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91
Approved + Scripted Archetypes / [Scripted] Number 10: The All-Consuming
« Last post by Zerry on May 17, 2023, 04:14:06 am »
Introduction:
Now that I have started to really assemble all the Omen Archetypes, I think it's time to get to submitting. Number 2 in "Idolescent" is already submitted and Number 8 in "Golden Skies" is already approved, now it is time for Number 10, "All-Consuming".

What is "All-Consuming"?
All-Consuming, or more accurately "Apostle of the All-Consuming" is a small DARK Zombie Archetype based around "Limiérre, the All-Consuming" that aim to Ritual Summon the aforementioned card and gain extra effects when destroyed by her or her Spells/Traps. But I think I can explain it better in the card by card.

The Cards:

We can't talk about the All-Consuming without the All-Consuming herself, the tenth Omen Gilnelise... eh I mean Limiérre, the All-Consuming! It is a simple Level 8 DARK Zombie Ritual Monster with 0/0 Stats that can be Ritual Summoned with the Ritual Spell Rise of the All-Consuming. It is untargetable and indestructable while you control an Apostle of the All-Consuming and has really one effect: For the small price of 1000 LP, she vores all other monsters on the board, gaining 500/500 for each one consumed. The Ritual Spell is equally straight-forward: It lets you Ritual Summon Limiérre from your hand or GY (Zombie, eh?) by... destroying monsters whose Level equal or exceed 8. The destructions through this card count as being destroyed by Limiérre herself, which helps with set-ups.


Now for the three Apostles of the All-Consuming. Let us start with the first one: Shallistera, Singing Apostle of the All-Consuming sings. She does not shine, Glitchy, she sings. I still did not have the heart to ask him to fix this, maybe he reads this, who knows. I'm sorry, Glitchy. Anyway, Shallistera, the singing Apostle, gets to mill a specifically Level 4 (Apostles) or 8 (Limiérre) Zombie Monster on Summon and resummons herself if she gets vored, but locks into Zombie if she does it.

Havra, Loving Apostle of the All-Consuming, the Apostle that... loves being vored I guess, can on summon add both a card that mentions Limiérre from your Deck to your hand, and a Rise of the All-Consuming from your Deck OR GY to your hand. This obviously is really good, as she is a +1, but she is also such a massive painful handtrap magnet, because you really need her to get off to get to the Vore Goddess, it isn't funny. On being vored herself, she gets to resummon ANY Zombie from ANY GY, which makes Zombie World a fun addition to the Deck.

Jack, Lonesome Apostle of the All-Consuming, the Apostle that... is alone? Okay, I admit I ran out of ideas for names. Quite contrary to his name, he loves company, as he can Special Summon himself from your hand or GY if you control another Apostle or Limiérre herself. Additionally, if Jack gets vored, he can pop cards on the field equal to the number of Apostles with different names in your GY. It's always equal, not up to, so if you have all 3 in your GY, you HAVE to pop 3 cards. That can backfire, obviously.


Lastly we get to Limiérres abilities. In form of our Spells/Traps. Crave! Devour! Eliminate! is the Deck's Search Spell. As you can probably tell, it gets to add an Apostle from your Deck to your hand, but then destroys a monster in your hand. This is considered a tribute to the Vore Goddess, however, so it triggers the Apostles' effects. Additionally, this card can banish itself from the GY to stop a destruction of our Limiérre, which can be really helpful, as she is basically our bread and butter.

Ever Insatiable Spheres is... weird. It gets to Special Summon a Zombie from the GY (which can be a previously properly summoned Limiérre, or an Apostle to trigger their on summons), and then within the same effect destroy an Apostle from your Deck, which is treated as being vored. During your Main Phase, you can also banish it from your GY and... checks notes... Special Summon an Apostle from your Deck? I... don't know what I smoked when I made this card, but this is what it is!

Afterword:
Haha, yeah, that's my Zombie Ritual Stuff. I can't deny that some designs are wacky af, but god is this stuff funny.
92
Submit Cards / B.E.S. Support (Unscripted)
« Last post by SethDragonheart5901 on May 14, 2023, 05:24:31 am »

https://imgur.com/a/Q06zKCi

Yes. These are now a thing. Bow down to your new Galactic Overlords Puny Earthlings, and Despair!!!

93
Approved + Scripted Archetypes / Drive Generics [Scripted]
« Last post by SpiderRequiem on May 08, 2023, 05:18:57 am »
A collection of generic support for the Drive mechanic, and some other stuff as well. Try out the new effects that expand the mechanic, play around with Energy, discover new Drive handtraps and counters, and improve your reading capabilities with these books.

Imgur link:
https://imgur.com/a/k8oSdFv
94
Approved + Scripted Archetypes / [Scripted] Oniritron - an Xyz based control strategy
« Last post by Xarc on April 29, 2023, 03:18:51 pm »


Hi guys, after exploring some of your custom mechanics I decided it was time to post some of my archetypes before making other generic stuff. Oniritron is an archetype I designed a year ago and is a control strategy that revolves around the Xyz Materials mechanics.

Notes:
*Arts were AI generated and edited by me.
*All cards are already scripted by me, you can find them on Discord (Xarc-oniritron.rar).





Oniritron Reflector of the Rainbow
[Machine/LIGHT/Level 1/ATK 500/DEF 500]
If your opponent Special Summons a monster(s) from the Extra Deck while you control no monsters (Quick Effect): You can Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck with the same Attribute as 1 of these Special Summoned monster, then attach this card from your hand to it as material. (This is treated as an Xyz Summon.) You can banish this card from your GY; Set 1 "Oniritron Device" Spell directly from your Deck. You can only use 1 "Oniritron Reflector of the Rainbow" effect per turn, and only once that turn.





Oniritron Seeker of the Darkness
[Machine/DARK/Level 1/ATK 500/DEF 500]
If this card is Normal Summoned: You can Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck, then attach this card to it as material. (This is treated as an Xyz Summon). You can banish this card from your GY; Set 1 "Oniritron Device" Trap directly from your Deck. You can only use 1 "Oniritron Seeker of the Darkness" effect per turn, and only once that turn.





Oniritron Orb Devices Collection
[Normal Spell Card]
Add 1 "Oniritron Device" card from your Deck to your hand. If this card is in your GY: You can banish 1 "Oniritron Device" Trap from your GY; set this card. You can only use each effect of "Oniritron Orb Devices Collection" once per turn.

*Note: this card is NOT an "Oniritron Device" card, it is only an "Oniritron" card due to the word "Orb" being in the middle of the name, which means that you cannot search another copy of itself with its effect and you cannot set it from the Deck with "Oniritron Reflector of the Rainbow"'s 2nd effect.





Oniritron Device - Summon Orb
[Normal Spell Card]
Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn except "Oniritron" monsters, then you can attach this card to 1 Xyz Monster you control as material. (This is treated as an Xyz Summon.) You can only activate 1 "Oniritron Device - Summon Orb" per turn.





Oniritron Device - Broken Orb
[Normal Spell Card]
Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck, but its effects are negated, also it is destroyed during the End Phase, then you can attach this card to 1 Xyz Monster you control as material. (This is treated as an Xyz Summon.) You can only activate 1 "Oniritron Device - Broken Orb" per turn.





Oniritron Device - Mirror Orb
[Normal Spell Card]
Target 1 "Oniritron Device" Spell in your GY except "Oniritron Device - Mirror Orb"; this card's effect becomes that target's effect. You can only activate 1 "Oniritron Device - Mirror Orb" per turn.





Oniritron Device - Reborn Orb
[Quick-Play Spell Card]
Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your GY, then you can attach this card to 1 Xyz Monster you control as material. You can only activate 1 "Oniritron Device - Reborn Orb" per turn.





Oniritron Device - Swap Orb
[Quick-Play Spell Card]
Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck by using 1 "Oniritron" Xyz Monster you control with a different name as Material, then you can attach this card to 1 Xyz Monster you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Oniritron Device - Swap Orb" per turn.





Oniritron Orb Devices Recover
[Normal Trap Card]
Attach 1 "Oniritron Device" card from your Deck or GY to 1 "Oniritron" Xyz monster you control as material. If this card is in your GY: You can banish 1 "Oniritron Device" Spell from your GY; set this card. You can only use 1 "Oniritron Orb Devices Recover" effect per turn, and only once that turn.

*Note: same as "Oniritron Orb Devices Collection", this card is NOT an "Oniritron Device" card, it is only an "Oniritron" card.





Oniritron Device - Assault Orb
[Normal Trap Card]
Special Summon 1 Rank 1 "Oniritron" Xyz Monster from your Extra Deck, then you can attach this card to 1 Xyz Monster you control as material. (This is treated as an Xyz Summon.) You can only activate 1 "Oniritron Device - Assault Orb" per turn.





Oniritron Device - Burning Orb
[Normal Trap Card]
Target 1 "Oniritron" Xyz Monster you control; attach this card to it as material. An "Oniritron" Xyz Monster that has this card as material gains the following effect while this card is attached to it.
● This card gains 500 ATK/DEF for each material attached to it.





Oniritron Device - Shield Orb
[Normal Trap Card]
Target 1 "Oniritron" Xyz Monster you control; attach this card to it as material. An "Oniritron" Xyz Monster that has this card as material gains the following effect while this card is attached to it.
● This card cannot be destroyed by card effect.





Oniritron Device - Absorb Orb
[Normal Trap Card]
Target 1 "Oniritron" Xyz Monster you control; attach this card to it as material. An "Oniritron" Xyz Monster that has this card as material gains the following effect while this card is attached to it.
● At the start of the Damage Step, if this card battles an opponent's monster: You can detach 1 material from this card; attach that opponent's monster to this card as material.





Oniritron Explorer of the Deep Sea
[Machine/WATER/Rank 1/ATK 0/DEF 0]
3 level 1 monsters
Gains 500 ATK/DEF for each material attached to it. You can only use each of the following effects of "Oniritron Explorer of the Deep Sea" once per turn. You can detach 1 material from this card; send 1 "Oniritron" card from your Deck to the GY. During your opponent's turn (Quick Effect): You can target 1 face-up Special Summoned monster your opponent controls; attach it to this card as material.





Oniritron Raider of the Graves
[Machine/EARTH/Rank 1/ATK 0/DEF 0]
3 level 1 monsters
Gains 500 ATK/DEF for each material attached to it. You can only use each of the following effects of "Oniritron Raider of the Graves" once per turn. You can detach 1 material from this card, then target 1 "Oniritron" Spell/Trap in your GY; set it to your field. During your opponent's turn (Quick Effect): You can target 1 card in your opponent's GY; attach it to this card as material.





Oniritron Ruler of the Vulcano
[Machine/FIRE/Rank 1/ATK 0/DEF 0]
3 level 1 monsters
Gains 500 ATK/DEF for each material attached to it. You can only use each of the following effects of "Oniritron Ruler of the Vulcano" once per turn. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, and if your do, inflict 500 damage to your opponent. During your opponent's turn, if your opponent adds a card(s) from the Deck to the hand, except during the Draw Phase (Quick Effect): You can attach 1 random card from their hand to this card as material.





Oniritron Furrower of the Skies
[Machine/WIND/Rank 1/ATK 0/DEF 0]
3 level 1 monsters
Gains 500 ATK/DEF for each material attached to it. You can only use each of the following effects of "Oniritron Furrower of the Skies" once per turn. You can detach 1 material from this card, then target 1 card your opponent controls; return it to the hand. During your opponent's turn (Quick Effect): You can target 1 face-up Spell/Trap card your opponent controls; attach it to this card as material.





Oniritron Lord of the Endless Space
[Machine/DARK/Rank 10/ATK 0/DEF 0]
3 level 10 monsters
Once per turn, you can also Xyz Summon "Oniritron Lord of the Endless Space" by using 2 Rank 1 "Oniritron" Xyz Monsters you control as material. (Transfer their materials to this card.) Gains 1000 ATK/DEF for each material attached to it. Once per turn, when your opponent activates a monster effect (Quick Effect): You can detach 2 materials from this card; negate the activation, and if you do, attach it to this card as material.





Oniritron Lord of the Infinite Light
[Machine/LIGHT/Rank 10/ATK 0/DEF 0]
3 level 10 monsters
Once per turn, you can also Xyz Summon "Oniritron Lord of the Infinite Light" by using 2 Rank 1 "Oniritron" Xyz Monsters you control as material. (Transfer their materials to this card.) Gains 1000 ATK/DEF for each material attached to it. Once per turn, when your opponent activates a Spell/Trap card or effect (Quick Effect): You can detach 2 materials from this card; negate the activation, and if you do, attach it to this card as material.
95
Approved + Scripted Archetypes / Re: [Scripted] A collection of 20 Time Leap generics
« Last post by Xarc on April 20, 2023, 09:05:26 pm »
[Updated]
Chronovert Dragon: improved the wording of the effect text.
Genex Ally Triunity: changed the WIND effect from a "when" to an "if".
PSY-Framelord Sigma: effect changed, now it banishes cards from the top of the opponent's Deck instead of the Extra Deck.
96
Submit Custom Mechanics / Custom Mechanic - Accent
« Last post by Lyris on April 14, 2023, 09:20:05 pm »

Accent

Fun with acrostics: Anew Chaining Card Effect Name-Tolls

Accent is a new monster card type created by Lyris. They have a dual-colored frame, with a bright, diamond-like gray on the sides and a graphite-like color in the middle; they have Levels and are stored in the Extra Deck.

Immediately after a Chain resolves, a player(s) can Accent Summon 1 Accent Monster from their Extra Deck with a Level equal to the total number of Chain Links-- excluding Accent Monster effects, unless mentioned in their Chain-related requirements-- that Chain had accumulated (the Chain Length requirement, for short), using monsters they control. Accented Materials are sent to the GY by default. Each player can only Accent Summon once per Chain.

If an Accent Monster has any requirements pertaining to the Chain that resolved right before its Accent Summon, they are listed after a less-than sign, which looks like left-pointing arrowhead: <.

When an Accent Summoned monster(s) are taken off the field, including by becoming Xyz Material, as many copies as possible of any of their Accented Materials' names are immediately moved from the owner's face-up banishment, field, and Extra Deck to the GY, of which is treated as though they were sent there from the field.

More information at https://lhkpedia.miraheze.org/wiki/Accent_Monster

Examples

Code: [Select]
European Voice Accent Dragon
Level 7 LIGHT Dragon/Accent/Effect Monster
2 LIGHT monsters
If a card or effect with a different name than this card's Accented Materials would resolve, negate that effect. When a Level 5 or higher monster your opponent controls activates its effect (Quick Effect): You can activate this effect; the activated effect becomes "For the rest of this turn, neither player takes damage if the amount is less than or equal to this card's current ATK or DEF (whichever is higher).". You can only use each effect of "European Voice Accent Dragon" once per turn.
ATK 2500/DEF 2000
97
Submit Custom Mechanics / Custom Mechanic - Harmony
« Last post by Lyris on April 14, 2023, 09:17:30 pm »

Harmony

Harmony is a new monster card type created by Lyris. These monsters have Levels, a bright, spring green-colored frame, and are stored in the Extra Deck.

During an open gamestate in the Main Phase, the turn player can Harmony Summon a Harmony Monster using a banished card(s) and a Phase(s) as Harmonized Material. Harmonized Material cards are shuffled into the Deck by default, while the user's next of any Harmonized Material Phases are skipped while that monster remains outside the Extra Deck. (If the current Phase would be used as Harmonized Material, the current one does not end.)

A Harmony Monster Card cannot exist outside its owner's possession: it cannot be Special Summoned to a field other than its owner's, and it cannot be taken control of while on the field. Any other means of changing its possession immediately sends it to the GY afterwards.

Harmonized Material Phases do accumulate, so if the same Phase(s) is used as material for multiple Harmony Summons, then skip that many of the next instances of that Phase. If multiple different Phases of a single turn are used as material for a Harmony Summon(s), then while that Harmony Summoned monster(s) remains in the Monster Zone, the turn player's opponent also skips those Phases once during their next turn.

More information at https://lhkpedia.miraheze.org/wiki/Harmony_Monster

Examples

Code: [Select]
Spring Breeze Harmony Dragon
Level 7 WIND Dragon/Harmony/Effect Monster
1 Spell + Standby Phase
Cards in your GY are unaffected by the effects of your opponent's monster effects, unless they are Level 5 or higher. Once per turn (Quick Effect): You can target 1 Level 5 or higher monster on the field; banish it until the End Phase.
ATK 2500/DEF 2000
98
Approved + Scripted Archetypes / [Mostly Scripted] Cosmo'n Support + Reworks
« Last post by meedogh on April 14, 2023, 07:01:28 pm »
Hello again.
Spoiler: "Main deck monsters" • show

Spoiler: "Rework" • show
Flare Cosmo'n

Its DEF was bumped up to 600.

Spoiler: "Newbies" • show
Cluster Cosmo'n

If you would Bigbang summon a Psychic or Dragon Bigbang monster, you can use this card in your Hand as a material. You can target 1 Dragon or Psychic Bigbang Monster you control; equip this monster from your Hand or your side of the field to that target. While this card is equipped to a monster, the equipped monster is unaffected by your opponent's Spell/Trap effects.
[hr]
Starbound Cosmo'n

If a Bigbang monster you control would be destroyed by a card effect, you can discard this card from your hand instead. During your turn, If this card is in your GY (and was not sent there this turn), you can; Special Summon this card and 1 other "Cosmo'n" monster from your GY, but Banish them when they leave the field. You can only use each effect of "Starbound Cosmo'n" once per turn.


Spoiler: "Extra deck monsters" • show

Spoiler: "Reworks" • show

Creation Cosmotron

"Creation Cosmo'n" + 1+ Positive and/or Negative monsters
If this card is Special Summoned: You can equip up to 3 Level 4 or lower monsters from your hand or GY to this card. Bigbang monsters you control gain 200 ATK/DEF for each Equip Card you control. If a Bigbang monster you control would be destroyed by an opponent's card effect, you can destroy 1 Equip Card equipped to that monster, instead. You can only use each of the following effects of "Creation Cosmotron" once per turn.
● (Quick Effect): You can destroy 1 card in your Spell & Trap Zone, and if you do, equip 1 monster your opponent controls to this card.
● If this card is destroyed: You can Special Summon 1 Level 4 or lower monster from your hand or GY, or if this card was destroyed by an opponent's card (by battle or card effect), you can Special Summon from your Deck, instead.
[hr]
Rapid Cosmotron

"Torrential Cosmo'n" + 1+ Negative and/or Neutral monsters
If this card is Summoned: the DEF of all monsters your opponent controls becomes 0. If this card battles with a monster: You can switch that monster's ATK an DEF. Once per turn: If a card(s) you control is destroyed, you can add 1 "Cosmo'n" monster from your Deck to your hand, and shuffle 1 "Cosmo'n" monster from your GY into the Deck. If this card inflicts damage to your opponent, you can Special Summon 1 Psychic monster from your GY whose ATK is equal to or lower than the damage inflicted.
[hr]
Sonic Ninja (It's now level 7)

"Sonic Cosmo'n" + 1+ Positive/Negative monsters
Once per turn: You can Special Summon 1 "Cosmo'n" monster from your GY or a Bigbang monster that mentions a "Cosmo'n" monster as material. Once per turn: You can destroy 1 monster in your Spell/Trap zone; destroy 1 card your opponent controls, then you can add 1 "Cosmo'n" monster from your GY to your Hand. When this card is destroyed: You can Special Summon 1 "Cosmo'n" monster from your Deck or GY.
Genesistorm Blaster

"Storm Cosmo'n" + 1+ Positive and/or Negative monsters
If this card is Summoned: You can equip monsters from your GY to this card up to the number of "Cosmo'n" monsters in your GY with different attributes. You can discard 1 "Cosmo'n" monster; Special Summon 1 "Cosmo'n" monster from your Deck with a different name than the discarded monster's,  you can not Special Summon monsters from your Extra Deck for the rest of this turn, except Bigbang monsters. You can destroy 1 card equipped to a Bigbang monster; destroy 1 card on the field or in either player's Hand. You can only use each effect of "Genesistorm Blaster" once per turn.


Spoiler: "New" • show

Bright Cosmotron

"Spark Cosmo'n" + 1+ Positive monsters
During the Main Phase 1 (Quick Effect): You can switch the ATK and DEF of 1 monster on the field: Special Summon 1 "Cosmo'n" monster from your Hand or GY or 1 Psychic Bigbang monster from your GY,  you can not Special Summon monsters from your Extra Deck for the rest of this turn, except Bigbang monsters. If a “Cosmo’n” or a Psychic Bigbang monster is summoned to your side of the field, you can equip 1 monster in your opponent’s GY to a Bigbang monster you control. You can only use each effect of “Bright Cosmotron” once per turn.
 

[hr]
Starflare Knight

"Flare Cosmo'n" + 1+ Negative monsters
If this card is Summoned: You can destroy Spell/Trap cards on the opponent's side of the field up to the number of monsters used to Summon this card, then you can Special Summon 1 "Cosmo'n" monster from your Deck, and if you do: this card gains 200 ATK and DEF for each card destroyed by this effect. If a Bigbang monster is Summoned to your side of the field, you can shuffle up to 5 "Cosmo'n" cards or Psychic monsters in your GY into your Deck. You can only use each effect of "Starflare Knight" once per turn.
[hr]
Meteor Gladiator

"Cluster Cosmo'n" + 1+ Positive/Negative monsters
If this card would be destroyed, sent to the GY, or banished by an opponent's card effect, it is not. Gains 300 ATK/DEF for each Equip Card you control. When a monster effect is activated (Quick Effect): You can negate the activation, and if you do, equip it to this card. If a Bigbang monster is Special Summoned to your field: You can double that monster's ATK, then switch this card's ATK and DEF. You can only use each effect of "Meteor Gladiator" once per turn.
[hr]
Starform Hero

"Starform Cosmo'n" + 1+ Negative monsters
If this card is Bigbang Summoned: You can target 1 Level 6 or lower Bigbang monster in your GY; either equip it to this card or Special Summon it. This card gains ATK equal to the total ATK of all monsters equipped to it, and DEF equal to the total DEF of all monsters equipped to it. Once per turn (Quick Effect): You can destroy 1 monster your opponent controls whose ATK is less than the difference between this card's original and current ATK. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.
[hr]
Fortress Cosmo'n

1+ Positive "Cosmo'n" monsters + 1+ Negative "Cosmo'n" monsters
If this card is Bigbang Summoned: You can add up to 2 "Cosmo'n" cards or 2 Bigbang monstes that mention a "Cosmo'n" monster as materia from your GY to your Hand. You can tribute 1 monster you control, Special Summon 1 "Cosmo'n" monster from your Hand or GY except "Fortress Cosmo'n", you can not Special Summon monsters from your Extra Deck for the rest of this turn, except Bigbang monsters. If this card is destroyed: You can Special Summon 1 "Cosmo'n" monster from your Hand or GY except "Fortress Cosmo'n". You can only use each effect of "Fortress Cosmo'n" once per turn.



Spoiler: "Spells/Traps" • show

Cosmo'n Crossway

If this card is activated; add 1 "Cosmo'n" Monster from your Deck or GY to your Hand. Once per turn, you can reveal 1 Bigbang Monster from your Extra Deck that specifically lists a "Cosmo'n" monster in its card text; Discard 1 card from your hand, and if you do, Special Summon 1 "Catalyst Token" (LIGHT/Psychic/Level 1/ATK ?/DEF ?) with ATK and DEF equal to the revealed Bigbang monster's, but it cannot attack. You can only activate 1 "Cosmo'n Crossway" per turn.
99
Approved + Scripted Archetypes / Vaisseau Archetype
« Last post by Delta on April 14, 2023, 02:09:24 am »
Hi hi hi ! Let my hype you on a little thing i did. The Vaisseau Archetype !

first thing first, here are all the cards of this archetype, no extra deck here, we aint playing thoses things around here ! : https://www.duelingbook.com/deck?id=12881235

Let's give you a rundown on everything in it, first of the concept. Vaisseau is an archetype of Insect Pendulum Ritual Monster, seems like a fever dream ? Good, you are in the right mindset. More seriously, when the first ritual pendulum was introduced in tcg, i loved him so gently caressing much i created thoses. Problem, how to say that, it was either too busted or not enough, and to find the right balance between the two was a gently caressing nightmare. So, i tried and tried with restriction, limitations, attributes that don't have too much busted supports, type, and that's how i decided to go on mechanically wise :

You cannot pendulum summon any of thoses bugs from your hand, only your extra deck, meaning you have to cheat them on the field through the ritual spell, they are a control deck anyway, so it shouldnt be so much of an issue to have like two of them on field.

So how does it works in theory. well the deck turns around two ritual spell. Ascension et Fascination (yes the card's name are in french). Fascination is the generic ritual spell that can ritual summon those fellas from hand or extra deck face up, and isnt opt. Ascension is the secret sauce. It ritual summon only from the extra deck, and can use 1 monster from deck as sole material. a second pendulum summon, in a sort.

That sole monster is Chevalier, who's monster effect is non existant, basically a vanilla. It does have a scale effect that allow you, in exchange of monsters from your hand (wich all of the vaisseau require bare two) to draw and to add a ritual spell from your deck to your hand. He is the backbone of the archetype in a way.

In a similar fashion, Princesse is the monster you will want to ritual summon the most, as it is the searcher with a level 6 and decent stats. It can add a monster on special summon and if that summon is a ritual summon, you can add back a ritual spell from your gy to your hand. Simple but effective. Her scale effect is therefore, mediocre at first glance. It trades card from your hand to negate a card on the field or protect your card from any effect once this turn.

But it works well with the boss monster of the deck, Roi du vaisseau. His scale effect is to add the continuous spell for 1 monster from your hand, field or face up extra deck, and for two to destroy a spell or trap. It's monster effect tho, and i'm sorry if i worded it poorely in the effect since it doesnt have antecedent, activate the effect of a Vaisseau card in scale during your opponent's turn. Princesse becomes more interesting scales with him on the field. tho, if you didnt ritual summon it, you cant activate his effects during your turn.

The continuous spell, classic screw, in activation, adds a vaisseau from deck, and once per turn when a vaisseau leave the field, it add one from your extra deck to your hand. It's no hidden city, but it keeps the card advantage going, tho it could be a bit more unique, but i dont know how yet.

With them comes 3 other monster, first is Dame du vaisseau, wich is, simply put, wavering eyes on leg. it get's the scales set with ease, and have some spell and trap recovery if you decide to summon it. she is the main reason roi cant activate during your turn if you just ritual summon it, the advantage would be ominous.

The trap it can reset is simple too, a less powerfull Time pendulumgraph, destroy a pendulum monster card you own and one your opponent own, and if yours was a ritual, send another to the gy.

the two other monster are the "bad guys", with princesse counterpart, Tyran, who discard ritual spell to activate it's effect, special summoning a vaisseau monster from the extra deck, and if you discard two, special summon one from deck, but negating the effects of both. It's monster effect is simple monster removal, if you control a monster that doesnt have the exact atk of a vaisseau monster on the field, it can destroy it.

Roi counter part is Atrocité, with also help to put scales on the field, by putting a vaisseau monster from the ed in the scale maybe futur support will have pendulum extra monster, who know), it's monster effect is a big reduction of atk by shuffling monster from the Extra deck back to the deck.

And that's all of them. Dunno if they are fair or not, i tried to make them, but hey, you are the judges.



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Archives / Re: Evolute Monsters
« Last post by Doutor on April 12, 2023, 05:38:38 pm »
Damn, what beautiful cards! It's a good idea.
I have a 1300x2000 yugioh card template, would you have a template of this compatible with my HD size so I can make my Evolute? Thanks :3 <3
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