ATK which is mostly there to provide a higher cost of summoning. It also gets the fun part of doubling an original's Space Valkyr ATK for the Summon of this card, so it counts as a 5200/2000, only leaving 100 DEF for you to fill. If you Summon this using any Bigbang monster, you get to add a "Bigbang" card from your Deck to your hand. Additionally, if your opponent activates a card or effect, you get to banish a "Bigbang" card or a Bigbang monster from your GY to basically Crossout that card. That card simply ceases to have effects for this turn.
And then we have a card I simply... forgot to submit with my generic Bigbang Support the last time: Bigbang Rush. It has the simple effect of Summoning a monster from your hand/GY and then popping a monster you control. If you destroyed a Bigbang Monster with this effect, though, you get to send any other card from the field to the GY. It's a nice removal piece that can trigger your own on destruction effects, which makes it very on brand for Bigbang as a mechanic.


As the last monsters, we have Envoy of the Sword Graveyard, as a Bigbang that interacts with Equip Spells and Union Monsters. It can on Summon equip a Union or Equip Spell to an appropriate target and when you destroy Envoy to Summon a Bigbang Monster, you get to add a Union from your Deck to your hand. Maybe in the future, we can see a Bigbang Union Archetype using this! And then there is the other Bigbang, which is also a Pandemonium, Astrofrost Knight! I made this card for meed's birthday, which I think deserves Extra Points? Let's start with the monster effect: Needing 1 Neutral and 1 non-Neutral nets you this boy that immediately scoots off into the Pandemonium Zone face-up, and if it's destroyed by a card effect, you get to destroy and 1 Positive and Negative monster on the board to Summon a Neutral Bigbang from your Extra, which is treated as a proper Bigbang Summon! In the Pandemonium Zone, this lad can set a "Bigbang" Spell/Trap from your Deck and as a Quick Effect it can banish a "Bigbang" card or Bigbang monster from your Grave to Summon itself and then equip one of your opponent's monsters to it (non-targeting). Doesn't get any stats though, so it's still just a 1k/1k boy. You only get one of it's Pandemonium Effects though.


Next up, we have the crossover cards, which are also considered "Bigbang" cards.
Firstly Rivalry of Star Conductors, featuring Arietta, Idolescent Songstress and Space Valkyr, gets to reveal a Synchro, Fusion or Bigbang from the Extra Deck and gets a different effect based on which you revealed. If it was a Fusion or Synchro, you get to mill a monster with the same Type as the revealed monster to Summon a Tuner Token with the same Type, Attribute and Level as the sent monster, but be locked into the Type (i.e. Psychic). If you reveal a Bigbang, you get to destroy a monster with the same Vibe from your Deck, but you have a harder time actually dealing damage to your opponent for that turn. Both effects are usable in their own right depending on the Deck. Like the Synchro/Fusion Effect could be pretty useful in Ichyaltas or Golden Skies, while the Bigbang Effect could be neat in Cosmo'n.
The other card, Bond of Harmonic Sisters gets to activate one or both effects, if you have Bigbangs and/or Links on your board. If you control a Bigbang, you get to add a "Bigbang" card from your Deck to your hand, but then have to pop a card in your hand. If you control a Link, you get to Summon a monster from your hand or GY to a Zone your Link monster points to, but then have to send a monster a Link Monster points to to the GY. This can be removal, however. If you hit the grind game and this card is in the GY while you don't have any monsters and your opponent elects to Special Summon from his Extra Deck, you get to banish this card and the Fusion Materials for the aforementioned Sisters of Harmony from your Extra Deck and/or GY to Summon that Sisters of Harmony, as a last resort to survive. This panic button only works once per Duel though. Again a card that could be useful in many a Deck.


Okay, those last cards were rather complex, lets take it easy again: Stellar Fusion is a Fusion Spell that can takes one of it's Fusion Materials from the Extra Deck. This is just a card to fill the design space gap that was left with the basic Poly/Fusion cards.
64
Approved + Scripted Archetypes / [Scripted] Vyasa-Purana
« Last post by Top Hat Penguin on September 25, 2023, 05:32:15 pm »
My submission from the latest Custom Card Contest, thanks Glitchy, as usual, for scripting the card.


Vyasa-Purana
Future 9 LIGHT/Machine/Time Leap/Effect
ATK: 3000 DEF: 2500
★ 2+ monsters were Special Summoned from the Extra Deck this turn - Monster
You can also Time Leap Summon this card using 1 monster that was Special Summoned from the Extra Deck using a monster that was Special Summoned from the Extra Deck as material, disregarding the Future of this card.
You can only use the following ① effect of "Vyasa-Purana" once per turn.
① (Quick Effect): You can banish this Time Leap Summoned card; Special Summon 2 monsters that are banished and/or in the GYs (except "Vyasa-Purana"), but with different card types from each other (Fusion, Synchro, Xyz, Link, Bigbang, Time Leap), then roll a six-sided die, and if you do, until the end of the next turn, you can apply the following effect.
● Once per Chain (Quick Effect): You can Special Summon 1 "Vyasa-Purana" that is banished, and if you do, immediately after this effect resolves, N Summon 1 N Monster using materials you control. (N depends on the result, 1 = Fusion, 2 = Synchro, 3 = Xyz, 4 = Link, 5 = Bigbang, 6 = Time Leap.)
66
Approved + Scripted Archetypes / [Scripted] Paradox Dragon of the Six Dimensions
« Last post by Xarc on September 23, 2023, 07:51:40 pm »
My contest-winning card (no changes where made to the card compared to the contest version)



[Future 7/DARK/Dragon/Time Leap/ATK 2600/DEF 2600]
6 or more Fusion, Synchro, Xyz, Link, Bigbang and/or Time Leap Monsters are in the GYs - Effect Monster
For this card's Time Leap Summon, you can treat any monster Special Summoned from the Extra Deck this turn as a Level 6 monster. If this card is Time Leap Summoned: You can activate the appropriate effect, depending on the monster used as material;
● Fusion Monster: Special Summon 1 Level 4 or lower monster from your GY, but negate its effects.
● Synchro Monster: Draw 1 card, and if you do, show it, then, if it is a Tuner, you can draw 1 more card.
● Xyz Monster: Attach 1 card on the field to an Xyz Monster on the field as material, then you can send that Xyz Monster to the GY.
● Link Monster: This card gains 300 ATK/DEF x the number of different attributes currently in the GYs.
● Bigbang Monster: Destroy all non-Neutral monsters your opponent controls.
● Time Leap Monster: Banish 1 card your opponent controls.
67
Approved + Scripted Archetypes / FIRE, FIRE, PSYCHO SOLDIEERRRRR (unscripted)
« Last post by SwagatariMemes on September 14, 2023, 07:32:51 pm »
Some singular Synchro steadily supporting Slick's super sus supposed selection of Submissions


yes this is a very obvious reference, and the original Psycho Soldier was one too

Extra Deck Monsters
Spoiler: show


Quote
"Psycho Soldier" + 1+ Psychic non-Tuner monsters
Each time a Psychic monster(s) is sent to your GY, this card gains 300 ATK and DEF until the end of this turn. You can only use each of the following effects of "Veteran Psycho Soldier" once per turn. If this card is Synchro Summoned: You can Special Summon up to 3 "Psycho Soldier" (up to 1 each from your hand, Deck and/or GY) in Defense Position, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except Psychic Synchro Monsters. You can tribute 1 other FIRE Psychic monster you control, then target 1 monster your opponent controls; destroy it.

68
Approved + Scripted Archetypes / Lord of the spiral Galaxy (scripted)
« Last post by LeonDuvall on September 14, 2023, 01:22:12 am »
Time leap man claims the difference between your graveyard and banished is a theory of relativity
69
Submit Cards / Mokey Mokey Support (Unscripted)
« Last post by SethDragonheart5901 on September 12, 2023, 03:37:20 am »

https://imgur.com/a/wm8ysv1

https://imgur.com/a/ojNUY6n

Well, i decided to try and make custom mokey mokey support. Unfortunately, i tried using an a.i. generator called nightcafe for this. Now, i didn't trust it to actually make Mokey Mokey, but hey, i thought man made outcast angels looked young and chibi, so i decided to use that as the prompt. It got uh...mixed results to put it mildly. Here's each of the sources from where i can each artwork btw. Or well, actually better yet, here's a link to my profile there. The pictures i used for these are public i believe, and they aren't hard to find: https://creator.nightcafe.studio/u/SethDragonheart5901

I figured it's better than posting multiple links at once. Also, while i don't think there's technically anything wrong with the artwork i used (other than the fact that it's obviously a.i. generated and it has nothing to do with the archetype), some part of me feels like i should change it, and i don't know why. If uh, you people want me to change it, let me know.
70
Archives / Dawn Blader - Wave 1 & 2
« Last post by Jake on September 03, 2023, 11:50:46 am »
Re-posting this older submission in bulk (wave 1 and 2) via the Balance Team's request.

Here is the DB link.
https://www.duelingbook.com/deck?id=5702098
Pages: 1 ... 5 6 [7] 8 9 10